#include "global.h"
-struct GameInfo_SP game_sp_info;
+struct GameInfo_SP game_sp;
struct LevelInfo_SP native_sp_level;
+
+int GfxElementLast[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
+int GfxGraphicLast[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
+int GfxGraphic[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
int GfxFrame[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
- game_sp_info.LevelSolved = FALSE;
- game_sp_info.GameOver = FALSE;
+ game_sp.LevelSolved = FALSE;
+ game_sp.GameOver = FALSE;
menBorder.Checked = setup.sp_show_border_elements;
for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
+ {
for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++)
+ {
+ GfxElementLast[x][y] = -1;
+ GfxGraphicLast[x][y] = -1;
+ GfxGraphic[x][y] = -1;
GfxFrame[x][y] = 0;
+ }
+ }
InitScrollPlayfield();
{
// subDisplayLevel();
- UpdatePlayfield();
+ if (force_redraw)
+ RestorePlayfield();
+
+ UpdatePlayfield(force_redraw);
BackToFront_SP();
}
RedrawPlayfield_SP(FALSE);
- for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
- for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++)
+ for (x = DisplayMinX; x <= DisplayMaxX; x++)
+ for (y = DisplayMinY; y <= DisplayMaxY; y++)
GfxFrame[x][y]++;
}