X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2Fmain.c;h=38e54a364c238537c3472fe3c576c6a60ee01722;hb=f7b79b71faf7e5fbe38df38d26d1156f3ba2f0ce;hp=3139a0206ef16793b1cc9ee1b048e131a0ee488c;hpb=79d7ca29718d025ed0b131bf5389685fe9b941c4;p=rocksndiamonds.git diff --git a/src/game_sp/main.c b/src/game_sp/main.c index 3139a020..38e54a36 100644 --- a/src/game_sp/main.c +++ b/src/game_sp/main.c @@ -6,25 +6,80 @@ struct GameInfo_SP game_sp_info; 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]; + + void InitGameEngine_SP() { + int x, y; + + gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers) + game_sp_info.LevelSolved = FALSE; game_sp_info.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(); + #if 0 + printf(":A: %d, %d [%d, %d]\n", + mScrollX, mScrollY, mScrollX_last, mScrollY_last); +#endif + +#if 1 menPlay_Click(); #else menPlayDemo_Click(); #endif + +#if 0 + printf(":B: %d, %d [%d, %d]\n", + mScrollX, mScrollY, mScrollX_last, mScrollY_last); +#endif } +#if 0 void BlitScreenToBitmap_SP(Bitmap *target_bitmap) { - BlitBitmap(screenBitmap, target_bitmap, 15 * 32, 7 * 32, - SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY); + DDScrollBuffer_Blt_Ext(target_bitmap); +} +#endif + +void RedrawPlayfield_SP(boolean force_redraw) +{ + // subDisplayLevel(); + + UpdatePlayfield(); + + BackToFront_SP(); } void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode) { - subMainGameLoop_Main(); + byte single_player_action = action[0]; + int x, y; + + subMainGameLoop_Main(single_player_action, warp_mode); + + RedrawPlayfield_SP(FALSE); + + for (x = DisplayMinX; x <= DisplayMaxX; x++) + for (y = DisplayMinY; y <= DisplayMaxY; y++) + GfxFrame[x][y]++; }