X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2Fmain.c;h=42f5f753a814de980dd2eb9f06a5060e8f1b329e;hb=4591885cdbcfec145d1ac0510fed1519af1eea1d;hp=1e874354a0e870e6fd2c96eb2db814cd557b2bb6;hpb=e85f102990a880fc2ec51e64a1f1ced4ad9e19df;p=rocksndiamonds.git diff --git a/src/game_sp/main.c b/src/game_sp/main.c index 1e874354..42f5f753 100644 --- a/src/game_sp/main.c +++ b/src/game_sp/main.c @@ -3,9 +3,12 @@ #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]; @@ -15,60 +18,65 @@ void InitGameEngine_SP() 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; + game_sp.time_played = 0; + game_sp.infotrons_still_needed = native_sp_level.header.InfotronsNeeded; + game_sp.red_disk_count = 0; + game_sp.score = 0; + + menBorder = 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) -{ - DDScrollBuffer_Blt_Ext(target_bitmap); } -#endif void RedrawPlayfield_SP(boolean force_redraw) { - // subDisplayLevel(); + if (force_redraw) + RestorePlayfield(); - UpdatePlayfield(); + UpdatePlayfield(force_redraw); BackToFront_SP(); } +void DrawGameDoorValues_SP() +{ + game_sp.time_played = TimerVar / setup.game_frame_delay; + game_sp.infotrons_still_needed = InfotronsNeeded; + game_sp.red_disk_count = RedDiskCount; + game_sp.score = 0; // (currently no score in Supaplex engine) +} + void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode) { byte single_player_action = action[0]; int x, y; + UpdateEngineValues(mScrollX / TILEX, mScrollY / TILEY); + subMainGameLoop_Main(single_player_action, warp_mode); RedrawPlayfield_SP(FALSE); - for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++) - for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++) + if (!warp_mode) /* do not redraw values in warp mode */ + DrawGameDoorValues_SP(); + + for (x = DisplayMinX; x <= DisplayMaxX; x++) + for (y = DisplayMinY; y <= DisplayMaxY; y++) GfxFrame[x][y]++; }