X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2Fmain.c;h=4fe06feb1a44fa796b6b3dbc1dd21d9b9749db7e;hb=97baecdfcf386d972f6f8e6eec9ddfd3021ed7ed;hp=be2cb29fcde4758aac875a5578c0c317076f663d;hpb=07d1e990ebdd1e5eca3d310f8e9b9a3a8411a4dd;p=rocksndiamonds.git diff --git a/src/game_sp/main.c b/src/game_sp/main.c index be2cb29f..4fe06feb 100644 --- a/src/game_sp/main.c +++ b/src/game_sp/main.c @@ -3,34 +3,108 @@ #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]; + + void InitGameEngine_SP() { - game_sp_info.LevelSolved = FALSE; - game_sp_info.GameOver = FALSE; + int x, y; + + gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers) + + game_sp.LevelSolved = FALSE; + game_sp.GameOver = FALSE; + + 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; + + game_sp.scroll_xoffset = (EVEN(SCR_FIELDX) ? TILEX / 2 : 0); + game_sp.scroll_yoffset = (EVEN(SCR_FIELDY) ? TILEY / 2 : 0); #if 1 - menPlay_Click(); -#else - menPlayDemo_Click(); + if (native_sp_level.width <= SCR_FIELDX) + game_sp.scroll_xoffset = TILEX / 2; + if (native_sp_level.height <= SCR_FIELDY) + game_sp.scroll_yoffset = TILEY / 2; #endif + + 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(); + + menPlay_Click(); +} + +void RedrawPlayfield_SP(boolean force_redraw) +{ + if (force_redraw) + RestorePlayfield(); + + UpdatePlayfield(force_redraw); + + BackToFront_SP(); } -void BlitScreenToBitmap_SP(Bitmap *target_bitmap) +void DrawGameDoorValues_SP() { - DDScrollBuffer_Blt_Ext(target_bitmap); +#if 1 + // game_sp.time_played = TimerVar / FRAMES_PER_SECOND_SP; + game_sp.time_played = TimerVar / FRAMES_PER_SECOND; +#else + game_sp.time_played = TimerVar * setup.game_frame_delay / 1000; +#endif + game_sp.infotrons_still_needed = InfotronsNeeded; + game_sp.red_disk_count = RedDiskCount; + game_sp.score = 0; // (currently no score in Supaplex engine) + +#if 0 + printf("::: %d, %d => %d\n", + TimerVar, setup.game_frame_delay, game_sp.time_played); +#endif } 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); + + if (!warp_mode) /* do not redraw values in warp mode */ + DrawGameDoorValues_SP(); + + CheckSingleStepMode_SP(PlayField16[MurphyPosIndex] == fiMurphy, + HighByte(PlayField16[MurphyPosIndex]) == 0x2A); + + for (x = DisplayMinX; x <= DisplayMaxX; x++) + for (y = DisplayMinY; y <= DisplayMaxY; y++) + GfxFrame[x][y]++; } -void RedrawPlayfield_SP(boolean force_redraw) +int getRedDiskReleaseFlag_SP() { - subDisplayLevel(); + return RedDiskReleaseFlag; }