X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2Fmain.c;h=a5ca525e4dd8a79ff062fcbfe4ccf287dadd0330;hb=d45b35552f4ca1ada1266fb7e8b6968d878019a6;hp=74902a0c897c50ac1e974309e017e3574ba9ac4f;hpb=5ba7f2d9a3f07f342afdf215a3307d5487cb6d43;p=rocksndiamonds.git diff --git a/src/game_sp/main.c b/src/game_sp/main.c index 74902a0c..a5ca525e 100644 --- a/src/game_sp/main.c +++ b/src/game_sp/main.c @@ -3,15 +3,80 @@ #include "global.h" +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() { + 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.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(); + menPlay_Click(); } -void BlitScreenToBitmap_SP(Bitmap *target_bitmap) +void RedrawPlayfield_SP(boolean force_redraw) { + if (force_redraw) + RestorePlayfield(); + + 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); + + 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]++; }