X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2Fmain.c;h=a5ca525e4dd8a79ff062fcbfe4ccf287dadd0330;hb=d45b35552f4ca1ada1266fb7e8b6968d878019a6;hp=9f343318407a45100de8d4673dd1ed83b385143f;hpb=83a31e12a79ab21deddbbb7533998a1a54a989dd;p=rocksndiamonds.git diff --git a/src/game_sp/main.c b/src/game_sp/main.c index 9f343318..a5ca525e 100644 --- a/src/game_sp/main.c +++ b/src/game_sp/main.c @@ -3,35 +3,80 @@ #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.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 menPlay_Click(); -#else - menPlayDemo_Click(); -#endif } -void BlitScreenToBitmap_SP(Bitmap *target_bitmap) +void RedrawPlayfield_SP(boolean force_redraw) +{ + if (force_redraw) + RestorePlayfield(); + + UpdatePlayfield(force_redraw); + + BackToFront_SP(); +} + +void DrawGameDoorValues_SP() { - BlitBitmap(screenBitmap, target_bitmap, 15 * 32, 7 * 32, - SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY); + 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); -} -void RedrawPlayfield_SP(boolean force_redraw) -{ - subDisplayLevel(); + 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]++; }