X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2Fmain.c;h=a5ca525e4dd8a79ff062fcbfe4ccf287dadd0330;hb=d45b35552f4ca1ada1266fb7e8b6968d878019a6;hp=f30aa0dbbb5e8cd8f4c743f7c58064a6e62720ce;hpb=f926e522aef77158e0011ae5ad2cf8805509d6d1;p=rocksndiamonds.git diff --git a/src/game_sp/main.c b/src/game_sp/main.c index f30aa0db..a5ca525e 100644 --- a/src/game_sp/main.c +++ b/src/game_sp/main.c @@ -6,7 +6,6 @@ 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]; @@ -22,6 +21,11 @@ void InitGameEngine_SP() 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++) @@ -37,34 +41,11 @@ void InitGameEngine_SP() 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(); @@ -73,15 +54,28 @@ void RedrawPlayfield_SP(boolean 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]++;