X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2Fmain.c;h=a5ca525e4dd8a79ff062fcbfe4ccf287dadd0330;hb=d45b35552f4ca1ada1266fb7e8b6968d878019a6;hp=fb46ec87fc4b7d8e3a7a66dda268f96780273396;hpb=9f688962eb90591205c511c1ae9bf752d276d1f5;p=rocksndiamonds.git diff --git a/src/game_sp/main.c b/src/game_sp/main.c index fb46ec87..a5ca525e 100644 --- a/src/game_sp/main.c +++ b/src/game_sp/main.c @@ -3,56 +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; - InitScrollPlayfield(); + 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; + } + } -#if 0 - printf(":A: %d, %d [%d, %d]\n", - mScrollX, mScrollY, mScrollX_last, mScrollY_last); -#endif + InitScrollPlayfield(); -#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); + + 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]++; }