rnd-20100521-1-src
[rocksndiamonds.git] / src / game_sp / main.c
1
2 #include "main_sp.h"
3 #include "global.h"
4
5
6 struct GameInfo_SP game_sp;
7 struct LevelInfo_SP native_sp_level;
8
9 int GfxElementLast[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
10 int GfxGraphicLast[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
11 int GfxGraphic[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
12 int GfxFrame[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
13
14
15 void InitGameEngine_SP()
16 {
17   int x, y;
18
19   gfx.anim_random_frame = -1;   // (use simple, ad-hoc random numbers)
20
21   game_sp.LevelSolved = FALSE;
22   game_sp.GameOver = FALSE;
23
24   game_sp.time_played = 0;
25   game_sp.infotrons_still_needed = native_sp_level.header.InfotronsNeeded;
26   game_sp.red_disk_count = 0;
27   game_sp.score = 0;
28
29   menBorder = setup.sp_show_border_elements;
30
31   game_sp.scroll_xoffset = (EVEN(SCR_FIELDX) ? TILEX / 2 : 0);
32   game_sp.scroll_yoffset = (EVEN(SCR_FIELDY) ? TILEY / 2 : 0);
33
34 #if 1
35   if (native_sp_level.width <= SCR_FIELDX)
36     game_sp.scroll_xoffset = TILEX / 2;
37   if (native_sp_level.height <= SCR_FIELDY)
38     game_sp.scroll_yoffset = TILEY / 2;
39 #endif
40
41   for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
42   {
43     for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++)
44     {
45       GfxElementLast[x][y] = -1;
46       GfxGraphicLast[x][y] = -1;
47       GfxGraphic[x][y] = -1;
48       GfxFrame[x][y] = 0;
49     }
50   }
51
52   InitScrollPlayfield();
53
54   menPlay_Click();
55 }
56
57 void RedrawPlayfield_SP(boolean force_redraw)
58 {
59   if (force_redraw)
60     RestorePlayfield();
61
62   UpdatePlayfield(force_redraw);
63
64   BackToFront_SP();
65 }
66
67 void DrawGameDoorValues_SP()
68 {
69   game_sp.time_played = TimerVar / setup.game_frame_delay;
70   game_sp.infotrons_still_needed = InfotronsNeeded;
71   game_sp.red_disk_count = RedDiskCount;
72   game_sp.score = 0;            // (currently no score in Supaplex engine)
73 }
74
75 void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
76 {
77   byte single_player_action = action[0];
78   int x, y;
79
80   UpdateEngineValues(mScrollX / TILEX, mScrollY / TILEY);
81
82   subMainGameLoop_Main(single_player_action, warp_mode);
83
84   RedrawPlayfield_SP(FALSE);
85
86   if (!warp_mode)               /* do not redraw values in warp mode */
87     DrawGameDoorValues_SP();
88
89   CheckSingleStepMode_SP(PlayField16[MurphyPosIndex] != fiMurphy);
90
91   for (x = DisplayMinX; x <= DisplayMaxX; x++)
92     for (y = DisplayMinY; y <= DisplayMaxY; y++)
93       GfxFrame[x][y]++;
94 }