rnd-20100417-2-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   for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
35   {
36     for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++)
37     {
38       GfxElementLast[x][y] = -1;
39       GfxGraphicLast[x][y] = -1;
40       GfxGraphic[x][y] = -1;
41       GfxFrame[x][y] = 0;
42     }
43   }
44
45   InitScrollPlayfield();
46
47   menPlay_Click();
48 }
49
50 void RedrawPlayfield_SP(boolean force_redraw)
51 {
52   if (force_redraw)
53     RestorePlayfield();
54
55   UpdatePlayfield(force_redraw);
56
57   BackToFront_SP();
58 }
59
60 void DrawGameDoorValues_SP()
61 {
62   game_sp.time_played = TimerVar / setup.game_frame_delay;
63   game_sp.infotrons_still_needed = InfotronsNeeded;
64   game_sp.red_disk_count = RedDiskCount;
65   game_sp.score = 0;            // (currently no score in Supaplex engine)
66 }
67
68 void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
69 {
70   byte single_player_action = action[0];
71   int x, y;
72
73   UpdateEngineValues(mScrollX / TILEX, mScrollY / TILEY);
74
75   subMainGameLoop_Main(single_player_action, warp_mode);
76
77   RedrawPlayfield_SP(FALSE);
78
79   if (!warp_mode)               /* do not redraw values in warp mode */
80     DrawGameDoorValues_SP();
81
82   for (x = DisplayMinX; x <= DisplayMaxX; x++)
83     for (y = DisplayMinY; y <= DisplayMaxY; y++)
84       GfxFrame[x][y]++;
85 }