changed redraw system to prevent unneeded screen updates
[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 (native_sp_level.width <= SCR_FIELDX)
35     game_sp.scroll_xoffset = TILEX / 2;
36   if (native_sp_level.height <= SCR_FIELDY)
37     game_sp.scroll_yoffset = TILEY / 2;
38
39   for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
40   {
41     for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++)
42     {
43       GfxElementLast[x][y] = -1;
44       GfxGraphicLast[x][y] = -1;
45       GfxGraphic[x][y] = -1;
46       GfxFrame[x][y] = 0;
47     }
48   }
49
50   InitScrollPlayfield();
51
52   menPlay_Click();
53 }
54
55 void RedrawPlayfield_SP(boolean force_redraw)
56 {
57   if (force_redraw)
58     RestorePlayfield();
59
60   UpdatePlayfield(force_redraw);
61
62   BlitScreenToBitmap_SP(backbuffer);
63 }
64
65 void UpdateGameDoorValues_SP()
66 {
67   game_sp.time_played = TimerVar / FRAMES_PER_SECOND;
68   game_sp.infotrons_still_needed = InfotronsNeeded;
69   game_sp.red_disk_count = RedDiskCount;
70   game_sp.score = 0;            // (currently no score in Supaplex engine)
71 }
72
73 void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
74 {
75   byte single_player_action = action[0];
76   int x, y;
77
78   UpdateEngineValues(mScrollX / TILEX, mScrollY / TILEY);
79
80   subMainGameLoop_Main(single_player_action, warp_mode);
81
82   RedrawPlayfield_SP(FALSE);
83
84   UpdateGameDoorValues_SP();
85
86   CheckSingleStepMode_SP(PlayField16[MurphyPosIndex] == fiMurphy,
87                          HighByte(PlayField16[MurphyPosIndex]) == 0x2A);
88
89   for (x = DisplayMinX; x <= DisplayMaxX; x++)
90     for (y = DisplayMinY; y <= DisplayMaxY; y++)
91       GfxFrame[x][y]++;
92 }
93
94 int getRedDiskReleaseFlag_SP()
95 {
96   return RedDiskReleaseFlag;
97 }