major cleanup of preprocessor hell
[rocksndiamonds.git] / src / game_sp / main.c
index 74902a0c897c50ac1e974309e017e3574ba9ac4f..4486656ffd7864693ad47dec5923f471bb0c5d24 100644 (file)
@@ -3,15 +3,96 @@
 #include "global.h"
 
 
+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()
 {
+  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 = setup.sp_show_border_elements;
+
+  game_sp.scroll_xoffset = (EVEN(SCR_FIELDX) ? TILEX / 2 : 0);
+  game_sp.scroll_yoffset = (EVEN(SCR_FIELDY) ? TILEY / 2 : 0);
+
+  if (native_sp_level.width <= SCR_FIELDX)
+    game_sp.scroll_xoffset = TILEX / 2;
+  if (native_sp_level.height <= SCR_FIELDY)
+    game_sp.scroll_yoffset = TILEY / 2;
+
+  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;
+    }
+  }
+
+  InitScrollPlayfield();
+
   menPlay_Click();
 }
 
-void BlitScreenToBitmap_SP(Bitmap *target_bitmap)
+void RedrawPlayfield_SP(boolean force_redraw)
+{
+  if (force_redraw)
+    RestorePlayfield();
+
+  UpdatePlayfield(force_redraw);
+
+  BackToFront_SP();
+}
+
+void DrawGameDoorValues_SP()
 {
+  game_sp.time_played = TimerVar / FRAMES_PER_SECOND;
+  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();
+
+  CheckSingleStepMode_SP(PlayField16[MurphyPosIndex] == fiMurphy,
+                        HighByte(PlayField16[MurphyPosIndex]) == 0x2A);
+
+  for (x = DisplayMinX; x <= DisplayMaxX; x++)
+    for (y = DisplayMinY; y <= DisplayMaxY; y++)
+      GfxFrame[x][y]++;
+}
+
+int getRedDiskReleaseFlag_SP()
+{
+  return RedDiskReleaseFlag;
 }