rnd-20100220-1-src
[rocksndiamonds.git] / src / game_sp / main.c
index d63d32a0f2966b9c6d1f18ddfa728c604ef51ecf..f30aa0dbbb5e8cd8f4c743f7c58064a6e62720ce 100644 (file)
@@ -3,23 +3,55 @@
 #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;
 
   menBorder.Checked = setup.sp_show_border_elements;
 
+  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();
 
+#if 0
+  printf(":A: %d, %d [%d, %d]\n",
+        mScrollX, mScrollY, mScrollX_last, mScrollY_last);
+#endif
+
 #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
@@ -33,7 +65,10 @@ void RedrawPlayfield_SP(boolean force_redraw)
 {
   // subDisplayLevel();
 
-  UpdatePlayfield();
+  if (force_redraw)
+    RestorePlayfield();
+
+  UpdatePlayfield(force_redraw);
 
   BackToFront_SP();
 }
@@ -41,8 +76,13 @@ void RedrawPlayfield_SP(boolean force_redraw)
 void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
 {
   byte single_player_action = action[0];
+  int x, y;
 
   subMainGameLoop_Main(single_player_action, warp_mode);
 
   RedrawPlayfield_SP(FALSE);
+
+  for (x = DisplayMinX; x <= DisplayMaxX; x++)
+    for (y = DisplayMinY; y <= DisplayMaxY; y++)
+      GfxFrame[x][y]++;
 }