X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_sp%2Fmain.c;h=9e5ff836f7947e25aa77530c45abc43cbdd6af51;hp=9f343318407a45100de8d4673dd1ed83b385143f;hb=30eb586d06bc4d1ee7388dced1c20e530292aa93;hpb=83a31e12a79ab21deddbbb7533998a1a54a989dd diff --git a/src/game_sp/main.c b/src/game_sp/main.c index 9f343318..9e5ff836 100644 --- a/src/game_sp/main.c +++ b/src/game_sp/main.c @@ -3,35 +3,101 @@ #include "global.h" -struct GameInfo_SP game_sp_info; +struct GameInfo_SP game_sp; struct LevelInfo_SP native_sp_level; -void InitGameEngine_SP() +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(void) { - 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; + + 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(); -#if 0 menPlay_Click(); -#else - menPlayDemo_Click(); -#endif } -void BlitScreenToBitmap_SP(Bitmap *target_bitmap) +void RedrawPlayfield_SP(boolean force_redraw) { - BlitBitmap(screenBitmap, target_bitmap, 15 * 32, 7 * 32, - SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY); + // skip redrawing playfield in warp mode or when testing tapes with "autotest" + if (DrawingDeactivatedField()) + return; + + if (force_redraw) + RestorePlayfield(); + + UpdatePlayfield(force_redraw); +} + +static void UpdateGameDoorValues_SP(void) +{ + 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, + MurphyScreenXPos / TILEX, MurphyScreenYPos / TILEY); subMainGameLoop_Main(single_player_action, warp_mode); + + RedrawPlayfield_SP(FALSE); + + UpdateGameDoorValues_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]++; } -void RedrawPlayfield_SP(boolean force_redraw) +int getRedDiskReleaseFlag_SP(void) { - subDisplayLevel(); + /* 0: when Murphy is moving (including the destination tile!) */ + /* 1: when Murphy is not moving for at least one game frame */ + + return RedDiskReleaseFlag; }