struct GameInfo_SP game_sp_info;
struct LevelInfo_SP native_sp_level;
+int GfxFrame[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
+
+
void InitGameEngine_SP()
{
+ int x, y;
+
game_sp_info.LevelSolved = FALSE;
game_sp_info.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++)
+ 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
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 = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
+ for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++)
+ GfxFrame[x][y]++;
}