(8 - frame) * ply[p].y) * TILEY / 8 \
- ((SCR_FIELDY - 1) * TILEY) / 2)
+#define USE_EXTENDED_GRAPHICS_ENGINE 1
int frame; /* current screen frame */
int screen_x; /* current scroll position */
{
int tile = Draw[y][x];
struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
+
+#if USE_EXTENDED_GRAPHICS_ENGINE
+ getGraphicSourceObjectExt_EM(tile, frame, &g->bitmap, &g->src_x, &g->src_y,
+ x - 2, y - 2);
+#endif
+
int src_x = g->src_x + g->src_offset_x;
int src_y = g->src_y + g->src_offset_y;
int dst_x = sx * TILEX + g->dst_offset_x;
{
int tile = Draw[y][x];
struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
+
+#if USE_EXTENDED_GRAPHICS_ENGINE
+ getGraphicSourceObjectExt_EM(tile, frame, &g->bitmap, &g->src_x, &g->src_y,
+ x - 2, y - 2);
+#endif
+
int left = screen_x / TILEX;
int top = screen_y / TILEY;
int i;
{
struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
-#if 1
- getGraphicSourceExt_EM(player_nr, anim, frame,
- &g->bitmap, &g->src_x, &g->src_y);
+#if USE_EXTENDED_GRAPHICS_ENGINE
+ getGraphicSourcePlayerExt_EM(player_nr, anim, frame,
+ &g->bitmap, &g->src_x, &g->src_y);
#endif
int src_x = g->src_x, src_y = g->src_y;
{ 0, +1 }
};
+#if USE_EXTENDED_GRAPHICS_ENGINE
+ for (y = 2; y < EM_MAX_CAVE_HEIGHT - 2; y++)
+ for (x = 2; x < EM_MAX_CAVE_WIDTH - 2; x++)
+ SetGfxAnimation_EM(Draw[y][x], frame, x - 2, y - 2);
+#endif
+
for (y = top; y < top + MAX_BUF_YSIZE; y++)
{
for (x = left; x < left + MAX_BUF_XSIZE; x++)
}
/* only redraw screen tiles if they (or their crumbled state) changed */
+#if USE_EXTENDED_GRAPHICS_ENGINE
+ // if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
+#else
if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
+#endif
{
DrawLevelField_EM(x, y, sx, sy, FALSE);
DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
if (quick_relocation)
{
- int offset = (setup.scroll_delay ? 3 : 0);
+ int offset = game.scroll_delay_value;
if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
{
int player_nr = game_em.last_moving_player;
#endif
int stepsize = TILEX / 8;
- int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
+ int offset = game.scroll_delay_value * TILEX;
int offset_x = offset;
int offset_y = offset;
int screen_x_old = screen_x;