#include "init.h"
#include "game.h"
#include "events.h"
-#include "cartoons.h"
+#include "anim.h"
#include "network.h"
#include "tape.h"
#include "screens.h"
/* select level set with EMC X11 graphics before activating EM GFX debugging */
-#define DEBUG_EM_GFX 0
+#define DEBUG_EM_GFX FALSE
+#define DEBUG_FRAME_TIME FALSE
/* tool button identifiers */
#define TOOL_CTRL_ID_YES 0
{
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_1,
+ IMG_GFX_DOOR_1_PART_1,
&door_1.part_1
},
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_2,
+ IMG_GFX_DOOR_1_PART_2,
&door_1.part_2
},
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_3,
+ IMG_GFX_DOOR_1_PART_3,
&door_1.part_3
},
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_4,
+ IMG_GFX_DOOR_1_PART_4,
&door_1.part_4
},
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_5,
+ IMG_GFX_DOOR_1_PART_5,
&door_1.part_5
},
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_6,
+ IMG_GFX_DOOR_1_PART_6,
&door_1.part_6
},
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_7,
+ IMG_GFX_DOOR_1_PART_7,
&door_1.part_7
},
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_8,
+ IMG_GFX_DOOR_1_PART_8,
&door_1.part_8
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_1,
+ IMG_GFX_DOOR_2_PART_1,
&door_2.part_1
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_2,
+ IMG_GFX_DOOR_2_PART_2,
&door_2.part_2
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_3,
+ IMG_GFX_DOOR_2_PART_3,
&door_2.part_3
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_4,
+ IMG_GFX_DOOR_2_PART_4,
&door_2.part_4
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_5,
+ IMG_GFX_DOOR_2_PART_5,
&door_2.part_5
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_6,
+ IMG_GFX_DOOR_2_PART_6,
&door_2.part_6
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_7,
+ IMG_GFX_DOOR_2_PART_7,
&door_2.part_7
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_8,
+ IMG_GFX_DOOR_2_PART_8,
&door_2.part_8
},
printf(" CustomValue: %d\n", CustomValue[x][y]);
printf(" GfxElement: %d\n", GfxElement[x][y]);
printf(" GfxAction: %d\n", GfxAction[x][y]);
- printf(" GfxFrame: %d\n", GfxFrame[x][y]);
+ printf(" GfxFrame: %d [%d]\n", GfxFrame[x][y], FrameCounter);
printf("\n");
}
void SetDrawtoField(int mode)
{
- if (mode == DRAW_FIELDBUFFER)
+ if (mode == DRAW_TO_FIELDBUFFER)
{
FX = 2 * TILEX_VAR;
FY = 2 * TILEY_VAR;
drawto_field = fieldbuffer;
}
- else /* DRAW_BACKBUFFER */
+ else /* DRAW_TO_BACKBUFFER */
{
FX = SX;
FY = SY;
gfx.sx, gfx.sy);
}
-void DrawMaskedBorder_Rect(int x, int y, int width, int height)
+static void DrawMaskedBorderExt_Rect(int x, int y, int width, int height,
+ int draw_target)
{
- Bitmap *bitmap = graphic_info[IMG_GLOBAL_BORDER].bitmap;
+ Bitmap *src_bitmap = getGlobalBorderBitmapFromStatus(global.border_status);
+ Bitmap *dst_bitmap = gfx.masked_border_bitmap_ptr;
- BlitBitmapMasked(bitmap, backbuffer, x, y, width, height, x, y);
+ if (x == -1 && y == -1)
+ return;
+
+ if (draw_target == DRAW_TO_SCREEN)
+ BlitToScreenMasked(src_bitmap, x, y, width, height, x, y);
+ else
+ BlitBitmapMasked(src_bitmap, dst_bitmap, x, y, width, height, x, y);
}
-void DrawMaskedBorder_FIELD()
+static void DrawMaskedBorderExt_FIELD(int draw_target)
{
- if (global.border_status >= GAME_MODE_TITLE &&
+ if (global.border_status >= GAME_MODE_MAIN &&
global.border_status <= GAME_MODE_PLAYING &&
border.draw_masked[global.border_status])
- DrawMaskedBorder_Rect(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE);
+ DrawMaskedBorderExt_Rect(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE,
+ draw_target);
}
-void DrawMaskedBorder_DOOR_1()
+static void DrawMaskedBorderExt_DOOR_1(int draw_target)
{
+ // when drawing to backbuffer, never draw border over open doors
+ if (draw_target == DRAW_TO_BACKBUFFER &&
+ (GetDoorState() & DOOR_OPEN_1))
+ return;
+
if (border.draw_masked[GFX_SPECIAL_ARG_DOOR] &&
(global.border_status != GAME_MODE_EDITOR ||
border.draw_masked[GFX_SPECIAL_ARG_EDITOR]))
- DrawMaskedBorder_Rect(DX, DY, DXSIZE, DYSIZE);
+ DrawMaskedBorderExt_Rect(DX, DY, DXSIZE, DYSIZE, draw_target);
}
-void DrawMaskedBorder_DOOR_2()
+static void DrawMaskedBorderExt_DOOR_2(int draw_target)
{
+ // when drawing to backbuffer, never draw border over open doors
+ if (draw_target == DRAW_TO_BACKBUFFER &&
+ (GetDoorState() & DOOR_OPEN_2))
+ return;
+
if (border.draw_masked[GFX_SPECIAL_ARG_DOOR] &&
global.border_status != GAME_MODE_EDITOR)
- DrawMaskedBorder_Rect(VX, VY, VXSIZE, VYSIZE);
+ DrawMaskedBorderExt_Rect(VX, VY, VXSIZE, VYSIZE, draw_target);
}
-void DrawMaskedBorder_DOOR_3()
+static void DrawMaskedBorderExt_DOOR_3(int draw_target)
{
/* currently not available */
}
-void DrawMaskedBorder_ALL()
+static void DrawMaskedBorderExt_ALL(int draw_target)
{
- DrawMaskedBorder_FIELD();
- DrawMaskedBorder_DOOR_1();
- DrawMaskedBorder_DOOR_2();
- DrawMaskedBorder_DOOR_3();
+ DrawMaskedBorderExt_FIELD(draw_target);
+ DrawMaskedBorderExt_DOOR_1(draw_target);
+ DrawMaskedBorderExt_DOOR_2(draw_target);
+ DrawMaskedBorderExt_DOOR_3(draw_target);
}
-void DrawMaskedBorder(int redraw_mask)
+static void DrawMaskedBorderExt(int redraw_mask, int draw_target)
{
/* never draw masked screen borders on borderless screens */
- if (effectiveGameStatus() == GAME_MODE_LOADING ||
- effectiveGameStatus() == GAME_MODE_TITLE)
+ if (global.border_status == GAME_MODE_LOADING ||
+ global.border_status == GAME_MODE_TITLE)
return;
if (redraw_mask & REDRAW_ALL)
- DrawMaskedBorder_ALL();
+ DrawMaskedBorderExt_ALL(draw_target);
else
{
if (redraw_mask & REDRAW_FIELD)
- DrawMaskedBorder_FIELD();
+ DrawMaskedBorderExt_FIELD(draw_target);
if (redraw_mask & REDRAW_DOOR_1)
- DrawMaskedBorder_DOOR_1();
+ DrawMaskedBorderExt_DOOR_1(draw_target);
if (redraw_mask & REDRAW_DOOR_2)
- DrawMaskedBorder_DOOR_2();
+ DrawMaskedBorderExt_DOOR_2(draw_target);
if (redraw_mask & REDRAW_DOOR_3)
- DrawMaskedBorder_DOOR_3();
+ DrawMaskedBorderExt_DOOR_3(draw_target);
+ }
+}
+
+void DrawMaskedBorder_FIELD()
+{
+ DrawMaskedBorderExt_FIELD(DRAW_TO_BACKBUFFER);
+}
+
+void DrawMaskedBorder(int redraw_mask)
+{
+ DrawMaskedBorderExt(redraw_mask, DRAW_TO_BACKBUFFER);
+}
+
+void DrawMaskedBorderToTarget(int draw_target)
+{
+ if (draw_target == DRAW_TO_BACKBUFFER ||
+ draw_target == DRAW_TO_SCREEN)
+ {
+ DrawMaskedBorderExt(REDRAW_ALL, draw_target);
+ }
+ else
+ {
+ int last_border_status = global.border_status;
+
+ if (draw_target == DRAW_TO_FADE_SOURCE)
+ {
+ global.border_status = gfx.fade_border_source_status;
+ gfx.masked_border_bitmap_ptr = gfx.fade_bitmap_source;
+ }
+ else if (draw_target == DRAW_TO_FADE_TARGET)
+ {
+ global.border_status = gfx.fade_border_target_status;
+ gfx.masked_border_bitmap_ptr = gfx.fade_bitmap_target;
+ }
+
+ DrawMaskedBorderExt(REDRAW_ALL, draw_target);
+
+ global.border_status = last_border_status;
+ gfx.masked_border_bitmap_ptr = backbuffer;
}
}
font_nr, BLIT_OPAQUE);
}
+#if DEBUG_FRAME_TIME
+static void PrintFrameTimeDebugging()
+{
+ static unsigned int last_counter = 0;
+ unsigned int counter = Counter();
+ int diff_1 = counter - last_counter;
+ int diff_2 = diff_1 - GAME_FRAME_DELAY;
+ int diff_2_max = 20;
+ int diff_2_cut = MIN(ABS(diff_2), diff_2_max);
+ char diff_bar[2 * diff_2_max + 5];
+ int pos = 0;
+ int i;
+
+ diff_bar[pos++] = (diff_2 < -diff_2_max ? '<' : ' ');
+
+ for (i = 0; i < diff_2_max; i++)
+ diff_bar[pos++] = (diff_2 >= 0 ? ' ' :
+ i >= diff_2_max - diff_2_cut ? '-' : ' ');
+
+ diff_bar[pos++] = '|';
+
+ for (i = 0; i < diff_2_max; i++)
+ diff_bar[pos++] = (diff_2 <= 0 ? ' ' : i < diff_2_cut ? '+' : ' ');
+
+ diff_bar[pos++] = (diff_2 > diff_2_max ? '>' : ' ');
+
+ diff_bar[pos++] = '\0';
+
+ Error(ERR_INFO, "%06d [%02d] [%c%02d] %s",
+ counter,
+ diff_1,
+ (diff_2 < 0 ? '-' : diff_2 > 0 ? '+' : ' '), ABS(diff_2),
+ diff_bar);
+
+ last_counter = counter;
+}
+#endif
+
+static int unifiedRedrawMask(int mask)
+{
+ if (mask & REDRAW_ALL)
+ return REDRAW_ALL;
+
+ if (mask & REDRAW_FIELD && mask & REDRAW_DOORS)
+ return REDRAW_ALL;
+
+ return mask;
+}
+
+static boolean equalRedrawMasks(int mask_1, int mask_2)
+{
+ return unifiedRedrawMask(mask_1) == unifiedRedrawMask(mask_2);
+}
+
void BackToFront()
{
+ static int last_redraw_mask = REDRAW_NONE;
+
+ // force screen redraw in every frame to continue drawing global animations
+ // (but always use the last redraw mask to prevent unwanted side effects)
if (redraw_mask == REDRAW_NONE)
- return;
+ redraw_mask = last_redraw_mask;
+
+ last_redraw_mask = redraw_mask;
+#if 1
+ // masked border now drawn immediately when blitting backbuffer to window
+#else
// draw masked border to all viewports, if defined
DrawMaskedBorder(redraw_mask);
+#endif
// draw frames per second (only if debug mode is enabled)
if (redraw_mask & REDRAW_FPS)
DrawFramesPerSecond();
+ // remove playfield redraw before potentially merging with doors redraw
+ if (DrawingDeactivated(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE))
+ redraw_mask &= ~REDRAW_FIELD;
+
// redraw complete window if both playfield and (some) doors need redraw
if (redraw_mask & REDRAW_FIELD && redraw_mask & REDRAW_DOORS)
redraw_mask = REDRAW_ALL;
}
else if (redraw_mask & REDRAW_DOORS)
{
+ // merge door areas to prevent calling screen redraw more than once
+ int x1 = WIN_XSIZE;
+ int y1 = WIN_YSIZE;
+ int x2 = 0;
+ int y2 = 0;
+
if (redraw_mask & REDRAW_DOOR_1)
- BlitBitmap(backbuffer, window, DX, DY, DXSIZE, DYSIZE, DX, DY);
+ {
+ x1 = MIN(x1, DX);
+ y1 = MIN(y1, DY);
+ x2 = MAX(x2, DX + DXSIZE);
+ y2 = MAX(y2, DY + DYSIZE);
+ }
if (redraw_mask & REDRAW_DOOR_2)
- BlitBitmap(backbuffer, window, VX, VY, VXSIZE, VYSIZE, VX, VY);
+ {
+ x1 = MIN(x1, VX);
+ y1 = MIN(y1, VY);
+ x2 = MAX(x2, VX + VXSIZE);
+ y2 = MAX(y2, VY + VYSIZE);
+ }
if (redraw_mask & REDRAW_DOOR_3)
- BlitBitmap(backbuffer, window, EX, EY, EXSIZE, EYSIZE, EX, EY);
+ {
+ x1 = MIN(x1, EX);
+ y1 = MIN(y1, EY);
+ x2 = MAX(x2, EX + EXSIZE);
+ y2 = MAX(y2, EY + EYSIZE);
+ }
+
+ BlitBitmap(backbuffer, window, x1, y1, x2 - x1, y2 - y1, x1, y1);
}
redraw_mask = REDRAW_NONE;
-}
-static void FadeCrossSaveBackbuffer()
-{
- BlitBitmap(backbuffer, bitmap_db_cross, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+#if DEBUG_FRAME_TIME
+ PrintFrameTimeDebugging();
+#endif
}
-static void FadeCrossRestoreBackbuffer()
+void BackToFront_WithFrameDelay(unsigned int frame_delay_value)
{
- int redraw_mask_last = redraw_mask;
+ unsigned int frame_delay_value_old = GetVideoFrameDelay();
- BlitBitmap(bitmap_db_cross, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ SetVideoFrameDelay(frame_delay_value);
- // do not change redraw mask when restoring backbuffer after cross-fading
- redraw_mask = redraw_mask_last;
+ BackToFront();
+
+ SetVideoFrameDelay(frame_delay_value_old);
}
+static int fade_type_skip = FADE_TYPE_NONE;
+
static void FadeExt(int fade_mask, int fade_mode, int fade_type)
{
- static int fade_type_skip = FADE_TYPE_NONE;
void (*draw_border_function)(void) = NULL;
- Bitmap *bitmap = (fade_mode & FADE_TYPE_TRANSFORM ? bitmap_db_cross : NULL);
int x, y, width, height;
int fade_delay, post_delay;
return;
}
-#if 1
- FadeCrossSaveBackbuffer();
-#endif
-
if (fading.fade_mode & FADE_TYPE_TRANSFORM)
- {
-#if 0
- FadeCrossSaveBackbuffer();
-#endif
-
return;
- }
}
redraw_mask |= fade_mask;
return;
}
- FadeRectangle(bitmap, x, y, width, height, fade_mode, fade_delay, post_delay,
+ FadeRectangle(x, y, width, height, fade_mode, fade_delay, post_delay,
draw_border_function);
- if (fade_type == FADE_TYPE_FADE_OUT)
- FadeCrossRestoreBackbuffer();
-
redraw_mask &= ~fade_mask;
}
+static void SetScreenStates_BeforeFadingIn()
+{
+ // temporarily set screen mode for animations to screen after fading in
+ global.anim_status = global.anim_status_next;
+
+ // store backbuffer with all animations that will be started after fading in
+ if (fade_type_skip != FADE_MODE_SKIP_FADE_IN)
+ PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
+
+ // set screen mode for animations back to fading
+ global.anim_status = GAME_MODE_PSEUDO_FADING;
+}
+
+static void SetScreenStates_AfterFadingIn()
+{
+ // store new source screen (to use correct masked border for fading)
+ gfx.fade_border_source_status = global.border_status;
+
+ global.anim_status = global.anim_status_next;
+}
+
+static void SetScreenStates_BeforeFadingOut()
+{
+ // store new target screen (to use correct masked border for fading)
+ gfx.fade_border_target_status = game_status;
+
+ // set screen mode for animations to fading
+ global.anim_status = GAME_MODE_PSEUDO_FADING;
+
+ // store backbuffer with all animations that will be stopped for fading out
+ if (fade_type_skip != FADE_MODE_SKIP_FADE_OUT)
+ PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
+}
+
+static void SetScreenStates_AfterFadingOut()
+{
+ global.border_status = game_status;
+}
+
void FadeIn(int fade_mask)
{
+ SetScreenStates_BeforeFadingIn();
+
+#if 1
+ DrawMaskedBorder(REDRAW_ALL);
+#endif
+
if (fading.fade_mode & FADE_TYPE_TRANSFORM)
FadeExt(fade_mask, fading.fade_mode, FADE_TYPE_FADE_IN);
else
FADE_SY = REAL_SY;
FADE_SXSIZE = FULL_SXSIZE;
FADE_SYSIZE = FULL_SYSIZE;
+
+ SetScreenStates_AfterFadingIn();
+
+ // force update of global animation status in case of rapid screen changes
+ redraw_mask = REDRAW_ALL;
+ BackToFront();
}
void FadeOut(int fade_mask)
{
+ // update screen if areas covered by "fade_mask" and "redraw_mask" differ
+ if (!equalRedrawMasks(fade_mask, redraw_mask))
+ BackToFront();
+
+ SetScreenStates_BeforeFadingOut();
+
+#if 0
+ DrawMaskedBorder(REDRAW_ALL);
+#endif
+
if (fading.fade_mode & FADE_TYPE_TRANSFORM)
FadeExt(fade_mask, fading.fade_mode, FADE_TYPE_FADE_OUT);
else
FadeExt(fade_mask, FADE_MODE_FADE_OUT, FADE_TYPE_FADE_OUT);
- global.border_status = game_status;
+ SetScreenStates_AfterFadingOut();
}
static void FadeSetLeaveNext(struct TitleFadingInfo fading_leave, boolean set)
void FadeSetNextScreen()
{
- fading = menu.next_screen;
+ fading = menu.next_screen[game_status];
// (do not overwrite fade mode set by FadeSetEnterScreen)
// FadeSetLeaveNext(fading, TRUE); /* (keep same fade mode) */
return getBitmapFromGraphicOrDefault(graphic, IMG_GLOBAL_BORDER);
}
-Bitmap *getGlobalBorderBitmapFromGameStatus()
+Bitmap *getGlobalBorderBitmapFromStatus(int status)
{
- int graphic = (game_status == GAME_MODE_MAIN ? IMG_GLOBAL_BORDER_MAIN :
- game_status == GAME_MODE_SCORES ? IMG_GLOBAL_BORDER_SCORES :
- game_status == GAME_MODE_EDITOR ? IMG_GLOBAL_BORDER_EDITOR :
- game_status == GAME_MODE_PLAYING ? IMG_GLOBAL_BORDER_PLAYING :
- IMG_GLOBAL_BORDER);
+ int graphic =
+ (status == GAME_MODE_MAIN ||
+ status == GAME_MODE_PSEUDO_TYPENAME ? IMG_GLOBAL_BORDER_MAIN :
+ status == GAME_MODE_SCORES ? IMG_GLOBAL_BORDER_SCORES :
+ status == GAME_MODE_EDITOR ? IMG_GLOBAL_BORDER_EDITOR :
+ status == GAME_MODE_PLAYING ? IMG_GLOBAL_BORDER_PLAYING :
+ IMG_GLOBAL_BORDER);
return getGlobalBorderBitmap(graphic);
}
return FALSE;
// determine and store new global border bitmap for current game status
- global_border_bitmap = getGlobalBorderBitmapFromGameStatus();
+ global_border_bitmap = getGlobalBorderBitmapFromStatus(game_status);
return (global_border_bitmap_last != global_border_bitmap);
}
if (game_status == game_status_last)
return FALSE;
+ // redraw if last screen was title screen
+ if (game_status_last == GAME_MODE_TITLE)
+ return TRUE;
+
// redraw if global screen border has changed
if (CheckIfGlobalBorderHasChanged())
return TRUE;
void RedrawGlobalBorder()
{
- Bitmap *bitmap = getGlobalBorderBitmapFromGameStatus();
+ Bitmap *bitmap = getGlobalBorderBitmapFromStatus(game_status);
RedrawGlobalBorderFromBitmap(bitmap);
return;
// copy current draw buffer to later copy back areas that have not changed
- BlitBitmap(backbuffer, bitmap_db_store, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ if (game_status_last != GAME_MODE_TITLE)
+ BlitBitmap(backbuffer, bitmap_db_store_1, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
if (CheckIfGlobalBorderRedrawIsNeeded())
{
if (real_sx_last != -1 && real_sy_last != -1 &&
REAL_SX != -1 && REAL_SY != -1 &&
full_sxsize_last == FULL_SXSIZE && full_sysize_last == FULL_SYSIZE)
- BlitBitmap(bitmap_db_store, backbuffer,
+ BlitBitmap(bitmap_db_store_1, backbuffer,
real_sx_last, real_sy_last, FULL_SXSIZE, FULL_SYSIZE,
REAL_SX, REAL_SY);
if (dx_last != -1 && dy_last != -1 &&
DX != -1 && DY != -1 &&
dxsize_last == DXSIZE && dysize_last == DYSIZE)
- BlitBitmap(bitmap_db_store, backbuffer,
+ BlitBitmap(bitmap_db_store_1, backbuffer,
dx_last, dy_last, DXSIZE, DYSIZE, DX, DY);
if (vx_last != -1 && vy_last != -1 &&
VX != -1 && VY != -1 &&
vxsize_last == VXSIZE && vysize_last == VYSIZE)
- BlitBitmap(bitmap_db_store, backbuffer,
+ BlitBitmap(bitmap_db_store_1, backbuffer,
vx_last, vy_last, VXSIZE, VYSIZE, VX, VY);
redraw_mask = REDRAW_ALL;
if (game_status == GAME_MODE_PLAYING)
{
ClearRectangle(fieldbuffer, 0, 0, FXSIZE, FYSIZE);
- SetDrawtoField(DRAW_FIELDBUFFER);
+ SetDrawtoField(DRAW_TO_FIELDBUFFER);
}
else
{
- SetDrawtoField(DRAW_BACKBUFFER);
+ SetDrawtoField(DRAW_TO_BACKBUFFER);
}
}
gfx.anim_random_frame = GfxRandom[x][y];
}
-inline int getGraphicAnimationFrame(int graphic, int sync_frame)
+int getGraphicAnimationFrame(int graphic, int sync_frame)
{
/* animation synchronized with global frame counter, not move position */
if (graphic_info[graphic].anim_global_sync || sync_frame < 0)
}
*bitmap = src_bitmap;
- *x = src_x * tilesize / TILESIZE;
- *y = src_y * tilesize / TILESIZE;
+ *x = src_x * tilesize / g->tile_size;
+ *y = src_y * tilesize / g->tile_size;
}
void getFixedGraphicSourceExt(int graphic, int frame, Bitmap **bitmap,
getSizedGraphicSource(graphic, 0, MINI_TILESIZE, bitmap, x, y);
}
-inline void getGraphicSourceExt(int graphic, int frame, Bitmap **bitmap,
- int *x, int *y, boolean get_backside)
+inline static void getGraphicSourceExt(int graphic, int frame, Bitmap **bitmap,
+ int *x, int *y, boolean get_backside)
{
struct GraphicInfo *g = &graphic_info[graphic];
int src_x = g->src_x + (get_backside ? g->offset2_x : 0);
*x = src_x + frame * g->offset_x;
*y = src_y + frame * g->offset_y;
}
+
+ *x = *x * TILESIZE_VAR / g->tile_size;
+ *y = *y * TILESIZE_VAR / g->tile_size;
}
void getGraphicSource(int graphic, int frame, Bitmap **bitmap, int *x, int *y)
void DrawFixedGraphicThruMaskExt(DrawBuffer *d, int dst_x, int dst_y,
int graphic, int frame)
{
- struct GraphicInfo *g = &graphic_info[graphic];
Bitmap *src_bitmap;
int src_x, src_y;
getFixedGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
- BlitBitmapMasked(src_bitmap, d, src_x, src_y, g->width, g->height,
+ BlitBitmapMasked(src_bitmap, d, src_x, src_y, TILEX, TILEY,
dst_x, dst_y);
}
width = -dx;
dx = TILEX + dx;
}
- else if (x==BX1 && dx < 0) /* object leaves playfield to the left */
+ else if (x == BX1 && dx < 0) /* object leaves playfield to the left */
{
width += dx;
cx = -dx;
dx = 0;
}
- else if (x==BX2 && dx > 0) /* object leaves playfield to the right */
+ else if (x == BX2 && dx > 0) /* object leaves playfield to the right */
width -= dx;
else if (dx) /* general horizontal movement */
MarkTileDirty(x + SIGN(dx), y);
if (y < BY1) /* object enters playfield from the top */
{
- if (cut_mode==CUT_BELOW) /* object completely above top border */
+ if (cut_mode == CUT_BELOW) /* object completely above top border */
return;
y = BY1;
height = -dy;
dy = TILEY + dy;
}
- else if (y==BY1 && dy < 0) /* object leaves playfield to the top */
+ else if (y == BY1 && dy < 0) /* object leaves playfield to the top */
{
height += dy;
cy = -dy;
int sy = SY + (SYSIZE - ysize * font_height) / 2;
int xx, yy;
- SetDrawtoField(DRAW_FIELDBUFFER);
+ SetDrawtoField(DRAW_TO_FIELDBUFFER);
BlitScreenToBitmap(backbuffer);
- SetDrawtoField(DRAW_BACKBUFFER);
+ SetDrawtoField(DRAW_TO_BACKBUFFER);
for (yy = 0; yy < ysize; yy++)
for (xx = 0; xx < xsize; xx++)
game.envelope_active = FALSE;
- SetDrawtoField(DRAW_FIELDBUFFER);
+ SetDrawtoField(DRAW_TO_FIELDBUFFER);
redraw_mask |= REDRAW_FIELD;
BackToFront();
int border_size = request.border_size;
int line_spacing = request.line_spacing;
int line_height = font_height + line_spacing;
- int text_width = request.width - 2 * border_size;
- int text_height = request.height - 2 * border_size;
- int line_length = text_width / font_width;
- int max_lines = text_height / line_height;
+ int max_text_width = request.width - 2 * border_size;
+ int max_text_height = request.height - 2 * border_size;
+ int line_length = max_text_width / font_width;
+ int max_lines = max_text_height / line_height;
+ int text_width = line_length * font_width;
int width = request.width;
int height = request.height;
- int tile_size = request.step_offset;
+ int tile_size = MAX(request.step_offset, 1);
int x_steps = width / tile_size;
int y_steps = height / tile_size;
+ int sx_offset = border_size;
+ int sy_offset = border_size;
int sx, sy;
int i, x, y;
- if (request.wrap_single_words)
+ if (request.centered)
+ sx_offset = (request.width - text_width) / 2;
+
+ if (request.wrap_single_words && !request.autowrap)
{
char *src_text_ptr, *dst_text_ptr;
x, y, x_steps, y_steps,
tile_size, tile_size);
- DrawTextBuffer(sx + border_size, sy + border_size, text_final, font_nr,
+ /* force DOOR font inside door area */
+ SetFontStatus(GAME_MODE_PSEUDO_DOOR);
+
+ DrawTextBuffer(sx + sx_offset, sy + sy_offset, text_final, font_nr,
line_length, -1, max_lines, line_spacing, mask_mode,
request.autowrap, request.centered, FALSE);
+ ResetFontStatus();
+
for (i = 0; i < NUM_TOOL_BUTTONS; i++)
RedrawGadget(tool_gadget[i]);
// store readily prepared envelope request for later use when animating
- BlitBitmap(backbuffer, bitmap_db_cross, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ BlitBitmap(backbuffer, bitmap_db_store_2, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
if (text_door_style)
free(text_door_style);
int anim_delay_value = (no_delay ? 0 : delay_value + 500 * 0) / 2;
unsigned int anim_delay = 0;
- int tile_size = request.step_offset;
+ int tile_size = MAX(request.step_offset, 1);
int max_xsize = request.width / tile_size;
int max_ysize = request.height / tile_size;
int max_xsize_inner = max_xsize - 2;
ystart = yend;
end = 0;
}
- else
- {
- if (action == ACTION_OPENING)
- PlayMenuSoundStereo(SND_DOOR_OPENING, SOUND_MIDDLE);
- else if (action == ACTION_CLOSING)
- PlayMenuSoundStereo(SND_DOOR_CLOSING, SOUND_MIDDLE);
- }
for (i = start; i <= end; i++)
{
setRequestPosition(&src_x, &src_y, FALSE);
setRequestPositionExt(&dst_x, &dst_y, width, height, FALSE);
- BlitBitmap(bitmap_db_store, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ BlitBitmap(bitmap_db_store_1, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
for (yy = 0; yy < 2; yy++)
{
int yy_size = (yy ? tile_size : ysize_size_top);
if (draw_masked)
- BlitBitmapMasked(bitmap_db_cross, backbuffer,
+ BlitBitmapMasked(bitmap_db_store_2, backbuffer,
src_xx, src_yy, xx_size, yy_size, dst_xx, dst_yy);
else
- BlitBitmap(bitmap_db_cross, backbuffer,
+ BlitBitmap(bitmap_db_store_2, backbuffer,
src_xx, src_yy, xx_size, yy_size, dst_xx, dst_yy);
}
}
redraw_mask |= REDRAW_FIELD;
- DoAnimation();
BackToFront();
SkipUntilDelayReached(&anim_delay, anim_delay_value, &i, last_frame);
void ShowEnvelopeRequest(char *text, unsigned int req_state, int action)
{
- int last_game_status = game_status; /* save current game status */
int graphic = IMG_BACKGROUND_REQUEST;
int sound_opening = SND_REQUEST_OPENING;
int sound_closing = SND_REQUEST_CLOSING;
if (game_status == GAME_MODE_PLAYING)
BlitScreenToBitmap(backbuffer);
- SetDrawtoField(DRAW_BACKBUFFER);
+ SetDrawtoField(DRAW_TO_BACKBUFFER);
// SetDrawBackgroundMask(REDRAW_NONE);
if (action == ACTION_OPENING)
{
- BlitBitmap(backbuffer, bitmap_db_store, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ BlitBitmap(backbuffer, bitmap_db_store_1, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
if (req_state & REQ_ASK)
{
}
DrawEnvelopeRequest(text);
-
- if (game_status != GAME_MODE_MAIN)
- InitAnimation();
}
- /* force DOOR font inside door area */
- game_status = GAME_MODE_PSEUDO_DOOR;
-
game.envelope_active = TRUE; /* needed for RedrawPlayfield() events */
if (action == ACTION_OPENING)
game.envelope_active = FALSE;
- game_status = last_game_status; /* restore current game status */
-
if (action == ACTION_CLOSING)
- {
- if (game_status != GAME_MODE_MAIN)
- StopAnimation();
-
- BlitBitmap(bitmap_db_store, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
- }
+ BlitBitmap(bitmap_db_store_1, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
// SetDrawBackgroundMask(last_draw_background_mask);
redraw_mask |= REDRAW_FIELD;
- if (game_status == GAME_MODE_MAIN)
- DoAnimation();
-
BackToFront();
if (action == ACTION_CLOSING &&
game_status == GAME_MODE_PLAYING &&
level.game_engine_type == GAME_ENGINE_TYPE_RND)
- SetDrawtoField(DRAW_FIELDBUFFER);
+ SetDrawtoField(DRAW_TO_FIELDBUFFER);
}
void DrawPreviewElement(int dst_x, int dst_y, int element, int tilesize)
boolean show_level_border = (BorderElement != EL_EMPTY);
int level_xsize = lev_fieldx + (show_level_border ? 2 : 0);
int level_ysize = lev_fieldy + (show_level_border ? 2 : 0);
- int last_game_status = game_status; /* save current game status */
if (restart)
{
DrawTextSAligned(pos->x, pos->y, label_text, font_nr, pos->align);
}
- game_status = last_game_status; /* restore current game status */
-
return;
}
DrawPreviewLevelLabelExt(label_state);
}
-
- game_status = last_game_status; /* restore current game status */
}
void DrawPreviewLevelInitial()
DrawPreviewLevelExt(FALSE);
}
-inline void DrawGraphicAnimationExt(DrawBuffer *dst_bitmap, int x, int y,
- int graphic, int sync_frame, int mask_mode)
+inline static void DrawGraphicAnimationExt(DrawBuffer *dst_bitmap, int x, int y,
+ int graphic, int sync_frame,
+ int mask_mode)
{
int frame = getGraphicAnimationFrame(graphic, sync_frame);
DrawGraphicExt(dst_bitmap, x, y, graphic, frame);
}
-inline void DrawFixedGraphicAnimationExt(DrawBuffer *dst_bitmap, int x, int y,
- int graphic, int sync_frame,
- int mask_mode)
+void DrawFixedGraphicAnimationExt(DrawBuffer *dst_bitmap, int x, int y,
+ int graphic, int sync_frame, int mask_mode)
{
int frame = getGraphicAnimationFrame(graphic, sync_frame);
DrawFixedGraphicExt(dst_bitmap, x, y, graphic, frame);
}
-inline void DrawGraphicAnimation(int x, int y, int graphic)
+inline static void DrawGraphicAnimation(int x, int y, int graphic)
{
int lx = LEVELX(x), ly = LEVELY(y);
MarkTileDirty(x, y);
}
-inline void DrawFixedGraphicAnimation(int x, int y, int graphic)
+void DrawFixedGraphicAnimation(int x, int y, int graphic)
{
int lx = LEVELX(x), ly = LEVELY(y);
DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
}
-inline void DrawLevelGraphicAnimationIfNeeded(int x, int y, int graphic)
+void DrawLevelGraphicAnimationIfNeeded(int x, int y, int graphic)
{
int sx = SCREENX(x), sy = SCREENY(y);
still_wait = FALSE;
}
- DoAnimation();
-
- /* don't eat all CPU time */
- Delay(10);
+ BackToFront();
}
}
{
boolean level_solved = (game_status == GAME_MODE_PLAYING &&
local_player->LevelSolved_GameEnd);
- int last_game_status = game_status; /* save current game status */
int width = request.width;
int height = request.height;
int sx, sy;
{
if (level_solved)
{
- SetDrawtoField(DRAW_FIELDBUFFER);
+ SetDrawtoField(DRAW_TO_FIELDBUFFER);
HandleGameActions();
- SetDrawtoField(DRAW_BACKBUFFER);
+ SetDrawtoField(DRAW_TO_BACKBUFFER);
if (global.use_envelope_request)
{
/* copy current state of request area to middle of playfield area */
- BlitBitmap(bitmap_db_cross, drawto, sx, sy, width, height, sx, sy);
+ BlitBitmap(bitmap_db_store_2, drawto, sx, sy, width, height, sx, sy);
}
}
if (global.use_envelope_request)
{
/* copy back current state of pressed buttons inside request area */
- BlitBitmap(drawto, bitmap_db_cross, sx, sy, width, height, sx, sy);
+ BlitBitmap(drawto, bitmap_db_store_2, sx, sy, width, height, sx, sy);
}
}
- else
- {
- DoAnimation();
-
- if (!PendingEvent()) /* delay only if no pending events */
- Delay(10);
- }
-
- game_status = GAME_MODE_PSEUDO_DOOR;
BackToFront();
-
- game_status = last_game_status; /* restore current game status */
}
return result;
static boolean RequestDoor(char *text, unsigned int req_state)
{
unsigned int old_door_state;
- int last_game_status = game_status; /* save current game status */
int max_request_line_len = MAX_REQUEST_LINE_FONT1_LEN;
int font_nr = FONT_TEXT_2;
char *text_ptr;
DrawBackground(DX, DY, DXSIZE, DYSIZE);
/* force DOOR font inside door area */
- game_status = GAME_MODE_PSEUDO_DOOR;
+ SetFontStatus(GAME_MODE_PSEUDO_DOOR);
/* write text for request */
for (text_ptr = text, ty = 0; ty < MAX_REQUEST_LINES; ty++)
// text_ptr += tl + (tc == ' ' || tc == '?' || tc == '!' ? 1 : 0);
}
- game_status = last_game_status; /* restore current game status */
+ ResetFontStatus();
if (req_state & REQ_ASK)
{
return FALSE;
}
- if (game_status != GAME_MODE_MAIN)
- InitAnimation();
-
SetDrawBackgroundMask(REDRAW_FIELD | REDRAW_DOOR_1);
// ---------- handle request buttons ----------
result = RequestHandleEvents(req_state);
- if (game_status != GAME_MODE_MAIN)
- StopAnimation();
-
UnmapToolButtons();
if (!(req_state & REQ_STAY_OPEN))
// ---------- handle request buttons ----------
result = RequestHandleEvents(req_state);
- if (game_status != GAME_MODE_MAIN)
- StopAnimation();
-
UnmapToolButtons();
ShowEnvelopeRequest(text, req_state, ACTION_CLOSING);
}
doors[] =
{
- { DOOR_1, IMG_DOOR_1_GFX_PART_1, IMG_DOOR_1_GFX_PART_8, &door_1 },
- { DOOR_2, IMG_DOOR_2_GFX_PART_1, IMG_DOOR_2_GFX_PART_8, &door_2 },
+ { DOOR_1, IMG_GFX_DOOR_1_PART_1, IMG_GFX_DOOR_1_PART_8, &door_1 },
+ { DOOR_2, IMG_GFX_DOOR_2_PART_1, IMG_GFX_DOOR_2_PART_8, &door_2 },
{ -1, -1, -1, NULL }
};
{ DX, DY, DXSIZE, DYSIZE },
{ VX, VY, VXSIZE, VYSIZE }
};
- static int door1 = DOOR_OPEN_1;
+ static int door1 = DOOR_CLOSE_1;
static int door2 = DOOR_CLOSE_2;
unsigned int door_delay = 0;
unsigned int door_delay_value;
{
BackToFront();
- if (game_status == GAME_MODE_MAIN)
- DoAnimation();
-
SkipUntilDelayReached(&door_delay, door_delay_value, &k, last_frame);
current_move_delay += max_step_delay;
if (door_state & DOOR_ACTION_2)
door2 = door_state & DOOR_ACTION_2;
+ // draw masked border over door area
+ DrawMaskedBorder(REDRAW_DOOR_1);
+ DrawMaskedBorder(REDRAW_DOOR_2);
+
return (door1 | door2);
}
+static boolean useSpecialEditorDoor()
+{
+ int graphic = IMG_GLOBAL_BORDER_EDITOR;
+ boolean redefined = getImageListEntryFromImageID(graphic)->redefined;
+
+ // do not draw special editor door if editor border defined or redefined
+ if (graphic_info[graphic].bitmap != NULL || redefined)
+ return FALSE;
+
+ // do not draw special editor door if global border defined to be empty
+ if (graphic_info[IMG_GLOBAL_BORDER].bitmap == NULL)
+ return FALSE;
+
+ // do not draw special editor door if viewport definitions do not match
+ if (EX != VX ||
+ EY >= VY ||
+ EXSIZE != VXSIZE ||
+ EY + EYSIZE != VY + VYSIZE)
+ return FALSE;
+
+ return TRUE;
+}
+
void DrawSpecialEditorDoor()
{
struct GraphicInfo *gfx1 = &graphic_info[IMG_DOOR_2_TOP_BORDER_CORRECTION];
int vy = VY - outer_border;
int exsize = EXSIZE + 2 * outer_border;
+ if (!useSpecialEditorDoor())
+ return;
+
/* draw bigger level editor toolbox window */
BlitBitmap(gfx1->bitmap, drawto, gfx1->src_x, gfx1->src_y,
top_border_width, top_border_height, ex, ey - top_border_height);
int exsize = EXSIZE + 2 * outer_border;
int eysize = EYSIZE + 2 * outer_border;
+ if (!useSpecialEditorDoor())
+ return;
+
/* draw normal tape recorder window */
if (graphic_info[IMG_GLOBAL_BORDER].bitmap)
{
} toolbutton_info[NUM_TOOL_BUTTONS] =
{
{
- IMG_REQUEST_BUTTON_GFX_YES, &request.button.yes,
+ IMG_GFX_REQUEST_BUTTON_YES, &request.button.yes,
TOOL_CTRL_ID_YES, "yes"
},
{
- IMG_REQUEST_BUTTON_GFX_NO, &request.button.no,
+ IMG_GFX_REQUEST_BUTTON_NO, &request.button.no,
TOOL_CTRL_ID_NO, "no"
},
{
- IMG_REQUEST_BUTTON_GFX_CONFIRM, &request.button.confirm,
+ IMG_GFX_REQUEST_BUTTON_CONFIRM, &request.button.confirm,
TOOL_CTRL_ID_CONFIRM, "confirm"
},
{
- IMG_REQUEST_BUTTON_GFX_PLAYER_1, &request.button.player_1,
+ IMG_GFX_REQUEST_BUTTON_PLAYER_1, &request.button.player_1,
TOOL_CTRL_ID_PLAYER_1, "player 1"
},
{
- IMG_REQUEST_BUTTON_GFX_PLAYER_2, &request.button.player_2,
+ IMG_GFX_REQUEST_BUTTON_PLAYER_2, &request.button.player_2,
TOOL_CTRL_ID_PLAYER_2, "player 2"
},
{
- IMG_REQUEST_BUTTON_GFX_PLAYER_3, &request.button.player_3,
+ IMG_GFX_REQUEST_BUTTON_PLAYER_3, &request.button.player_3,
TOOL_CTRL_ID_PLAYER_3, "player 3"
},
{
- IMG_REQUEST_BUTTON_GFX_PLAYER_4, &request.button.player_4,
+ IMG_GFX_REQUEST_BUTTON_PLAYER_4, &request.button.player_4,
TOOL_CTRL_ID_PLAYER_4, "player 4"
}
};
{
boolean change_fullscreen = (setup.fullscreen !=
video.fullscreen_enabled);
- boolean change_fullscreen_mode = (video.fullscreen_enabled &&
- !strEqual(setup.fullscreen_mode,
- video.fullscreen_mode_current));
boolean change_window_scaling_percent = (!video.fullscreen_enabled &&
setup.window_scaling_percent !=
video.window_scaling_percent);
#endif
if (change_fullscreen ||
- change_fullscreen_mode ||
change_window_scaling_percent)
{
Bitmap *tmp_backbuffer = CreateBitmap(WIN_XSIZE, WIN_YSIZE, DEFAULT_DEPTH);
/* save backbuffer content which gets lost when toggling fullscreen mode */
BlitBitmap(backbuffer, tmp_backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
- if (change_fullscreen_mode)
- {
- /* keep fullscreen, but change fullscreen mode (screen resolution) */
- video.fullscreen_enabled = FALSE; /* force new fullscreen mode */
- }
-
if (change_window_scaling_percent)
{
/* keep window mode, but change window scaling */
*height = MAX(*height, height2);
}
+void SetAnimStatus(int anim_status_new)
+{
+ if (anim_status_new == GAME_MODE_MAIN)
+ anim_status_new = GAME_MODE_PSEUDO_MAINONLY;
+
+ global.anim_status_next = anim_status_new;
+
+ // directly set screen modes that are entered without fading
+ if ((global.anim_status == GAME_MODE_PSEUDO_MAINONLY &&
+ global.anim_status_next == GAME_MODE_PSEUDO_TYPENAME) ||
+ (global.anim_status == GAME_MODE_PSEUDO_TYPENAME &&
+ global.anim_status_next == GAME_MODE_PSEUDO_MAINONLY))
+ global.anim_status = global.anim_status_next;
+}
+
+void SetGameStatus(int game_status_new)
+{
+ game_status = game_status_new;
+
+ SetAnimStatus(game_status_new);
+}
+
+void SetFontStatus(int game_status_new)
+{
+ static int last_game_status = -1;
+
+ if (game_status_new != -1)
+ {
+ // set game status for font use after storing last game status
+ last_game_status = game_status;
+ game_status = game_status_new;
+ }
+ else
+ {
+ // reset game status after font use from last stored game status
+ game_status = last_game_status;
+ }
+}
+
+void ResetFontStatus()
+{
+ SetFontStatus(-1);
+}
+
void ChangeViewportPropertiesIfNeeded()
{
int gfx_game_mode = game_status;
int gfx_game_mode2 = (game_status == GAME_MODE_EDITOR ? GAME_MODE_DEFAULT :
game_status);
+ struct RectWithBorder *vp_window = &viewport.window[gfx_game_mode];
struct RectWithBorder *vp_playfield = &viewport.playfield[gfx_game_mode];
- struct RectWithBorder *vp_door_1 = &viewport.door_1[gfx_game_mode];
- struct RectWithBorder *vp_door_2 = &viewport.door_2[gfx_game_mode2];
- struct RectWithBorder *vp_door_3 = &viewport.door_2[GAME_MODE_EDITOR];
+ struct RectWithBorder *vp_door_1 = &viewport.door_1[gfx_game_mode];
+ struct RectWithBorder *vp_door_2 = &viewport.door_2[gfx_game_mode2];
+ struct RectWithBorder *vp_door_3 = &viewport.door_2[GAME_MODE_EDITOR];
+ int new_win_xsize = vp_window->width;
+ int new_win_ysize = vp_window->height;
int border_size = vp_playfield->border_size;
int new_sx = vp_playfield->x + border_size;
int new_sy = vp_playfield->y + border_size;
int new_scr_fieldy_buffers = new_sysize / new_tilesize_var;
boolean init_gfx_buffers = FALSE;
boolean init_video_buffer = FALSE;
- boolean init_gadgets_and_toons = FALSE;
+ boolean init_gadgets_and_anims = FALSE;
boolean init_em_graphics = FALSE;
- if (viewport.window.width != WIN_XSIZE ||
- viewport.window.height != WIN_YSIZE)
+ if (new_win_xsize != WIN_XSIZE ||
+ new_win_ysize != WIN_YSIZE)
{
- WIN_XSIZE = viewport.window.width;
- WIN_YSIZE = viewport.window.height;
+ WIN_XSIZE = new_win_xsize;
+ WIN_YSIZE = new_win_ysize;
init_video_buffer = TRUE;
init_gfx_buffers = TRUE;
+ init_gadgets_and_anims = TRUE;
// printf("::: video: init_video_buffer, init_gfx_buffers\n");
}
TILESIZE_VAR = new_tilesize_var;
init_gfx_buffers = TRUE;
- init_gadgets_and_toons = TRUE;
+ init_gadgets_and_anims = TRUE;
// printf("::: viewports: init_gfx_buffers\n");
- // printf("::: viewports: init_gadgets_and_toons\n");
+ // printf("::: viewports: init_gadgets_and_anims\n");
}
if (init_gfx_buffers)
// printf("::: init_video_buffer\n");
InitVideoBuffer(WIN_XSIZE, WIN_YSIZE, DEFAULT_DEPTH, setup.fullscreen);
+ InitImageTextures();
}
- if (init_gadgets_and_toons)
+ if (init_gadgets_and_anims)
{
- // printf("::: init_gadgets_and_toons\n");
+ // printf("::: init_gadgets_and_anims\n");
InitGadgets();
- InitToons();
+ InitGlobalAnimations();
}
if (init_em_graphics)