-
- DrawAllGameValues(lev.required, dynamite_state, lev.score,
- lev.time, all_keys_state);
-}
-
-#if 0
-void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
-{
- boolean ffwd_delay = (tape.playing && tape.fast_forward);
- boolean no_delay = (tape.warp_forward);
- int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
- int wait_delay_value = (no_delay ? 0 : frame_delay_value);
- int jx = player->jx;
- int jy = player->jy;
-
- if (quick_relocation)
- {
- int offset = game.scroll_delay_value;
-
- if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
- {
- scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- player->jx - MIDPOSX);
-
- scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- player->jy - MIDPOSY);
- }
- else
- {
- if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
- (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
- scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
-
- if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
- (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
- scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
-
- /* don't scroll over playfield boundaries */
- if (scroll_x < SBX_Left || scroll_x > SBX_Right)
- scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
-
- /* don't scroll over playfield boundaries */
- if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
- scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
- }
-
- RedrawPlayfield(TRUE, 0,0,0,0);
- }
- else
- {
- int scroll_xx = -999, scroll_yy = -999;
-
- ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
-
- while (scroll_xx != scroll_x || scroll_yy != scroll_y)
- {
- int dx = 0, dy = 0;
- int fx = FX, fy = FY;
-
- scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- player->jx - MIDPOSX);
-
- scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- player->jy - MIDPOSY);
-
- dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
- dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
-
- if (dx == 0 && dy == 0) /* no scrolling needed at all */
- break;
-
- scroll_x -= dx;
- scroll_y -= dy;
-
- fx += dx * TILEX / 2;
- fy += dy * TILEY / 2;
-
- ScrollLevel(dx, dy);
- DrawAllPlayers();
-
- /* scroll in two steps of half tile size to make things smoother */
- BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
- FlushDisplay();
- Delay(wait_delay_value);
-
- /* scroll second step to align at full tile size */
- BackToFront();
- Delay(wait_delay_value);
- }
-
- DrawPlayer(player);
- BackToFront();
- Delay(wait_delay_value);
- }