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rnd-20070424-1-src
[rocksndiamonds.git]
/
src
/
game_em
/
graphics.c
diff --git
a/src/game_em/graphics.c
b/src/game_em/graphics.c
index b443991d9e726d4e34cc38cbea9bbad15fe1631a..3ffdb105fac7762d855a2b81ca7640589d199b65 100644
(file)
--- a/
src/game_em/graphics.c
+++ b/
src/game_em/graphics.c
@@
-27,7
+27,7
@@
(8 - frame) * ply[p].y) * TILEY / 8 \
- ((SCR_FIELDY - 1) * TILEY) / 2)
(8 - frame) * ply[p].y) * TILEY / 8 \
- ((SCR_FIELDY - 1) * TILEY) / 2)
-#define USE_EXTENDED_GRAPHICS_ENGINE
0
+#define USE_EXTENDED_GRAPHICS_ENGINE
1
int frame; /* current screen frame */
int screen_x; /* current scroll position */
int frame; /* current screen frame */
int screen_x; /* current scroll position */
@@
-195,6
+195,12
@@
static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
{
int tile = Draw[y][x];
struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
{
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;
int left = screen_x / TILEX;
int top = screen_y / TILEY;
int i;
@@
-337,6
+343,12
@@
static void animscreen(void)
{ 0, +1 }
};
{ 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++)
for (y = top; y < top + MAX_BUF_YSIZE; y++)
{
for (x = left; x < left + MAX_BUF_XSIZE; x++)
@@
-522,7
+534,7
@@
void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
if (quick_relocation)
{
if (quick_relocation)
{
- int offset =
(setup.scroll_delay ? 3 : 0)
;
+ int offset =
game.scroll_delay_value
;
if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
{
if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
{
@@
-726,7
+738,7
@@
void RedrawPlayfield_EM(boolean force_redraw)
int player_nr = game_em.last_moving_player;
#endif
int stepsize = TILEX / 8;
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;
int offset_x = offset;
int offset_y = offset;
int screen_x_old = screen_x;