#include "files.h"
#include "tape.h"
#include "network.h"
+#include "anim.h"
/* DEBUG SETTINGS */
if (CheckIfGlobalBorderHasChanged())
fade_mask = REDRAW_ALL;
+ FadeSoundsAndMusic();
+
ExpireSoundLoops(TRUE);
FadeOut(fade_mask);
void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
boolean center_screen, boolean quick_relocation)
{
+ unsigned int frame_delay_value_old = GetVideoFrameDelay();
boolean ffwd_delay = (tape.playing && tape.fast_forward);
boolean no_delay = (tape.warp_forward);
int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+ SetVideoFrameDelay(wait_delay_value);
+
while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
{
int dx = 0, dy = 0;
/* scroll in two steps of half tile size to make things smoother */
BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
- Delay(wait_delay_value);
/* scroll second step to align at full tile size */
- BackToFront();
- Delay(wait_delay_value);
+ BlitScreenToBitmap(window);
}
DrawAllPlayers();
BackToFront();
- Delay(wait_delay_value);
+
+ SetVideoFrameDelay(frame_delay_value_old);
}
void RelocatePlayer(int jx, int jy, int el_player_raw)
DrawPlayer(player);
- BackToFront();
- Delay(wait_delay_value);
+ BackToFront_WithFrameDelay(wait_delay_value);
}
DrawPlayer(player); /* needed here only to cleanup last field */
void GameActions()
{
+#if 0
static unsigned int game_frame_delay = 0;
+#endif
unsigned int game_frame_delay_value;
byte *recorded_player_action;
byte summarized_player_action = 0;
if (tape.playing && tape.warp_forward && !tape.pausing)
game_frame_delay_value = 0;
+ SetVideoFrameDelay(game_frame_delay_value);
+
+#if 0
#if 0
/* ---------- main game synchronization point ---------- */
/* ---------- main game synchronization point ---------- */
WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+#endif
#endif
if (network_playing && !network_player_action_received)
AdvanceFrameAndPlayerCounters(player->index_nr);
DrawAllPlayers();
- BackToFront();
+ BackToFront_WithFrameDelay(0);
}
player->move_delay_value = original_move_delay_value;
} gamebutton_info[NUM_GAME_BUTTONS] =
{
{
- IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
+ IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
GAME_CTRL_ID_STOP, "stop game"
},
{
- IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
+ IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
GAME_CTRL_ID_PAUSE, "pause game"
},
{
- IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
+ IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
GAME_CTRL_ID_PLAY, "play game"
},
{
- IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
+ IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
GAME_CTRL_ID_UNDO, "undo step"
},
{
- IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
+ IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
GAME_CTRL_ID_REDO, "redo step"
},
{
- IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
+ IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
GAME_CTRL_ID_SAVE, "save game"
},
{
- IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
+ IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
GAME_CTRL_ID_PAUSE2, "pause game"
},
{
- IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
+ IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
GAME_CTRL_ID_LOAD, "load game"
},
{
- IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
+ IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
SOUND_CTRL_ID_MUSIC, "background music on/off"
},
{
- IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
+ IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
SOUND_CTRL_ID_LOOPS, "sound loops on/off"
},
{
- IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
+ IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
}
};
DrawCompleteVideoDisplay();
DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
- DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
- VIDEO_STATE_1STEP_OFF), 0);
+ DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
BackToFront();
}