int src_y = g->src_y + g->src_offset_y;
int dst_x = sx * TILEX + g->dst_offset_x;
int dst_y = sy * TILEY + g->dst_offset_y;
+ int width = g->width;
+ int height = g->height;
if (draw_masked)
{
- if (g->width > 0 && g->height > 0)
+ if (width > 0 && height > 0)
{
SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
dst_x - src_x, dst_y - src_y);
BlitBitmapMasked(g->bitmap, screenBitmap,
- src_x, src_y, g->width, g->height, dst_x, dst_y);
+ src_x, src_y, width, height, dst_x, dst_y);
}
}
else
{
- if (g->width != TILEX || g->height != TILEY)
+ if ((width != TILEX || height != TILEY) && !g->preserve_background)
ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
- if (g->width > 0 && g->height > 0)
+ if (width > 0 && height > 0)
BlitBitmap(g->bitmap, screenBitmap,
- src_x, src_y, g->width, g->height, dst_x, dst_y);
+ src_x, src_y, width, height, dst_x, dst_y);
}
}
}
}
+ /* only redraw screen tiles if they (or their crumbled state) changed */
if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
{
DrawLevelField_EM(x, y, sx, sy, FALSE);
int old_sy = old_y % MAX_BUF_XSIZE;
int new_sx = new_x % MAX_BUF_XSIZE;
int new_sy = new_y % MAX_BUF_XSIZE;
+#if 0
int old_crm = crumbled_state[old_sy][old_sx];
+#endif
int new_crm = crumbled_state[new_sy][new_sx];
/* only diggable elements can be crumbled in the classic EM engine */
- boolean player_is_digging = (crumbled_state[new_sy][new_sx] != 0);
+ boolean player_is_digging = (new_crm != 0);
x1 %= MAX_BUF_XSIZE * TILEX;
y1 %= MAX_BUF_YSIZE * TILEY;
if (player_is_digging)
{
+#if 0
/* draw the field the player is moving from (under the player) */
DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
+#endif
/* draw the field the player is moving to (under the player) */
DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
/* draw the player (masked) over the element he is just digging away */
DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
+
+#if 1
+ /* draw the field the player is moving from (masked over the player) */
+ DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
+#endif
}
else
{
}
}
+#if 1
+ DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
+ lev.time, ply1.keys | ply2.keys);
+#else
DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
DISPLAY_TIME(lev.time + 4), ply1.keys | ply2.keys);
+#endif
}
void RedrawPlayfield_EM()
void DrawGameDoorValues_EM()
{
+#if 1
+ DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
+ lev.time, ply1.keys | ply2.keys);
+#else
DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);
+#endif
}