minor comments changes
[rocksndiamonds.git] / src / game_em / graphics.c
index eed798b4943397ccd2470140d094472911677ab9..15b706602d52de900a8774e15eca2c2b9312eba4 100644 (file)
@@ -39,9 +39,13 @@ int frame;                           /* current screen frame */
 int screen_x, screen_y;                        /* current scroll position */
 
 /* tiles currently on screen */
-static int screentiles[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
+static int screen_tiles[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
 static int crumbled_state[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
 
+/* graphic info for game objects/frames and players/actions/frames */
+struct GraphicInfo_EM graphic_info_em_object[TILE_MAX][8];
+struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
+
 int getFieldbufferOffsetX_EM(void)
 {
   return screen_x % TILEX;
@@ -343,7 +347,7 @@ static void animscreen(void)
        }
       }
 
-      redraw_screen_tile = (screentiles[sx][sy]    != obj ||
+      redraw_screen_tile = (screen_tiles[sx][sy]   != obj ||
                            crumbled_state[sx][sy] != crm);
 
       /* only redraw screen tiles if they (or their crumbled state) changed */
@@ -352,7 +356,7 @@ static void animscreen(void)
        DrawLevelField_EM(x, y, sx, sy, FALSE);
        DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
 
-       screentiles[sx][sy] = obj;
+       screen_tiles[sx][sy] = obj;
        crumbled_state[sx][sy] = crm;
       }
     }
@@ -422,8 +426,8 @@ static void blitplayer(struct PLAYER *ply)
     }
 
     /* redraw screen tiles in the next frame (player may have left the tiles) */
-    screentiles[old_sx][old_sy] = -1;
-    screentiles[new_sx][new_sy] = -1;
+    screen_tiles[old_sx][old_sy] = -1;
+    screen_tiles[new_sx][new_sy] = -1;
   }
 }
 
@@ -443,7 +447,7 @@ void game_initscreen(void)
   {
     for (x = 0; x < MAX_BUF_XSIZE; x++)
     {
-      screentiles[x][y] = -1;
+      screen_tiles[x][y] = -1;
       crumbled_state[x][y] = 0;
     }
   }
@@ -703,7 +707,7 @@ void RedrawPlayfield_EM(boolean force_redraw)
     {
       for (x = 0; x < MAX_BUF_XSIZE; x++)
       {
-       screentiles[x][y] = -1;
+       screen_tiles[x][y] = -1;
        crumbled_state[x][y] = 0;
       }
     }