}
#endif
-#if 0
- anim_initial.anim_mode = ANIM_LOOP;
- anim_initial.anim_start_frame = 0;
- anim_initial.offset_x = anim_initial.width;
- anim_initial.offset_y = 0;
-#endif
-
-#if 1
- x = ALIGNED_TEXT_XPOS(&init.busy);
- y = ALIGNED_TEXT_YPOS(&init.busy);
-#else
- x = WIN_XSIZE / 2 - TILESIZE / 2;
- y = WIN_YSIZE / 2 - TILESIZE / 2;
-#endif
+ x = ALIGNED_TEXT_XPOS(&init_last.busy);
+ y = ALIGNED_TEXT_YPOS(&init_last.busy);
graphic_info = &anim_initial; /* graphic == 0 => anim_initial */
StartMixer();
}
+void InitGfxBuffers()
+{
+ ReCreateBitmap(&bitmap_db_cross, WIN_XSIZE, WIN_YSIZE, DEFAULT_DEPTH);
+ ReCreateBitmap(&bitmap_db_field, FXSIZE, FYSIZE, DEFAULT_DEPTH);
+ ReCreateBitmap(&bitmap_db_panel, DXSIZE, DYSIZE, DEFAULT_DEPTH);
+ ReCreateBitmap(&bitmap_db_door, 3 * DXSIZE, DYSIZE + VYSIZE, DEFAULT_DEPTH);
+ ReCreateBitmap(&bitmap_db_toons, FULL_SXSIZE, FULL_SYSIZE, DEFAULT_DEPTH);
+
+ /* initialize screen properties */
+ InitGfxFieldInfo(SX, SY, SXSIZE, SYSIZE,
+ REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE,
+ bitmap_db_field);
+ InitGfxDoor1Info(DX, DY, DXSIZE, DYSIZE);
+ InitGfxDoor2Info(VX, VY, VXSIZE, VYSIZE);
+ InitGfxWindowInfo(WIN_XSIZE, WIN_YSIZE);
+ InitGfxScrollbufferInfo(FXSIZE, FYSIZE);
+
+ InitGfxBuffers_SP();
+}
+
void InitGfx()
{
struct GraphicInfo *graphic_info_last = graphic_info;
if (filename_font_initial == NULL) /* should not happen */
Error(ERR_EXIT, "cannot get filename for '%s'", CONFIG_TOKEN_FONT_INITIAL);
+#if 1
+ InitGfxBuffers();
+#else
/* create additional image buffers for double-buffering and cross-fading */
bitmap_db_cross = CreateBitmap(WIN_XSIZE, WIN_YSIZE, DEFAULT_DEPTH);
bitmap_db_field = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
InitGfxDoor2Info(VX, VY, VXSIZE, VYSIZE);
InitGfxWindowInfo(WIN_XSIZE, WIN_YSIZE);
InitGfxScrollbufferInfo(FXSIZE, FYSIZE);
+#endif
+
InitGfxCustomArtworkInfo();
bitmap_font_initial = LoadCustomImage(filename_font_initial);
InitMenuDesignSettings_Static();
InitGfxDrawBusyAnimFunction(DrawInitAnim);
+
+ /* use copy of busy animation to prevent change while reloading artwork */
+ init_last = init;
#endif
}
game_status = last_game_status; /* restore current game status */
+ init_last = init; /* switch to new busy animation */
+
#if 0
printf("::: ----------------DELAY 1 ...\n");
Delay(3000);
game_status = GAME_MODE_LOADING;
+#if 1
+ InitCounter();
+#endif
+
InitGlobal(); /* initialize some global variables */
+ print_timestamp_time("[init global stuff]");
+
if (options.execute_command)
Execute_Command(options.execute_command);
InitArtworkConfig(); /* needed before forking sound child process */
InitMixer();
+#if 0
InitCounter();
+#endif
InitRND(NEW_RANDOMIZE);
InitSimpleRandom(NEW_RANDOMIZE);
InitJoysticks();
- print_timestamp_time("[pre-video]");
+ print_timestamp_time("[init setup/config stuff]");
InitVideoDisplay();
InitVideoBuffer(WIN_XSIZE, WIN_YSIZE, DEFAULT_DEPTH, setup.fullscreen);
InitEventFilter(FilterMouseMotionEvents);
+ print_timestamp_time("[init video stuff]");
+
InitElementPropertiesStatic();
InitElementPropertiesEngine(GAME_VERSION_ACTUAL);
InitElementPropertiesGfxElement();
- print_timestamp_time("[post-video]");
+ print_timestamp_time("[init element properties stuff]");
InitGfx();