#include <math.h>
+#ifdef MSDOS
+extern BOOL wait_for_vsync;
+#endif
+
void SetDrawtoField(int mode)
{
if (mode == DRAW_BUFFERED && soft_scrolling_on)
if (redraw_mask & REDRAW_TILES && redraw_tiles > REDRAWTILES_THRESHOLD)
redraw_mask |= REDRAW_FIELD;
- if (redraw_mask & REDRAW_FIELD)
+ if (redraw_mask & REDRAW_FIELD || ScreenMovPos)
redraw_mask &= ~REDRAW_TILES;
if (!redraw_mask)
return;
+ /* synchronize X11 graphics at this point; if we would synchronize the
+ display immediately after the buffer switching (after the XFlush),
+ this could mean that we have to wait for the graphics to complete,
+ although we could go on doing calculations for the next frame */
+
+ XSync(display,FALSE);
+
+#ifdef MSDOS
+ wait_for_vsync = TRUE;
+#endif
+
if (redraw_mask & REDRAW_ALL)
{
XCopyArea(display,backbuffer,window,gc,
+
+
+
if (draw_thru_mask)
DrawGraphicShiftedThruMask(sx,sy,sxx,syy,graphic,CUT_NO_CUTTING);
/*
if (element == EL_FELSBROCKEN && sxx)
{
- int phase = PlayerGfxPos / (TILEX/4);
+ int phase = (PlayerGfxPos / (TILEX/4));
if (PlayerMovDir == MV_LEFT)
graphic += phase;
else
- graphic += phase+4;
+ graphic += (phase+4)%4;
+
+
+ /*
+ printf("----> (%d, %d, %d)\n",
+ PlayerGfxPos, phase, graphic);
+ */
+
}
DrawGraphicShifted(px,py, sxx,syy, graphic, CUT_NO_CUTTING);
if (element == EL_DYNAMIT)
{
- if ((phase = (48-MovDelay[x][y])/6) > 6)
+ if ((phase = (96-MovDelay[x][y])/12) > 6)
phase = 6;
}
else
{
- if ((phase = ((48-MovDelay[x][y])/3) % 8) > 3)
+ if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
phase = 7-phase;
}
else
phase = (FrameCounter % (delay * frames)) / delay;
+ if (mode == ANIM_REVERSE)
+ phase = -phase;
+
return(phase);
}
{
int phase = getGraphicAnimationPhase(frames, delay, mode);
-/*
- int phase;
-
- if (mode == ANIM_OSCILLATE)
- {
- int max_anim_frames = frames*2 - 2;
- phase = (FrameCounter % (delay * max_anim_frames)) / delay;
- phase = (phase < frames ? phase : max_anim_frames - phase);
- }
- else
- phase = (FrameCounter % (delay * frames)) / delay;
-*/
-
if (!(FrameCounter % delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
DrawGraphic(SCROLLX(x),SCROLLY(y), graphic + phase);
}
break;
}
break;
+ case KeyRelease:
+ key_joystick_mapping = 0;
+ break;
case FocusIn:
case FocusOut:
HandleFocusEvent((XFocusChangeEvent *) &event);
break;
+ case ClientMessage:
+ HandleClientMessageEvent((XClientMessageEvent *) &event);
+ break;
default:
break;
}
new_door_state = MoveDoor(door_state);
-/*
- ClearEventQueue();
-*/
-
return(new_door_state);
}
new_door_state = MoveDoor(door_state);
-/*
- ClearEventQueue();
-*/
-
return(new_door_state);
}
{
static unsigned int door1 = DOOR_OPEN_1;
static unsigned int door2 = DOOR_CLOSE_2;
- int x, start, stepsize = 4, door_anim_delay = stepsize*5000;
+ static long door_delay = 0;
+ int x, start, stepsize = 2;
+ long door_delay_value = stepsize * 5000;
if (door_state == DOOR_GET_STATE)
return(door1 | door2);
if (quick_doors)
{
stepsize = 20;
- door_anim_delay = 0;
+ door_delay_value = 0;
StopSound(SND_OEFFNEN);
}
start = ((door_state & DOOR_NO_DELAY) ? DXSIZE : 0);
- for(x=start;x<=DXSIZE;x+=stepsize)
+ for(x=start; x<=DXSIZE; x+=stepsize)
{
+ while(!DelayReached(&door_delay, door_delay_value/10000))
+ Delay(1000);
+
if (door_state & DOOR_ACTION_1)
{
int i = (door_state & DOOR_OPEN_1 ? DXSIZE-x : x);
}
BackToFront();
- Delay(door_anim_delay);
if (game_status==MAINMENU)
DoAnimation();