void BackToFront()
{
- int x,y;
+ int x, y;
DrawBuffer *buffer = (drawto_field == window ? backbuffer : drawto_field);
+#if 0
+ printf("::: TILES TO REFRESH: %d\n", redraw_tiles);
+ for (x = 0; x < SCR_FIELDX; x++)
+ for (y = 0 ; y < SCR_FIELDY; y++)
+ if (redraw[redraw_x1 + x][redraw_y1 + y])
+ printf("::: - %d, %d [%s]\n",
+ LEVELX(x), LEVELY(y),
+ EL_NAME(Feld[LEVELX(x)][LEVELY(y)]));
+#endif
+
if (redraw_mask & REDRAW_TILES && redraw_tiles > REDRAWTILES_THRESHOLD)
redraw_mask |= REDRAW_FIELD;
if (!global.fps_slowdown)
info1[0] = '\0';
- sprintf(text, "%.1f fps%s", global.frames_per_second, info1);
+ sprintf(text, "%04.1f fps%s", global.frames_per_second, info1);
+#if 1
+ DrawTextExt(window, SX + SXSIZE + SX, 0, text, FONT_TEXT_2, BLIT_OPAQUE);
+#else
DrawTextExt(window, SX, SY, text, FONT_TEXT_2, BLIT_OPAQUE);
+#endif
}
FlushDisplay();
return;
}
+#if 0
+ printf("::: !!! FADING %d ... [%d] [%d]\n", fade_mode, fade_type,
+ fade_type_skip);
+#endif
+
+#if 1
+ fade_delay = fading.fade_delay;
+ post_delay = (fade_mode == FADE_MODE_FADE_OUT ? fading.post_delay : 0);
+#endif
+
if (fade_type_skip != FADE_TYPE_NONE)
{
#if 0
if (fade_type & fade_type_skip)
fade_type_skip = FADE_TYPE_NONE;
+#if 1
+ fade_delay = 0;
+#else
return;
+#endif
}
#if 1
width = FULL_SXSIZE;
height = FULL_SYSIZE;
+#if 0
fade_delay = fading.fade_delay;
post_delay = (fade_mode == FADE_MODE_FADE_OUT ? fading.post_delay : 0);
+#endif
if (border.draw_masked_when_fading)
draw_border_function = DrawMaskedBorder_FIELD; /* update when fading */
width = WIN_XSIZE;
height = WIN_YSIZE;
+#if 0
fade_delay = fading.fade_delay;
post_delay = (fade_mode == FADE_MODE_FADE_OUT ? fading.post_delay : 0);
+#endif
}
#if 1
GfxFrame[x][y]++;
+#if 0
+ /* !!! TEST !!! NEW !!! DOES NOT WORK RIGHT YET !!! */
+ if (g->double_movement && frame_em == 0)
+ {
+ GfxFrame[x][y] = 0;
+
+ // printf("::: resetting... [%d]\n", tile);
+ }
+#endif
+
if (move_dir == MV_LEFT)
GfxFrame[x - 1][y] = GfxFrame[x][y];
else if (move_dir == MV_RIGHT)
{
int action = object_mapping[tile].action;
int direction = object_mapping[tile].direction;
+ boolean is_backside = object_mapping[tile].is_backside;
int effective_element = get_effective_element_EM(tile, frame_em);
int graphic = (direction == MV_NONE ?
el_act2img(effective_element, action) :
g->anim_start_frame,
sync_frame);
+#if 0
+ getGraphicSourceExt(graphic, frame, &g_em->bitmap, &g_em->src_x, &g_em->src_y,
+ g->double_movement && is_backside);
+#else
getGraphicSourceExt(graphic, frame, &g_em->bitmap,
&g_em->src_x, &g_em->src_y, FALSE);
+#endif
/* (updating the "crumbled" graphic definitions is probably not really needed,
as animations for crumbled graphics can't be longer than one EMC cycle) */