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();
{
int x,y;
+#if 1
+ SetMainBackgroundImage(IMG_BACKGROUND_PLAYING);
+ SetDrawBackgroundMask(REDRAW_FIELD);
+#else
SetDrawBackgroundMask(REDRAW_NONE);
+#endif
+
ClearField();
for (x = BX1; x <= BX2; x++)
door_state &= ~DOOR_CLOSE_ALL;
}
+#if 1
+ if (game_status == GAME_MODE_EDITOR)
+ door_state |= DOOR_NO_DELAY;
+#endif
+
if (door_state & DOOR_ACTION)
{
boolean handle_door_1 = (door_state & DOOR_ACTION_1);