X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=331491cfb25c7c0209bbae411d2d54e7a009645a;hb=f772f882546ab982dc61074f298d6115c9909f32;hp=5682a24ea9d5e2eba4c18766ec470a6bf05bc7c1;hpb=e0585a1afaf681692e593d3d25535f21b8f301d2;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index 5682a24e..331491cf 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -7,11 +7,15 @@ #include "display.h" #include "level.h" +#define MIN_SCREEN_XPOS 1 +#define MIN_SCREEN_YPOS 1 +#define MAX_SCREEN_XPOS MAX(1, lev.width - (SCR_FIELDX - 1)) +#define MAX_SCREEN_YPOS MAX(1, lev.height - (SCR_FIELDY - 1)) -#define MIN_SCREEN_X (TILEX) -#define MIN_SCREEN_Y (TILEY) -#define MAX_SCREEN_X ((lev.width - (SCR_FIELDX - 1)) * TILEX) -#define MAX_SCREEN_Y ((lev.height - (SCR_FIELDY - 1)) * TILEY) +#define MIN_SCREEN_X (MIN_SCREEN_XPOS * TILEX) +#define MIN_SCREEN_Y (MIN_SCREEN_YPOS * TILEY) +#define MAX_SCREEN_X (MAX_SCREEN_XPOS * TILEX) +#define MAX_SCREEN_Y (MAX_SCREEN_YPOS * TILEY) #define VALID_SCREEN_X(x) ((x) < MIN_SCREEN_X ? MIN_SCREEN_X : \ (x) > MAX_SCREEN_X ? MAX_SCREEN_X : (x)) @@ -26,31 +30,28 @@ - ((SCR_FIELDY - 1) * TILEY) / 2) -unsigned int frame; /* current screen frame */ -#if 0 -unsigned int screen_x; /* current scroll position */ -unsigned int screen_y; -#else +int frame; /* current screen frame */ int screen_x; /* current scroll position */ int screen_y; -#endif /* tiles currently on screen */ -static unsigned int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; -static unsigned int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; +static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; +static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; +#if 1 +int centered_player_nr; +#else +static int centered_player_nr; +#endif -/* copy the entire screen to the window at the scroll position - * - * perhaps use mit-shm to speed this up - */ +/* copy the entire screen to the window at the scroll position */ void BlitScreenToBitmap_EM(Bitmap *target_bitmap) { - unsigned int x = screen_x % (MAX_BUF_XSIZE * TILEX); - unsigned int y = screen_y % (MAX_BUF_YSIZE * TILEY); + int x = screen_x % (MAX_BUF_XSIZE * TILEX); + int y = screen_y % (MAX_BUF_YSIZE * TILEY); if (x < 2 * TILEX && y < 2 * TILEY) { @@ -94,16 +95,12 @@ void BlitScreenToBitmap_EM(Bitmap *target_bitmap) void blitscreen(void) { -#if 1 - static boolean scrolling_last = FALSE; - unsigned int left = screen_x / TILEX; - unsigned int top = screen_y / TILEY; + int left = screen_x / TILEX; + int top = screen_y / TILEY; boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0); int x, y; - SyncDisplay(); - if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last) { /* blit all (up to four) parts of the scroll buffer to the backbuffer */ @@ -135,13 +132,6 @@ void blitscreen(void) redraw_tiles = 0; scrolling_last = scrolling; - -#else - - /* blit all (up to four) parts of the scroll buffer to the window */ - BlitScreenToBitmap_EM(window); - -#endif } static void DrawLevelField_EM(int x, int y, int sx, int sy, @@ -155,6 +145,13 @@ static void DrawLevelField_EM(int x, int y, int sx, int sy, int dst_y = sy * TILEY + g->dst_offset_y; int width = g->width; int height = g->height; + int left = screen_x / TILEX; + int top = screen_y / TILEY; + + /* do not draw fields that are outside the visible screen area */ + if (x < left || x >= left + MAX_BUF_XSIZE || + y < top || y >= top + MAX_BUF_YSIZE) + return; if (draw_masked) { @@ -182,7 +179,14 @@ static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy, { int tile = Draw[y][x]; struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame]; - unsigned int i; + int left = screen_x / TILEX; + int top = screen_y / TILEY; + int i; + + /* do not draw fields that are outside the visible screen area */ + if (x < left || x >= left + MAX_BUF_XSIZE || + y < top || y >= top + MAX_BUF_YSIZE) + return; if (crm == 0) /* no crumbled edges for this tile */ return; @@ -238,6 +242,14 @@ static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim, int src_x = g->src_x, src_y = g->src_y; int dst_x, dst_y; + /* do not draw fields that are outside the visible screen area */ + if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX || + y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY) + return; + + x1 %= MAX_BUF_XSIZE * TILEX; + y1 %= MAX_BUF_YSIZE * TILEY; + if (draw_masked) { /* draw the player to current location */ @@ -289,15 +301,13 @@ static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim, /* draw differences between game tiles and screen tiles * * implicitly handles scrolling and restoring background under the sprites - * - * perhaps use mit-shm to speed this up */ static void animscreen(void) { - unsigned int x, y, i; - unsigned int left = screen_x / TILEX; - unsigned int top = screen_y / TILEY; + int x, y, i; + int left = screen_x / TILEX; + int top = screen_y / TILEY; static int xy[4][2] = { { 0, -1 }, @@ -314,8 +324,8 @@ static void animscreen(void) int sy = y % MAX_BUF_YSIZE; int tile = Draw[y][x]; struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame]; - unsigned int obj = g->unique_identifier; - unsigned int crm = 0; + int obj = g->unique_identifier; + int crm = 0; /* re-calculate crumbled state of this tile */ if (g->has_crumbled_graphics) @@ -361,7 +371,7 @@ static void animscreen(void) static void blitplayer(struct PLAYER *ply) { - unsigned int x1, y1, x2, y2; + int x1, y1, x2, y2; if (!ply->alive) return; @@ -372,8 +382,8 @@ static void blitplayer(struct PLAYER *ply) x2 = x1 + TILEX - 1; y2 = y1 + TILEY - 1; - if ((unsigned int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) && - (unsigned int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1)) + if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) && + (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1)) { /* some casts to "int" are needed because of negative calculation values */ int dx = (int)ply->x - (int)ply->oldx; @@ -394,10 +404,12 @@ static void blitplayer(struct PLAYER *ply) /* only diggable elements can be crumbled in the classic EM engine */ boolean player_is_digging = (new_crm != 0); +#if 0 x1 %= MAX_BUF_XSIZE * TILEX; y1 %= MAX_BUF_YSIZE * TILEY; x2 %= MAX_BUF_XSIZE * TILEX; y2 %= MAX_BUF_YSIZE * TILEY; +#endif if (player_is_digging) { @@ -439,19 +451,19 @@ static void blitplayer(struct PLAYER *ply) void game_initscreen(void) { - unsigned int x,y; + int x,y; int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */ int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys; - int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */ + int player_nr; frame = 6; -#if 1 + + centered_player_nr = getCenteredPlayerNr_EM(); + + player_nr = (centered_player_nr != -1 ? centered_player_nr : 0); + screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr)); screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr)); -#else - screen_x = 0; - screen_y = 0; -#endif for (y = 0; y < MAX_BUF_YSIZE; y++) { @@ -462,54 +474,470 @@ void game_initscreen(void) } } -#if 1 DrawAllGameValues(lev.required, dynamite_state, lev.score, lev.time, all_keys_state); -#else - DrawAllGameValues(lev.required, ply1.dynamite, lev.score, - DISPLAY_TIME(lev.time + 4), ply1.keys | ply2.keys); +} + +#if 0 +void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation) +{ + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int jx = player->jx; + int jy = player->jy; + + if (quick_relocation) + { + int offset = (setup.scroll_delay ? 3 : 0); + + if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) + { + scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left : + player->jx > SBX_Right + MIDPOSX ? SBX_Right : + player->jx - MIDPOSX); + + scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + player->jy - MIDPOSY); + } + else + { + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) + scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); + + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) + scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); + + /* don't scroll over playfield boundaries */ + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); + } + + RedrawPlayfield(TRUE, 0,0,0,0); + } + else + { + int scroll_xx = -999, scroll_yy = -999; + + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; + + scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left : + player->jx > SBX_Right + MIDPOSX ? SBX_Right : + player->jx - MIDPOSX); + + scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + player->jy - MIDPOSY); + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; + + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); + + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(wait_delay_value); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); + } + + DrawPlayer(player); + BackToFront(); + Delay(wait_delay_value); + } +} #endif + +static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) +{ + boolean num_checked_players = 0; + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + if (ply[i].alive) + { + int sx = PLAYER_SCREEN_X(i); + int sy = PLAYER_SCREEN_Y(i); + + if (num_checked_players == 0) + { + *sx1 = *sx2 = sx; + *sy1 = *sy2 = sy; + } + else + { + *sx1 = MIN(*sx1, sx); + *sy1 = MIN(*sy1, sy); + *sx2 = MAX(*sx2, sx); + *sy2 = MAX(*sy2, sy); + } + + num_checked_players++; + } + } +} + +boolean checkIfAllPlayersFitToScreen() +{ + int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + return (sx2 - sx1 <= SCR_FIELDX * TILEX && + sy2 - sy1 <= SCR_FIELDY * TILEY); +} + +static void setScreenCenteredToAllPlayers(int *sx, int *sy) +{ + int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + *sx = (sx1 + sx2) / 2; + *sy = (sy1 + sy2) / 2; +} + +static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy, + int center_x, int center_y) +{ + int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x)); + *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y)); +} + +static boolean checkIfAllPlayersAreVisible(int center_x, int center_y) +{ + int max_dx, max_dy; + + setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y); + + return (max_dx <= SCR_FIELDX * TILEX / 2 && + max_dy <= SCR_FIELDY * TILEY / 2); } -void RedrawPlayfield_EM() +void RedrawPlayfield_EM(boolean force_redraw) { - int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */ - int sx = PLAYER_SCREEN_X(player_nr); - int sy = PLAYER_SCREEN_Y(player_nr); +#if 0 + boolean all_players_visible = checkIfAllPlayersAreVisible(); +#endif + boolean draw_new_player_location = FALSE; + boolean quick_relocation = setup.quick_switch; +#if 0 + boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0); +#endif + boolean set_centered_player = getSetCenteredPlayer_EM(); + int centered_player_nr_next = getCenteredPlayerNr_EM(); + int offset = (setup.scroll_delay ? 3 : 0) * TILEX; + int offset_x = offset; + int offset_y = offset; + int screen_x_old = screen_x; + int screen_y_old = screen_y; + int x, y, sx, sy; int i; + if (set_centered_player) + { + boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen(); + + /* switching to "all players" only possible if all players fit to screen */ + if (centered_player_nr_next == -1 && !all_players_fit_to_screen) + { + centered_player_nr_next = centered_player_nr; + setCenteredPlayerNr_EM(centered_player_nr); + + set_centered_player = FALSE; + setSetCenteredPlayer_EM(FALSE); + } + + /* do not switch focus to non-existing (or non-active) player */ + if (centered_player_nr_next >= 0 && !ply[centered_player_nr_next].alive) + { + centered_player_nr_next = centered_player_nr; + setCenteredPlayerNr_EM(centered_player_nr); + + set_centered_player = FALSE; + setSetCenteredPlayer_EM(FALSE); + } + } + #if 1 + /* also allow focus switching when screen is scrolled to half tile */ +#else + if (!scrolling) /* screen currently aligned at tile position */ +#endif + { +#if 1 + if (set_centered_player) +#else + if (centered_player_nr != centered_player_nr_next) +#endif + { + centered_player_nr = centered_player_nr_next; - int offset = (setup.scroll_delay ? 3 : 0) * TILEX; + draw_new_player_location = TRUE; + force_redraw = TRUE; - /* calculate new screen scrolling position, with regard to scroll delay */ - screen_x = VALID_SCREEN_X(sx < screen_x - offset ? sx + offset : - sx > screen_x + offset ? sx - offset : screen_x); - screen_y = VALID_SCREEN_Y(sy < screen_y - offset ? sy + offset : - sy > screen_y + offset ? sy - offset : screen_y); + setSetCenteredPlayer_EM(FALSE); + } + } + + if (centered_player_nr == -1) + { + if (draw_new_player_location) + { + setScreenCenteredToAllPlayers(&sx, &sy); + } + else + { + sx = PLAYER_SCREEN_X(game_em.last_moving_player); + sy = PLAYER_SCREEN_Y(game_em.last_moving_player); + } + } + else + { + sx = PLAYER_SCREEN_X(centered_player_nr); + sy = PLAYER_SCREEN_Y(centered_player_nr); + } + + if (draw_new_player_location && quick_relocation) + { + screen_x = VALID_SCREEN_X(sx); + screen_y = VALID_SCREEN_Y(sy); + screen_x_old = screen_x; + screen_y_old = screen_y; +#if 0 + offset_x = 0; + offset_y = 0; +#endif + } + + if (draw_new_player_location && !quick_relocation) + { +#if 1 + unsigned long game_frame_delay_value = getGameFrameDelay_EM(20); #else + unsigned long game_frame_delay_value = getGameFrameDelay_EM(25); +#endif + int wait_delay_value = game_frame_delay_value; + int screen_xx = VALID_SCREEN_X(sx); + int screen_yy = VALID_SCREEN_Y(sy); - if (sx > lev.width * TILEX) - sx = lev.width * TILEX; - if (sy > lev.height * TILEY) - sy = lev.height * TILEY; + while (screen_x != screen_xx || screen_y != screen_yy) + { + int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0); + int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0); + int dxx = 0, dyy = 0; - if (sx < SCR_FIELDX * TILEX) - sx = SCR_FIELDX * TILEY; - if (sy < SCR_FIELDY * TILEY) - sy = SCR_FIELDY * TILEY; + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; - screen_x = sx - (SCR_FIELDX - 1) * TILEX; - screen_y = sy - (SCR_FIELDY - 1) * TILEY; +#if 1 + + if (ABS(screen_xx - screen_x) >= TILEX) + { + screen_x -= dx * TILEX; + dxx = dx * TILEX / 2; + } + else + { + screen_x = screen_xx; + dxx = 0; + } + + if (ABS(screen_yy - screen_y) >= TILEY) + { + screen_y -= dy * TILEY; + dyy = dy * TILEY / 2; + } + else + { + screen_y = screen_yy; + dyy = 0; + } + +#else + +#if 1 + if (ABS(screen_xx - screen_x) >= TILEX || + ABS(screen_yy - screen_y) >= TILEY) + { + screen_x -= dx * TILEX; + screen_y -= dy * TILEY; + + dxx = dx * TILEX / 2; + dyy = dy * TILEY / 2; + } + else + { + screen_x = screen_xx; + screen_y = screen_yy; + + dxx = 0; + dyy = 0; + } +#else + screen_x -= dx * TILEX; + screen_y -= dy * TILEY; + + dxx += dx * TILEX / 2; + dyy += dy * TILEY / 2; +#endif #endif + /* scroll in two steps of half tile size to make things smoother */ + screen_x += dxx; + screen_y += dyy; + + animscreen(); + + for (i = 0; i < MAX_PLAYERS; i++) + blitplayer(&ply[i]); + + blitscreen(); + FlushDisplay(); + Delay(wait_delay_value); + + /* scroll second step to align at full tile size */ + screen_x -= dxx; + screen_y -= dyy; + + SyncDisplay(); + + animscreen(); + + for (i = 0; i < MAX_PLAYERS; i++) + blitplayer(&ply[i]); + + blitscreen(); + FlushDisplay(); + Delay(wait_delay_value); + } + + screen_x_old = screen_x; + screen_y_old = screen_y; + } + + if (force_redraw) + { + for (y = 0; y < MAX_BUF_YSIZE; y++) + { + for (x = 0; x < MAX_BUF_XSIZE; x++) + { + screentiles[y][x] = -1; + crumbled_state[y][x] = 0; + } + } + } + + /* calculate new screen scrolling position, with regard to scroll delay */ + screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x : + sx - offset_x > screen_x ? sx - offset_x : + screen_x); + screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y : + sy - offset_y > screen_y ? sy - offset_y : + screen_y); + + /* prevent scrolling further than player step size screen when scrolling */ + if (ABS(screen_x - screen_x_old) > TILEX / 8 || + ABS(screen_y - screen_y_old) > TILEY / 8) + { + int dx = SIGN(screen_x - screen_x_old); + int dy = SIGN(screen_y - screen_y_old); + + screen_x = screen_x_old + dx * TILEX / 8; + screen_y = screen_y_old + dy * TILEY / 8; + } + + /* prevent scrolling away from the other players when focus on all players */ + if (centered_player_nr == -1) + { +#if 1 + /* check if all players are still visible with new scrolling position */ + if (!checkIfAllPlayersAreVisible(screen_x, screen_y)) + { + /* reset horizontal scroll position to last value, if needed */ + if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old)) + screen_x = screen_x_old; + + /* reset vertical scroll position to last value, if needed */ + if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y)) + screen_y = screen_y_old; + } +#else + boolean all_players_visible = checkIfAllPlayersAreVisible(); + + if (!all_players_visible) + { + printf("::: not all players visible\n"); + + screen_x = screen_x_old; + screen_y = screen_y_old; + } +#endif + } + + /* prevent scrolling (for screen correcting) if no player is moving */ + if (!game_em.any_player_moving) + { + screen_x = screen_x_old; + screen_y = screen_y_old; + } + else + { + /* prevent scrolling against the players move direction */ + int player_nr = game_em.last_moving_player; + int player_move_dir = game_em.last_player_direction[player_nr]; + int dx = SIGN(screen_x - screen_x_old); + int dy = SIGN(screen_y - screen_y_old); + + if ((dx < 0 && player_move_dir != MV_LEFT) || + (dx > 0 && player_move_dir != MV_RIGHT)) + screen_x = screen_x_old; + + if ((dy < 0 && player_move_dir != MV_UP) || + (dy > 0 && player_move_dir != MV_DOWN)) + screen_y = screen_y_old; + } + animscreen(); for (i = 0; i < MAX_PLAYERS; i++) blitplayer(&ply[i]); + SyncDisplay(); + blitscreen(); FlushDisplay(); @@ -517,7 +945,7 @@ void RedrawPlayfield_EM() void game_animscreen(void) { - RedrawPlayfield_EM(); + RedrawPlayfield_EM(FALSE); } void DrawGameDoorValues_EM()