TYPE_SWITCH,
&setup.bd_scroll_delay, "bd_scroll_delay"
},
+ {
+ TYPE_SWITCH3,
+ &setup.bd_smooth_movements, "bd_smooth_movements"
+ },
{
TYPE_SWITCH,
&setup.sp_show_border_elements, "sp_show_border_elements"
si->bd_skip_uncovering = FALSE;
si->bd_skip_hatching = FALSE;
si->bd_scroll_delay = TRUE;
+ si->bd_smooth_movements = AUTO;
si->sp_show_border_elements = FALSE;
si->small_game_graphics = FALSE;
si->show_load_save_buttons = FALSE;
int tile = game->element_buffer[y][x];
int frame = game->animcycle;
struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
- boolean use_smooth_movements = TRUE;
+ boolean use_smooth_movements =
+ ((setup.bd_smooth_movements == TRUE) ||
+ (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine()));
#if DO_GFX_SANITY_CHECK
if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
boolean bd_skip_uncovering;
boolean bd_skip_hatching;
boolean bd_scroll_delay;
+ int bd_smooth_movements; // not boolean -- can also be "AUTO"
boolean sp_show_border_elements;
boolean small_game_graphics;
boolean show_load_save_buttons;
{ TYPE_SWITCH, &setup.bd_skip_uncovering, "Skip (un)covering screen:" },
{ TYPE_SWITCH, &setup.bd_skip_hatching, "Skip hatching player:" },
{ TYPE_SWITCH, &setup.bd_scroll_delay, "Scroll Delay:" },
+ { TYPE_YES_NO_AUTO, &setup.bd_smooth_movements, "Smooth Element Movement:" },
{ TYPE_EMPTY, NULL, "" },
{ TYPE_HEADLINE, NULL, "Emerald Mine" },
{ TYPE_SWITCH, &setup.forced_scroll_delay, "Scroll Delay:" },