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added handling global animations during delays in Mirror Magic game engine
[rocksndiamonds.git]
/
src
/
game_mm
/
mm_game.c
diff --git
a/src/game_mm/mm_game.c
b/src/game_mm/mm_game.c
index a1c9151d7274de14efdc66b6f8368c1ef58f7e66..6da722c13dd62de101a7a4c391442286dc2df383 100644
(file)
--- a/
src/game_mm/mm_game.c
+++ b/
src/game_mm/mm_game.c
@@
-3127,7
+3127,7
@@
static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
DrawLaser(0, DL_LASER_ENABLED);
BackToFront();
DrawLaser(0, DL_LASER_ENABLED);
BackToFront();
- Delay(50);
+ Delay
_WithScreenUpdates
(50);
}
StopSound_MM(SND_MM_GAME_HEALTH_CHARGING);
}
StopSound_MM(SND_MM_GAME_HEALTH_CHARGING);
@@
-3252,6
+3252,8
@@
static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
{
int i;
{
int i;
+ UpdateAndDisplayGameControlValues();
+
for (i = 15; i >= 0; i--)
{
#if 0
for (i = 15; i >= 0; i--)
{
#if 0
@@
-3262,7
+3264,7
@@
static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
DrawLaser(0, DL_LASER_ENABLED);
BackToFront();
DrawLaser(0, DL_LASER_ENABLED);
BackToFront();
- Delay(50);
+ Delay
_WithScreenUpdates
(50);
}
DrawLaser(0, DL_LASER_DISABLED);
}
DrawLaser(0, DL_LASER_DISABLED);
@@
-3415,7
+3417,7
@@
static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
DrawLaser(0, DL_LASER_ENABLED);
DrawLaser(0, DL_LASER_ENABLED);
- Delay(50);
+ Delay
_WithScreenUpdates
(50);
}
Feld[ELX][ELY] = element;
}
Feld[ELX][ELY] = element;
@@
-3489,7
+3491,7
@@
static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
DrawWallsAnimation_MM(ELX, ELY, Feld[ELX][ELY], phase, laser.wall_mask);
BackToFront();
DrawWallsAnimation_MM(ELX, ELY, Feld[ELX][ELY], phase, laser.wall_mask);
BackToFront();
- Delay(100);
+ Delay
_WithScreenUpdates
(100);
}
if (Feld[ELX][ELY] == EL_WALL_ICE)
}
if (Feld[ELX][ELY] == EL_WALL_ICE)
@@
-3622,7
+3624,7
@@
static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
DrawWallsAnimation_MM(dx, dy, de, i, dm);
BackToFront();
DrawWallsAnimation_MM(dx, dy, de, i, dm);
BackToFront();
- Delay(20);
+ Delay
_WithScreenUpdates
(20);
}
DrawLaser(0, DL_LASER_ENABLED);
}
DrawLaser(0, DL_LASER_ENABLED);
@@
-3703,7
+3705,7
@@
static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
redraw_mask |= REDRAW_DOOR_1;
BackToFront();
redraw_mask |= REDRAW_DOOR_1;
BackToFront();
- Delay(20);
+ Delay
_WithScreenUpdates
(20);
}
game_mm.energy_left = MAX_LASER_ENERGY;
}
game_mm.energy_left = MAX_LASER_ENERGY;
@@
-3876,7
+3878,7
@@
void GameWon_MM(void)
}
BackToFront();
}
BackToFront();
- Delay(10);
+ Delay
_WithScreenUpdates
(10);
}
if (setup.sound_loops)
}
if (setup.sound_loops)
@@
-3904,7
+3906,7
@@
void GameWon_MM(void)
*/
BackToFront();
*/
BackToFront();
- Delay(10);
+ Delay
_WithScreenUpdates
(10);
}
if (setup.sound_loops)
}
if (setup.sound_loops)