int n_steps (struct world *world, int delta) { int i; int display_incrementally; int ret, ret2; if (abs (delta) < 10) { display_incrementally = 1; } else { display_incrementally = 0; } if (delta<0) { for (i=0;i>delta;i--) { if ((ret=step_backward (world, display_incrementally)) != 0) break; } } else { for (i=0;i<delta;i++) { if ((ret=step_forward (world, display_incrementally)) != 0) break; } } if (!display_incrementally) { if ((ret2=update_everything (world))!=0) return ret2; } return ret; }
void Character::Render() { Update(); update_everything(); if (m_message_box->get_should_display()) { m_message_box->Display(); } }
/* updates only what needs changing (time_elapsed==NONE means redraw everything no matter what, but skip the interface frame) */ void update_interface( short time_elapsed) { if (!game_window_is_full_screen()) { _set_port_to_screen_window(); update_everything(time_elapsed); _restore_port(); } return; }
void AWMagazine::update_everything() { update_everything(0, 0); }