Esempio n. 1
0
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();
	}	
}
Esempio n. 3
0
/* 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);
}