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improved performance of game actions loop in MM 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 48bc9a5b875724b6d3cd4e2190b32c17e5fb222f..326880f16fccad8a3e8e5c83c6cb8d27a110e4fb 100644
(file)
--- a/
src/game_mm/mm_game.c
+++ b/
src/game_mm/mm_game.c
@@
-958,7
+958,8
@@
static void DeactivateLaserTargetElement(void)
void ScanLaser(void)
{
void ScanLaser(void)
{
- int element;
+ int element = EL_EMPTY;
+ int last_element = EL_EMPTY;
int end = 0, rf = laser.num_edges;
// do not scan laser again after the game was lost for whatever reason
int end = 0, rf = laser.num_edges;
// do not scan laser again after the game was lost for whatever reason
@@
-1044,6
+1045,8
@@
void ScanLaser(void)
hit_mask, LX, LY, ELX, ELY);
#endif
hit_mask, LX, LY, ELX, ELY);
#endif
+ last_element = element;
+
element = Tile[ELX][ELY];
laser.dest_element = element;
element = Tile[ELX][ELY];
laser.dest_element = element;
@@
-1062,6
+1065,12
@@
void ScanLaser(void)
ELX, ELY, element);
#endif
ELX, ELY, element);
#endif
+ // special case: leaving fixed MM steel grid (upwards) with non-90° angle
+ if (element == EL_EMPTY &&
+ IS_GRID_STEEL(last_element) &&
+ laser.current_angle % 4) // angle is not 90°
+ element = last_element;
+
if (element == EL_EMPTY)
{
if (!HitOnlyAnEdge(hit_mask))
if (element == EL_EMPTY)
{
if (!HitOnlyAnEdge(hit_mask))
@@
-1473,6
+1482,10
@@
boolean HitElement(int element, int hit_mask)
// this is more precise: check if laser would go through the center
if ((ELX * TILEX + 14 - LX) * YS != (ELY * TILEY + 14 - LY) * XS)
{
// this is more precise: check if laser would go through the center
if ((ELX * TILEX + 14 - LX) * YS != (ELY * TILEY + 14 - LY) * XS)
{
+ // prevent cutting through laser emitter with laser beam
+ if (IS_LASER(element))
+ return TRUE;
+
// skip the whole element before continuing the scan
do
{
// skip the whole element before continuing the scan
do
{
@@
-2540,33
+2553,43
@@
static void GrowAmoeba(int x, int y)
}
static void DrawFieldAnimated_MM(int x, int y)
}
static void DrawFieldAnimated_MM(int x, int y)
+{
+ DrawField_MM(x, y);
+
+ laser.redraw = TRUE;
+}
+
+static void DrawFieldAnimatedIfNeeded_MM(int x, int y)
{
int element = Tile[x][y];
{
int element = Tile[x][y];
+ int graphic = el2gfx(element);
- if (
IS_BLOCKED(x, y
))
+ if (
!getGraphicInfo_NewFrame(x, y, graphic
))
return;
DrawField_MM(x, y);
return;
DrawField_MM(x, y);
- if (IS_MIRROR(element) ||
- IS_MIRROR_FIXED(element) ||
- element == EL_PRISM)
+ laser.redraw = TRUE;
+}
+
+static void DrawFieldTwinkle(int x, int y)
+{
+ if (MovDelay[x][y] != 0) // wait some time before next frame
{
{
- if (MovDelay[x][y] != 0) // wait some time before next frame
- {
- MovDelay[x][y]--;
+ MovDelay[x][y]--;
- if (MovDelay[x][y] != 0)
- {
- int graphic = IMG_TWINKLE_WHITE;
- int frame = getGraphicAnimationFrame(graphic, 10 - MovDelay[x][y]);
+ DrawField_MM(x, y);
- DrawGraphicThruMask_MM(SCREENX(x), SCREENY(y), graphic, frame);
- }
+ if (MovDelay[x][y] != 0)
+ {
+ int graphic = IMG_TWINKLE_WHITE;
+ int frame = getGraphicAnimationFrame(graphic, 10 - MovDelay[x][y]);
+
+ DrawGraphicThruMask_MM(SCREENX(x), SCREENY(y), graphic, frame);
}
}
- }
- laser.redraw = TRUE;
+ laser.redraw = TRUE;
+ }
}
static void Explode_MM(int x, int y, int phase, int mode)
}
static void Explode_MM(int x, int y, int phase, int mode)
@@
-3210,8
+3233,16
@@
static void GameActions_MM_Ext(void)
MeltIce(x, y);
else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_AMOEBA)
GrowAmoeba(x, y);
MeltIce(x, y);
else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_AMOEBA)
GrowAmoeba(x, y);
- else
+ else if (IS_MIRROR(element) ||
+ IS_MIRROR_FIXED(element) ||
+ element == EL_PRISM)
+ DrawFieldTwinkle(x, y);
+ else if (element == EL_GRAY_BALL_OPENING ||
+ element == EL_BOMB_ACTIVE ||
+ element == EL_MINE_ACTIVE)
DrawFieldAnimated_MM(x, y);
DrawFieldAnimated_MM(x, y);
+ else if (!IS_BLOCKED(x, y))
+ DrawFieldAnimatedIfNeeded_MM(x, y);
}
AutoRotateMirrors();
}
AutoRotateMirrors();