added separate initial and runtime level structure definitions for EM engine
[rocksndiamonds.git] / src / game_em / graphics.c
index 82042df49023d2b01a174d7e71d1a8687237063d..aab9ade2a36c6157c49fa4abd0c73c3ecccf5468 100644 (file)
@@ -42,6 +42,10 @@ int screen_x, screen_y;                      /* current scroll position */
 static int screentiles[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
 static int crumbled_state[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
 
+/* graphic info for game objects/frames and players/actions/frames */
+struct GraphicInfo_EM graphic_info_em_object[TILE_MAX][8];
+struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
+
 int getFieldbufferOffsetX_EM(void)
 {
   return screen_x % TILEX;
@@ -551,6 +555,7 @@ static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
 void RedrawPlayfield_EM(boolean force_redraw)
 {
   boolean draw_new_player_location = FALSE;
+  boolean draw_new_player_location_fast = FALSE;
   boolean quick_relocation = setup.quick_switch;
   int max_center_distance_player_nr =
     getMaxCenterDistancePlayerNr(screen_x, screen_y);
@@ -589,9 +594,11 @@ void RedrawPlayfield_EM(boolean force_redraw)
     game.centered_player_nr = game.centered_player_nr_next;
 
     draw_new_player_location = TRUE;
+    draw_new_player_location_fast = game.set_centered_player_fast;
     force_redraw = TRUE;
 
     game.set_centered_player = FALSE;
+    game.set_centered_player_fast = FALSE;
   }
 
   if (game.centered_player_nr == -1)
@@ -622,9 +629,16 @@ void RedrawPlayfield_EM(boolean force_redraw)
 
   if (draw_new_player_location && !quick_relocation)
   {
+    unsigned int frame_delay_value_old = GetVideoFrameDelay();
+    int wait_delay_value = frame_delay_value_old;
     int screen_xx = VALID_SCREEN_X(sx);
     int screen_yy = VALID_SCREEN_Y(sy);
 
+    if (draw_new_player_location_fast)
+      wait_delay_value /= 4;
+
+    SetVideoFrameDelay(wait_delay_value);
+
     while (screen_x != screen_xx || screen_y != screen_yy)
     {
       int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
@@ -681,6 +695,8 @@ void RedrawPlayfield_EM(boolean force_redraw)
       BackToFront_EM();
     }
 
+    SetVideoFrameDelay(frame_delay_value_old);
+
     screen_x_old = screen_x;
     screen_y_old = screen_y;
   }