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;
}
}
-void BackToFront_EM(void)
+static void BackToFront_EM(void)
{
BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
}
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);
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)
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);
BackToFront_EM();
}
+ SetVideoFrameDelay(frame_delay_value_old);
+
screen_x_old = screen_x;
screen_y_old = screen_y;
}