removed needless delay when relocating the player
[rocksndiamonds.git] / src / game_em / graphics.c
index 1ba8c511eed1263cfbfad8da728d3c2b898a985b..ab9158bff58e32df8787daa1c4aa6ec5c65a1c4f 100644 (file)
@@ -5,10 +5,15 @@
 
 #include "main_em.h"
 
-#define MIN_SCREEN_XPOS                1
-#define MIN_SCREEN_YPOS                1
-#define MAX_SCREEN_XPOS                MAX(1, lev.width  - (SCR_FIELDX - 1))
-#define MAX_SCREEN_YPOS                MAX(1, lev.height - (SCR_FIELDY - 1))
+#define MIN_SCREEN_XPOS_RAW    0
+#define MIN_SCREEN_YPOS_RAW    0
+#define MAX_SCREEN_XPOS_RAW    MAX(0, lev.width  - SCR_FIELDX)
+#define MAX_SCREEN_YPOS_RAW    MAX(0, lev.height - SCR_FIELDY)
+
+#define MIN_SCREEN_XPOS                (MIN_SCREEN_XPOS_RAW + CAVE_BUFFER_XOFFSET)
+#define MIN_SCREEN_YPOS                (MIN_SCREEN_YPOS_RAW + CAVE_BUFFER_YOFFSET)
+#define MAX_SCREEN_XPOS                (MAX_SCREEN_XPOS_RAW + CAVE_BUFFER_XOFFSET)
+#define MAX_SCREEN_YPOS                (MAX_SCREEN_YPOS_RAW + CAVE_BUFFER_YOFFSET)
 
 #define MIN_SCREEN_X           (MIN_SCREEN_XPOS * TILEX)
 #define MIN_SCREEN_Y           (MIN_SCREEN_YPOS * TILEY)
@@ -109,11 +114,11 @@ void BackToFront_EM(void)
 
 static struct GraphicInfo_EM *getObjectGraphic(int x, int y)
 {
-  int tile = Draw[x][y];
+  int tile = lev.draw[x][y];
   struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
 
   if (!game.use_native_emc_graphics_engine)
-    getGraphicSourceObjectExt_EM(g, tile, 7 - frame, x - 2, y - 2);
+    getGraphicSourceObjectExt_EM(g, tile, 7 - frame, x - lev.left, y - lev.top);
 
   return g;
 }
@@ -300,10 +305,11 @@ static void animscreen(void)
   };
 
   if (!game.use_native_emc_graphics_engine)
-    for (y = 2; y < EM_MAX_CAVE_HEIGHT - 2; y++)
-      for (x = 2; x < EM_MAX_CAVE_WIDTH - 2; x++)
-       SetGfxAnimation_EM(&graphic_info_em_object[Draw[x][y]][frame],
-                          Draw[x][y], 7 - frame, x - 2, y - 2);
+    for (y = lev.top; y < lev.bottom; y++)
+      for (x = lev.left; x < lev.right; x++)
+       SetGfxAnimation_EM(&graphic_info_em_object[lev.draw[x][y]][frame],
+                          lev.draw[x][y], 7 - frame,
+                          x - lev.left, y - lev.top);
 
   for (y = top; y < top + MAX_BUF_YSIZE; y++)
   {
@@ -311,7 +317,7 @@ static void animscreen(void)
     {
       int sx = x % MAX_BUF_XSIZE;
       int sy = y % MAX_BUF_YSIZE;    
-      int tile = Draw[x][y];
+      int tile = lev.draw[x][y];
       struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
       int obj = g->unique_identifier;
       int crm = 0;
@@ -326,11 +332,11 @@ static void animscreen(void)
          int yy = y + xy[i][1];
          int tile_next;
 
-         if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
-             yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
+         if (xx < 0 || xx >= CAVE_BUFFER_WIDTH ||
+             yy < 0 || yy >= CAVE_BUFFER_HEIGHT)
            continue;
 
-         tile_next = Draw[xx][yy];
+         tile_next = lev.draw[xx][yy];
 
          if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
            crm |= (1 << i);
@@ -616,8 +622,6 @@ void RedrawPlayfield_EM(boolean force_redraw)
 
   if (draw_new_player_location && !quick_relocation)
   {
-    unsigned int game_frame_delay_value = getGameFrameDelay_EM(20);
-    int wait_delay_value = game_frame_delay_value;
     int screen_xx = VALID_SCREEN_X(sx);
     int screen_yy = VALID_SCREEN_Y(sy);
 
@@ -664,8 +668,6 @@ void RedrawPlayfield_EM(boolean force_redraw)
       BlitScreenToBitmap_EM(backbuffer);
       BackToFront_EM();
 
-      Delay(wait_delay_value);
-
       /* scroll second step to align at full tile size */
       screen_x -= dxx;
       screen_y -= dyy;
@@ -677,8 +679,6 @@ void RedrawPlayfield_EM(boolean force_redraw)
 
       BlitScreenToBitmap_EM(backbuffer);
       BackToFront_EM();
-
-      Delay(wait_delay_value);
     }
 
     screen_x_old = screen_x;