added fast player relocation for level wrap-around in EM engine
authorHolger Schemel <info@artsoft.org>
Sun, 2 Feb 2020 23:37:43 +0000 (00:37 +0100)
committerHolger Schemel <info@artsoft.org>
Tue, 19 May 2020 16:12:58 +0000 (18:12 +0200)
src/game.c
src/game.h
src/game_em/graphics.c
src/game_em/logic.c

index e281c12727d650b10176bb4b72431a3aa26d34ce..e3729c08c620a4c3442b53ecf190a3cd95d095da 100644 (file)
@@ -3933,6 +3933,7 @@ void InitGame(void)
   game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
   game.centered_player_nr_next = game.centered_player_nr;
   game.set_centered_player = FALSE;
+  game.set_centered_player_fast = FALSE;
 
   if (network_playing && tape.recording)
   {
index 224df856e525130d8e12106c3e7d3b5282933a2d..a4b1b0c5951e11bf8e8f55e67b60c83dca41882c 100644 (file)
@@ -237,6 +237,7 @@ struct GameInfo
   int centered_player_nr;
   int centered_player_nr_next;
   boolean set_centered_player;
+  boolean set_centered_player_fast;
 
   // values for random number generator initialization after snapshot
   unsigned int num_random_calls;
index 82042df49023d2b01a174d7e71d1a8687237063d..eed798b4943397ccd2470140d094472911677ab9 100644 (file)
@@ -551,6 +551,7 @@ 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 +590,11 @@ 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 +625,16 @@ 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 +691,8 @@ void RedrawPlayfield_EM(boolean force_redraw)
       BackToFront_EM();
     }
 
+    SetVideoFrameDelay(frame_delay_value_old);
+
     screen_x_old = screen_x;
     screen_y_old = screen_y;
   }
index a1afd71355f05055cbc43c4401ffa2a6603ff18c..5b39eab03dbe8189ea3aa54d6e20df8b75ecdb75 100644 (file)
@@ -6236,6 +6236,7 @@ void logic_1(void)
 
       game.centered_player_nr_next = i;
       game.set_centered_player = TRUE;
+      game.set_centered_player_fast = TRUE;
     }
 
     ply[i].oldx = ply[i].x;