From: Holger Schemel Date: Sun, 2 Feb 2020 23:37:43 +0000 (+0100) Subject: added fast player relocation for level wrap-around in EM engine X-Git-Tag: 4.2.0.0~154 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;h=320d4a2e79c5562cc55d83927e0ac4d05080ccb4;p=rocksndiamonds.git added fast player relocation for level wrap-around in EM engine --- diff --git a/src/game.c b/src/game.c index e281c127..e3729c08 100644 --- a/src/game.c +++ b/src/game.c @@ -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) { diff --git a/src/game.h b/src/game.h index 224df856..a4b1b0c5 100644 --- a/src/game.h +++ b/src/game.h @@ -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; diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index 82042df4..eed798b4 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -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; } diff --git a/src/game_em/logic.c b/src/game_em/logic.c index a1afd713..5b39eab0 100644 --- a/src/game_em/logic.c +++ b/src/game_em/logic.c @@ -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;