1 /* 2000-08-13T14:36:17Z
3 * graphics manipulation crap
8 #define MIN_SCREEN_XPOS 1
9 #define MIN_SCREEN_YPOS 1
10 #define MAX_SCREEN_XPOS MAX(1, lev.width - (SCR_FIELDX - 1))
11 #define MAX_SCREEN_YPOS MAX(1, lev.height - (SCR_FIELDY - 1))
13 #define MIN_SCREEN_X (MIN_SCREEN_XPOS * TILEX)
14 #define MIN_SCREEN_Y (MIN_SCREEN_YPOS * TILEY)
15 #define MAX_SCREEN_X (MAX_SCREEN_XPOS * TILEX)
16 #define MAX_SCREEN_Y (MAX_SCREEN_YPOS * TILEY)
18 #define VALID_SCREEN_X(x) ((x) < MIN_SCREEN_X ? MIN_SCREEN_X : \
19 (x) > MAX_SCREEN_X ? MAX_SCREEN_X : (x))
20 #define VALID_SCREEN_Y(y) ((y) < MIN_SCREEN_Y ? MIN_SCREEN_Y : \
21 (y) > MAX_SCREEN_Y ? MAX_SCREEN_Y : (y))
23 #define PLAYER_SCREEN_X(p) ((( frame) * ply[p].oldx + \
24 (8 - frame) * ply[p].x) * TILEX / 8 \
25 - ((SCR_FIELDX - 1) * TILEX) / 2)
26 #define PLAYER_SCREEN_Y(p) ((( frame) * ply[p].oldy + \
27 (8 - frame) * ply[p].y) * TILEY / 8 \
28 - ((SCR_FIELDY - 1) * TILEY) / 2)
30 #define USE_EXTENDED_GRAPHICS_ENGINE 1
33 int frame; /* current screen frame */
34 int screen_x, screen_y; /* current scroll position */
36 /* tiles currently on screen */
37 static int screentiles[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
38 static int crumbled_state[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
40 void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
42 /* blit all (up to four) parts of the scroll buffer to the target bitmap */
44 int x = screen_x % (MAX_BUF_XSIZE * TILEX);
45 int y = screen_y % (MAX_BUF_YSIZE * TILEY);
46 int sx, sy, sxsize, sysize;
49 int full_xsize = lev.width * TILEX;
50 int full_ysize = lev.height * TILEY;
52 sxsize = (full_xsize < xsize ? full_xsize : xsize);
53 sysize = (full_ysize < ysize ? full_ysize : ysize);
54 sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
55 sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
57 if (x < 2 * TILEX && y < 2 * TILEY)
59 BlitBitmap(screenBitmap, target_bitmap, x, y,
60 sxsize, sysize, sx, sy);
62 else if (x < 2 * TILEX && y >= 2 * TILEY)
64 BlitBitmap(screenBitmap, target_bitmap, x, y,
65 sxsize, MAX_BUF_YSIZE * TILEY - y,
67 BlitBitmap(screenBitmap, target_bitmap, x, 0,
68 sxsize, y - 2 * TILEY,
69 sx, sy + MAX_BUF_YSIZE * TILEY - y);
71 else if (x >= 2 * TILEX && y < 2 * TILEY)
73 BlitBitmap(screenBitmap, target_bitmap, x, y,
74 MAX_BUF_XSIZE * TILEX - x, sysize,
76 BlitBitmap(screenBitmap, target_bitmap, 0, y,
77 x - 2 * TILEX, sysize,
78 sx + MAX_BUF_XSIZE * TILEX - x, sy);
82 BlitBitmap(screenBitmap, target_bitmap, x, y,
83 MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
85 BlitBitmap(screenBitmap, target_bitmap, 0, y,
86 x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
87 sx + MAX_BUF_XSIZE * TILEX - x, sy);
88 BlitBitmap(screenBitmap, target_bitmap, x, 0,
89 MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
90 sx, sy + MAX_BUF_YSIZE * TILEY - y);
91 BlitBitmap(screenBitmap, target_bitmap, 0, 0,
92 x - 2 * TILEX, y - 2 * TILEY,
93 sx + MAX_BUF_XSIZE * TILEX - x, sy + MAX_BUF_YSIZE * TILEY - y);
97 void BackToFront_EM(void)
99 BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
102 static struct GraphicInfo_EM *getObjectGraphic(int x, int y)
104 int tile = Draw[y][x];
105 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
107 if (!game.use_native_emc_graphics_engine)
108 getGraphicSourceObjectExt_EM(g, tile, 7 - frame, x - 2, y - 2);
113 static struct GraphicInfo_EM *getPlayerGraphic(int player_nr, int anim)
115 struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
117 if (!game.use_native_emc_graphics_engine)
118 getGraphicSourcePlayerExt_EM(g, player_nr, anim, 7 - frame);
123 static void DrawLevelField_EM(int x, int y, int sx, int sy,
126 struct GraphicInfo_EM *g = getObjectGraphic(x, y);
127 int src_x = g->src_x + g->src_offset_x * TILESIZE_VAR / TILESIZE;
128 int src_y = g->src_y + g->src_offset_y * TILESIZE_VAR / TILESIZE;
129 int dst_x = sx * TILEX + g->dst_offset_x * TILESIZE_VAR / TILESIZE;
130 int dst_y = sy * TILEY + g->dst_offset_y * TILESIZE_VAR / TILESIZE;
131 int width = g->width * TILESIZE_VAR / TILESIZE;
132 int height = g->height * TILESIZE_VAR / TILESIZE;
133 int left = screen_x / TILEX;
134 int top = screen_y / TILEY;
136 /* do not draw fields that are outside the visible screen area */
137 if (x < left || x >= left + MAX_BUF_XSIZE ||
138 y < top || y >= top + MAX_BUF_YSIZE)
143 if (width > 0 && height > 0)
144 BlitBitmapMasked(g->bitmap, screenBitmap,
145 src_x, src_y, width, height, dst_x, dst_y);
149 if ((width != TILEX || height != TILEY) && !g->preserve_background)
150 ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
152 if (width > 0 && height > 0)
153 BlitBitmap(g->bitmap, screenBitmap,
154 src_x, src_y, width, height, dst_x, dst_y);
158 static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
159 int crm, boolean draw_masked)
161 struct GraphicInfo_EM *g;
162 int crumbled_border_size;
163 int left = screen_x / TILEX;
164 int top = screen_y / TILEY;
167 /* do not draw fields that are outside the visible screen area */
168 if (x < left || x >= left + MAX_BUF_XSIZE ||
169 y < top || y >= top + MAX_BUF_YSIZE)
172 if (crm == 0) /* no crumbled edges for this tile */
175 g = getObjectGraphic(x, y);
177 crumbled_border_size = g->crumbled_border_size * TILESIZE_VAR / TILESIZE;
179 for (i = 0; i < 4; i++)
183 int width, height, cx, cy;
185 if (i == 1 || i == 2)
187 width = crumbled_border_size;
189 cx = (i == 2 ? TILEX - crumbled_border_size : 0);
195 height = crumbled_border_size;
197 cy = (i == 3 ? TILEY - crumbled_border_size : 0);
200 if (width > 0 && height > 0)
202 int src_x = g->crumbled_src_x + cx;
203 int src_y = g->crumbled_src_y + cy;
204 int dst_x = sx * TILEX + cx;
205 int dst_y = sy * TILEY + cy;
208 BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
209 src_x, src_y, width, height, dst_x, dst_y);
211 BlitBitmap(g->crumbled_bitmap, screenBitmap,
212 src_x, src_y, width, height, dst_x, dst_y);
218 static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim,
221 struct GraphicInfo_EM *g = getPlayerGraphic(player_nr, anim);
222 int src_x = g->src_x, src_y = g->src_y;
225 /* do not draw fields that are outside the visible screen area */
226 if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX ||
227 y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY)
230 x1 %= MAX_BUF_XSIZE * TILEX;
231 y1 %= MAX_BUF_YSIZE * TILEY;
235 /* draw the player to current location */
238 BlitBitmapMasked(g->bitmap, screenBitmap,
239 src_x, src_y, TILEX, TILEY, dst_x, dst_y);
241 /* draw the player to opposite wrap-around column */
242 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
244 BlitBitmapMasked(g->bitmap, screenBitmap,
245 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
247 /* draw the player to opposite wrap-around row */
249 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
250 BlitBitmapMasked(g->bitmap, screenBitmap,
251 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
255 /* draw the player to current location */
258 BlitBitmap(g->bitmap, screenBitmap,
259 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
261 /* draw the player to opposite wrap-around column */
262 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
264 BlitBitmap(g->bitmap, screenBitmap,
265 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
267 /* draw the player to opposite wrap-around row */
269 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
270 BlitBitmap(g->bitmap, screenBitmap,
271 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
275 /* draw differences between game tiles and screen tiles
277 * implicitly handles scrolling and restoring background under the sprites
280 static void animscreen(void)
283 int left = screen_x / TILEX;
284 int top = screen_y / TILEY;
285 static int xy[4][2] =
293 if (!game.use_native_emc_graphics_engine)
294 for (y = 2; y < EM_MAX_CAVE_HEIGHT - 2; y++)
295 for (x = 2; x < EM_MAX_CAVE_WIDTH - 2; x++)
296 SetGfxAnimation_EM(&graphic_info_em_object[Draw[y][x]][frame],
297 Draw[y][x], 7 - frame, x - 2, y - 2);
299 for (y = top; y < top + MAX_BUF_YSIZE; y++)
301 for (x = left; x < left + MAX_BUF_XSIZE; x++)
303 int sx = x % MAX_BUF_XSIZE;
304 int sy = y % MAX_BUF_YSIZE;
305 int tile = Draw[y][x];
306 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
307 int obj = g->unique_identifier;
309 boolean redraw_screen_tile = FALSE;
311 /* re-calculate crumbled state of this tile */
312 if (g->has_crumbled_graphics)
314 for (i = 0; i < 4; i++)
316 int xx = x + xy[i][0];
317 int yy = y + xy[i][1];
320 if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
321 yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
324 tile_next = Draw[yy][xx];
326 if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
331 redraw_screen_tile = (screentiles[sy][sx] != obj ||
332 crumbled_state[sy][sx] != crm);
334 /* only redraw screen tiles if they (or their crumbled state) changed */
335 if (redraw_screen_tile)
337 DrawLevelField_EM(x, y, sx, sy, FALSE);
338 DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
340 screentiles[sy][sx] = obj;
341 crumbled_state[sy][sx] = crm;
348 /* blit players to the screen
350 * handles transparency and movement
353 static void blitplayer(struct PLAYER *ply)
360 /* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
361 x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
362 y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
366 if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
367 (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
369 /* some casts to "int" are needed because of negative calculation values */
370 int dx = (int)ply->x - (int)ply->oldx;
371 int dy = (int)ply->y - (int)ply->oldy;
372 int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
373 int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
374 int new_x = old_x + SIGN(dx);
375 int new_y = old_y + SIGN(dy);
376 int old_sx = old_x % MAX_BUF_XSIZE;
377 int old_sy = old_y % MAX_BUF_YSIZE;
378 int new_sx = new_x % MAX_BUF_XSIZE;
379 int new_sy = new_y % MAX_BUF_YSIZE;
380 int new_crm = crumbled_state[new_sy][new_sx];
382 /* only diggable elements can be crumbled in the classic EM engine */
383 boolean player_is_digging = (new_crm != 0);
385 if (player_is_digging)
387 /* draw the field the player is moving to (under the player) */
388 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
389 DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
391 /* draw the player (masked) over the element he is just digging away */
392 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
394 /* draw the field the player is moving from (masked over the player) */
395 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
399 /* draw the player under the element which is on the same field */
400 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE);
402 /* draw the field the player is moving from (masked over the player) */
403 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
405 /* draw the field the player is moving to (masked over the player) */
406 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
409 /* redraw screen tiles in the next frame (player may have left the tiles) */
410 screentiles[old_sy][old_sx] = -1;
411 screentiles[new_sy][new_sx] = -1;
415 void game_initscreen(void)
422 player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
424 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
425 screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
427 for (y = 0; y < MAX_BUF_YSIZE; y++)
429 for (x = 0; x < MAX_BUF_XSIZE; x++)
431 screentiles[y][x] = -1;
432 crumbled_state[y][x] = 0;
437 static int getMaxCenterDistancePlayerNr(int center_x, int center_y)
439 int max_dx = 0, max_dy = 0;
440 int player_nr = game_em.last_moving_player;
443 for (i = 0; i < MAX_PLAYERS; i++)
447 int sx = PLAYER_SCREEN_X(i);
448 int sy = PLAYER_SCREEN_Y(i);
450 if (game_em.last_player_direction[i] != MV_NONE &&
451 (ABS(sx - center_x) > max_dx ||
452 ABS(sy - center_y) > max_dy))
454 max_dx = MAX(max_dx, ABS(sx - center_x));
455 max_dy = MAX(max_dy, ABS(sy - center_y));
465 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
467 boolean num_checked_players = 0;
470 for (i = 0; i < MAX_PLAYERS; i++)
474 int sx = PLAYER_SCREEN_X(i);
475 int sy = PLAYER_SCREEN_Y(i);
477 if (num_checked_players == 0)
484 *sx1 = MIN(*sx1, sx);
485 *sy1 = MIN(*sy1, sy);
486 *sx2 = MAX(*sx2, sx);
487 *sy2 = MAX(*sy2, sy);
490 num_checked_players++;
495 boolean checkIfAllPlayersFitToScreen()
497 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
499 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
501 return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
502 sy2 - sy1 <= SCR_FIELDY * TILEY);
505 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
507 int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
509 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
511 *sx = (sx1 + sx2) / 2;
512 *sy = (sy1 + sy2) / 2;
515 static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
516 int center_x, int center_y)
518 int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
520 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
522 *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
523 *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
526 static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
530 setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
532 return (max_dx <= SCR_FIELDX * TILEX / 2 &&
533 max_dy <= SCR_FIELDY * TILEY / 2);
536 void RedrawPlayfield_EM(boolean force_redraw)
538 boolean draw_new_player_location = FALSE;
539 boolean quick_relocation = setup.quick_switch;
540 int max_center_distance_player_nr =
541 getMaxCenterDistancePlayerNr(screen_x, screen_y);
542 int stepsize = TILEX / 8;
543 int offset = game.scroll_delay_value * TILEX;
544 int offset_x = offset;
545 int offset_y = offset;
546 int screen_x_old = screen_x;
547 int screen_y_old = screen_y;
551 if (game.set_centered_player)
553 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
555 /* switching to "all players" only possible if all players fit to screen */
556 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
558 game.centered_player_nr_next = game.centered_player_nr;
559 game.set_centered_player = FALSE;
562 /* do not switch focus to non-existing (or non-active) player */
563 if (game.centered_player_nr_next >= 0 &&
564 !ply[game.centered_player_nr_next].alive)
566 game.centered_player_nr_next = game.centered_player_nr;
567 game.set_centered_player = FALSE;
571 /* also allow focus switching when screen is scrolled to half tile */
572 if (game.set_centered_player)
574 game.centered_player_nr = game.centered_player_nr_next;
576 draw_new_player_location = TRUE;
579 game.set_centered_player = FALSE;
582 if (game.centered_player_nr == -1)
584 if (draw_new_player_location || offset == 0)
586 setScreenCenteredToAllPlayers(&sx, &sy);
590 sx = PLAYER_SCREEN_X(max_center_distance_player_nr);
591 sy = PLAYER_SCREEN_Y(max_center_distance_player_nr);
596 sx = PLAYER_SCREEN_X(game.centered_player_nr);
597 sy = PLAYER_SCREEN_Y(game.centered_player_nr);
600 if (draw_new_player_location && quick_relocation)
602 screen_x = VALID_SCREEN_X(sx);
603 screen_y = VALID_SCREEN_Y(sy);
604 screen_x_old = screen_x;
605 screen_y_old = screen_y;
608 if (draw_new_player_location && !quick_relocation)
610 unsigned int game_frame_delay_value = getGameFrameDelay_EM(20);
611 int wait_delay_value = game_frame_delay_value;
612 int screen_xx = VALID_SCREEN_X(sx);
613 int screen_yy = VALID_SCREEN_Y(sy);
615 while (screen_x != screen_xx || screen_y != screen_yy)
617 int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
618 int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0);
619 int dxx = 0, dyy = 0;
621 if (dx == 0 && dy == 0) /* no scrolling needed at all */
624 if (ABS(screen_xx - screen_x) >= TILEX)
626 screen_x -= dx * TILEX;
627 dxx = dx * TILEX / 2;
631 screen_x = screen_xx;
635 if (ABS(screen_yy - screen_y) >= TILEY)
637 screen_y -= dy * TILEY;
638 dyy = dy * TILEY / 2;
642 screen_y = screen_yy;
646 /* scroll in two steps of half tile size to make things smoother */
652 for (i = 0; i < MAX_PLAYERS; i++)
655 BlitScreenToBitmap_EM(backbuffer);
658 Delay(wait_delay_value);
660 /* scroll second step to align at full tile size */
666 for (i = 0; i < MAX_PLAYERS; i++)
669 BlitScreenToBitmap_EM(backbuffer);
672 Delay(wait_delay_value);
675 screen_x_old = screen_x;
676 screen_y_old = screen_y;
681 for (y = 0; y < MAX_BUF_YSIZE; y++)
683 for (x = 0; x < MAX_BUF_XSIZE; x++)
685 screentiles[y][x] = -1;
686 crumbled_state[y][x] = 0;
691 /* calculate new screen scrolling position, with regard to scroll delay */
692 screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x :
693 sx - offset_x > screen_x ? sx - offset_x :
695 screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y :
696 sy - offset_y > screen_y ? sy - offset_y :
699 /* prevent scrolling further than double player step size when scrolling */
700 if (ABS(screen_x - screen_x_old) > 2 * stepsize)
702 int dx = SIGN(screen_x - screen_x_old);
704 screen_x = screen_x_old + dx * 2 * stepsize;
706 if (ABS(screen_y - screen_y_old) > 2 * stepsize)
708 int dy = SIGN(screen_y - screen_y_old);
710 screen_y = screen_y_old + dy * 2 * stepsize;
713 /* prevent scrolling away from the other players when focus on all players */
714 if (game.centered_player_nr == -1)
716 /* check if all players are still visible with new scrolling position */
717 if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) &&
718 !checkIfAllPlayersAreVisible(screen_x, screen_y))
720 /* reset horizontal scroll position to last value, if needed */
721 if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
722 screen_x = screen_x_old;
724 /* reset vertical scroll position to last value, if needed */
725 if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
726 screen_y = screen_y_old;
730 /* prevent scrolling (for screen correcting) if no player is moving */
731 if (!game_em.any_player_moving)
733 screen_x = screen_x_old;
734 screen_y = screen_y_old;
738 /* prevent scrolling against the players move direction */
739 int player_nr = (game.centered_player_nr == -1 ?
740 max_center_distance_player_nr : game.centered_player_nr);
741 int player_move_dir = game_em.last_player_direction[player_nr];
742 int dx = SIGN(screen_x - screen_x_old);
743 int dy = SIGN(screen_y - screen_y_old);
745 if ((dx < 0 && player_move_dir != MV_LEFT) ||
746 (dx > 0 && player_move_dir != MV_RIGHT))
747 screen_x = screen_x_old;
749 if ((dy < 0 && player_move_dir != MV_UP) ||
750 (dy > 0 && player_move_dir != MV_DOWN))
751 screen_y = screen_y_old;
756 for (i = 0; i < MAX_PLAYERS; i++)