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[rocksndiamonds.git]
/
src
/
game_em
/
graphics.c
diff --git
a/src/game_em/graphics.c
b/src/game_em/graphics.c
index dab61eb7b5ffbe02cc67519ede178637db12427d..a3e941a56e7b5f77b0a75f0be73ddfabcceb39ed 100644
(file)
--- a/
src/game_em/graphics.c
+++ b/
src/game_em/graphics.c
@@
-49,6
+49,16
@@
static int crumbled_state[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8];
struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8];
struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
+static struct XY xy_topdown[] =
+{
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+};
+
+static void setScreenCenteredToAllPlayers(int *, int *);
+
int getFieldbufferOffsetX_EM(void)
{
return screen_x % TILEX;
int getFieldbufferOffsetX_EM(void)
{
return screen_x % TILEX;
@@
-299,13
+309,7
@@
static void animscreen(void)
int x, y, i;
int left = screen_x / TILEX;
int top = screen_y / TILEY;
int x, y, i;
int left = screen_x / TILEX;
int top = screen_y / TILEY;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ struct XY *xy = xy_topdown;
if (!game.use_native_emc_graphics_engine)
for (y = lev.top; y < lev.bottom; y++)
if (!game.use_native_emc_graphics_engine)
for (y = lev.top; y < lev.bottom; y++)
@@
-331,8
+335,8
@@
static void animscreen(void)
{
for (i = 0; i < 4; i++)
{
{
for (i = 0; i < 4; i++)
{
- int xx = x + xy[i]
[0]
;
- int yy = y + xy[i]
[1]
;
+ int xx = x + xy[i]
.x
;
+ int yy = y + xy[i]
.y
;
int tile_next;
if (xx < 0 || xx >= CAVE_BUFFER_WIDTH ||
int tile_next;
if (xx < 0 || xx >= CAVE_BUFFER_WIDTH ||
@@
-439,11
+443,20
@@
static void blitplayer(int nr)
ply[nr].x > lev.right - 1)
{
struct PLAYER ply_last = ply[nr];
ply[nr].x > lev.right - 1)
{
struct PLAYER ply_last = ply[nr];
+ int direction = (ply[nr].x < lev.left ? -1 : 1);
int dx = ply[nr].x - ply[nr].prev_x;
int dx = ply[nr].x - ply[nr].prev_x;
- ply[nr].x
= (ply[nr].x < lev.left ? lev.right - 1 : lev.left)
;
+ ply[nr].x
+= -direction * lev.width
;
ply[nr].prev_x = ply[nr].x - dx;
ply[nr].prev_x = ply[nr].x - dx;
+ if (!lev.infinite_true)
+ {
+ int dy = ply[nr].y - ply[nr].prev_y;
+
+ ply[nr].y += direction;
+ ply[nr].prev_y = ply[nr].y - dy;
+ }
+
/* draw player entering playfield from the opposite side */
blitplayer_ext(nr);
/* draw player entering playfield from the opposite side */
blitplayer_ext(nr);
@@
-454,15
+467,22
@@
static void blitplayer(int nr)
void game_initscreen(void)
{
void game_initscreen(void)
{
- int player_nr;
- int x,y;
+ int x, y, sx, sy;
frame = 1;
frame = 1;
- player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
+ if (game.centered_player_nr == -1)
+ {
+ setScreenCenteredToAllPlayers(&sx, &sy);
+ }
+ else
+ {
+ sx = PLAYER_SCREEN_X(game.centered_player_nr);
+ sy = PLAYER_SCREEN_Y(game.centered_player_nr);
+ }
- screen_x = VALID_SCREEN_X(
PLAYER_SCREEN_X(player_nr)
);
- screen_y = VALID_SCREEN_Y(
PLAYER_SCREEN_Y(player_nr)
);
+ screen_x = VALID_SCREEN_X(
sx
);
+ screen_y = VALID_SCREEN_Y(
sy
);
for (y = 0; y < MAX_BUF_YSIZE; y++)
{
for (y = 0; y < MAX_BUF_YSIZE; y++)
{
@@
-535,11
+555,13
@@
static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
boolean checkIfAllPlayersFitToScreen(void)
{
int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
boolean checkIfAllPlayersFitToScreen(void)
{
int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
+ int scr_fieldx = getScreenFieldSizeX();
+ int scr_fieldy = getScreenFieldSizeY();
setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
- return (sx2 - sx1 <=
SCR_FIELDX
* TILEX &&
- sy2 - sy1 <=
SCR_FIELDY
* TILEY);
+ return (sx2 - sx1 <=
scr_fieldx
* TILEX &&
+ sy2 - sy1 <=
scr_fieldy
* TILEY);
}
static void setScreenCenteredToAllPlayers(int *sx, int *sy)
}
static void setScreenCenteredToAllPlayers(int *sx, int *sy)
@@
-657,8
+679,11
@@
void RedrawPlayfield_EM(boolean force_redraw)
if (draw_new_player_location_wrap)
{
if (draw_new_player_location_wrap)
{
- // when wrapping around (horizontally), keep vertical player position
- screen_yy = screen_y;
+ if (lev.infinite_true)
+ {
+ // when wrapping around (horizontally), keep vertical player position
+ screen_yy = screen_y;
+ }
// scrolling for wrapping should be faster than for switching players
wait_delay_value /= 4;
// scrolling for wrapping should be faster than for switching players
wait_delay_value /= 4;