added byte positions to mapping tables for EM engine
[rocksndiamonds.git] / src / game_em / graphics.c
index c03267a1e7e84fa9ab9fda27a34e70376306adda..363cb9af7eb08f31f4a67361ce5d84c214cf0dd7 100644 (file)
@@ -25,9 +25,9 @@
 #define VALID_SCREEN_Y(y)      ((y) < MIN_SCREEN_Y ? MIN_SCREEN_Y :    \
                                 (y) > MAX_SCREEN_Y ? MAX_SCREEN_Y : (y))
 
-#define PLAYER_POS_X(nr)       (((7 - frame) * ply[nr].oldx +          \
+#define PLAYER_POS_X(nr)       (((7 - frame) * ply[nr].prev_x +        \
                                  (1 + frame) * ply[nr].x) * TILEX / 8)
-#define PLAYER_POS_Y(nr)       (((7 - frame) * ply[nr].oldy +          \
+#define PLAYER_POS_Y(nr)       (((7 - frame) * ply[nr].prev_y +        \
                                  (1 + frame) * ply[nr].y) * TILEY / 8)
 
 #define PLAYER_SCREEN_X(nr)    (PLAYER_POS_X(nr) -                     \
@@ -385,10 +385,10 @@ static void blitplayer(int nr)
       (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
   {
     /* some casts to "int" are needed because of negative calculation values */
-    int dx = (int)ply[nr].x - (int)ply[nr].oldx;
-    int dy = (int)ply[nr].y - (int)ply[nr].oldy;
-    int old_x = (int)ply[nr].oldx + (int)frame * dx / 8;
-    int old_y = (int)ply[nr].oldy + (int)frame * dy / 8;
+    int dx = (int)ply[nr].x - (int)ply[nr].prev_x;
+    int dy = (int)ply[nr].y - (int)ply[nr].prev_y;
+    int old_x = (int)ply[nr].prev_x + (int)frame * dx / 8;
+    int old_y = (int)ply[nr].prev_y + (int)frame * dy / 8;
     int new_x = old_x + SIGN(dx);
     int new_y = old_y + SIGN(dy);
     int old_sx = old_x % MAX_BUF_XSIZE;
@@ -554,7 +554,7 @@ 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 draw_new_player_location_wrap = FALSE;
   boolean quick_relocation = setup.quick_switch;
   int max_center_distance_player_nr =
     getMaxCenterDistancePlayerNr(screen_x, screen_y);
@@ -593,11 +593,11 @@ 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;
+    draw_new_player_location_wrap = game.set_centered_player_wrap;
     force_redraw = TRUE;
 
     game.set_centered_player = FALSE;
-    game.set_centered_player_fast = FALSE;
+    game.set_centered_player_wrap = FALSE;
   }
 
   if (game.centered_player_nr == -1)
@@ -633,8 +633,14 @@ void RedrawPlayfield_EM(boolean force_redraw)
     int screen_xx = VALID_SCREEN_X(sx);
     int screen_yy = VALID_SCREEN_Y(sy);
 
-    if (draw_new_player_location_fast)
+    if (draw_new_player_location_wrap)
+    {
+      // 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;
+    }
 
     SetVideoFrameDelay(wait_delay_value);