#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) - \
struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8];
struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
+static void setScreenCenteredToAllPlayers(int *, int *);
+
int getFieldbufferOffsetX_EM(void)
{
return screen_x % TILEX;
int sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
int sxsize = (full_xsize < xsize ? full_xsize : xsize);
int sysize = (full_ysize < ysize ? full_ysize : ysize);
+ int xxsize = MAX_BUF_XSIZE * TILEX - x;
+ int yysize = MAX_BUF_YSIZE * TILEY - y;
+ int xoffset = 2 * CAVE_BUFFER_XOFFSET * TILEX;
+ int yoffset = 2 * CAVE_BUFFER_YOFFSET * TILEY;
- if (x < 2 * TILEX && y < 2 * TILEY)
+ if (x < xoffset && y < yoffset)
{
- BlitBitmap(screenBitmap, target_bitmap, x, y,
- sxsize, sysize, sx, sy);
+ BlitBitmap(screenBitmap, target_bitmap, x, y, sxsize, sysize,
+ sx, sy);
}
- else if (x < 2 * TILEX && y >= 2 * TILEY)
+ else if (x < xoffset && y >= yoffset)
{
- BlitBitmap(screenBitmap, target_bitmap, x, y,
- sxsize, MAX_BUF_YSIZE * TILEY - y,
+ BlitBitmap(screenBitmap, target_bitmap, x, y, sxsize, yysize,
sx, sy);
- BlitBitmap(screenBitmap, target_bitmap, x, 0,
- sxsize, y - 2 * TILEY,
- sx, sy + MAX_BUF_YSIZE * TILEY - y);
+ BlitBitmap(screenBitmap, target_bitmap, x, 0, sxsize, y - yoffset,
+ sx, sy + yysize);
}
- else if (x >= 2 * TILEX && y < 2 * TILEY)
+ else if (x >= xoffset && y < yoffset)
{
- BlitBitmap(screenBitmap, target_bitmap, x, y,
- MAX_BUF_XSIZE * TILEX - x, sysize,
+ BlitBitmap(screenBitmap, target_bitmap, x, y, xxsize, sysize,
sx, sy);
- BlitBitmap(screenBitmap, target_bitmap, 0, y,
- x - 2 * TILEX, sysize,
- sx + MAX_BUF_XSIZE * TILEX - x, sy);
+ BlitBitmap(screenBitmap, target_bitmap, 0, y, x - xoffset, sysize,
+ sx + xxsize, sy);
}
else
{
- BlitBitmap(screenBitmap, target_bitmap, x, y,
- MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
+ BlitBitmap(screenBitmap, target_bitmap, x, y, xxsize, yysize,
sx, sy);
- BlitBitmap(screenBitmap, target_bitmap, 0, y,
- x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
- sx + MAX_BUF_XSIZE * TILEX - x, sy);
- BlitBitmap(screenBitmap, target_bitmap, x, 0,
- MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
- sx, sy + MAX_BUF_YSIZE * TILEY - y);
- BlitBitmap(screenBitmap, target_bitmap, 0, 0,
- x - 2 * TILEX, y - 2 * TILEY,
- sx + MAX_BUF_XSIZE * TILEX - x, sy + MAX_BUF_YSIZE * TILEY - y);
+ BlitBitmap(screenBitmap, target_bitmap, 0, y, x - xoffset, yysize,
+ sx + xxsize, sy);
+ BlitBitmap(screenBitmap, target_bitmap, x, 0, xxsize, y - yoffset,
+ sx, sy + yysize);
+ BlitBitmap(screenBitmap, target_bitmap, 0, 0, x - xoffset, y - yoffset,
+ sx + xxsize, sy + yysize);
}
}
* handles transparency and movement
*/
-static void blitplayer(int nr)
+static void blitplayer_ext(int nr)
{
int x1, y1, x2, y2;
(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;
}
}
+static void blitplayer(int nr)
+{
+ blitplayer_ext(nr);
+
+ /* check for wrap-around movement ... */
+ if (ply[nr].x < lev.left ||
+ 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;
+
+ ply[nr].x += -direction * lev.width;
+ 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);
+
+ /* ... but keep the old player position until game logic */
+ ply[nr] = ply_last;
+ }
+}
+
void game_initscreen(void)
{
- int player_nr;
- int x,y;
+ int x, y, sx, sy;
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++)
{
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);
- 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)
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);
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)
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)
+ {
+ 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;
+ }
SetVideoFrameDelay(wait_delay_value);