#define VALID_SCREEN_Y(y) ((y) < MIN_SCREEN_Y ? MIN_SCREEN_Y : \
(y) > MAX_SCREEN_Y ? MAX_SCREEN_Y : (y))
-#define PLAYER_SCREEN_X(p) (((7 - frame) * ply[p].oldx + \
- (1 + frame) * ply[p].x) * TILEX / 8 \
- - ((SCR_FIELDX - 1) * TILEX) / 2)
-#define PLAYER_SCREEN_Y(p) (((7 - frame) * ply[p].oldy + \
- (1 + frame) * ply[p].y) * TILEY / 8 \
- - ((SCR_FIELDY - 1) * TILEY) / 2)
+#define PLAYER_POS_X(nr) (((7 - frame) * ply[nr].oldx + \
+ (1 + frame) * ply[nr].x) * TILEX / 8)
+#define PLAYER_POS_Y(nr) (((7 - frame) * ply[nr].oldy + \
+ (1 + frame) * ply[nr].y) * TILEY / 8)
+
+#define PLAYER_SCREEN_X(nr) (PLAYER_POS_X(nr) - \
+ (SCR_FIELDX - 1) * TILEX / 2)
+#define PLAYER_SCREEN_Y(nr) (PLAYER_POS_Y(nr) - \
+ (SCR_FIELDY - 1) * TILEY / 2)
#define USE_EXTENDED_GRAPHICS_ENGINE 1
static int crumbled_state[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
/* graphic info for game objects/frames and players/actions/frames */
-struct GraphicInfo_EM graphic_info_em_object[TILE_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];
int getFieldbufferOffsetX_EM(void)
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);
}
}
return;
/* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
- x1 = ((7 - frame) * ply[nr].oldx + (1 + frame) * ply[nr].x) * TILEX / 8;
- y1 = ((7 - frame) * ply[nr].oldy + (1 + frame) * ply[nr].y) * TILEY / 8;
+ x1 = PLAYER_POS_X(nr);
+ y1 = PLAYER_POS_Y(nr);
x2 = x1 + TILEX - 1;
y2 = y1 + TILEY - 1;
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)
+ {
+ // 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);