#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;
* 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 dx = ply[nr].x - ply[nr].prev_x;
+
+ ply[nr].x = (ply[nr].x < lev.left ? lev.right - 1 : lev.left);
+ ply[nr].prev_x = ply[nr].x - dx;
+
+ if (!lev.infinite_true)
+ {
+ int dy = ply[nr].y - ply[nr].prev_y;
+
+ ply[nr].y += (ply[nr].x == lev.left ? 1 : -1);
+ 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++)
{
int screen_yy = VALID_SCREEN_Y(sy);
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);