X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=4ea90bd68e701aea885118c3b6931e7ca8ab1fb7;hb=b6f8112353275ea2af3020640fe5ffd4ba5a1889;hp=859fc298916b1b42926017fb16364d918b18dcb8;hpb=3f3cf82da520ddc14fbfd50d284e1eacc620b6b3;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index 859fc298..4ea90bd6 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -73,44 +73,40 @@ void BlitScreenToBitmap_EM(Bitmap *target_bitmap) 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); } } @@ -558,7 +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); @@ -597,11 +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) @@ -637,8 +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);