X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=a3e941a56e7b5f77b0a75f0be73ddfabcceb39ed;hb=HEAD;hp=19000a7de764047c836a1e6b2e943ccab698cf8a;hpb=385c764cc98bf873c364aa0411d15e39ca590312;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index 19000a7d..a3e941a5 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -49,6 +49,14 @@ static int crumbled_state[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2]; struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8]; struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8]; +static struct XY xy_topdown[] = +{ + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } +}; + static void setScreenCenteredToAllPlayers(int *, int *); int getFieldbufferOffsetX_EM(void) @@ -301,13 +309,7 @@ static void animscreen(void) int x, y, i; int left = screen_x / TILEX; int top = screen_y / TILEY; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + struct XY *xy = xy_topdown; if (!game.use_native_emc_graphics_engine) for (y = lev.top; y < lev.bottom; y++) @@ -333,8 +335,8 @@ static void animscreen(void) { for (i = 0; i < 4; i++) { - int xx = x + xy[i][0]; - int yy = y + xy[i][1]; + int xx = x + xy[i].x; + int yy = y + xy[i].y; int tile_next; if (xx < 0 || xx >= CAVE_BUFFER_WIDTH || @@ -441,11 +443,20 @@ static void blitplayer(int nr) 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 = (ply[nr].x < lev.left ? lev.right - 1 : lev.left); + 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); @@ -544,11 +555,13 @@ static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) 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) @@ -666,8 +679,11 @@ void RedrawPlayfield_EM(boolean force_redraw) if (draw_new_player_location_wrap) { - // when wrapping around (horizontally), keep vertical player position - screen_yy = screen_y; + 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;