1 /* 2000-08-13T14:36:17Z
3 * graphics manipulation crap
10 #define MIN_SCREEN_XPOS 1
11 #define MIN_SCREEN_YPOS 1
12 #define MAX_SCREEN_XPOS MAX(1, lev.width - (SCR_FIELDX - 1))
13 #define MAX_SCREEN_YPOS MAX(1, lev.height - (SCR_FIELDY - 1))
15 #define MIN_SCREEN_X (MIN_SCREEN_XPOS * TILEX)
16 #define MIN_SCREEN_Y (MIN_SCREEN_YPOS * TILEY)
17 #define MAX_SCREEN_X (MAX_SCREEN_XPOS * TILEX)
18 #define MAX_SCREEN_Y (MAX_SCREEN_YPOS * TILEY)
20 #define VALID_SCREEN_X(x) ((x) < MIN_SCREEN_X ? MIN_SCREEN_X : \
21 (x) > MAX_SCREEN_X ? MAX_SCREEN_X : (x))
22 #define VALID_SCREEN_Y(y) ((y) < MIN_SCREEN_Y ? MIN_SCREEN_Y : \
23 (y) > MAX_SCREEN_Y ? MAX_SCREEN_Y : (y))
25 #define PLAYER_SCREEN_X(p) ((( frame) * ply[p].oldx + \
26 (8 - frame) * ply[p].x) * TILEX / 8 \
27 - ((SCR_FIELDX - 1) * TILEX) / 2)
28 #define PLAYER_SCREEN_Y(p) ((( frame) * ply[p].oldy + \
29 (8 - frame) * ply[p].y) * TILEY / 8 \
30 - ((SCR_FIELDY - 1) * TILEY) / 2)
33 int frame; /* current screen frame */
34 int screen_x; /* current scroll position */
37 /* tiles currently on screen */
38 static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
39 static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
41 static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
44 int centered_player_nr;
46 static int centered_player_nr;
49 /* copy the entire screen to the window at the scroll position */
51 void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
53 int x = screen_x % (MAX_BUF_XSIZE * TILEX);
54 int y = screen_y % (MAX_BUF_YSIZE * TILEY);
56 if (x < 2 * TILEX && y < 2 * TILEY)
58 BlitBitmap(screenBitmap, target_bitmap, x, y,
59 SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
61 else if (x < 2 * TILEX && y >= 2 * TILEY)
63 BlitBitmap(screenBitmap, target_bitmap, x, y,
64 SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
66 BlitBitmap(screenBitmap, target_bitmap, x, 0,
67 SCR_FIELDX * TILEX, y - 2 * TILEY,
68 SX, SY + MAX_BUF_YSIZE * TILEY - y);
70 else if (x >= 2 * TILEX && y < 2 * TILEY)
72 BlitBitmap(screenBitmap, target_bitmap, x, y,
73 MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
75 BlitBitmap(screenBitmap, target_bitmap, 0, y,
76 x - 2 * TILEX, SCR_FIELDY * TILEY,
77 SX + MAX_BUF_XSIZE * TILEX - x, SY);
81 BlitBitmap(screenBitmap, target_bitmap, x, y,
82 MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
84 BlitBitmap(screenBitmap, target_bitmap, 0, y,
85 x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
86 SX + MAX_BUF_XSIZE * TILEX - x, SY);
87 BlitBitmap(screenBitmap, target_bitmap, x, 0,
88 MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
89 SX, SY + MAX_BUF_YSIZE * TILEY - y);
90 BlitBitmap(screenBitmap, target_bitmap, 0, 0,
91 x - 2 * TILEX, y - 2 * TILEY,
92 SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
98 static boolean scrolling_last = FALSE;
99 int left = screen_x / TILEX;
100 int top = screen_y / TILEY;
101 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
104 if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
106 /* blit all (up to four) parts of the scroll buffer to the backbuffer */
107 BlitScreenToBitmap_EM(backbuffer);
109 /* blit the completely updated backbuffer to the window (in one blit) */
110 BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
114 for (x = 0; x < SCR_FIELDX; x++)
116 for (y = 0; y < SCR_FIELDY; y++)
118 int xx = (left + x) % MAX_BUF_XSIZE;
119 int yy = (top + y) % MAX_BUF_YSIZE;
122 BlitBitmap(screenBitmap, window,
123 xx * TILEX, yy * TILEY, TILEX, TILEY,
124 SX + x * TILEX, SY + y * TILEY);
129 for (x = 0; x < MAX_BUF_XSIZE; x++)
130 for (y = 0; y < MAX_BUF_YSIZE; y++)
131 redraw[x][y] = FALSE;
134 scrolling_last = scrolling;
137 static void DrawLevelField_EM(int x, int y, int sx, int sy,
140 int tile = Draw[y][x];
141 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
142 int src_x = g->src_x + g->src_offset_x;
143 int src_y = g->src_y + g->src_offset_y;
144 int dst_x = sx * TILEX + g->dst_offset_x;
145 int dst_y = sy * TILEY + g->dst_offset_y;
146 int width = g->width;
147 int height = g->height;
148 int left = screen_x / TILEX;
149 int top = screen_y / TILEY;
151 /* do not draw fields that are outside the visible screen area */
152 if (x < left || x >= left + MAX_BUF_XSIZE ||
153 y < top || y >= top + MAX_BUF_YSIZE)
158 if (width > 0 && height > 0)
160 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
161 dst_x - src_x, dst_y - src_y);
162 BlitBitmapMasked(g->bitmap, screenBitmap,
163 src_x, src_y, width, height, dst_x, dst_y);
168 if ((width != TILEX || height != TILEY) && !g->preserve_background)
169 ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
171 if (width > 0 && height > 0)
172 BlitBitmap(g->bitmap, screenBitmap,
173 src_x, src_y, width, height, dst_x, dst_y);
177 static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
178 int crm, boolean draw_masked)
180 int tile = Draw[y][x];
181 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
182 int left = screen_x / TILEX;
183 int top = screen_y / TILEY;
186 /* do not draw fields that are outside the visible screen area */
187 if (x < left || x >= left + MAX_BUF_XSIZE ||
188 y < top || y >= top + MAX_BUF_YSIZE)
191 if (crm == 0) /* no crumbled edges for this tile */
194 for (i = 0; i < 4; i++)
198 int width, height, cx, cy;
200 if (i == 1 || i == 2)
202 width = g->crumbled_border_size;
204 cx = (i == 2 ? TILEX - g->crumbled_border_size : 0);
210 height = g->crumbled_border_size;
212 cy = (i == 3 ? TILEY - g->crumbled_border_size : 0);
215 if (width > 0 && height > 0)
217 int src_x = g->crumbled_src_x + cx;
218 int src_y = g->crumbled_src_y + cy;
219 int dst_x = sx * TILEX + cx;
220 int dst_y = sy * TILEY + cy;
224 SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc,
225 dst_x - src_x, dst_y - src_y);
226 BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
227 src_x, src_y, width, height, dst_x, dst_y);
230 BlitBitmap(g->crumbled_bitmap, screenBitmap,
231 src_x, src_y, width, height, dst_x, dst_y);
237 static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim,
240 struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
242 int src_x = g->src_x, src_y = g->src_y;
245 /* do not draw fields that are outside the visible screen area */
246 if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX ||
247 y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY)
250 x1 %= MAX_BUF_XSIZE * TILEX;
251 y1 %= MAX_BUF_YSIZE * TILEY;
255 /* draw the player to current location */
258 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
259 dst_x - src_x, dst_y - src_y);
260 BlitBitmapMasked(g->bitmap, screenBitmap,
261 src_x, src_y, TILEX, TILEY, dst_x, dst_y);
263 /* draw the player to opposite wrap-around column */
264 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
266 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
267 dst_x - src_x, dst_y - src_y);
268 BlitBitmapMasked(g->bitmap, screenBitmap,
269 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
271 /* draw the player to opposite wrap-around row */
273 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
274 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
275 dst_x - src_x, dst_y - src_y);
276 BlitBitmapMasked(g->bitmap, screenBitmap,
277 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
281 /* draw the player to current location */
284 BlitBitmap(g->bitmap, screenBitmap,
285 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
287 /* draw the player to opposite wrap-around column */
288 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
290 BlitBitmap(g->bitmap, screenBitmap,
291 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
293 /* draw the player to opposite wrap-around row */
295 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
296 BlitBitmap(g->bitmap, screenBitmap,
297 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
301 /* draw differences between game tiles and screen tiles
303 * implicitly handles scrolling and restoring background under the sprites
306 static void animscreen(void)
309 int left = screen_x / TILEX;
310 int top = screen_y / TILEY;
311 static int xy[4][2] =
319 for (y = top; y < top + MAX_BUF_YSIZE; y++)
321 for (x = left; x < left + MAX_BUF_XSIZE; x++)
323 int sx = x % MAX_BUF_XSIZE;
324 int sy = y % MAX_BUF_YSIZE;
325 int tile = Draw[y][x];
326 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
327 int obj = g->unique_identifier;
330 /* re-calculate crumbled state of this tile */
331 if (g->has_crumbled_graphics)
333 for (i = 0; i < 4; i++)
335 int xx = x + xy[i][0];
336 int yy = y + xy[i][1];
339 if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
340 yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
343 tile_next = Draw[yy][xx];
345 if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
350 /* only redraw screen tiles if they (or their crumbled state) changed */
351 if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
353 DrawLevelField_EM(x, y, sx, sy, FALSE);
354 DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
356 screentiles[sy][sx] = obj;
357 crumbled_state[sy][sx] = crm;
359 redraw[sx][sy] = TRUE;
367 /* blit players to the screen
369 * handles transparency and movement
372 static void blitplayer(struct PLAYER *ply)
379 /* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
380 x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
381 y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
385 if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
386 (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
388 /* some casts to "int" are needed because of negative calculation values */
389 int dx = (int)ply->x - (int)ply->oldx;
390 int dy = (int)ply->y - (int)ply->oldy;
391 int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
392 int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
393 int new_x = old_x + SIGN(dx);
394 int new_y = old_y + SIGN(dy);
395 int old_sx = old_x % MAX_BUF_XSIZE;
396 int old_sy = old_y % MAX_BUF_XSIZE;
397 int new_sx = new_x % MAX_BUF_XSIZE;
398 int new_sy = new_y % MAX_BUF_XSIZE;
400 int old_crm = crumbled_state[old_sy][old_sx];
402 int new_crm = crumbled_state[new_sy][new_sx];
404 /* only diggable elements can be crumbled in the classic EM engine */
405 boolean player_is_digging = (new_crm != 0);
408 x1 %= MAX_BUF_XSIZE * TILEX;
409 y1 %= MAX_BUF_YSIZE * TILEY;
410 x2 %= MAX_BUF_XSIZE * TILEX;
411 y2 %= MAX_BUF_YSIZE * TILEY;
414 if (player_is_digging)
417 /* draw the field the player is moving from (under the player) */
418 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
419 DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
422 /* draw the field the player is moving to (under the player) */
423 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
424 DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
426 /* draw the player (masked) over the element he is just digging away */
427 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
430 /* draw the field the player is moving from (masked over the player) */
431 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
436 /* draw the player under the element which is on the same field */
437 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE);
439 /* draw the field the player is moving from (masked over the player) */
440 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
442 /* draw the field the player is moving to (masked over the player) */
443 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
446 /* mark screen tiles as dirty */
447 screentiles[old_sy][old_sx] = -1;
448 screentiles[new_sy][new_sx] = -1;
452 void game_initscreen(void)
455 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
456 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
461 centered_player_nr = getCenteredPlayerNr_EM();
463 player_nr = (centered_player_nr != -1 ? centered_player_nr : 0);
465 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
466 screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
468 for (y = 0; y < MAX_BUF_YSIZE; y++)
470 for (x = 0; x < MAX_BUF_XSIZE; x++)
472 screentiles[y][x] = -1;
473 crumbled_state[y][x] = 0;
477 DrawAllGameValues(lev.required, dynamite_state, lev.score,
478 lev.time, all_keys_state);
482 void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
484 boolean ffwd_delay = (tape.playing && tape.fast_forward);
485 boolean no_delay = (tape.warp_forward);
486 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
487 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
491 if (quick_relocation)
493 int offset = (setup.scroll_delay ? 3 : 0);
495 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
497 scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
498 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
499 player->jx - MIDPOSX);
501 scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
502 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
503 player->jy - MIDPOSY);
507 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
508 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
509 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
511 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
512 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
513 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
515 /* don't scroll over playfield boundaries */
516 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
517 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
519 /* don't scroll over playfield boundaries */
520 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
521 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
524 RedrawPlayfield(TRUE, 0,0,0,0);
528 int scroll_xx = -999, scroll_yy = -999;
530 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
532 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
535 int fx = FX, fy = FY;
537 scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
538 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
539 player->jx - MIDPOSX);
541 scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
542 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
543 player->jy - MIDPOSY);
545 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
546 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
548 if (dx == 0 && dy == 0) /* no scrolling needed at all */
554 fx += dx * TILEX / 2;
555 fy += dy * TILEY / 2;
560 /* scroll in two steps of half tile size to make things smoother */
561 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
563 Delay(wait_delay_value);
565 /* scroll second step to align at full tile size */
567 Delay(wait_delay_value);
572 Delay(wait_delay_value);
577 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
579 boolean num_checked_players = 0;
582 for (i = 0; i < MAX_PLAYERS; i++)
586 int sx = PLAYER_SCREEN_X(i);
587 int sy = PLAYER_SCREEN_Y(i);
589 if (num_checked_players == 0)
596 *sx1 = MIN(*sx1, sx);
597 *sy1 = MIN(*sy1, sy);
598 *sx2 = MAX(*sx2, sx);
599 *sy2 = MAX(*sy2, sy);
602 num_checked_players++;
607 boolean checkIfAllPlayersFitToScreen()
609 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
611 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
613 return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
614 sy2 - sy1 <= SCR_FIELDY * TILEY);
617 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
619 int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
621 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
623 *sx = (sx1 + sx2) / 2;
624 *sy = (sy1 + sy2) / 2;
627 static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
628 int center_x, int center_y)
630 int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
632 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
634 *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
635 *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
638 static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
642 setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
644 return (max_dx <= SCR_FIELDX * TILEX / 2 &&
645 max_dy <= SCR_FIELDY * TILEY / 2);
648 void RedrawPlayfield_EM(boolean force_redraw)
651 boolean all_players_visible = checkIfAllPlayersAreVisible();
653 boolean draw_new_player_location = FALSE;
654 boolean quick_relocation = setup.quick_switch;
656 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
658 boolean set_centered_player = getSetCenteredPlayer_EM();
659 int centered_player_nr_next = getCenteredPlayerNr_EM();
660 int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
661 int offset_x = offset;
662 int offset_y = offset;
663 int screen_x_old = screen_x;
664 int screen_y_old = screen_y;
668 if (set_centered_player)
670 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
672 /* switching to "all players" only possible if all players fit to screen */
673 if (centered_player_nr_next == -1 && !all_players_fit_to_screen)
675 centered_player_nr_next = centered_player_nr;
676 setCenteredPlayerNr_EM(centered_player_nr);
678 set_centered_player = FALSE;
679 setSetCenteredPlayer_EM(FALSE);
682 /* do not switch focus to non-existing (or non-active) player */
683 if (centered_player_nr_next >= 0 && !ply[centered_player_nr_next].alive)
685 centered_player_nr_next = centered_player_nr;
686 setCenteredPlayerNr_EM(centered_player_nr);
688 set_centered_player = FALSE;
689 setSetCenteredPlayer_EM(FALSE);
694 /* also allow focus switching when screen is scrolled to half tile */
696 if (!scrolling) /* screen currently aligned at tile position */
700 if (set_centered_player)
702 if (centered_player_nr != centered_player_nr_next)
705 centered_player_nr = centered_player_nr_next;
707 draw_new_player_location = TRUE;
710 setSetCenteredPlayer_EM(FALSE);
714 if (centered_player_nr == -1)
716 if (draw_new_player_location)
718 setScreenCenteredToAllPlayers(&sx, &sy);
722 sx = PLAYER_SCREEN_X(game_em.last_moving_player);
723 sy = PLAYER_SCREEN_Y(game_em.last_moving_player);
728 sx = PLAYER_SCREEN_X(centered_player_nr);
729 sy = PLAYER_SCREEN_Y(centered_player_nr);
732 if (draw_new_player_location && quick_relocation)
734 screen_x = VALID_SCREEN_X(sx);
735 screen_y = VALID_SCREEN_Y(sy);
736 screen_x_old = screen_x;
737 screen_y_old = screen_y;
745 if (draw_new_player_location && !quick_relocation)
748 unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
750 unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
752 int wait_delay_value = game_frame_delay_value;
753 int screen_xx = VALID_SCREEN_X(sx);
754 int screen_yy = VALID_SCREEN_Y(sy);
756 while (screen_x != screen_xx || screen_y != screen_yy)
758 int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
759 int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0);
760 int dxx = 0, dyy = 0;
762 if (dx == 0 && dy == 0) /* no scrolling needed at all */
767 if (ABS(screen_xx - screen_x) >= TILEX)
769 screen_x -= dx * TILEX;
770 dxx = dx * TILEX / 2;
774 screen_x = screen_xx;
778 if (ABS(screen_yy - screen_y) >= TILEY)
780 screen_y -= dy * TILEY;
781 dyy = dy * TILEY / 2;
785 screen_y = screen_yy;
792 if (ABS(screen_xx - screen_x) >= TILEX ||
793 ABS(screen_yy - screen_y) >= TILEY)
795 screen_x -= dx * TILEX;
796 screen_y -= dy * TILEY;
798 dxx = dx * TILEX / 2;
799 dyy = dy * TILEY / 2;
803 screen_x = screen_xx;
804 screen_y = screen_yy;
810 screen_x -= dx * TILEX;
811 screen_y -= dy * TILEY;
813 dxx += dx * TILEX / 2;
814 dyy += dy * TILEY / 2;
819 /* scroll in two steps of half tile size to make things smoother */
825 for (i = 0; i < MAX_PLAYERS; i++)
830 Delay(wait_delay_value);
832 /* scroll second step to align at full tile size */
840 for (i = 0; i < MAX_PLAYERS; i++)
845 Delay(wait_delay_value);
848 screen_x_old = screen_x;
849 screen_y_old = screen_y;
854 for (y = 0; y < MAX_BUF_YSIZE; y++)
856 for (x = 0; x < MAX_BUF_XSIZE; x++)
858 screentiles[y][x] = -1;
859 crumbled_state[y][x] = 0;
864 /* calculate new screen scrolling position, with regard to scroll delay */
865 screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x :
866 sx - offset_x > screen_x ? sx - offset_x :
868 screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y :
869 sy - offset_y > screen_y ? sy - offset_y :
872 /* prevent scrolling further than player step size screen when scrolling */
873 if (ABS(screen_x - screen_x_old) > TILEX / 8 ||
874 ABS(screen_y - screen_y_old) > TILEY / 8)
876 int dx = SIGN(screen_x - screen_x_old);
877 int dy = SIGN(screen_y - screen_y_old);
879 screen_x = screen_x_old + dx * TILEX / 8;
880 screen_y = screen_y_old + dy * TILEY / 8;
883 /* prevent scrolling away from the other players when focus on all players */
884 if (centered_player_nr == -1)
887 /* check if all players are still visible with new scrolling position */
888 if (!checkIfAllPlayersAreVisible(screen_x, screen_y))
890 /* reset horizontal scroll position to last value, if needed */
891 if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
892 screen_x = screen_x_old;
894 /* reset vertical scroll position to last value, if needed */
895 if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
896 screen_y = screen_y_old;
899 boolean all_players_visible = checkIfAllPlayersAreVisible();
901 if (!all_players_visible)
903 printf("::: not all players visible\n");
905 screen_x = screen_x_old;
906 screen_y = screen_y_old;
911 /* prevent scrolling (for screen correcting) if no player is moving */
912 if (!game_em.any_player_moving)
914 screen_x = screen_x_old;
915 screen_y = screen_y_old;
919 /* prevent scrolling against the players move direction */
920 int player_nr = game_em.last_moving_player;
921 int player_move_dir = game_em.last_player_direction[player_nr];
922 int dx = SIGN(screen_x - screen_x_old);
923 int dy = SIGN(screen_y - screen_y_old);
925 if ((dx < 0 && player_move_dir != MV_LEFT) ||
926 (dx > 0 && player_move_dir != MV_RIGHT))
927 screen_x = screen_x_old;
929 if ((dy < 0 && player_move_dir != MV_UP) ||
930 (dy > 0 && player_move_dir != MV_DOWN))
931 screen_y = screen_y_old;
936 for (i = 0; i < MAX_PLAYERS; i++)
946 void game_animscreen(void)
948 RedrawPlayfield_EM(FALSE);
951 void DrawGameDoorValues_EM()
953 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
954 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
957 DrawAllGameValues(lev.required, dynamite_state, lev.score,
958 lev.time, all_keys_state);
960 DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
961 DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);