1 /* 2000-08-13T14:36:17Z
3 * graphics manipulation crap
8 #define MIN_SCREEN_XPOS 1
9 #define MIN_SCREEN_YPOS 1
10 #define MAX_SCREEN_XPOS MAX(1, lev.width - (SCR_FIELDX - 1))
11 #define MAX_SCREEN_YPOS MAX(1, lev.height - (SCR_FIELDY - 1))
13 #define MIN_SCREEN_X (MIN_SCREEN_XPOS * TILEX)
14 #define MIN_SCREEN_Y (MIN_SCREEN_YPOS * TILEY)
15 #define MAX_SCREEN_X (MAX_SCREEN_XPOS * TILEX)
16 #define MAX_SCREEN_Y (MAX_SCREEN_YPOS * TILEY)
18 #define VALID_SCREEN_X(x) ((x) < MIN_SCREEN_X ? MIN_SCREEN_X : \
19 (x) > MAX_SCREEN_X ? MAX_SCREEN_X : (x))
20 #define VALID_SCREEN_Y(y) ((y) < MIN_SCREEN_Y ? MIN_SCREEN_Y : \
21 (y) > MAX_SCREEN_Y ? MAX_SCREEN_Y : (y))
23 #define PLAYER_SCREEN_X(p) ((( frame) * ply[p].oldx + \
24 (8 - frame) * ply[p].x) * TILEX / 8 \
25 - ((SCR_FIELDX - 1) * TILEX) / 2)
26 #define PLAYER_SCREEN_Y(p) ((( frame) * ply[p].oldy + \
27 (8 - frame) * ply[p].y) * TILEY / 8 \
28 - ((SCR_FIELDY - 1) * TILEY) / 2)
30 #define USE_EXTENDED_GRAPHICS_ENGINE 1
32 int frame; /* current screen frame */
33 int screen_x; /* current scroll position */
36 /* tiles currently on screen */
37 static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
38 static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
40 static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
44 int centered_player_nr;
46 static int centered_player_nr;
50 /* copy the entire screen to the window at the scroll position */
52 void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
54 int x = screen_x % (MAX_BUF_XSIZE * TILEX);
55 int y = screen_y % (MAX_BUF_YSIZE * TILEY);
57 if (x < 2 * TILEX && y < 2 * TILEY)
59 BlitBitmap(screenBitmap, target_bitmap, x, y,
60 SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
62 else if (x < 2 * TILEX && y >= 2 * TILEY)
64 BlitBitmap(screenBitmap, target_bitmap, x, y,
65 SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
67 BlitBitmap(screenBitmap, target_bitmap, x, 0,
68 SCR_FIELDX * TILEX, y - 2 * TILEY,
69 SX, SY + MAX_BUF_YSIZE * TILEY - y);
71 else if (x >= 2 * TILEX && y < 2 * TILEY)
73 BlitBitmap(screenBitmap, target_bitmap, x, y,
74 MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
76 BlitBitmap(screenBitmap, target_bitmap, 0, y,
77 x - 2 * TILEX, SCR_FIELDY * TILEY,
78 SX + MAX_BUF_XSIZE * TILEX - x, SY);
82 BlitBitmap(screenBitmap, target_bitmap, x, y,
83 MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
85 BlitBitmap(screenBitmap, target_bitmap, 0, y,
86 x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
87 SX + MAX_BUF_XSIZE * TILEX - x, SY);
88 BlitBitmap(screenBitmap, target_bitmap, x, 0,
89 MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
90 SX, SY + MAX_BUF_YSIZE * TILEY - y);
91 BlitBitmap(screenBitmap, target_bitmap, 0, 0,
92 x - 2 * TILEX, y - 2 * TILEY,
93 SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
97 void BackToFront_EM(void)
99 static boolean scrolling_last = FALSE;
100 int left = screen_x / TILEX;
101 int top = screen_y / TILEY;
102 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
107 if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
109 /* blit all (up to four) parts of the scroll buffer to the backbuffer */
110 BlitScreenToBitmap_EM(backbuffer);
112 /* blit the completely updated backbuffer to the window (in one blit) */
113 BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
117 for (x = 0; x < SCR_FIELDX; x++)
119 for (y = 0; y < SCR_FIELDY; y++)
121 int xx = (left + x) % MAX_BUF_XSIZE;
122 int yy = (top + y) % MAX_BUF_YSIZE;
125 BlitBitmap(screenBitmap, window,
126 xx * TILEX, yy * TILEY, TILEX, TILEY,
127 SX + x * TILEX, SY + y * TILEY);
134 for (x = 0; x < MAX_BUF_XSIZE; x++)
135 for (y = 0; y < MAX_BUF_YSIZE; y++)
136 redraw[x][y] = FALSE;
139 scrolling_last = scrolling;
142 void blitscreen(void)
147 static void DrawLevelField_EM(int x, int y, int sx, int sy,
150 int tile = Draw[y][x];
151 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
153 #if USE_EXTENDED_GRAPHICS_ENGINE
154 getGraphicSourceObjectExt_EM(tile, frame, &g->bitmap, &g->src_x, &g->src_y,
158 int src_x = g->src_x + g->src_offset_x;
159 int src_y = g->src_y + g->src_offset_y;
160 int dst_x = sx * TILEX + g->dst_offset_x;
161 int dst_y = sy * TILEY + g->dst_offset_y;
162 int width = g->width;
163 int height = g->height;
164 int left = screen_x / TILEX;
165 int top = screen_y / TILEY;
167 /* do not draw fields that are outside the visible screen area */
168 if (x < left || x >= left + MAX_BUF_XSIZE ||
169 y < top || y >= top + MAX_BUF_YSIZE)
174 if (width > 0 && height > 0)
176 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
177 dst_x - src_x, dst_y - src_y);
178 BlitBitmapMasked(g->bitmap, screenBitmap,
179 src_x, src_y, width, height, dst_x, dst_y);
184 if ((width != TILEX || height != TILEY) && !g->preserve_background)
185 ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
187 if (width > 0 && height > 0)
188 BlitBitmap(g->bitmap, screenBitmap,
189 src_x, src_y, width, height, dst_x, dst_y);
193 static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
194 int crm, boolean draw_masked)
196 int tile = Draw[y][x];
197 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
199 #if USE_EXTENDED_GRAPHICS_ENGINE
200 getGraphicSourceObjectExt_EM(tile, frame, &g->bitmap, &g->src_x, &g->src_y,
204 int left = screen_x / TILEX;
205 int top = screen_y / TILEY;
208 /* do not draw fields that are outside the visible screen area */
209 if (x < left || x >= left + MAX_BUF_XSIZE ||
210 y < top || y >= top + MAX_BUF_YSIZE)
213 if (crm == 0) /* no crumbled edges for this tile */
216 for (i = 0; i < 4; i++)
220 int width, height, cx, cy;
222 if (i == 1 || i == 2)
224 width = g->crumbled_border_size;
226 cx = (i == 2 ? TILEX - g->crumbled_border_size : 0);
232 height = g->crumbled_border_size;
234 cy = (i == 3 ? TILEY - g->crumbled_border_size : 0);
237 if (width > 0 && height > 0)
239 int src_x = g->crumbled_src_x + cx;
240 int src_y = g->crumbled_src_y + cy;
241 int dst_x = sx * TILEX + cx;
242 int dst_y = sy * TILEY + cy;
246 SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc,
247 dst_x - src_x, dst_y - src_y);
248 BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
249 src_x, src_y, width, height, dst_x, dst_y);
252 BlitBitmap(g->crumbled_bitmap, screenBitmap,
253 src_x, src_y, width, height, dst_x, dst_y);
259 static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim,
262 struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
264 #if USE_EXTENDED_GRAPHICS_ENGINE
265 getGraphicSourcePlayerExt_EM(player_nr, anim, frame,
266 &g->bitmap, &g->src_x, &g->src_y);
269 int src_x = g->src_x, src_y = g->src_y;
272 /* do not draw fields that are outside the visible screen area */
273 if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX ||
274 y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY)
277 x1 %= MAX_BUF_XSIZE * TILEX;
278 y1 %= MAX_BUF_YSIZE * TILEY;
282 /* draw the player to current location */
285 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
286 dst_x - src_x, dst_y - src_y);
287 BlitBitmapMasked(g->bitmap, screenBitmap,
288 src_x, src_y, TILEX, TILEY, dst_x, dst_y);
290 /* draw the player to opposite wrap-around column */
291 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
293 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
294 dst_x - src_x, dst_y - src_y);
295 BlitBitmapMasked(g->bitmap, screenBitmap,
296 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
298 /* draw the player to opposite wrap-around row */
300 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
301 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
302 dst_x - src_x, dst_y - src_y);
303 BlitBitmapMasked(g->bitmap, screenBitmap,
304 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
308 /* draw the player to current location */
311 BlitBitmap(g->bitmap, screenBitmap,
312 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
314 /* draw the player to opposite wrap-around column */
315 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
317 BlitBitmap(g->bitmap, screenBitmap,
318 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
320 /* draw the player to opposite wrap-around row */
322 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
323 BlitBitmap(g->bitmap, screenBitmap,
324 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
328 /* draw differences between game tiles and screen tiles
330 * implicitly handles scrolling and restoring background under the sprites
333 static void animscreen(void)
336 int left = screen_x / TILEX;
337 int top = screen_y / TILEY;
338 static int xy[4][2] =
346 #if USE_EXTENDED_GRAPHICS_ENGINE
347 for (y = 2; y < EM_MAX_CAVE_HEIGHT - 2; y++)
348 for (x = 2; x < EM_MAX_CAVE_WIDTH - 2; x++)
349 SetGfxAnimation_EM(Draw[y][x], frame, x - 2, y - 2);
352 for (y = top; y < top + MAX_BUF_YSIZE; y++)
354 for (x = left; x < left + MAX_BUF_XSIZE; x++)
356 int sx = x % MAX_BUF_XSIZE;
357 int sy = y % MAX_BUF_YSIZE;
358 int tile = Draw[y][x];
359 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
360 int obj = g->unique_identifier;
363 /* re-calculate crumbled state of this tile */
364 if (g->has_crumbled_graphics)
366 for (i = 0; i < 4; i++)
368 int xx = x + xy[i][0];
369 int yy = y + xy[i][1];
372 if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
373 yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
376 tile_next = Draw[yy][xx];
378 if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
383 /* only redraw screen tiles if they (or their crumbled state) changed */
384 #if USE_EXTENDED_GRAPHICS_ENGINE
385 // if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
387 if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
390 DrawLevelField_EM(x, y, sx, sy, FALSE);
391 DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
393 screentiles[sy][sx] = obj;
394 crumbled_state[sy][sx] = crm;
396 redraw[sx][sy] = TRUE;
404 /* blit players to the screen
406 * handles transparency and movement
409 static void blitplayer(struct PLAYER *ply)
416 /* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
417 x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
418 y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
422 if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
423 (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
425 /* some casts to "int" are needed because of negative calculation values */
426 int dx = (int)ply->x - (int)ply->oldx;
427 int dy = (int)ply->y - (int)ply->oldy;
428 int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
429 int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
430 int new_x = old_x + SIGN(dx);
431 int new_y = old_y + SIGN(dy);
432 int old_sx = old_x % MAX_BUF_XSIZE;
433 int old_sy = old_y % MAX_BUF_XSIZE;
434 int new_sx = new_x % MAX_BUF_XSIZE;
435 int new_sy = new_y % MAX_BUF_XSIZE;
437 int old_crm = crumbled_state[old_sy][old_sx];
439 int new_crm = crumbled_state[new_sy][new_sx];
441 /* only diggable elements can be crumbled in the classic EM engine */
442 boolean player_is_digging = (new_crm != 0);
445 x1 %= MAX_BUF_XSIZE * TILEX;
446 y1 %= MAX_BUF_YSIZE * TILEY;
447 x2 %= MAX_BUF_XSIZE * TILEX;
448 y2 %= MAX_BUF_YSIZE * TILEY;
451 if (player_is_digging)
454 /* draw the field the player is moving from (under the player) */
455 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
456 DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
459 /* draw the field the player is moving to (under the player) */
460 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
461 DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
463 /* draw the player (masked) over the element he is just digging away */
464 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
467 /* draw the field the player is moving from (masked over the player) */
468 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
473 /* draw the player under the element which is on the same field */
474 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE);
476 /* draw the field the player is moving from (masked over the player) */
477 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
479 /* draw the field the player is moving to (masked over the player) */
480 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
483 /* redraw screen tiles in the next frame (player may have left the tiles) */
484 screentiles[old_sy][old_sx] = -1;
485 screentiles[new_sy][new_sx] = -1;
487 /* mark screen tiles as dirty (force screen refresh with changed content) */
488 redraw[old_sx][old_sy] = TRUE;
489 redraw[new_sx][new_sy] = TRUE;
494 void game_initscreen(void)
497 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
498 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
504 game.centered_player_nr = getCenteredPlayerNr_EM();
507 player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
509 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
510 screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
512 for (y = 0; y < MAX_BUF_YSIZE; y++)
514 for (x = 0; x < MAX_BUF_XSIZE; x++)
516 screentiles[y][x] = -1;
517 crumbled_state[y][x] = 0;
521 DrawAllGameValues(lev.required, dynamite_state, lev.score,
522 lev.time, all_keys_state);
526 void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
528 boolean ffwd_delay = (tape.playing && tape.fast_forward);
529 boolean no_delay = (tape.warp_forward);
530 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
531 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
535 if (quick_relocation)
537 int offset = game.scroll_delay_value;
539 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
541 scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
542 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
543 player->jx - MIDPOSX);
545 scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
546 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
547 player->jy - MIDPOSY);
551 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
552 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
553 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
555 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
556 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
557 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
559 /* don't scroll over playfield boundaries */
560 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
561 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
563 /* don't scroll over playfield boundaries */
564 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
565 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
568 RedrawPlayfield(TRUE, 0,0,0,0);
572 int scroll_xx = -999, scroll_yy = -999;
574 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
576 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
579 int fx = FX, fy = FY;
581 scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
582 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
583 player->jx - MIDPOSX);
585 scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
586 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
587 player->jy - MIDPOSY);
589 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
590 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
592 if (dx == 0 && dy == 0) /* no scrolling needed at all */
598 fx += dx * TILEX / 2;
599 fy += dy * TILEY / 2;
604 /* scroll in two steps of half tile size to make things smoother */
605 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
607 Delay(wait_delay_value);
609 /* scroll second step to align at full tile size */
611 Delay(wait_delay_value);
616 Delay(wait_delay_value);
621 static int getMaxCenterDistancePlayerNr(int center_x, int center_y)
623 int max_dx = 0, max_dy = 0;
624 int player_nr = game_em.last_moving_player;
627 for (i = 0; i < MAX_PLAYERS; i++)
631 int sx = PLAYER_SCREEN_X(i);
632 int sy = PLAYER_SCREEN_Y(i);
634 if (game_em.last_player_direction[i] != MV_NONE &&
635 (ABS(sx - center_x) > max_dx ||
636 ABS(sy - center_y) > max_dy))
638 max_dx = MAX(max_dx, ABS(sx - center_x));
639 max_dy = MAX(max_dy, ABS(sy - center_y));
649 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
651 boolean num_checked_players = 0;
654 for (i = 0; i < MAX_PLAYERS; i++)
658 int sx = PLAYER_SCREEN_X(i);
659 int sy = PLAYER_SCREEN_Y(i);
661 if (num_checked_players == 0)
668 *sx1 = MIN(*sx1, sx);
669 *sy1 = MIN(*sy1, sy);
670 *sx2 = MAX(*sx2, sx);
671 *sy2 = MAX(*sy2, sy);
674 num_checked_players++;
679 boolean checkIfAllPlayersFitToScreen()
681 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
683 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
685 return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
686 sy2 - sy1 <= SCR_FIELDY * TILEY);
689 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
691 int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
693 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
695 *sx = (sx1 + sx2) / 2;
696 *sy = (sy1 + sy2) / 2;
699 static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
700 int center_x, int center_y)
702 int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
704 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
706 *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
707 *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
710 static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
714 setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
716 return (max_dx <= SCR_FIELDX * TILEX / 2 &&
717 max_dy <= SCR_FIELDY * TILEY / 2);
720 void RedrawPlayfield_EM(boolean force_redraw)
723 boolean all_players_visible = checkIfAllPlayersAreVisible();
725 boolean draw_new_player_location = FALSE;
726 boolean quick_relocation = setup.quick_switch;
728 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
731 boolean game.set_centered_player = getSetCenteredPlayer_EM();
732 int game.centered_player_nr_next = getCenteredPlayerNr_EM();
735 int max_center_distance_player_nr =
736 getMaxCenterDistancePlayerNr(screen_x, screen_y);
738 int player_nr = game_em.last_moving_player;
740 int stepsize = TILEX / 8;
741 int offset = game.scroll_delay_value * TILEX;
742 int offset_x = offset;
743 int offset_y = offset;
744 int screen_x_old = screen_x;
745 int screen_y_old = screen_y;
749 if (game.set_centered_player)
751 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
753 /* switching to "all players" only possible if all players fit to screen */
754 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
756 game.centered_player_nr_next = game.centered_player_nr;
757 game.set_centered_player = FALSE;
760 /* do not switch focus to non-existing (or non-active) player */
761 if (game.centered_player_nr_next >= 0 &&
762 !ply[game.centered_player_nr_next].alive)
764 game.centered_player_nr_next = game.centered_player_nr;
765 game.set_centered_player = FALSE;
770 /* also allow focus switching when screen is scrolled to half tile */
772 if (!scrolling) /* screen currently aligned at tile position */
776 if (game.set_centered_player)
778 if (game.centered_player_nr != game.centered_player_nr_next)
781 game.centered_player_nr = game.centered_player_nr_next;
783 draw_new_player_location = TRUE;
786 game.set_centered_player = FALSE;
790 if (game.centered_player_nr == -1)
793 if (draw_new_player_location || offset == 0)
795 if (draw_new_player_location)
798 setScreenCenteredToAllPlayers(&sx, &sy);
803 sx = PLAYER_SCREEN_X(max_center_distance_player_nr);
804 sy = PLAYER_SCREEN_Y(max_center_distance_player_nr);
806 sx = PLAYER_SCREEN_X(game_em.last_moving_player);
807 sy = PLAYER_SCREEN_Y(game_em.last_moving_player);
813 sx = PLAYER_SCREEN_X(game.centered_player_nr);
814 sy = PLAYER_SCREEN_Y(game.centered_player_nr);
817 if (draw_new_player_location && quick_relocation)
819 screen_x = VALID_SCREEN_X(sx);
820 screen_y = VALID_SCREEN_Y(sy);
821 screen_x_old = screen_x;
822 screen_y_old = screen_y;
830 if (draw_new_player_location && !quick_relocation)
833 unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
835 unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
837 int wait_delay_value = game_frame_delay_value;
838 int screen_xx = VALID_SCREEN_X(sx);
839 int screen_yy = VALID_SCREEN_Y(sy);
841 while (screen_x != screen_xx || screen_y != screen_yy)
843 int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
844 int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0);
845 int dxx = 0, dyy = 0;
847 if (dx == 0 && dy == 0) /* no scrolling needed at all */
852 if (ABS(screen_xx - screen_x) >= TILEX)
854 screen_x -= dx * TILEX;
855 dxx = dx * TILEX / 2;
859 screen_x = screen_xx;
863 if (ABS(screen_yy - screen_y) >= TILEY)
865 screen_y -= dy * TILEY;
866 dyy = dy * TILEY / 2;
870 screen_y = screen_yy;
877 if (ABS(screen_xx - screen_x) >= TILEX ||
878 ABS(screen_yy - screen_y) >= TILEY)
880 screen_x -= dx * TILEX;
881 screen_y -= dy * TILEY;
883 dxx = dx * TILEX / 2;
884 dyy = dy * TILEY / 2;
888 screen_x = screen_xx;
889 screen_y = screen_yy;
895 screen_x -= dx * TILEX;
896 screen_y -= dy * TILEY;
898 dxx += dx * TILEX / 2;
899 dyy += dy * TILEY / 2;
904 /* scroll in two steps of half tile size to make things smoother */
910 for (i = 0; i < MAX_PLAYERS; i++)
915 Delay(wait_delay_value);
917 /* scroll second step to align at full tile size */
927 for (i = 0; i < MAX_PLAYERS; i++)
932 Delay(wait_delay_value);
935 screen_x_old = screen_x;
936 screen_y_old = screen_y;
941 for (y = 0; y < MAX_BUF_YSIZE; y++)
943 for (x = 0; x < MAX_BUF_XSIZE; x++)
945 screentiles[y][x] = -1;
946 crumbled_state[y][x] = 0;
951 /* calculate new screen scrolling position, with regard to scroll delay */
952 screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x :
953 sx - offset_x > screen_x ? sx - offset_x :
955 screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y :
956 sy - offset_y > screen_y ? sy - offset_y :
960 printf("::: (%d, %d) => (%d, %d) [(%d, %d), (%d, %d)] [%d, %d] [%d / %d]\n",
961 screen_x_old, screen_y_old,
963 ply[max_center_distance_player_nr].oldx,
964 ply[max_center_distance_player_nr].x,
965 ply[max_center_distance_player_nr].oldy,
966 ply[max_center_distance_player_nr].y,
968 ABS(screen_x - screen_x_old),
969 ABS(screen_y - screen_y_old));
975 /* prevent scrolling further than double player step size when scrolling */
976 if (ABS(screen_x - screen_x_old) > 2 * stepsize)
978 int dx = SIGN(screen_x - screen_x_old);
980 screen_x = screen_x_old + dx * 2 * stepsize;
982 if (ABS(screen_y - screen_y_old) > 2 * stepsize)
984 int dy = SIGN(screen_y - screen_y_old);
986 screen_y = screen_y_old + dy * 2 * stepsize;
989 /* prevent scrolling further than double player step size when scrolling */
990 if (ABS(screen_x - screen_x_old) > 2 * stepsize ||
991 ABS(screen_y - screen_y_old) > 2 * stepsize)
993 int dx = SIGN(screen_x - screen_x_old);
994 int dy = SIGN(screen_y - screen_y_old);
996 screen_x = screen_x_old + dx * 2 * stepsize;
997 screen_y = screen_y_old + dy * 2 * stepsize;
1002 /* prevent scrolling further than player step size when scrolling */
1003 if (ABS(screen_x - screen_x_old) > stepsize ||
1004 ABS(screen_y - screen_y_old) > stepsize)
1006 int dx = SIGN(screen_x - screen_x_old);
1007 int dy = SIGN(screen_y - screen_y_old);
1009 screen_x = screen_x_old + dx * stepsize;
1010 screen_y = screen_y_old + dy * stepsize;
1014 /* prevent scrolling away from the other players when focus on all players */
1015 if (game.centered_player_nr == -1)
1018 /* check if all players are still visible with new scrolling position */
1019 if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) &&
1020 !checkIfAllPlayersAreVisible(screen_x, screen_y))
1022 /* reset horizontal scroll position to last value, if needed */
1023 if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
1024 screen_x = screen_x_old;
1026 /* reset vertical scroll position to last value, if needed */
1027 if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
1028 screen_y = screen_y_old;
1031 boolean all_players_visible = checkIfAllPlayersAreVisible();
1033 if (!all_players_visible)
1035 printf("::: not all players visible\n");
1037 screen_x = screen_x_old;
1038 screen_y = screen_y_old;
1043 /* prevent scrolling (for screen correcting) if no player is moving */
1044 if (!game_em.any_player_moving)
1046 screen_x = screen_x_old;
1047 screen_y = screen_y_old;
1051 /* prevent scrolling against the players move direction */
1053 int player_nr = game_em.last_moving_player;
1055 int player_nr = (game.centered_player_nr == -1 ?
1056 max_center_distance_player_nr : game.centered_player_nr);
1057 int player_move_dir = game_em.last_player_direction[player_nr];
1058 int dx = SIGN(screen_x - screen_x_old);
1059 int dy = SIGN(screen_y - screen_y_old);
1061 if ((dx < 0 && player_move_dir != MV_LEFT) ||
1062 (dx > 0 && player_move_dir != MV_RIGHT))
1063 screen_x = screen_x_old;
1065 if ((dy < 0 && player_move_dir != MV_UP) ||
1066 (dy > 0 && player_move_dir != MV_DOWN))
1067 screen_y = screen_y_old;
1072 for (i = 0; i < MAX_PLAYERS; i++)
1073 blitplayer(&ply[i]);
1084 void game_animscreen(void)
1086 RedrawPlayfield_EM(FALSE);
1089 void DrawGameDoorValues_EM()
1095 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1096 int key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1100 if (game.centered_player_nr == -1)
1108 for (i = 0; i < MAX_PLAYERS; i++)
1110 dynamite_state += ply[i].dynamite;
1111 key_state |= ply[i].keys;
1116 dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1117 key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1122 int player_nr = game.centered_player_nr;
1124 dynamite_state = ply[player_nr].dynamite;
1125 key_state = ply[player_nr].keys;
1130 DrawAllGameValues(lev.required, dynamite_state, lev.score,
1131 lev.time, key_state);
1133 DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
1134 DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);