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)
31 int frame; /* current screen frame */
32 int screen_x; /* current scroll position */
35 /* tiles currently on screen */
36 static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
37 static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
39 static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
43 int centered_player_nr;
45 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);
96 void BackToFront_EM(void)
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);
106 if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
108 /* blit all (up to four) parts of the scroll buffer to the backbuffer */
109 BlitScreenToBitmap_EM(backbuffer);
111 /* blit the completely updated backbuffer to the window (in one blit) */
112 BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
116 for (x = 0; x < SCR_FIELDX; x++)
118 for (y = 0; y < SCR_FIELDY; y++)
120 int xx = (left + x) % MAX_BUF_XSIZE;
121 int yy = (top + y) % MAX_BUF_YSIZE;
124 BlitBitmap(screenBitmap, window,
125 xx * TILEX, yy * TILEY, TILEX, TILEY,
126 SX + x * TILEX, SY + y * TILEY);
133 for (x = 0; x < MAX_BUF_XSIZE; x++)
134 for (y = 0; y < MAX_BUF_YSIZE; y++)
135 redraw[x][y] = FALSE;
138 scrolling_last = scrolling;
141 void blitscreen(void)
146 static void DrawLevelField_EM(int x, int y, int sx, int sy,
149 int tile = Draw[y][x];
150 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
153 getGraphicSourceObjectExt_EM(tile, frame, &g->bitmap, &g->src_x, &g->src_y);
156 int src_x = g->src_x + g->src_offset_x;
157 int src_y = g->src_y + g->src_offset_y;
158 int dst_x = sx * TILEX + g->dst_offset_x;
159 int dst_y = sy * TILEY + g->dst_offset_y;
160 int width = g->width;
161 int height = g->height;
162 int left = screen_x / TILEX;
163 int top = screen_y / TILEY;
165 /* do not draw fields that are outside the visible screen area */
166 if (x < left || x >= left + MAX_BUF_XSIZE ||
167 y < top || y >= top + MAX_BUF_YSIZE)
172 if (width > 0 && height > 0)
174 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
175 dst_x - src_x, dst_y - src_y);
176 BlitBitmapMasked(g->bitmap, screenBitmap,
177 src_x, src_y, width, height, dst_x, dst_y);
182 if ((width != TILEX || height != TILEY) && !g->preserve_background)
183 ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
185 if (width > 0 && height > 0)
186 BlitBitmap(g->bitmap, screenBitmap,
187 src_x, src_y, width, height, dst_x, dst_y);
191 static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
192 int crm, boolean draw_masked)
194 int tile = Draw[y][x];
195 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
196 int left = screen_x / TILEX;
197 int top = screen_y / TILEY;
200 /* do not draw fields that are outside the visible screen area */
201 if (x < left || x >= left + MAX_BUF_XSIZE ||
202 y < top || y >= top + MAX_BUF_YSIZE)
205 if (crm == 0) /* no crumbled edges for this tile */
208 for (i = 0; i < 4; i++)
212 int width, height, cx, cy;
214 if (i == 1 || i == 2)
216 width = g->crumbled_border_size;
218 cx = (i == 2 ? TILEX - g->crumbled_border_size : 0);
224 height = g->crumbled_border_size;
226 cy = (i == 3 ? TILEY - g->crumbled_border_size : 0);
229 if (width > 0 && height > 0)
231 int src_x = g->crumbled_src_x + cx;
232 int src_y = g->crumbled_src_y + cy;
233 int dst_x = sx * TILEX + cx;
234 int dst_y = sy * TILEY + cy;
238 SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc,
239 dst_x - src_x, dst_y - src_y);
240 BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
241 src_x, src_y, width, height, dst_x, dst_y);
244 BlitBitmap(g->crumbled_bitmap, screenBitmap,
245 src_x, src_y, width, height, dst_x, dst_y);
251 static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim,
254 struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
257 getGraphicSourcePlayerExt_EM(player_nr, anim, frame,
258 &g->bitmap, &g->src_x, &g->src_y);
261 int src_x = g->src_x, src_y = g->src_y;
264 /* do not draw fields that are outside the visible screen area */
265 if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX ||
266 y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY)
269 x1 %= MAX_BUF_XSIZE * TILEX;
270 y1 %= MAX_BUF_YSIZE * TILEY;
274 /* draw the player to current location */
277 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
278 dst_x - src_x, dst_y - src_y);
279 BlitBitmapMasked(g->bitmap, screenBitmap,
280 src_x, src_y, TILEX, TILEY, dst_x, dst_y);
282 /* draw the player to opposite wrap-around column */
283 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
285 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
286 dst_x - src_x, dst_y - src_y);
287 BlitBitmapMasked(g->bitmap, screenBitmap,
288 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
290 /* draw the player to opposite wrap-around row */
292 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
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);
300 /* draw the player to current location */
303 BlitBitmap(g->bitmap, screenBitmap,
304 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
306 /* draw the player to opposite wrap-around column */
307 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
309 BlitBitmap(g->bitmap, screenBitmap,
310 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
312 /* draw the player to opposite wrap-around row */
314 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
315 BlitBitmap(g->bitmap, screenBitmap,
316 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
320 /* draw differences between game tiles and screen tiles
322 * implicitly handles scrolling and restoring background under the sprites
325 static void animscreen(void)
328 int left = screen_x / TILEX;
329 int top = screen_y / TILEY;
330 static int xy[4][2] =
338 for (y = top; y < top + MAX_BUF_YSIZE; y++)
340 for (x = left; x < left + MAX_BUF_XSIZE; x++)
342 int sx = x % MAX_BUF_XSIZE;
343 int sy = y % MAX_BUF_YSIZE;
344 int tile = Draw[y][x];
345 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
346 int obj = g->unique_identifier;
349 /* re-calculate crumbled state of this tile */
350 if (g->has_crumbled_graphics)
352 for (i = 0; i < 4; i++)
354 int xx = x + xy[i][0];
355 int yy = y + xy[i][1];
358 if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
359 yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
362 tile_next = Draw[yy][xx];
364 if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
369 /* only redraw screen tiles if they (or their crumbled state) changed */
370 // if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
372 DrawLevelField_EM(x, y, sx, sy, FALSE);
373 DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
375 screentiles[sy][sx] = obj;
376 crumbled_state[sy][sx] = crm;
378 redraw[sx][sy] = TRUE;
386 /* blit players to the screen
388 * handles transparency and movement
391 static void blitplayer(struct PLAYER *ply)
398 /* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
399 x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
400 y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
404 if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
405 (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
407 /* some casts to "int" are needed because of negative calculation values */
408 int dx = (int)ply->x - (int)ply->oldx;
409 int dy = (int)ply->y - (int)ply->oldy;
410 int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
411 int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
412 int new_x = old_x + SIGN(dx);
413 int new_y = old_y + SIGN(dy);
414 int old_sx = old_x % MAX_BUF_XSIZE;
415 int old_sy = old_y % MAX_BUF_XSIZE;
416 int new_sx = new_x % MAX_BUF_XSIZE;
417 int new_sy = new_y % MAX_BUF_XSIZE;
419 int old_crm = crumbled_state[old_sy][old_sx];
421 int new_crm = crumbled_state[new_sy][new_sx];
423 /* only diggable elements can be crumbled in the classic EM engine */
424 boolean player_is_digging = (new_crm != 0);
427 x1 %= MAX_BUF_XSIZE * TILEX;
428 y1 %= MAX_BUF_YSIZE * TILEY;
429 x2 %= MAX_BUF_XSIZE * TILEX;
430 y2 %= MAX_BUF_YSIZE * TILEY;
433 if (player_is_digging)
436 /* draw the field the player is moving from (under the player) */
437 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
438 DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
441 /* draw the field the player is moving to (under the player) */
442 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
443 DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
445 /* draw the player (masked) over the element he is just digging away */
446 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
449 /* draw the field the player is moving from (masked over the player) */
450 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
455 /* draw the player under the element which is on the same field */
456 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE);
458 /* draw the field the player is moving from (masked over the player) */
459 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
461 /* draw the field the player is moving to (masked over the player) */
462 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
465 /* redraw screen tiles in the next frame (player may have left the tiles) */
466 screentiles[old_sy][old_sx] = -1;
467 screentiles[new_sy][new_sx] = -1;
469 /* mark screen tiles as dirty (force screen refresh with changed content) */
470 redraw[old_sx][old_sy] = TRUE;
471 redraw[new_sx][new_sy] = TRUE;
476 void game_initscreen(void)
479 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
480 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
486 game.centered_player_nr = getCenteredPlayerNr_EM();
489 player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
491 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
492 screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
494 for (y = 0; y < MAX_BUF_YSIZE; y++)
496 for (x = 0; x < MAX_BUF_XSIZE; x++)
498 screentiles[y][x] = -1;
499 crumbled_state[y][x] = 0;
503 DrawAllGameValues(lev.required, dynamite_state, lev.score,
504 lev.time, all_keys_state);
508 void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
510 boolean ffwd_delay = (tape.playing && tape.fast_forward);
511 boolean no_delay = (tape.warp_forward);
512 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
513 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
517 if (quick_relocation)
519 int offset = (setup.scroll_delay ? 3 : 0);
521 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
523 scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
524 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
525 player->jx - MIDPOSX);
527 scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
528 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
529 player->jy - MIDPOSY);
533 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
534 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
535 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
537 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
538 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
539 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
541 /* don't scroll over playfield boundaries */
542 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
543 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
545 /* don't scroll over playfield boundaries */
546 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
547 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
550 RedrawPlayfield(TRUE, 0,0,0,0);
554 int scroll_xx = -999, scroll_yy = -999;
556 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
558 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
561 int fx = FX, fy = FY;
563 scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
564 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
565 player->jx - MIDPOSX);
567 scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
568 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
569 player->jy - MIDPOSY);
571 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
572 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
574 if (dx == 0 && dy == 0) /* no scrolling needed at all */
580 fx += dx * TILEX / 2;
581 fy += dy * TILEY / 2;
586 /* scroll in two steps of half tile size to make things smoother */
587 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
589 Delay(wait_delay_value);
591 /* scroll second step to align at full tile size */
593 Delay(wait_delay_value);
598 Delay(wait_delay_value);
603 static int getMaxCenterDistancePlayerNr(int center_x, int center_y)
605 int max_dx = 0, max_dy = 0;
606 int player_nr = game_em.last_moving_player;
609 for (i = 0; i < MAX_PLAYERS; i++)
613 int sx = PLAYER_SCREEN_X(i);
614 int sy = PLAYER_SCREEN_Y(i);
616 if (game_em.last_player_direction[i] != MV_NONE &&
617 (ABS(sx - center_x) > max_dx ||
618 ABS(sy - center_y) > max_dy))
620 max_dx = MAX(max_dx, ABS(sx - center_x));
621 max_dy = MAX(max_dy, ABS(sy - center_y));
631 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
633 boolean num_checked_players = 0;
636 for (i = 0; i < MAX_PLAYERS; i++)
640 int sx = PLAYER_SCREEN_X(i);
641 int sy = PLAYER_SCREEN_Y(i);
643 if (num_checked_players == 0)
650 *sx1 = MIN(*sx1, sx);
651 *sy1 = MIN(*sy1, sy);
652 *sx2 = MAX(*sx2, sx);
653 *sy2 = MAX(*sy2, sy);
656 num_checked_players++;
661 boolean checkIfAllPlayersFitToScreen()
663 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
665 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
667 return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
668 sy2 - sy1 <= SCR_FIELDY * TILEY);
671 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
673 int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
675 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
677 *sx = (sx1 + sx2) / 2;
678 *sy = (sy1 + sy2) / 2;
681 static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
682 int center_x, int center_y)
684 int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
686 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
688 *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
689 *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
692 static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
696 setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
698 return (max_dx <= SCR_FIELDX * TILEX / 2 &&
699 max_dy <= SCR_FIELDY * TILEY / 2);
702 void RedrawPlayfield_EM(boolean force_redraw)
705 boolean all_players_visible = checkIfAllPlayersAreVisible();
707 boolean draw_new_player_location = FALSE;
708 boolean quick_relocation = setup.quick_switch;
710 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
713 boolean game.set_centered_player = getSetCenteredPlayer_EM();
714 int game.centered_player_nr_next = getCenteredPlayerNr_EM();
717 int max_center_distance_player_nr =
718 getMaxCenterDistancePlayerNr(screen_x, screen_y);
720 int player_nr = game_em.last_moving_player;
722 int stepsize = TILEX / 8;
723 int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
724 int offset_x = offset;
725 int offset_y = offset;
726 int screen_x_old = screen_x;
727 int screen_y_old = screen_y;
731 if (game.set_centered_player)
733 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
735 /* switching to "all players" only possible if all players fit to screen */
736 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
738 game.centered_player_nr_next = game.centered_player_nr;
739 game.set_centered_player = FALSE;
742 /* do not switch focus to non-existing (or non-active) player */
743 if (game.centered_player_nr_next >= 0 &&
744 !ply[game.centered_player_nr_next].alive)
746 game.centered_player_nr_next = game.centered_player_nr;
747 game.set_centered_player = FALSE;
752 /* also allow focus switching when screen is scrolled to half tile */
754 if (!scrolling) /* screen currently aligned at tile position */
758 if (game.set_centered_player)
760 if (game.centered_player_nr != game.centered_player_nr_next)
763 game.centered_player_nr = game.centered_player_nr_next;
765 draw_new_player_location = TRUE;
768 game.set_centered_player = FALSE;
772 if (game.centered_player_nr == -1)
775 if (draw_new_player_location || offset == 0)
777 if (draw_new_player_location)
780 setScreenCenteredToAllPlayers(&sx, &sy);
785 sx = PLAYER_SCREEN_X(max_center_distance_player_nr);
786 sy = PLAYER_SCREEN_Y(max_center_distance_player_nr);
788 sx = PLAYER_SCREEN_X(game_em.last_moving_player);
789 sy = PLAYER_SCREEN_Y(game_em.last_moving_player);
795 sx = PLAYER_SCREEN_X(game.centered_player_nr);
796 sy = PLAYER_SCREEN_Y(game.centered_player_nr);
799 if (draw_new_player_location && quick_relocation)
801 screen_x = VALID_SCREEN_X(sx);
802 screen_y = VALID_SCREEN_Y(sy);
803 screen_x_old = screen_x;
804 screen_y_old = screen_y;
812 if (draw_new_player_location && !quick_relocation)
815 unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
817 unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
819 int wait_delay_value = game_frame_delay_value;
820 int screen_xx = VALID_SCREEN_X(sx);
821 int screen_yy = VALID_SCREEN_Y(sy);
823 while (screen_x != screen_xx || screen_y != screen_yy)
825 int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
826 int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0);
827 int dxx = 0, dyy = 0;
829 if (dx == 0 && dy == 0) /* no scrolling needed at all */
834 if (ABS(screen_xx - screen_x) >= TILEX)
836 screen_x -= dx * TILEX;
837 dxx = dx * TILEX / 2;
841 screen_x = screen_xx;
845 if (ABS(screen_yy - screen_y) >= TILEY)
847 screen_y -= dy * TILEY;
848 dyy = dy * TILEY / 2;
852 screen_y = screen_yy;
859 if (ABS(screen_xx - screen_x) >= TILEX ||
860 ABS(screen_yy - screen_y) >= TILEY)
862 screen_x -= dx * TILEX;
863 screen_y -= dy * TILEY;
865 dxx = dx * TILEX / 2;
866 dyy = dy * TILEY / 2;
870 screen_x = screen_xx;
871 screen_y = screen_yy;
877 screen_x -= dx * TILEX;
878 screen_y -= dy * TILEY;
880 dxx += dx * TILEX / 2;
881 dyy += dy * TILEY / 2;
886 /* scroll in two steps of half tile size to make things smoother */
892 for (i = 0; i < MAX_PLAYERS; i++)
897 Delay(wait_delay_value);
899 /* scroll second step to align at full tile size */
909 for (i = 0; i < MAX_PLAYERS; i++)
914 Delay(wait_delay_value);
917 screen_x_old = screen_x;
918 screen_y_old = screen_y;
923 for (y = 0; y < MAX_BUF_YSIZE; y++)
925 for (x = 0; x < MAX_BUF_XSIZE; x++)
927 screentiles[y][x] = -1;
928 crumbled_state[y][x] = 0;
933 /* calculate new screen scrolling position, with regard to scroll delay */
934 screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x :
935 sx - offset_x > screen_x ? sx - offset_x :
937 screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y :
938 sy - offset_y > screen_y ? sy - offset_y :
942 printf("::: (%d, %d) => (%d, %d) [(%d, %d), (%d, %d)] [%d, %d] [%d / %d]\n",
943 screen_x_old, screen_y_old,
945 ply[max_center_distance_player_nr].oldx,
946 ply[max_center_distance_player_nr].x,
947 ply[max_center_distance_player_nr].oldy,
948 ply[max_center_distance_player_nr].y,
950 ABS(screen_x - screen_x_old),
951 ABS(screen_y - screen_y_old));
957 /* prevent scrolling further than double player step size when scrolling */
958 if (ABS(screen_x - screen_x_old) > 2 * stepsize)
960 int dx = SIGN(screen_x - screen_x_old);
962 screen_x = screen_x_old + dx * 2 * stepsize;
964 if (ABS(screen_y - screen_y_old) > 2 * stepsize)
966 int dy = SIGN(screen_y - screen_y_old);
968 screen_y = screen_y_old + dy * 2 * stepsize;
971 /* prevent scrolling further than double player step size when scrolling */
972 if (ABS(screen_x - screen_x_old) > 2 * stepsize ||
973 ABS(screen_y - screen_y_old) > 2 * stepsize)
975 int dx = SIGN(screen_x - screen_x_old);
976 int dy = SIGN(screen_y - screen_y_old);
978 screen_x = screen_x_old + dx * 2 * stepsize;
979 screen_y = screen_y_old + dy * 2 * stepsize;
984 /* prevent scrolling further than player step size when scrolling */
985 if (ABS(screen_x - screen_x_old) > stepsize ||
986 ABS(screen_y - screen_y_old) > stepsize)
988 int dx = SIGN(screen_x - screen_x_old);
989 int dy = SIGN(screen_y - screen_y_old);
991 screen_x = screen_x_old + dx * stepsize;
992 screen_y = screen_y_old + dy * stepsize;
996 /* prevent scrolling away from the other players when focus on all players */
997 if (game.centered_player_nr == -1)
1000 /* check if all players are still visible with new scrolling position */
1001 if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) &&
1002 !checkIfAllPlayersAreVisible(screen_x, screen_y))
1004 /* reset horizontal scroll position to last value, if needed */
1005 if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
1006 screen_x = screen_x_old;
1008 /* reset vertical scroll position to last value, if needed */
1009 if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
1010 screen_y = screen_y_old;
1013 boolean all_players_visible = checkIfAllPlayersAreVisible();
1015 if (!all_players_visible)
1017 printf("::: not all players visible\n");
1019 screen_x = screen_x_old;
1020 screen_y = screen_y_old;
1025 /* prevent scrolling (for screen correcting) if no player is moving */
1026 if (!game_em.any_player_moving)
1028 screen_x = screen_x_old;
1029 screen_y = screen_y_old;
1033 /* prevent scrolling against the players move direction */
1035 int player_nr = game_em.last_moving_player;
1037 int player_nr = (game.centered_player_nr == -1 ?
1038 max_center_distance_player_nr : game.centered_player_nr);
1039 int player_move_dir = game_em.last_player_direction[player_nr];
1040 int dx = SIGN(screen_x - screen_x_old);
1041 int dy = SIGN(screen_y - screen_y_old);
1043 if ((dx < 0 && player_move_dir != MV_LEFT) ||
1044 (dx > 0 && player_move_dir != MV_RIGHT))
1045 screen_x = screen_x_old;
1047 if ((dy < 0 && player_move_dir != MV_UP) ||
1048 (dy > 0 && player_move_dir != MV_DOWN))
1049 screen_y = screen_y_old;
1054 for (i = 0; i < MAX_PLAYERS; i++)
1055 blitplayer(&ply[i]);
1066 void game_animscreen(void)
1068 RedrawPlayfield_EM(FALSE);
1071 void DrawGameDoorValues_EM()
1077 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1078 int key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1082 if (game.centered_player_nr == -1)
1090 for (i = 0; i < MAX_PLAYERS; i++)
1092 dynamite_state += ply[i].dynamite;
1093 key_state |= ply[i].keys;
1098 dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1099 key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1104 int player_nr = game.centered_player_nr;
1106 dynamite_state = ply[player_nr].dynamite;
1107 key_state = ply[player_nr].keys;
1112 DrawAllGameValues(lev.required, dynamite_state, lev.score,
1113 lev.time, key_state);
1115 DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
1116 DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);