1 /* 2000-08-13T14:36:17Z
3 * graphics manipulation crap
11 unsigned int frame; /* current screen frame */
12 unsigned int screen_x; /* current scroll position */
13 unsigned int screen_y;
15 /* tiles currently on screen */
16 static unsigned short screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
19 /* copy the entire screen to the window at the scroll position
21 * perhaps use mit-shm to speed this up
26 unsigned int x = screen_x % (MAX_BUF_XSIZE * TILEX);
27 unsigned int y = screen_y % (MAX_BUF_YSIZE * TILEY);
29 if (x < 2 * TILEX && y < 2 * TILEY)
31 BlitBitmap(screenBitmap, window, x, y,
32 SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
34 else if (x < 2 * TILEX && y >= 2 * TILEY)
36 BlitBitmap(screenBitmap, window, x, y,
37 SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
39 BlitBitmap(screenBitmap, window, x, 0,
40 SCR_FIELDX * TILEX, y - 2 * TILEY,
41 SX, SY + MAX_BUF_YSIZE * TILEY - y);
43 else if (x >= 2 * TILEX && y < 2 * TILEY)
45 BlitBitmap(screenBitmap, window, x, y,
46 MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
48 BlitBitmap(screenBitmap, window, 0, y,
49 x - 2 * TILEX, SCR_FIELDY * TILEY,
50 SX + MAX_BUF_XSIZE * TILEX - x, SY);
54 BlitBitmap(screenBitmap, window, x, y,
55 MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
57 BlitBitmap(screenBitmap, window, 0, y,
58 x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
59 SX + MAX_BUF_XSIZE * TILEX - x, SY);
60 BlitBitmap(screenBitmap, window, x, 0,
61 MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
62 SX, SY + MAX_BUF_YSIZE * TILEY - y);
63 BlitBitmap(screenBitmap, window, 0, 0,
64 x - 2 * TILEX, y - 2 * TILEY,
65 SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
70 /* draw differences between game tiles and screen tiles
72 * implicitly handles scrolling and restoring background under the sprites
74 * perhaps use mit-shm to speed this up
77 static void animscreen(void)
79 unsigned int x, y, dx, dy;
81 unsigned int left = screen_x / TILEX;
82 unsigned int top = screen_y / TILEY;
84 for (y = top; y < top + MAX_BUF_YSIZE; y++)
86 dy = y % MAX_BUF_YSIZE;
88 for (x = left; x < left + MAX_BUF_XSIZE; x++)
90 int tile = Draw[y][x];
92 dx = x % MAX_BUF_XSIZE;
93 obj = map_obj[frame][tile];
95 if (screentiles[dy][dx] != obj)
98 struct GraphicInfo_EM *g = &graphic_info_em[tile][frame];
99 int dst_x = dx * TILEX;
100 int dst_y = dy * TILEY;
102 if (g->width != TILEX || g->height != TILEY)
103 ClearRectangle(screenBitmap, dst_x, dst_y, TILEX, TILEY);
105 if (g->width > 0 && g->height > 0)
106 BlitBitmap(g->bitmap, screenBitmap,
107 g->src_x + g->src_offset_x, g->src_y + g->src_offset_y,
109 dst_x + g->dst_offset_x, dst_y + g->dst_offset_y);
111 BlitBitmap(objBitmap, screenBitmap,
112 (obj / 512) * TILEX, (obj % 512) * TILEY / 16,
113 TILEX, TILEY, dx * TILEX, dy * TILEY);
116 screentiles[dy][dx] = obj;
123 /* blit players to the screen
125 * handles transparency and movement
128 static void blitplayer(struct PLAYER *ply)
130 unsigned int x, y, dx, dy;
131 unsigned short obj, spr;
132 int src_x, src_y, dst_x, dst_y;
137 x = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
138 y = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
142 if ((unsigned int)(dx - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
143 (unsigned int)(dy - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
145 spr = map_spr[ply->num][frame][ply->anim];
146 x %= MAX_BUF_XSIZE * TILEX;
147 y %= MAX_BUF_YSIZE * TILEY;
148 dx %= MAX_BUF_XSIZE * TILEX;
149 dy %= MAX_BUF_YSIZE * TILEY;
152 /* draw the player to current location */
153 BlitBitmap(sprBitmap, screenBitmap,
154 (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY,
156 /* draw the player to opposite wrap-around column */
157 BlitBitmap(sprBitmap, screenBitmap,
158 (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY,
159 x - MAX_BUF_XSIZE * TILEX, y),
160 /* draw the player to opposite wrap-around row */
161 BlitBitmap(sprBitmap, screenBitmap,
162 (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY,
163 x, y - MAX_BUF_YSIZE * TILEY);
165 /* draw the field the player is moving from (masked over the player) */
166 obj = screentiles[y / TILEY][x / TILEX];
167 src_x = (obj / 512) * TILEX;
168 src_y = (obj % 512) * TILEY / 16;
169 dst_x = (x / TILEX) * TILEX;
170 dst_y = (y / TILEY) * TILEY;
175 int tile = Draw[ply->oldy][ply->oldx];
176 struct GraphicInfo_EM *g = &graphic_info_em[tile][frame];
178 if (g->width > 0 && g->height > 0)
180 src_x = g->src_x + g->src_offset_x;
181 src_y = g->src_y + g->src_offset_y;
182 dst_x = ply->oldx % MAX_BUF_XSIZE * TILEX + g->dst_offset_x;
183 dst_y = ply->oldy % MAX_BUF_YSIZE * TILEY + g->dst_offset_y;
185 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
186 dst_x - src_x, dst_y - src_y);
187 BlitBitmapMasked(g->bitmap, screenBitmap,
188 src_x, src_y, g->width, g->height, dst_x, dst_y);
192 SetClipOrigin(objBitmap, objBitmap->stored_clip_gc,
193 dst_x - src_x, dst_y - src_y);
194 BlitBitmapMasked(objBitmap, screenBitmap,
195 src_x, src_y, TILEX, TILEY, dst_x, dst_y);
199 /* draw the field the player is moving to (masked over the player) */
200 obj = screentiles[dy / TILEY][dx / TILEX];
201 src_x = (obj / 512) * TILEX;
202 src_y = (obj % 512) * TILEY / 16;
203 dst_x = (dx / TILEX) * TILEX;
204 dst_y = (dy / TILEY) * TILEY;
209 int tile = Draw[ply->y][ply->x];
210 struct GraphicInfo_EM *g = &graphic_info_em[tile][frame];
212 if (g->width > 0 && g->height > 0)
214 src_x = g->src_x + g->src_offset_x;
215 src_y = g->src_y + g->src_offset_y;
216 dst_x = ply->x % MAX_BUF_XSIZE * TILEX + g->dst_offset_x;
217 dst_y = ply->y % MAX_BUF_YSIZE * TILEY + g->dst_offset_y;
219 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
220 dst_x - src_x, dst_y - src_y);
221 BlitBitmapMasked(g->bitmap, screenBitmap,
222 src_x, src_y, g->width, g->height, dst_x, dst_y);
226 SetClipOrigin(objBitmap, objBitmap->stored_clip_gc,
227 dst_x - src_x, dst_y - src_y);
228 BlitBitmapMasked(objBitmap, screenBitmap,
229 src_x, src_y, TILEX, TILEY, dst_x, dst_y);
237 obj = screentiles[y / TILEY][x / TILEX];
238 XCopyArea(display, objmaskBitmap, spriteBitmap, spriteGC,
239 (obj / 512) * TILEX, (obj % 512) * TILEY / 16, TILEX, TILEY,
240 -(x % TILEX), -(y % TILEY));
242 obj = screentiles[dy / TILEY][dx / TILEX];
243 XCopyArea(display, objmaskBitmap, spriteBitmap, spriteGC,
244 (obj / 512) * TILEX, (obj % 512) * TILEY / 16, TILEX, TILEY,
245 (MAX_BUF_XSIZE * TILEX - x) % TILEX,
246 (MAX_BUF_YSIZE * TILEY - y) % TILEY);
248 else if (sprmaskBitmap)
250 XCopyArea(display, sprmaskBitmap, spriteBitmap, spriteGC,
251 (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, 0, 0);
255 XFillRectangle(display, spriteBitmap, spriteGC, 0, 0, TILEX, TILEY);
258 SetClipMask(sprBitmap, sprBitmap->stored_clip_gc, spriteBitmap);
260 SetClipOrigin(sprBitmap, sprBitmap->stored_clip_gc, x, y);
261 BlitBitmapMasked(sprBitmap, screenBitmap,
262 (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY,
265 SetClipOrigin(sprBitmap, sprBitmap->stored_clip_gc,
266 x - MAX_BUF_XSIZE * TILEX, y);
267 BlitBitmapMasked(sprBitmap, screenBitmap,
268 (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY,
269 x - MAX_BUF_XSIZE * TILEX, y);
271 SetClipOrigin(sprBitmap, sprBitmap->stored_clip_gc,
272 x, y - MAX_BUF_YSIZE * TILEY);
273 BlitBitmapMasked(sprBitmap, screenBitmap,
274 (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY,
275 x, y - MAX_BUF_YSIZE * TILEY);
277 SetClipMask(sprBitmap, sprBitmap->stored_clip_gc, None);
280 screentiles[y / TILEY][x / TILEX] = -1; /* mark screen as dirty */
281 screentiles[dy / TILEY][dx / TILEX] = -1;
285 void game_initscreen(void)
293 for (y = 0; y < MAX_BUF_YSIZE; y++)
294 for (x = 0; x < MAX_BUF_XSIZE; x++)
295 screentiles[y][x] = -1;
297 DrawGameDoorValues_EM(lev.required, ply1.dynamite, lev.score,
298 DISPLAY_TIME(lev.time + 4));
301 void game_animscreen(void)
305 x = (frame * ply1.oldx + (8 - frame) * ply1.x) * TILEX / 8
306 + ((SCR_FIELDX - 1) * TILEX) / 2;
307 y = (frame * ply1.oldy + (8 - frame) * ply1.y) * TILEY / 8
308 + ((SCR_FIELDY - 1) * TILEY) / 2;
310 if (x > lev.width * TILEX)
311 x = lev.width * TILEX;
312 if (y > lev.height * TILEY)
313 y = lev.height * TILEY;
315 if (x < SCR_FIELDX * TILEX)
316 x = SCR_FIELDX * TILEY;
317 if (y < SCR_FIELDY * TILEY)
318 y = SCR_FIELDY * TILEY;
320 screen_x = x - (SCR_FIELDX - 1) * TILEX;
321 screen_y = y - (SCR_FIELDY - 1) * TILEY;