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
34 int TILEX = ORIG_TILEX * ZOOM_FACTOR;
35 int TILEY = ORIG_TILEY * ZOOM_FACTOR;
38 int frame; /* current screen frame */
39 int screen_x, screen_y; /* current scroll position */
41 /* tiles currently on screen */
43 static int screentiles[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
44 static int crumbled_state[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
46 static boolean redraw[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
48 static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
49 static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
51 static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
56 int centered_player_nr;
58 static int centered_player_nr;
62 /* copy the entire screen to the window at the scroll position */
64 void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
66 int x = screen_x % (MAX_BUF_XSIZE * TILEX);
67 int y = screen_y % (MAX_BUF_YSIZE * TILEY);
70 printf("::: %d, %d\n", screenBitmap->width, screenBitmap->height);
71 BlitBitmap(screenBitmap, target_bitmap, 0, 0, 544, 544, SX, SY);
75 if (x < 2 * TILEX && y < 2 * TILEY)
77 BlitBitmap(screenBitmap, target_bitmap, x, y,
78 SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
80 else if (x < 2 * TILEX && y >= 2 * TILEY)
82 BlitBitmap(screenBitmap, target_bitmap, x, y,
83 SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
85 BlitBitmap(screenBitmap, target_bitmap, x, 0,
86 SCR_FIELDX * TILEX, y - 2 * TILEY,
87 SX, SY + MAX_BUF_YSIZE * TILEY - y);
89 else if (x >= 2 * TILEX && y < 2 * TILEY)
91 BlitBitmap(screenBitmap, target_bitmap, x, y,
92 MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
94 BlitBitmap(screenBitmap, target_bitmap, 0, y,
95 x - 2 * TILEX, SCR_FIELDY * TILEY,
96 SX + MAX_BUF_XSIZE * TILEX - x, SY);
100 BlitBitmap(screenBitmap, target_bitmap, x, y,
101 MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
103 BlitBitmap(screenBitmap, target_bitmap, 0, y,
104 x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
105 SX + MAX_BUF_XSIZE * TILEX - x, SY);
106 BlitBitmap(screenBitmap, target_bitmap, x, 0,
107 MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
108 SX, SY + MAX_BUF_YSIZE * TILEY - y);
109 BlitBitmap(screenBitmap, target_bitmap, 0, 0,
110 x - 2 * TILEX, y - 2 * TILEY,
111 SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
115 void BackToFront_EM(void)
117 static int screen_x_last = -1, screen_y_last = -1;
118 static boolean scrolling_last = FALSE;
119 int left = screen_x / TILEX;
120 int top = screen_y / TILEY;
122 boolean scrolling = (screen_x != screen_x_last || screen_y != screen_y_last);
124 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
129 printf("::: %d, %d\n", screen_x, screen_y);
134 if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
136 /* blit all (up to four) parts of the scroll buffer to the backbuffer */
137 BlitScreenToBitmap_EM(backbuffer);
139 /* blit the completely updated backbuffer to the window (in one blit) */
140 BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
146 boolean half_shifted_x = (screen_x % TILEX != 0);
147 boolean half_shifted_y = (screen_y % TILEY != 0);
149 boolean half_shifted_x = (EVEN(SCR_FIELDX) && screen_x % TILEX != 0);
150 boolean half_shifted_y = (EVEN(SCR_FIELDY) && screen_y % TILEY != 0);
155 printf("::: %d, %d\n", EVEN(SCR_FIELDX), screen_x);
157 half_shifted_x = TRUE;
158 half_shifted_y = FALSE;
162 int x1 = 0, x2 = SCR_FIELDX - (half_shifted_x ? 0 : 1);
163 int y1 = 0, y2 = SCR_FIELDY - (half_shifted_y ? 0 : 1);
164 int scroll_xoffset = (half_shifted_x ? TILEX / 2 : 0);
165 int scroll_yoffset = (half_shifted_y ? TILEY / 2 : 0);
167 InitGfxClipRegion(TRUE, SX, SY, SXSIZE, SYSIZE);
169 for (x = x1; x <= x2; x++)
171 for (y = y1; y <= y2; y++)
173 int xx = (left + x) % MAX_BUF_XSIZE;
174 int yy = (top + y) % MAX_BUF_YSIZE;
177 BlitBitmap(screenBitmap, window,
178 xx * TILEX, yy * TILEY, TILEX, TILEY,
179 SX + x * TILEX - scroll_xoffset,
180 SY + y * TILEY - scroll_yoffset);
184 InitGfxClipRegion(FALSE, -1, -1, -1, -1);
188 for (x = 0; x < SCR_FIELDX; x++)
190 for (y = 0; y < SCR_FIELDY; y++)
192 int xx = (left + x) % MAX_BUF_XSIZE;
193 int yy = (top + y) % MAX_BUF_YSIZE;
196 BlitBitmap(screenBitmap, window,
197 xx * TILEX, yy * TILEY, TILEX, TILEY,
198 SX + x * TILEX, SY + y * TILEY);
206 for (x = 0; x < MAX_BUF_XSIZE; x++)
207 for (y = 0; y < MAX_BUF_YSIZE; y++)
208 redraw[x][y] = FALSE;
211 screen_x_last = screen_x;
212 screen_y_last = screen_y;
213 scrolling_last = scrolling;
216 void blitscreen(void)
221 static struct GraphicInfo_EM *getObjectGraphic(int x, int y)
223 int tile = Draw[y][x];
224 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
226 if (!game.use_native_emc_graphics_engine)
227 getGraphicSourceObjectExt_EM(g, tile, 7 - frame, x - 2, y - 2);
232 static struct GraphicInfo_EM *getPlayerGraphic(int player_nr, int anim)
234 struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
236 if (!game.use_native_emc_graphics_engine)
237 getGraphicSourcePlayerExt_EM(g, player_nr, anim, 7 - frame);
242 static void DrawLevelField_EM(int x, int y, int sx, int sy,
245 struct GraphicInfo_EM *g = getObjectGraphic(x, y);
247 int src_x = g->src_x + g->src_offset_x * TILESIZE_VAR / TILESIZE;
248 int src_y = g->src_y + g->src_offset_y * TILESIZE_VAR / TILESIZE;
249 int dst_x = sx * TILEX + g->dst_offset_x * TILESIZE_VAR / TILESIZE;
250 int dst_y = sy * TILEY + g->dst_offset_y * TILESIZE_VAR / TILESIZE;
251 int width = g->width * TILESIZE_VAR / TILESIZE;
252 int height = g->height * TILESIZE_VAR / TILESIZE;
254 int src_x = g->src_x + g->src_offset_x;
255 int src_y = g->src_y + g->src_offset_y;
256 int dst_x = sx * TILEX + g->dst_offset_x;
257 int dst_y = sy * TILEY + g->dst_offset_y;
258 int width = g->width;
259 int height = g->height;
261 int left = screen_x / TILEX;
262 int top = screen_y / TILEY;
264 /* do not draw fields that are outside the visible screen area */
265 if (x < left || x >= left + MAX_BUF_XSIZE ||
266 y < top || y >= top + MAX_BUF_YSIZE)
271 if (width > 0 && height > 0)
273 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
274 dst_x - src_x, dst_y - src_y);
275 BlitBitmapMasked(g->bitmap, screenBitmap,
276 src_x, src_y, width, height, dst_x, dst_y);
281 if ((width != TILEX || height != TILEY) && !g->preserve_background)
282 ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
284 if (width > 0 && height > 0)
285 BlitBitmap(g->bitmap, screenBitmap,
286 src_x, src_y, width, height, dst_x, dst_y);
290 static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
291 int crm, boolean draw_masked)
294 struct GraphicInfo_EM *g;
296 struct GraphicInfo_EM *g = getObjectGraphic(x, y);
298 int crumbled_border_size;
299 int left = screen_x / TILEX;
300 int top = screen_y / TILEY;
303 /* do not draw fields that are outside the visible screen area */
304 if (x < left || x >= left + MAX_BUF_XSIZE ||
305 y < top || y >= top + MAX_BUF_YSIZE)
308 if (crm == 0) /* no crumbled edges for this tile */
312 g = getObjectGraphic(x, y);
315 crumbled_border_size = g->crumbled_border_size;
318 crumbled_border_size = crumbled_border_size * TILESIZE_VAR / TILESIZE;
322 if (x == 3 && y == 3 && frame == 0)
323 printf("::: %d, %d\n",
324 graphic_info_em_object[207][0].crumbled_src_x,
325 graphic_info_em_object[207][0].crumbled_src_y);
328 for (i = 0; i < 4; i++)
332 int width, height, cx, cy;
334 if (i == 1 || i == 2)
336 width = crumbled_border_size;
338 cx = (i == 2 ? TILEX - crumbled_border_size : 0);
344 height = crumbled_border_size;
346 cy = (i == 3 ? TILEY - crumbled_border_size : 0);
349 if (width > 0 && height > 0)
351 int src_x = g->crumbled_src_x + cx;
352 int src_y = g->crumbled_src_y + cy;
353 int dst_x = sx * TILEX + cx;
354 int dst_y = sy * TILEY + cy;
358 SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc,
359 dst_x - src_x, dst_y - src_y);
360 BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
361 src_x, src_y, width, height, dst_x, dst_y);
364 BlitBitmap(g->crumbled_bitmap, screenBitmap,
365 src_x, src_y, width, height, dst_x, dst_y);
371 static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim,
374 struct GraphicInfo_EM *g = getPlayerGraphic(player_nr, anim);
375 int src_x = g->src_x, src_y = g->src_y;
378 /* do not draw fields that are outside the visible screen area */
379 if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX ||
380 y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY)
383 x1 %= MAX_BUF_XSIZE * TILEX;
384 y1 %= MAX_BUF_YSIZE * TILEY;
388 /* draw the player to current location */
391 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
392 dst_x - src_x, dst_y - src_y);
393 BlitBitmapMasked(g->bitmap, screenBitmap,
394 src_x, src_y, TILEX, TILEY, dst_x, dst_y);
396 /* draw the player to opposite wrap-around column */
397 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
399 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
400 dst_x - src_x, dst_y - src_y);
401 BlitBitmapMasked(g->bitmap, screenBitmap,
402 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
404 /* draw the player to opposite wrap-around row */
406 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
407 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
408 dst_x - src_x, dst_y - src_y);
409 BlitBitmapMasked(g->bitmap, screenBitmap,
410 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
414 /* draw the player to current location */
417 BlitBitmap(g->bitmap, screenBitmap,
418 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
420 /* draw the player to opposite wrap-around column */
421 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
423 BlitBitmap(g->bitmap, screenBitmap,
424 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
426 /* draw the player to opposite wrap-around row */
428 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
429 BlitBitmap(g->bitmap, screenBitmap,
430 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
434 /* draw differences between game tiles and screen tiles
436 * implicitly handles scrolling and restoring background under the sprites
439 static void animscreen(void)
442 int left = screen_x / TILEX;
443 int top = screen_y / TILEY;
444 static int xy[4][2] =
452 if (!game.use_native_emc_graphics_engine)
453 for (y = 2; y < EM_MAX_CAVE_HEIGHT - 2; y++)
454 for (x = 2; x < EM_MAX_CAVE_WIDTH - 2; x++)
455 SetGfxAnimation_EM(&graphic_info_em_object[Draw[y][x]][frame],
456 Draw[y][x], 7 - frame, x - 2, y - 2);
458 for (y = top; y < top + MAX_BUF_YSIZE; y++)
460 for (x = left; x < left + MAX_BUF_XSIZE; x++)
462 int sx = x % MAX_BUF_XSIZE;
463 int sy = y % MAX_BUF_YSIZE;
464 int tile = Draw[y][x];
465 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
466 int obj = g->unique_identifier;
468 boolean redraw_screen_tile = FALSE;
470 /* re-calculate crumbled state of this tile */
471 if (g->has_crumbled_graphics)
473 for (i = 0; i < 4; i++)
475 int xx = x + xy[i][0];
476 int yy = y + xy[i][1];
479 if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
480 yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
483 tile_next = Draw[yy][xx];
485 if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
490 redraw_screen_tile = (screentiles[sy][sx] != obj ||
491 crumbled_state[sy][sx] != crm);
494 /* !!! TEST ONLY -- CHANGE THIS !!! */
495 if (!game.use_native_emc_graphics_engine)
496 redraw_screen_tile = TRUE;
499 /* only redraw screen tiles if they (or their crumbled state) changed */
500 if (redraw_screen_tile)
502 DrawLevelField_EM(x, y, sx, sy, FALSE);
503 DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
505 screentiles[sy][sx] = obj;
506 crumbled_state[sy][sx] = crm;
508 redraw[sx][sy] = TRUE;
516 /* blit players to the screen
518 * handles transparency and movement
521 static void blitplayer(struct PLAYER *ply)
528 /* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
529 x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
530 y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
535 printf("::: %d, %d\n", x1, y1);
538 if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
539 (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
541 /* some casts to "int" are needed because of negative calculation values */
542 int dx = (int)ply->x - (int)ply->oldx;
543 int dy = (int)ply->y - (int)ply->oldy;
544 int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
545 int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
546 int new_x = old_x + SIGN(dx);
547 int new_y = old_y + SIGN(dy);
548 int old_sx = old_x % MAX_BUF_XSIZE;
549 int old_sy = old_y % MAX_BUF_XSIZE;
550 int new_sx = new_x % MAX_BUF_XSIZE;
551 int new_sy = new_y % MAX_BUF_XSIZE;
553 int old_crm = crumbled_state[old_sy][old_sx];
555 int new_crm = crumbled_state[new_sy][new_sx];
557 /* only diggable elements can be crumbled in the classic EM engine */
558 boolean player_is_digging = (new_crm != 0);
561 x1 %= MAX_BUF_XSIZE * TILEX;
562 y1 %= MAX_BUF_YSIZE * TILEY;
563 x2 %= MAX_BUF_XSIZE * TILEX;
564 y2 %= MAX_BUF_YSIZE * TILEY;
567 if (player_is_digging)
570 /* draw the field the player is moving from (under the player) */
571 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
572 DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
575 /* draw the field the player is moving to (under the player) */
576 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
577 DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
579 /* draw the player (masked) over the element he is just digging away */
580 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
583 /* draw the field the player is moving from (masked over the player) */
584 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
589 /* draw the player under the element which is on the same field */
590 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE);
592 /* draw the field the player is moving from (masked over the player) */
593 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
595 /* draw the field the player is moving to (masked over the player) */
596 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
599 /* redraw screen tiles in the next frame (player may have left the tiles) */
600 screentiles[old_sy][old_sx] = -1;
601 screentiles[new_sy][new_sx] = -1;
603 /* mark screen tiles as dirty (force screen refresh with changed content) */
604 redraw[old_sx][old_sy] = TRUE;
605 redraw[new_sx][new_sy] = TRUE;
610 void game_initscreen(void)
613 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
614 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
620 game.centered_player_nr = getCenteredPlayerNr_EM();
623 player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
625 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
626 screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
628 for (y = 0; y < MAX_BUF_YSIZE; y++)
630 for (x = 0; x < MAX_BUF_XSIZE; x++)
632 screentiles[y][x] = -1;
633 crumbled_state[y][x] = 0;
637 DrawAllGameValues(lev.required, dynamite_state, lev.score,
638 lev.time, all_keys_state);
642 void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
644 boolean ffwd_delay = (tape.playing && tape.fast_forward);
645 boolean no_delay = (tape.warp_forward);
646 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
647 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
651 if (quick_relocation)
653 int offset = game.scroll_delay_value;
655 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
657 scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
658 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
659 player->jx - MIDPOSX);
661 scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
662 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
663 player->jy - MIDPOSY);
667 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
668 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
669 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
671 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
672 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
673 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
675 /* don't scroll over playfield boundaries */
676 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
677 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
679 /* don't scroll over playfield boundaries */
680 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
681 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
684 RedrawPlayfield(TRUE, 0,0,0,0);
688 int scroll_xx = -999, scroll_yy = -999;
690 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
692 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
695 int fx = FX, fy = FY;
697 scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
698 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
699 player->jx - MIDPOSX);
701 scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
702 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
703 player->jy - MIDPOSY);
705 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
706 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
708 if (dx == 0 && dy == 0) /* no scrolling needed at all */
714 fx += dx * TILEX / 2;
715 fy += dy * TILEY / 2;
720 /* scroll in two steps of half tile size to make things smoother */
721 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
723 Delay(wait_delay_value);
725 /* scroll second step to align at full tile size */
727 Delay(wait_delay_value);
732 Delay(wait_delay_value);
737 static int getMaxCenterDistancePlayerNr(int center_x, int center_y)
739 int max_dx = 0, max_dy = 0;
740 int player_nr = game_em.last_moving_player;
743 for (i = 0; i < MAX_PLAYERS; i++)
747 int sx = PLAYER_SCREEN_X(i);
748 int sy = PLAYER_SCREEN_Y(i);
750 if (game_em.last_player_direction[i] != MV_NONE &&
751 (ABS(sx - center_x) > max_dx ||
752 ABS(sy - center_y) > max_dy))
754 max_dx = MAX(max_dx, ABS(sx - center_x));
755 max_dy = MAX(max_dy, ABS(sy - center_y));
765 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
767 boolean num_checked_players = 0;
770 for (i = 0; i < MAX_PLAYERS; i++)
774 int sx = PLAYER_SCREEN_X(i);
775 int sy = PLAYER_SCREEN_Y(i);
777 if (num_checked_players == 0)
784 *sx1 = MIN(*sx1, sx);
785 *sy1 = MIN(*sy1, sy);
786 *sx2 = MAX(*sx2, sx);
787 *sy2 = MAX(*sy2, sy);
790 num_checked_players++;
795 boolean checkIfAllPlayersFitToScreen()
797 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
799 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
801 return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
802 sy2 - sy1 <= SCR_FIELDY * TILEY);
805 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
807 int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
809 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
811 *sx = (sx1 + sx2) / 2;
812 *sy = (sy1 + sy2) / 2;
815 static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
816 int center_x, int center_y)
818 int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
820 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
822 *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
823 *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
826 static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
830 setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
832 return (max_dx <= SCR_FIELDX * TILEX / 2 &&
833 max_dy <= SCR_FIELDY * TILEY / 2);
836 void RedrawPlayfield_EM(boolean force_redraw)
839 boolean all_players_visible = checkIfAllPlayersAreVisible();
841 boolean draw_new_player_location = FALSE;
842 boolean quick_relocation = setup.quick_switch;
844 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
847 boolean game.set_centered_player = getSetCenteredPlayer_EM();
848 int game.centered_player_nr_next = getCenteredPlayerNr_EM();
851 int max_center_distance_player_nr =
852 getMaxCenterDistancePlayerNr(screen_x, screen_y);
854 int player_nr = game_em.last_moving_player;
856 int stepsize = TILEX / 8;
857 int offset = game.scroll_delay_value * TILEX;
858 int offset_x = offset;
859 int offset_y = offset;
860 int screen_x_old = screen_x;
861 int screen_y_old = screen_y;
865 if (game.set_centered_player)
867 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
869 /* switching to "all players" only possible if all players fit to screen */
870 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
872 game.centered_player_nr_next = game.centered_player_nr;
873 game.set_centered_player = FALSE;
876 /* do not switch focus to non-existing (or non-active) player */
877 if (game.centered_player_nr_next >= 0 &&
878 !ply[game.centered_player_nr_next].alive)
880 game.centered_player_nr_next = game.centered_player_nr;
881 game.set_centered_player = FALSE;
886 /* also allow focus switching when screen is scrolled to half tile */
888 if (!scrolling) /* screen currently aligned at tile position */
892 if (game.set_centered_player)
894 if (game.centered_player_nr != game.centered_player_nr_next)
897 game.centered_player_nr = game.centered_player_nr_next;
899 draw_new_player_location = TRUE;
902 game.set_centered_player = FALSE;
906 if (game.centered_player_nr == -1)
909 if (draw_new_player_location || offset == 0)
911 if (draw_new_player_location)
914 setScreenCenteredToAllPlayers(&sx, &sy);
919 sx = PLAYER_SCREEN_X(max_center_distance_player_nr);
920 sy = PLAYER_SCREEN_Y(max_center_distance_player_nr);
922 sx = PLAYER_SCREEN_X(game_em.last_moving_player);
923 sy = PLAYER_SCREEN_Y(game_em.last_moving_player);
929 sx = PLAYER_SCREEN_X(game.centered_player_nr);
930 sy = PLAYER_SCREEN_Y(game.centered_player_nr);
933 if (draw_new_player_location && quick_relocation)
935 screen_x = VALID_SCREEN_X(sx);
936 screen_y = VALID_SCREEN_Y(sy);
937 screen_x_old = screen_x;
938 screen_y_old = screen_y;
946 if (draw_new_player_location && !quick_relocation)
949 unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
951 unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
953 int wait_delay_value = game_frame_delay_value;
954 int screen_xx = VALID_SCREEN_X(sx);
955 int screen_yy = VALID_SCREEN_Y(sy);
957 while (screen_x != screen_xx || screen_y != screen_yy)
959 int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
960 int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0);
961 int dxx = 0, dyy = 0;
963 if (dx == 0 && dy == 0) /* no scrolling needed at all */
968 if (ABS(screen_xx - screen_x) >= TILEX)
970 screen_x -= dx * TILEX;
971 dxx = dx * TILEX / 2;
975 screen_x = screen_xx;
979 if (ABS(screen_yy - screen_y) >= TILEY)
981 screen_y -= dy * TILEY;
982 dyy = dy * TILEY / 2;
986 screen_y = screen_yy;
993 if (ABS(screen_xx - screen_x) >= TILEX ||
994 ABS(screen_yy - screen_y) >= TILEY)
996 screen_x -= dx * TILEX;
997 screen_y -= dy * TILEY;
999 dxx = dx * TILEX / 2;
1000 dyy = dy * TILEY / 2;
1004 screen_x = screen_xx;
1005 screen_y = screen_yy;
1011 screen_x -= dx * TILEX;
1012 screen_y -= dy * TILEY;
1014 dxx += dx * TILEX / 2;
1015 dyy += dy * TILEY / 2;
1020 /* scroll in two steps of half tile size to make things smoother */
1026 for (i = 0; i < MAX_PLAYERS; i++)
1027 blitplayer(&ply[i]);
1031 Delay(wait_delay_value);
1033 /* scroll second step to align at full tile size */
1043 for (i = 0; i < MAX_PLAYERS; i++)
1044 blitplayer(&ply[i]);
1048 Delay(wait_delay_value);
1051 screen_x_old = screen_x;
1052 screen_y_old = screen_y;
1057 for (y = 0; y < MAX_BUF_YSIZE; y++)
1059 for (x = 0; x < MAX_BUF_XSIZE; x++)
1061 screentiles[y][x] = -1;
1062 crumbled_state[y][x] = 0;
1067 /* calculate new screen scrolling position, with regard to scroll delay */
1068 screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x :
1069 sx - offset_x > screen_x ? sx - offset_x :
1071 screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y :
1072 sy - offset_y > screen_y ? sy - offset_y :
1076 printf("::: (%d, %d) => (%d, %d) [(%d, %d), (%d, %d)] [%d, %d] [%d / %d]\n",
1077 screen_x_old, screen_y_old,
1079 ply[max_center_distance_player_nr].oldx,
1080 ply[max_center_distance_player_nr].x,
1081 ply[max_center_distance_player_nr].oldy,
1082 ply[max_center_distance_player_nr].y,
1084 ABS(screen_x - screen_x_old),
1085 ABS(screen_y - screen_y_old));
1091 /* prevent scrolling further than double player step size when scrolling */
1092 if (ABS(screen_x - screen_x_old) > 2 * stepsize)
1094 int dx = SIGN(screen_x - screen_x_old);
1096 screen_x = screen_x_old + dx * 2 * stepsize;
1098 if (ABS(screen_y - screen_y_old) > 2 * stepsize)
1100 int dy = SIGN(screen_y - screen_y_old);
1102 screen_y = screen_y_old + dy * 2 * stepsize;
1105 /* prevent scrolling further than double player step size when scrolling */
1106 if (ABS(screen_x - screen_x_old) > 2 * stepsize ||
1107 ABS(screen_y - screen_y_old) > 2 * stepsize)
1109 int dx = SIGN(screen_x - screen_x_old);
1110 int dy = SIGN(screen_y - screen_y_old);
1112 screen_x = screen_x_old + dx * 2 * stepsize;
1113 screen_y = screen_y_old + dy * 2 * stepsize;
1118 /* prevent scrolling further than player step size when scrolling */
1119 if (ABS(screen_x - screen_x_old) > stepsize ||
1120 ABS(screen_y - screen_y_old) > stepsize)
1122 int dx = SIGN(screen_x - screen_x_old);
1123 int dy = SIGN(screen_y - screen_y_old);
1125 screen_x = screen_x_old + dx * stepsize;
1126 screen_y = screen_y_old + dy * stepsize;
1130 /* prevent scrolling away from the other players when focus on all players */
1131 if (game.centered_player_nr == -1)
1134 /* check if all players are still visible with new scrolling position */
1135 if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) &&
1136 !checkIfAllPlayersAreVisible(screen_x, screen_y))
1138 /* reset horizontal scroll position to last value, if needed */
1139 if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
1140 screen_x = screen_x_old;
1142 /* reset vertical scroll position to last value, if needed */
1143 if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
1144 screen_y = screen_y_old;
1147 boolean all_players_visible = checkIfAllPlayersAreVisible();
1149 if (!all_players_visible)
1151 printf("::: not all players visible\n");
1153 screen_x = screen_x_old;
1154 screen_y = screen_y_old;
1159 /* prevent scrolling (for screen correcting) if no player is moving */
1160 if (!game_em.any_player_moving)
1162 screen_x = screen_x_old;
1163 screen_y = screen_y_old;
1167 /* prevent scrolling against the players move direction */
1169 int player_nr = game_em.last_moving_player;
1171 int player_nr = (game.centered_player_nr == -1 ?
1172 max_center_distance_player_nr : game.centered_player_nr);
1173 int player_move_dir = game_em.last_player_direction[player_nr];
1174 int dx = SIGN(screen_x - screen_x_old);
1175 int dy = SIGN(screen_y - screen_y_old);
1177 if ((dx < 0 && player_move_dir != MV_LEFT) ||
1178 (dx > 0 && player_move_dir != MV_RIGHT))
1179 screen_x = screen_x_old;
1181 if ((dy < 0 && player_move_dir != MV_UP) ||
1182 (dy > 0 && player_move_dir != MV_DOWN))
1183 screen_y = screen_y_old;
1188 for (i = 0; i < MAX_PLAYERS; i++)
1189 blitplayer(&ply[i]);
1200 void game_animscreen(void)
1202 RedrawPlayfield_EM(FALSE);
1205 void DrawGameDoorValues_EM()
1211 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1212 int key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1216 if (game.centered_player_nr == -1)
1224 for (i = 0; i < MAX_PLAYERS; i++)
1226 dynamite_state += ply[i].dynamite;
1227 key_state |= ply[i].keys;
1232 dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1233 key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1238 int player_nr = game.centered_player_nr;
1240 dynamite_state = ply[player_nr].dynamite;
1241 key_state = ply[player_nr].keys;
1246 DrawAllGameValues(lev.required, dynamite_state, lev.score,
1247 lev.time, key_state);
1249 DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
1250 DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);