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);
68 int sx, sy, sxsize, sysize;
71 int full_xsize = lev.width * TILEX;
72 int full_ysize = lev.height * TILEY;
75 printf("::: %d, %d\n", screenBitmap->width, screenBitmap->height);
76 printf("::: %d / %d, %d / %d\n",
77 MAX_BUF_XSIZE, MAX_BUF_YSIZE, SXSIZE, SYSIZE);
80 sxsize = (full_xsize < xsize ? full_xsize : xsize);
81 sysize = (full_ysize < ysize ? full_ysize : ysize);
82 sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
83 sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
86 printf("::: %d, %d\n", screenBitmap->width, screenBitmap->height);
87 BlitBitmap(screenBitmap, target_bitmap, 0, 0, 544, 544, SX, SY);
92 if (x < 2 * TILEX && y < 2 * TILEY)
94 BlitBitmap(screenBitmap, target_bitmap, x, y,
95 sxsize, sysize, sx, sy);
97 else if (x < 2 * TILEX && y >= 2 * TILEY)
99 BlitBitmap(screenBitmap, target_bitmap, x, y,
100 sxsize, MAX_BUF_YSIZE * TILEY - y,
102 BlitBitmap(screenBitmap, target_bitmap, x, 0,
103 sxsize, y - 2 * TILEY,
104 sx, sy + MAX_BUF_YSIZE * TILEY - y);
106 else if (x >= 2 * TILEX && y < 2 * TILEY)
108 BlitBitmap(screenBitmap, target_bitmap, x, y,
109 MAX_BUF_XSIZE * TILEX - x, sysize,
111 BlitBitmap(screenBitmap, target_bitmap, 0, y,
112 x - 2 * TILEX, sysize,
113 sx + MAX_BUF_XSIZE * TILEX - x, sy);
117 BlitBitmap(screenBitmap, target_bitmap, x, y,
118 MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
120 BlitBitmap(screenBitmap, target_bitmap, 0, y,
121 x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
122 sx + MAX_BUF_XSIZE * TILEX - x, sy);
123 BlitBitmap(screenBitmap, target_bitmap, x, 0,
124 MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
125 sx, sy + MAX_BUF_YSIZE * TILEY - y);
126 BlitBitmap(screenBitmap, target_bitmap, 0, 0,
127 x - 2 * TILEX, y - 2 * TILEY,
128 sx + MAX_BUF_XSIZE * TILEX - x, sy + MAX_BUF_YSIZE * TILEY - y);
131 if (x < 2 * TILEX && y < 2 * TILEY)
133 BlitBitmap(screenBitmap, target_bitmap, x, y,
134 SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
136 else if (x < 2 * TILEX && y >= 2 * TILEY)
138 BlitBitmap(screenBitmap, target_bitmap, x, y,
139 SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
141 BlitBitmap(screenBitmap, target_bitmap, x, 0,
142 SCR_FIELDX * TILEX, y - 2 * TILEY,
143 SX, SY + MAX_BUF_YSIZE * TILEY - y);
145 else if (x >= 2 * TILEX && y < 2 * TILEY)
147 BlitBitmap(screenBitmap, target_bitmap, x, y,
148 MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
150 BlitBitmap(screenBitmap, target_bitmap, 0, y,
151 x - 2 * TILEX, SCR_FIELDY * TILEY,
152 SX + MAX_BUF_XSIZE * TILEX - x, SY);
156 BlitBitmap(screenBitmap, target_bitmap, x, y,
157 MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
159 BlitBitmap(screenBitmap, target_bitmap, 0, y,
160 x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
161 SX + MAX_BUF_XSIZE * TILEX - x, SY);
162 BlitBitmap(screenBitmap, target_bitmap, x, 0,
163 MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
164 SX, SY + MAX_BUF_YSIZE * TILEY - y);
165 BlitBitmap(screenBitmap, target_bitmap, 0, 0,
166 x - 2 * TILEX, y - 2 * TILEY,
167 SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
172 void BackToFront_EM(void)
174 static int screen_x_last = -1, screen_y_last = -1;
175 static boolean scrolling_last = FALSE;
176 int left = screen_x / TILEX;
177 int top = screen_y / TILEY;
179 boolean scrolling = (screen_x != screen_x_last || screen_y != screen_y_last);
181 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
186 printf("::: %d, %d\n", screen_x, screen_y);
191 if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
193 /* blit all (up to four) parts of the scroll buffer to the backbuffer */
194 BlitScreenToBitmap_EM(backbuffer);
196 /* blit the completely updated backbuffer to the window (in one blit) */
197 BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
203 boolean half_shifted_x = (screen_x % TILEX != 0);
204 boolean half_shifted_y = (screen_y % TILEY != 0);
206 boolean half_shifted_x = (EVEN(SCR_FIELDX) && screen_x % TILEX != 0);
207 boolean half_shifted_y = (EVEN(SCR_FIELDY) && screen_y % TILEY != 0);
216 int full_xsize = lev.width * TILEX;
217 int full_ysize = lev.height * TILEY;
220 sxsize = (full_xsize < xsize ? full_xsize : xsize);
221 sysize = (full_ysize < ysize ? full_ysize : ysize);
223 sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
224 sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
228 printf("::: %d, %d\n", EVEN(SCR_FIELDX), screen_x);
230 half_shifted_x = TRUE;
231 half_shifted_y = FALSE;
235 int x1 = 0, x2 = SCR_FIELDX - (half_shifted_x ? 0 : 1);
236 int y1 = 0, y2 = SCR_FIELDY - (half_shifted_y ? 0 : 1);
237 int scroll_xoffset = (half_shifted_x ? TILEX / 2 : 0);
238 int scroll_yoffset = (half_shifted_y ? TILEY / 2 : 0);
240 InitGfxClipRegion(TRUE, SX, SY, SXSIZE, SYSIZE);
242 for (x = x1; x <= x2; x++)
244 for (y = y1; y <= y2; y++)
246 int xx = (left + x) % MAX_BUF_XSIZE;
247 int yy = (top + y) % MAX_BUF_YSIZE;
250 BlitBitmap(screenBitmap, window,
251 xx * TILEX, yy * TILEY, TILEX, TILEY,
252 sx + x * TILEX - scroll_xoffset,
253 sy + y * TILEY - scroll_yoffset);
257 InitGfxClipRegion(FALSE, -1, -1, -1, -1);
261 for (x = 0; x < SCR_FIELDX; x++)
263 for (y = 0; y < SCR_FIELDY; y++)
265 int xx = (left + x) % MAX_BUF_XSIZE;
266 int yy = (top + y) % MAX_BUF_YSIZE;
269 BlitBitmap(screenBitmap, window,
270 xx * TILEX, yy * TILEY, TILEX, TILEY,
271 SX + x * TILEX, SY + y * TILEY);
279 for (x = 0; x < MAX_BUF_XSIZE; x++)
280 for (y = 0; y < MAX_BUF_YSIZE; y++)
281 redraw[x][y] = FALSE;
284 screen_x_last = screen_x;
285 screen_y_last = screen_y;
286 scrolling_last = scrolling;
289 void blitscreen(void)
294 static struct GraphicInfo_EM *getObjectGraphic(int x, int y)
296 int tile = Draw[y][x];
297 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
299 if (!game.use_native_emc_graphics_engine)
300 getGraphicSourceObjectExt_EM(g, tile, 7 - frame, x - 2, y - 2);
305 static struct GraphicInfo_EM *getPlayerGraphic(int player_nr, int anim)
307 struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
309 if (!game.use_native_emc_graphics_engine)
310 getGraphicSourcePlayerExt_EM(g, player_nr, anim, 7 - frame);
315 static void DrawLevelField_EM(int x, int y, int sx, int sy,
318 struct GraphicInfo_EM *g = getObjectGraphic(x, y);
320 int src_x = g->src_x + g->src_offset_x * TILESIZE_VAR / TILESIZE;
321 int src_y = g->src_y + g->src_offset_y * TILESIZE_VAR / TILESIZE;
322 int dst_x = sx * TILEX + g->dst_offset_x * TILESIZE_VAR / TILESIZE;
323 int dst_y = sy * TILEY + g->dst_offset_y * TILESIZE_VAR / TILESIZE;
324 int width = g->width * TILESIZE_VAR / TILESIZE;
325 int height = g->height * TILESIZE_VAR / TILESIZE;
327 int src_x = g->src_x + g->src_offset_x;
328 int src_y = g->src_y + g->src_offset_y;
329 int dst_x = sx * TILEX + g->dst_offset_x;
330 int dst_y = sy * TILEY + g->dst_offset_y;
331 int width = g->width;
332 int height = g->height;
334 int left = screen_x / TILEX;
335 int top = screen_y / TILEY;
337 /* do not draw fields that are outside the visible screen area */
338 if (x < left || x >= left + MAX_BUF_XSIZE ||
339 y < top || y >= top + MAX_BUF_YSIZE)
344 if (width > 0 && height > 0)
346 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
347 dst_x - src_x, dst_y - src_y);
348 BlitBitmapMasked(g->bitmap, screenBitmap,
349 src_x, src_y, width, height, dst_x, dst_y);
354 if ((width != TILEX || height != TILEY) && !g->preserve_background)
355 ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
357 if (width > 0 && height > 0)
358 BlitBitmap(g->bitmap, screenBitmap,
359 src_x, src_y, width, height, dst_x, dst_y);
363 static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
364 int crm, boolean draw_masked)
367 struct GraphicInfo_EM *g;
369 struct GraphicInfo_EM *g = getObjectGraphic(x, y);
371 int crumbled_border_size;
372 int left = screen_x / TILEX;
373 int top = screen_y / TILEY;
376 /* do not draw fields that are outside the visible screen area */
377 if (x < left || x >= left + MAX_BUF_XSIZE ||
378 y < top || y >= top + MAX_BUF_YSIZE)
381 if (crm == 0) /* no crumbled edges for this tile */
385 g = getObjectGraphic(x, y);
388 crumbled_border_size = g->crumbled_border_size;
391 crumbled_border_size = crumbled_border_size * TILESIZE_VAR / TILESIZE;
395 if (x == 3 && y == 3 && frame == 0)
396 printf("::: %d, %d\n",
397 graphic_info_em_object[207][0].crumbled_src_x,
398 graphic_info_em_object[207][0].crumbled_src_y);
401 for (i = 0; i < 4; i++)
405 int width, height, cx, cy;
407 if (i == 1 || i == 2)
409 width = crumbled_border_size;
411 cx = (i == 2 ? TILEX - crumbled_border_size : 0);
417 height = crumbled_border_size;
419 cy = (i == 3 ? TILEY - crumbled_border_size : 0);
422 if (width > 0 && height > 0)
424 int src_x = g->crumbled_src_x + cx;
425 int src_y = g->crumbled_src_y + cy;
426 int dst_x = sx * TILEX + cx;
427 int dst_y = sy * TILEY + cy;
431 SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc,
432 dst_x - src_x, dst_y - src_y);
433 BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
434 src_x, src_y, width, height, dst_x, dst_y);
437 BlitBitmap(g->crumbled_bitmap, screenBitmap,
438 src_x, src_y, width, height, dst_x, dst_y);
444 static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim,
447 struct GraphicInfo_EM *g = getPlayerGraphic(player_nr, anim);
448 int src_x = g->src_x, src_y = g->src_y;
451 /* do not draw fields that are outside the visible screen area */
452 if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX ||
453 y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY)
456 x1 %= MAX_BUF_XSIZE * TILEX;
457 y1 %= MAX_BUF_YSIZE * TILEY;
461 /* draw the player to current location */
464 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
465 dst_x - src_x, dst_y - src_y);
466 BlitBitmapMasked(g->bitmap, screenBitmap,
467 src_x, src_y, TILEX, TILEY, dst_x, dst_y);
469 /* draw the player to opposite wrap-around column */
470 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
472 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
473 dst_x - src_x, dst_y - src_y);
474 BlitBitmapMasked(g->bitmap, screenBitmap,
475 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
477 /* draw the player to opposite wrap-around row */
479 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
480 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
481 dst_x - src_x, dst_y - src_y);
482 BlitBitmapMasked(g->bitmap, screenBitmap,
483 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
487 /* draw the player to current location */
490 BlitBitmap(g->bitmap, screenBitmap,
491 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
493 /* draw the player to opposite wrap-around column */
494 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
496 BlitBitmap(g->bitmap, screenBitmap,
497 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
499 /* draw the player to opposite wrap-around row */
501 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
502 BlitBitmap(g->bitmap, screenBitmap,
503 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
507 /* draw differences between game tiles and screen tiles
509 * implicitly handles scrolling and restoring background under the sprites
512 static void animscreen(void)
515 int left = screen_x / TILEX;
516 int top = screen_y / TILEY;
517 static int xy[4][2] =
525 if (!game.use_native_emc_graphics_engine)
526 for (y = 2; y < EM_MAX_CAVE_HEIGHT - 2; y++)
527 for (x = 2; x < EM_MAX_CAVE_WIDTH - 2; x++)
528 SetGfxAnimation_EM(&graphic_info_em_object[Draw[y][x]][frame],
529 Draw[y][x], 7 - frame, x - 2, y - 2);
531 for (y = top; y < top + MAX_BUF_YSIZE; y++)
533 for (x = left; x < left + MAX_BUF_XSIZE; x++)
535 int sx = x % MAX_BUF_XSIZE;
536 int sy = y % MAX_BUF_YSIZE;
537 int tile = Draw[y][x];
538 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
539 int obj = g->unique_identifier;
541 boolean redraw_screen_tile = FALSE;
543 /* re-calculate crumbled state of this tile */
544 if (g->has_crumbled_graphics)
546 for (i = 0; i < 4; i++)
548 int xx = x + xy[i][0];
549 int yy = y + xy[i][1];
552 if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
553 yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
556 tile_next = Draw[yy][xx];
558 if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
563 redraw_screen_tile = (screentiles[sy][sx] != obj ||
564 crumbled_state[sy][sx] != crm);
567 /* !!! TEST ONLY -- CHANGE THIS !!! */
568 if (!game.use_native_emc_graphics_engine)
569 redraw_screen_tile = TRUE;
572 /* only redraw screen tiles if they (or their crumbled state) changed */
573 if (redraw_screen_tile)
575 DrawLevelField_EM(x, y, sx, sy, FALSE);
576 DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
578 screentiles[sy][sx] = obj;
579 crumbled_state[sy][sx] = crm;
581 redraw[sx][sy] = TRUE;
589 /* blit players to the screen
591 * handles transparency and movement
594 static void blitplayer(struct PLAYER *ply)
601 /* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
602 x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
603 y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
608 printf("::: %d, %d\n", x1, y1);
611 if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
612 (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
614 /* some casts to "int" are needed because of negative calculation values */
615 int dx = (int)ply->x - (int)ply->oldx;
616 int dy = (int)ply->y - (int)ply->oldy;
617 int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
618 int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
619 int new_x = old_x + SIGN(dx);
620 int new_y = old_y + SIGN(dy);
621 int old_sx = old_x % MAX_BUF_XSIZE;
622 int old_sy = old_y % MAX_BUF_YSIZE;
623 int new_sx = new_x % MAX_BUF_XSIZE;
624 int new_sy = new_y % MAX_BUF_YSIZE;
626 int old_crm = crumbled_state[old_sy][old_sx];
628 int new_crm = crumbled_state[new_sy][new_sx];
630 /* only diggable elements can be crumbled in the classic EM engine */
631 boolean player_is_digging = (new_crm != 0);
634 x1 %= MAX_BUF_XSIZE * TILEX;
635 y1 %= MAX_BUF_YSIZE * TILEY;
636 x2 %= MAX_BUF_XSIZE * TILEX;
637 y2 %= MAX_BUF_YSIZE * TILEY;
640 if (player_is_digging)
643 /* draw the field the player is moving from (under the player) */
644 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
645 DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
648 /* draw the field the player is moving to (under the player) */
649 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
650 DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
652 /* draw the player (masked) over the element he is just digging away */
653 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
656 /* draw the field the player is moving from (masked over the player) */
657 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
662 /* draw the player under the element which is on the same field */
663 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE);
665 /* draw the field the player is moving from (masked over the player) */
666 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
668 /* draw the field the player is moving to (masked over the player) */
669 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
672 /* redraw screen tiles in the next frame (player may have left the tiles) */
673 screentiles[old_sy][old_sx] = -1;
674 screentiles[new_sy][new_sx] = -1;
676 /* mark screen tiles as dirty (force screen refresh with changed content) */
677 redraw[old_sx][old_sy] = TRUE;
678 redraw[new_sx][new_sy] = TRUE;
683 void game_initscreen(void)
686 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
687 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
693 game.centered_player_nr = getCenteredPlayerNr_EM();
696 player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
698 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
699 screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
701 for (y = 0; y < MAX_BUF_YSIZE; y++)
703 for (x = 0; x < MAX_BUF_XSIZE; x++)
705 screentiles[y][x] = -1;
706 crumbled_state[y][x] = 0;
710 DrawAllGameValues(lev.required, dynamite_state, lev.score,
711 lev.time, all_keys_state);
715 void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
717 boolean ffwd_delay = (tape.playing && tape.fast_forward);
718 boolean no_delay = (tape.warp_forward);
719 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
720 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
724 if (quick_relocation)
726 int offset = game.scroll_delay_value;
728 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
730 scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
731 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
732 player->jx - MIDPOSX);
734 scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
735 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
736 player->jy - MIDPOSY);
740 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
741 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
742 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
744 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
745 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
746 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
748 /* don't scroll over playfield boundaries */
749 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
750 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
752 /* don't scroll over playfield boundaries */
753 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
754 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
757 RedrawPlayfield(TRUE, 0,0,0,0);
761 int scroll_xx = -999, scroll_yy = -999;
763 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
765 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
768 int fx = FX, fy = FY;
770 scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
771 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
772 player->jx - MIDPOSX);
774 scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
775 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
776 player->jy - MIDPOSY);
778 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
779 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
781 if (dx == 0 && dy == 0) /* no scrolling needed at all */
787 fx += dx * TILEX / 2;
788 fy += dy * TILEY / 2;
793 /* scroll in two steps of half tile size to make things smoother */
794 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
796 Delay(wait_delay_value);
798 /* scroll second step to align at full tile size */
800 Delay(wait_delay_value);
805 Delay(wait_delay_value);
810 static int getMaxCenterDistancePlayerNr(int center_x, int center_y)
812 int max_dx = 0, max_dy = 0;
813 int player_nr = game_em.last_moving_player;
816 for (i = 0; i < MAX_PLAYERS; i++)
820 int sx = PLAYER_SCREEN_X(i);
821 int sy = PLAYER_SCREEN_Y(i);
823 if (game_em.last_player_direction[i] != MV_NONE &&
824 (ABS(sx - center_x) > max_dx ||
825 ABS(sy - center_y) > max_dy))
827 max_dx = MAX(max_dx, ABS(sx - center_x));
828 max_dy = MAX(max_dy, ABS(sy - center_y));
838 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
840 boolean num_checked_players = 0;
843 for (i = 0; i < MAX_PLAYERS; i++)
847 int sx = PLAYER_SCREEN_X(i);
848 int sy = PLAYER_SCREEN_Y(i);
850 if (num_checked_players == 0)
857 *sx1 = MIN(*sx1, sx);
858 *sy1 = MIN(*sy1, sy);
859 *sx2 = MAX(*sx2, sx);
860 *sy2 = MAX(*sy2, sy);
863 num_checked_players++;
868 boolean checkIfAllPlayersFitToScreen()
870 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
872 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
874 return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
875 sy2 - sy1 <= SCR_FIELDY * TILEY);
878 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
880 int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
882 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
884 *sx = (sx1 + sx2) / 2;
885 *sy = (sy1 + sy2) / 2;
888 static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
889 int center_x, int center_y)
891 int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
893 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
895 *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
896 *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
899 static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
903 setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
905 return (max_dx <= SCR_FIELDX * TILEX / 2 &&
906 max_dy <= SCR_FIELDY * TILEY / 2);
909 void RedrawPlayfield_EM(boolean force_redraw)
912 boolean all_players_visible = checkIfAllPlayersAreVisible();
914 boolean draw_new_player_location = FALSE;
915 boolean quick_relocation = setup.quick_switch;
917 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
920 boolean game.set_centered_player = getSetCenteredPlayer_EM();
921 int game.centered_player_nr_next = getCenteredPlayerNr_EM();
924 int max_center_distance_player_nr =
925 getMaxCenterDistancePlayerNr(screen_x, screen_y);
927 int player_nr = game_em.last_moving_player;
929 int stepsize = TILEX / 8;
930 int offset = game.scroll_delay_value * TILEX;
931 int offset_x = offset;
932 int offset_y = offset;
933 int screen_x_old = screen_x;
934 int screen_y_old = screen_y;
938 if (game.set_centered_player)
940 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
942 /* switching to "all players" only possible if all players fit to screen */
943 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
945 game.centered_player_nr_next = game.centered_player_nr;
946 game.set_centered_player = FALSE;
949 /* do not switch focus to non-existing (or non-active) player */
950 if (game.centered_player_nr_next >= 0 &&
951 !ply[game.centered_player_nr_next].alive)
953 game.centered_player_nr_next = game.centered_player_nr;
954 game.set_centered_player = FALSE;
959 /* also allow focus switching when screen is scrolled to half tile */
961 if (!scrolling) /* screen currently aligned at tile position */
965 if (game.set_centered_player)
967 if (game.centered_player_nr != game.centered_player_nr_next)
970 game.centered_player_nr = game.centered_player_nr_next;
972 draw_new_player_location = TRUE;
975 game.set_centered_player = FALSE;
979 if (game.centered_player_nr == -1)
982 if (draw_new_player_location || offset == 0)
984 if (draw_new_player_location)
987 setScreenCenteredToAllPlayers(&sx, &sy);
992 sx = PLAYER_SCREEN_X(max_center_distance_player_nr);
993 sy = PLAYER_SCREEN_Y(max_center_distance_player_nr);
995 sx = PLAYER_SCREEN_X(game_em.last_moving_player);
996 sy = PLAYER_SCREEN_Y(game_em.last_moving_player);
1002 sx = PLAYER_SCREEN_X(game.centered_player_nr);
1003 sy = PLAYER_SCREEN_Y(game.centered_player_nr);
1006 if (draw_new_player_location && quick_relocation)
1008 screen_x = VALID_SCREEN_X(sx);
1009 screen_y = VALID_SCREEN_Y(sy);
1010 screen_x_old = screen_x;
1011 screen_y_old = screen_y;
1019 if (draw_new_player_location && !quick_relocation)
1022 unsigned int game_frame_delay_value = getGameFrameDelay_EM(20);
1024 unsigned int game_frame_delay_value = getGameFrameDelay_EM(25);
1026 int wait_delay_value = game_frame_delay_value;
1027 int screen_xx = VALID_SCREEN_X(sx);
1028 int screen_yy = VALID_SCREEN_Y(sy);
1030 while (screen_x != screen_xx || screen_y != screen_yy)
1032 int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
1033 int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0);
1034 int dxx = 0, dyy = 0;
1036 if (dx == 0 && dy == 0) /* no scrolling needed at all */
1041 if (ABS(screen_xx - screen_x) >= TILEX)
1043 screen_x -= dx * TILEX;
1044 dxx = dx * TILEX / 2;
1048 screen_x = screen_xx;
1052 if (ABS(screen_yy - screen_y) >= TILEY)
1054 screen_y -= dy * TILEY;
1055 dyy = dy * TILEY / 2;
1059 screen_y = screen_yy;
1066 if (ABS(screen_xx - screen_x) >= TILEX ||
1067 ABS(screen_yy - screen_y) >= TILEY)
1069 screen_x -= dx * TILEX;
1070 screen_y -= dy * TILEY;
1072 dxx = dx * TILEX / 2;
1073 dyy = dy * TILEY / 2;
1077 screen_x = screen_xx;
1078 screen_y = screen_yy;
1084 screen_x -= dx * TILEX;
1085 screen_y -= dy * TILEY;
1087 dxx += dx * TILEX / 2;
1088 dyy += dy * TILEY / 2;
1093 /* scroll in two steps of half tile size to make things smoother */
1099 for (i = 0; i < MAX_PLAYERS; i++)
1100 blitplayer(&ply[i]);
1104 Delay(wait_delay_value);
1106 /* scroll second step to align at full tile size */
1116 for (i = 0; i < MAX_PLAYERS; i++)
1117 blitplayer(&ply[i]);
1121 Delay(wait_delay_value);
1124 screen_x_old = screen_x;
1125 screen_y_old = screen_y;
1130 for (y = 0; y < MAX_BUF_YSIZE; y++)
1132 for (x = 0; x < MAX_BUF_XSIZE; x++)
1134 screentiles[y][x] = -1;
1135 crumbled_state[y][x] = 0;
1140 /* calculate new screen scrolling position, with regard to scroll delay */
1141 screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x :
1142 sx - offset_x > screen_x ? sx - offset_x :
1144 screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y :
1145 sy - offset_y > screen_y ? sy - offset_y :
1149 printf("::: (%d, %d) => (%d, %d) [(%d, %d), (%d, %d)] [%d, %d] [%d / %d]\n",
1150 screen_x_old, screen_y_old,
1152 ply[max_center_distance_player_nr].oldx,
1153 ply[max_center_distance_player_nr].x,
1154 ply[max_center_distance_player_nr].oldy,
1155 ply[max_center_distance_player_nr].y,
1157 ABS(screen_x - screen_x_old),
1158 ABS(screen_y - screen_y_old));
1164 /* prevent scrolling further than double player step size when scrolling */
1165 if (ABS(screen_x - screen_x_old) > 2 * stepsize)
1167 int dx = SIGN(screen_x - screen_x_old);
1169 screen_x = screen_x_old + dx * 2 * stepsize;
1171 if (ABS(screen_y - screen_y_old) > 2 * stepsize)
1173 int dy = SIGN(screen_y - screen_y_old);
1175 screen_y = screen_y_old + dy * 2 * stepsize;
1178 /* prevent scrolling further than double player step size when scrolling */
1179 if (ABS(screen_x - screen_x_old) > 2 * stepsize ||
1180 ABS(screen_y - screen_y_old) > 2 * stepsize)
1182 int dx = SIGN(screen_x - screen_x_old);
1183 int dy = SIGN(screen_y - screen_y_old);
1185 screen_x = screen_x_old + dx * 2 * stepsize;
1186 screen_y = screen_y_old + dy * 2 * stepsize;
1191 /* prevent scrolling further than player step size when scrolling */
1192 if (ABS(screen_x - screen_x_old) > stepsize ||
1193 ABS(screen_y - screen_y_old) > stepsize)
1195 int dx = SIGN(screen_x - screen_x_old);
1196 int dy = SIGN(screen_y - screen_y_old);
1198 screen_x = screen_x_old + dx * stepsize;
1199 screen_y = screen_y_old + dy * stepsize;
1203 /* prevent scrolling away from the other players when focus on all players */
1204 if (game.centered_player_nr == -1)
1207 /* check if all players are still visible with new scrolling position */
1208 if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) &&
1209 !checkIfAllPlayersAreVisible(screen_x, screen_y))
1211 /* reset horizontal scroll position to last value, if needed */
1212 if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
1213 screen_x = screen_x_old;
1215 /* reset vertical scroll position to last value, if needed */
1216 if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
1217 screen_y = screen_y_old;
1220 boolean all_players_visible = checkIfAllPlayersAreVisible();
1222 if (!all_players_visible)
1224 printf("::: not all players visible\n");
1226 screen_x = screen_x_old;
1227 screen_y = screen_y_old;
1232 /* prevent scrolling (for screen correcting) if no player is moving */
1233 if (!game_em.any_player_moving)
1235 screen_x = screen_x_old;
1236 screen_y = screen_y_old;
1240 /* prevent scrolling against the players move direction */
1242 int player_nr = game_em.last_moving_player;
1244 int player_nr = (game.centered_player_nr == -1 ?
1245 max_center_distance_player_nr : game.centered_player_nr);
1246 int player_move_dir = game_em.last_player_direction[player_nr];
1247 int dx = SIGN(screen_x - screen_x_old);
1248 int dy = SIGN(screen_y - screen_y_old);
1250 if ((dx < 0 && player_move_dir != MV_LEFT) ||
1251 (dx > 0 && player_move_dir != MV_RIGHT))
1252 screen_x = screen_x_old;
1254 if ((dy < 0 && player_move_dir != MV_UP) ||
1255 (dy > 0 && player_move_dir != MV_DOWN))
1256 screen_y = screen_y_old;
1261 for (i = 0; i < MAX_PLAYERS; i++)
1262 blitplayer(&ply[i]);
1273 void game_animscreen(void)
1275 RedrawPlayfield_EM(FALSE);
1278 void DrawGameDoorValues_EM()
1284 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1285 int key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1289 if (game.centered_player_nr == -1)
1297 for (i = 0; i < MAX_PLAYERS; i++)
1299 dynamite_state += ply[i].dynamite;
1300 key_state |= ply[i].keys;
1305 dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1306 key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1311 int player_nr = game.centered_player_nr;
1313 dynamite_state = ply[player_nr].dynamite;
1314 key_state = ply[player_nr].keys;
1319 DrawAllGameValues(lev.required, dynamite_state, lev.score,
1320 lev.time, key_state);
1322 DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
1323 DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);