1 /* 2000-08-13T14:36:17Z
3 * graphics manipulation crap
8 #define MIN_SCREEN_XPOS 1
9 #define MIN_SCREEN_YPOS 1
10 #define MAX_SCREEN_XPOS MAX(1, lev.width - (SCR_FIELDX - 1))
11 #define MAX_SCREEN_YPOS MAX(1, lev.height - (SCR_FIELDY - 1))
13 #define MIN_SCREEN_X (MIN_SCREEN_XPOS * TILEX)
14 #define MIN_SCREEN_Y (MIN_SCREEN_YPOS * TILEY)
15 #define MAX_SCREEN_X (MAX_SCREEN_XPOS * TILEX)
16 #define MAX_SCREEN_Y (MAX_SCREEN_YPOS * TILEY)
18 #define VALID_SCREEN_X(x) ((x) < MIN_SCREEN_X ? MIN_SCREEN_X : \
19 (x) > MAX_SCREEN_X ? MAX_SCREEN_X : (x))
20 #define VALID_SCREEN_Y(y) ((y) < MIN_SCREEN_Y ? MIN_SCREEN_Y : \
21 (y) > MAX_SCREEN_Y ? MAX_SCREEN_Y : (y))
23 #define PLAYER_SCREEN_X(p) ((( frame) * ply[p].oldx + \
24 (8 - frame) * ply[p].x) * TILEX / 8 \
25 - ((SCR_FIELDX - 1) * TILEX) / 2)
26 #define PLAYER_SCREEN_Y(p) ((( frame) * ply[p].oldy + \
27 (8 - frame) * ply[p].y) * TILEY / 8 \
28 - ((SCR_FIELDY - 1) * TILEY) / 2)
30 #define USE_EXTENDED_GRAPHICS_ENGINE 1
32 int frame; /* current screen frame */
33 int screen_x; /* current scroll position */
36 /* tiles currently on screen */
37 static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
38 static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
40 static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
44 int centered_player_nr;
46 static int centered_player_nr;
50 /* copy the entire screen to the window at the scroll position */
52 void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
54 int x = screen_x % (MAX_BUF_XSIZE * TILEX);
55 int y = screen_y % (MAX_BUF_YSIZE * TILEY);
57 if (x < 2 * TILEX && y < 2 * TILEY)
59 BlitBitmap(screenBitmap, target_bitmap, x, y,
60 SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
62 else if (x < 2 * TILEX && y >= 2 * TILEY)
64 BlitBitmap(screenBitmap, target_bitmap, x, y,
65 SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
67 BlitBitmap(screenBitmap, target_bitmap, x, 0,
68 SCR_FIELDX * TILEX, y - 2 * TILEY,
69 SX, SY + MAX_BUF_YSIZE * TILEY - y);
71 else if (x >= 2 * TILEX && y < 2 * TILEY)
73 BlitBitmap(screenBitmap, target_bitmap, x, y,
74 MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
76 BlitBitmap(screenBitmap, target_bitmap, 0, y,
77 x - 2 * TILEX, SCR_FIELDY * TILEY,
78 SX + MAX_BUF_XSIZE * TILEX - x, SY);
82 BlitBitmap(screenBitmap, target_bitmap, x, y,
83 MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
85 BlitBitmap(screenBitmap, target_bitmap, 0, y,
86 x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
87 SX + MAX_BUF_XSIZE * TILEX - x, SY);
88 BlitBitmap(screenBitmap, target_bitmap, x, 0,
89 MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
90 SX, SY + MAX_BUF_YSIZE * TILEY - y);
91 BlitBitmap(screenBitmap, target_bitmap, 0, 0,
92 x - 2 * TILEX, y - 2 * TILEY,
93 SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
97 void BackToFront_EM(void)
99 static boolean scrolling_last = FALSE;
100 int left = screen_x / TILEX;
101 int top = screen_y / TILEY;
102 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
107 if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
109 /* blit all (up to four) parts of the scroll buffer to the backbuffer */
110 BlitScreenToBitmap_EM(backbuffer);
112 /* blit the completely updated backbuffer to the window (in one blit) */
113 BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
117 for (x = 0; x < SCR_FIELDX; x++)
119 for (y = 0; y < SCR_FIELDY; y++)
121 int xx = (left + x) % MAX_BUF_XSIZE;
122 int yy = (top + y) % MAX_BUF_YSIZE;
125 BlitBitmap(screenBitmap, window,
126 xx * TILEX, yy * TILEY, TILEX, TILEY,
127 SX + x * TILEX, SY + y * TILEY);
134 for (x = 0; x < MAX_BUF_XSIZE; x++)
135 for (y = 0; y < MAX_BUF_YSIZE; y++)
136 redraw[x][y] = FALSE;
139 scrolling_last = scrolling;
142 void blitscreen(void)
147 static struct GraphicInfo_EM *getObjectGraphic(int x, int y)
149 int tile = Draw[y][x];
150 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
152 if (!game.use_native_emc_graphics_engine)
153 getGraphicSourceObjectExt_EM(tile, frame, &g->bitmap, &g->src_x, &g->src_y,
155 &g->crumbled_src_x, &g->crumbled_src_y,
160 static struct GraphicInfo_EM *getPlayerGraphic(int player_nr, int anim)
162 struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
164 if (!game.use_native_emc_graphics_engine)
165 getGraphicSourcePlayerExt_EM(player_nr, anim, frame,
166 &g->bitmap, &g->src_x, &g->src_y);
170 static void DrawLevelField_EM(int x, int y, int sx, int sy,
173 struct GraphicInfo_EM *g = getObjectGraphic(x, y);
174 int src_x = g->src_x + g->src_offset_x;
175 int src_y = g->src_y + g->src_offset_y;
176 int dst_x = sx * TILEX + g->dst_offset_x;
177 int dst_y = sy * TILEY + g->dst_offset_y;
178 int width = g->width;
179 int height = g->height;
180 int left = screen_x / TILEX;
181 int top = screen_y / TILEY;
183 /* do not draw fields that are outside the visible screen area */
184 if (x < left || x >= left + MAX_BUF_XSIZE ||
185 y < top || y >= top + MAX_BUF_YSIZE)
190 if (width > 0 && height > 0)
192 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
193 dst_x - src_x, dst_y - src_y);
194 BlitBitmapMasked(g->bitmap, screenBitmap,
195 src_x, src_y, width, height, dst_x, dst_y);
200 if ((width != TILEX || height != TILEY) && !g->preserve_background)
201 ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
203 if (width > 0 && height > 0)
204 BlitBitmap(g->bitmap, screenBitmap,
205 src_x, src_y, width, height, dst_x, dst_y);
209 static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
210 int crm, boolean draw_masked)
212 struct GraphicInfo_EM *g = getObjectGraphic(x, y);
213 int left = screen_x / TILEX;
214 int top = screen_y / TILEY;
217 /* do not draw fields that are outside the visible screen area */
218 if (x < left || x >= left + MAX_BUF_XSIZE ||
219 y < top || y >= top + MAX_BUF_YSIZE)
222 if (crm == 0) /* no crumbled edges for this tile */
226 if (x == 3 && y == 3 && frame == 0)
227 printf("::: %d, %d\n",
228 graphic_info_em_object[207][0].crumbled_src_x,
229 graphic_info_em_object[207][0].crumbled_src_y);
232 for (i = 0; i < 4; i++)
236 int width, height, cx, cy;
238 if (i == 1 || i == 2)
240 width = g->crumbled_border_size;
242 cx = (i == 2 ? TILEX - g->crumbled_border_size : 0);
248 height = g->crumbled_border_size;
250 cy = (i == 3 ? TILEY - g->crumbled_border_size : 0);
253 if (width > 0 && height > 0)
255 int src_x = g->crumbled_src_x + cx;
256 int src_y = g->crumbled_src_y + cy;
257 int dst_x = sx * TILEX + cx;
258 int dst_y = sy * TILEY + cy;
262 SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc,
263 dst_x - src_x, dst_y - src_y);
264 BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
265 src_x, src_y, width, height, dst_x, dst_y);
268 BlitBitmap(g->crumbled_bitmap, screenBitmap,
269 src_x, src_y, width, height, dst_x, dst_y);
275 static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim,
278 struct GraphicInfo_EM *g = getPlayerGraphic(player_nr, anim);
279 int src_x = g->src_x, src_y = g->src_y;
282 /* do not draw fields that are outside the visible screen area */
283 if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX ||
284 y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY)
287 x1 %= MAX_BUF_XSIZE * TILEX;
288 y1 %= MAX_BUF_YSIZE * TILEY;
292 /* draw the player to current location */
295 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
296 dst_x - src_x, dst_y - src_y);
297 BlitBitmapMasked(g->bitmap, screenBitmap,
298 src_x, src_y, TILEX, TILEY, dst_x, dst_y);
300 /* draw the player to opposite wrap-around column */
301 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
303 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
304 dst_x - src_x, dst_y - src_y);
305 BlitBitmapMasked(g->bitmap, screenBitmap,
306 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
308 /* draw the player to opposite wrap-around row */
310 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
311 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
312 dst_x - src_x, dst_y - src_y);
313 BlitBitmapMasked(g->bitmap, screenBitmap,
314 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
318 /* draw the player to current location */
321 BlitBitmap(g->bitmap, screenBitmap,
322 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
324 /* draw the player to opposite wrap-around column */
325 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
327 BlitBitmap(g->bitmap, screenBitmap,
328 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
330 /* draw the player to opposite wrap-around row */
332 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
333 BlitBitmap(g->bitmap, screenBitmap,
334 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
338 /* draw differences between game tiles and screen tiles
340 * implicitly handles scrolling and restoring background under the sprites
343 static void animscreen(void)
346 int left = screen_x / TILEX;
347 int top = screen_y / TILEY;
348 static int xy[4][2] =
356 if (!game.use_native_emc_graphics_engine)
357 for (y = 2; y < EM_MAX_CAVE_HEIGHT - 2; y++)
358 for (x = 2; x < EM_MAX_CAVE_WIDTH - 2; x++)
359 SetGfxAnimation_EM(Draw[y][x], frame, x - 2, y - 2);
361 for (y = top; y < top + MAX_BUF_YSIZE; y++)
363 for (x = left; x < left + MAX_BUF_XSIZE; x++)
365 int sx = x % MAX_BUF_XSIZE;
366 int sy = y % MAX_BUF_YSIZE;
367 int tile = Draw[y][x];
368 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
369 int obj = g->unique_identifier;
371 boolean redraw_screen_tile = FALSE;
373 /* re-calculate crumbled state of this tile */
374 if (g->has_crumbled_graphics)
376 for (i = 0; i < 4; i++)
378 int xx = x + xy[i][0];
379 int yy = y + xy[i][1];
382 if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
383 yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
386 tile_next = Draw[yy][xx];
388 if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
393 redraw_screen_tile = (screentiles[sy][sx] != obj ||
394 crumbled_state[sy][sx] != crm);
396 /* !!! TEST ONLY -- CHANGE THIS !!! */
397 if (!game.use_native_emc_graphics_engine)
398 redraw_screen_tile = TRUE;
400 /* only redraw screen tiles if they (or their crumbled state) changed */
401 if (redraw_screen_tile)
403 DrawLevelField_EM(x, y, sx, sy, FALSE);
404 DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
406 screentiles[sy][sx] = obj;
407 crumbled_state[sy][sx] = crm;
409 redraw[sx][sy] = TRUE;
417 /* blit players to the screen
419 * handles transparency and movement
422 static void blitplayer(struct PLAYER *ply)
429 /* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
430 x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
431 y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
435 if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
436 (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
438 /* some casts to "int" are needed because of negative calculation values */
439 int dx = (int)ply->x - (int)ply->oldx;
440 int dy = (int)ply->y - (int)ply->oldy;
441 int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
442 int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
443 int new_x = old_x + SIGN(dx);
444 int new_y = old_y + SIGN(dy);
445 int old_sx = old_x % MAX_BUF_XSIZE;
446 int old_sy = old_y % MAX_BUF_XSIZE;
447 int new_sx = new_x % MAX_BUF_XSIZE;
448 int new_sy = new_y % MAX_BUF_XSIZE;
450 int old_crm = crumbled_state[old_sy][old_sx];
452 int new_crm = crumbled_state[new_sy][new_sx];
454 /* only diggable elements can be crumbled in the classic EM engine */
455 boolean player_is_digging = (new_crm != 0);
458 x1 %= MAX_BUF_XSIZE * TILEX;
459 y1 %= MAX_BUF_YSIZE * TILEY;
460 x2 %= MAX_BUF_XSIZE * TILEX;
461 y2 %= MAX_BUF_YSIZE * TILEY;
464 if (player_is_digging)
467 /* draw the field the player is moving from (under the player) */
468 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
469 DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
472 /* draw the field the player is moving to (under the player) */
473 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
474 DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
476 /* draw the player (masked) over the element he is just digging away */
477 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
480 /* draw the field the player is moving from (masked over the player) */
481 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
486 /* draw the player under the element which is on the same field */
487 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE);
489 /* draw the field the player is moving from (masked over the player) */
490 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
492 /* draw the field the player is moving to (masked over the player) */
493 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
496 /* redraw screen tiles in the next frame (player may have left the tiles) */
497 screentiles[old_sy][old_sx] = -1;
498 screentiles[new_sy][new_sx] = -1;
500 /* mark screen tiles as dirty (force screen refresh with changed content) */
501 redraw[old_sx][old_sy] = TRUE;
502 redraw[new_sx][new_sy] = TRUE;
507 void game_initscreen(void)
510 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
511 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
517 game.centered_player_nr = getCenteredPlayerNr_EM();
520 player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
522 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
523 screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
525 for (y = 0; y < MAX_BUF_YSIZE; y++)
527 for (x = 0; x < MAX_BUF_XSIZE; x++)
529 screentiles[y][x] = -1;
530 crumbled_state[y][x] = 0;
534 DrawAllGameValues(lev.required, dynamite_state, lev.score,
535 lev.time, all_keys_state);
539 void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
541 boolean ffwd_delay = (tape.playing && tape.fast_forward);
542 boolean no_delay = (tape.warp_forward);
543 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
544 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
548 if (quick_relocation)
550 int offset = game.scroll_delay_value;
552 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
554 scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
555 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
556 player->jx - MIDPOSX);
558 scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
559 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
560 player->jy - MIDPOSY);
564 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
565 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
566 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
568 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
569 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
570 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
572 /* don't scroll over playfield boundaries */
573 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
574 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
576 /* don't scroll over playfield boundaries */
577 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
578 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
581 RedrawPlayfield(TRUE, 0,0,0,0);
585 int scroll_xx = -999, scroll_yy = -999;
587 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
589 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
592 int fx = FX, fy = FY;
594 scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
595 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
596 player->jx - MIDPOSX);
598 scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
599 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
600 player->jy - MIDPOSY);
602 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
603 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
605 if (dx == 0 && dy == 0) /* no scrolling needed at all */
611 fx += dx * TILEX / 2;
612 fy += dy * TILEY / 2;
617 /* scroll in two steps of half tile size to make things smoother */
618 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
620 Delay(wait_delay_value);
622 /* scroll second step to align at full tile size */
624 Delay(wait_delay_value);
629 Delay(wait_delay_value);
634 static int getMaxCenterDistancePlayerNr(int center_x, int center_y)
636 int max_dx = 0, max_dy = 0;
637 int player_nr = game_em.last_moving_player;
640 for (i = 0; i < MAX_PLAYERS; i++)
644 int sx = PLAYER_SCREEN_X(i);
645 int sy = PLAYER_SCREEN_Y(i);
647 if (game_em.last_player_direction[i] != MV_NONE &&
648 (ABS(sx - center_x) > max_dx ||
649 ABS(sy - center_y) > max_dy))
651 max_dx = MAX(max_dx, ABS(sx - center_x));
652 max_dy = MAX(max_dy, ABS(sy - center_y));
662 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
664 boolean num_checked_players = 0;
667 for (i = 0; i < MAX_PLAYERS; i++)
671 int sx = PLAYER_SCREEN_X(i);
672 int sy = PLAYER_SCREEN_Y(i);
674 if (num_checked_players == 0)
681 *sx1 = MIN(*sx1, sx);
682 *sy1 = MIN(*sy1, sy);
683 *sx2 = MAX(*sx2, sx);
684 *sy2 = MAX(*sy2, sy);
687 num_checked_players++;
692 boolean checkIfAllPlayersFitToScreen()
694 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
696 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
698 return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
699 sy2 - sy1 <= SCR_FIELDY * TILEY);
702 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
704 int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
706 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
708 *sx = (sx1 + sx2) / 2;
709 *sy = (sy1 + sy2) / 2;
712 static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
713 int center_x, int center_y)
715 int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
717 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
719 *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
720 *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
723 static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
727 setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
729 return (max_dx <= SCR_FIELDX * TILEX / 2 &&
730 max_dy <= SCR_FIELDY * TILEY / 2);
733 void RedrawPlayfield_EM(boolean force_redraw)
736 boolean all_players_visible = checkIfAllPlayersAreVisible();
738 boolean draw_new_player_location = FALSE;
739 boolean quick_relocation = setup.quick_switch;
741 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
744 boolean game.set_centered_player = getSetCenteredPlayer_EM();
745 int game.centered_player_nr_next = getCenteredPlayerNr_EM();
748 int max_center_distance_player_nr =
749 getMaxCenterDistancePlayerNr(screen_x, screen_y);
751 int player_nr = game_em.last_moving_player;
753 int stepsize = TILEX / 8;
754 int offset = game.scroll_delay_value * TILEX;
755 int offset_x = offset;
756 int offset_y = offset;
757 int screen_x_old = screen_x;
758 int screen_y_old = screen_y;
762 if (game.set_centered_player)
764 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
766 /* switching to "all players" only possible if all players fit to screen */
767 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
769 game.centered_player_nr_next = game.centered_player_nr;
770 game.set_centered_player = FALSE;
773 /* do not switch focus to non-existing (or non-active) player */
774 if (game.centered_player_nr_next >= 0 &&
775 !ply[game.centered_player_nr_next].alive)
777 game.centered_player_nr_next = game.centered_player_nr;
778 game.set_centered_player = FALSE;
783 /* also allow focus switching when screen is scrolled to half tile */
785 if (!scrolling) /* screen currently aligned at tile position */
789 if (game.set_centered_player)
791 if (game.centered_player_nr != game.centered_player_nr_next)
794 game.centered_player_nr = game.centered_player_nr_next;
796 draw_new_player_location = TRUE;
799 game.set_centered_player = FALSE;
803 if (game.centered_player_nr == -1)
806 if (draw_new_player_location || offset == 0)
808 if (draw_new_player_location)
811 setScreenCenteredToAllPlayers(&sx, &sy);
816 sx = PLAYER_SCREEN_X(max_center_distance_player_nr);
817 sy = PLAYER_SCREEN_Y(max_center_distance_player_nr);
819 sx = PLAYER_SCREEN_X(game_em.last_moving_player);
820 sy = PLAYER_SCREEN_Y(game_em.last_moving_player);
826 sx = PLAYER_SCREEN_X(game.centered_player_nr);
827 sy = PLAYER_SCREEN_Y(game.centered_player_nr);
830 if (draw_new_player_location && quick_relocation)
832 screen_x = VALID_SCREEN_X(sx);
833 screen_y = VALID_SCREEN_Y(sy);
834 screen_x_old = screen_x;
835 screen_y_old = screen_y;
843 if (draw_new_player_location && !quick_relocation)
846 unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
848 unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
850 int wait_delay_value = game_frame_delay_value;
851 int screen_xx = VALID_SCREEN_X(sx);
852 int screen_yy = VALID_SCREEN_Y(sy);
854 while (screen_x != screen_xx || screen_y != screen_yy)
856 int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
857 int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0);
858 int dxx = 0, dyy = 0;
860 if (dx == 0 && dy == 0) /* no scrolling needed at all */
865 if (ABS(screen_xx - screen_x) >= TILEX)
867 screen_x -= dx * TILEX;
868 dxx = dx * TILEX / 2;
872 screen_x = screen_xx;
876 if (ABS(screen_yy - screen_y) >= TILEY)
878 screen_y -= dy * TILEY;
879 dyy = dy * TILEY / 2;
883 screen_y = screen_yy;
890 if (ABS(screen_xx - screen_x) >= TILEX ||
891 ABS(screen_yy - screen_y) >= TILEY)
893 screen_x -= dx * TILEX;
894 screen_y -= dy * TILEY;
896 dxx = dx * TILEX / 2;
897 dyy = dy * TILEY / 2;
901 screen_x = screen_xx;
902 screen_y = screen_yy;
908 screen_x -= dx * TILEX;
909 screen_y -= dy * TILEY;
911 dxx += dx * TILEX / 2;
912 dyy += dy * TILEY / 2;
917 /* scroll in two steps of half tile size to make things smoother */
923 for (i = 0; i < MAX_PLAYERS; i++)
928 Delay(wait_delay_value);
930 /* scroll second step to align at full tile size */
940 for (i = 0; i < MAX_PLAYERS; i++)
945 Delay(wait_delay_value);
948 screen_x_old = screen_x;
949 screen_y_old = screen_y;
954 for (y = 0; y < MAX_BUF_YSIZE; y++)
956 for (x = 0; x < MAX_BUF_XSIZE; x++)
958 screentiles[y][x] = -1;
959 crumbled_state[y][x] = 0;
964 /* calculate new screen scrolling position, with regard to scroll delay */
965 screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x :
966 sx - offset_x > screen_x ? sx - offset_x :
968 screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y :
969 sy - offset_y > screen_y ? sy - offset_y :
973 printf("::: (%d, %d) => (%d, %d) [(%d, %d), (%d, %d)] [%d, %d] [%d / %d]\n",
974 screen_x_old, screen_y_old,
976 ply[max_center_distance_player_nr].oldx,
977 ply[max_center_distance_player_nr].x,
978 ply[max_center_distance_player_nr].oldy,
979 ply[max_center_distance_player_nr].y,
981 ABS(screen_x - screen_x_old),
982 ABS(screen_y - screen_y_old));
988 /* prevent scrolling further than double player step size when scrolling */
989 if (ABS(screen_x - screen_x_old) > 2 * stepsize)
991 int dx = SIGN(screen_x - screen_x_old);
993 screen_x = screen_x_old + dx * 2 * stepsize;
995 if (ABS(screen_y - screen_y_old) > 2 * stepsize)
997 int dy = SIGN(screen_y - screen_y_old);
999 screen_y = screen_y_old + dy * 2 * stepsize;
1002 /* prevent scrolling further than double player step size when scrolling */
1003 if (ABS(screen_x - screen_x_old) > 2 * stepsize ||
1004 ABS(screen_y - screen_y_old) > 2 * stepsize)
1006 int dx = SIGN(screen_x - screen_x_old);
1007 int dy = SIGN(screen_y - screen_y_old);
1009 screen_x = screen_x_old + dx * 2 * stepsize;
1010 screen_y = screen_y_old + dy * 2 * stepsize;
1015 /* prevent scrolling further than player step size when scrolling */
1016 if (ABS(screen_x - screen_x_old) > stepsize ||
1017 ABS(screen_y - screen_y_old) > stepsize)
1019 int dx = SIGN(screen_x - screen_x_old);
1020 int dy = SIGN(screen_y - screen_y_old);
1022 screen_x = screen_x_old + dx * stepsize;
1023 screen_y = screen_y_old + dy * stepsize;
1027 /* prevent scrolling away from the other players when focus on all players */
1028 if (game.centered_player_nr == -1)
1031 /* check if all players are still visible with new scrolling position */
1032 if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) &&
1033 !checkIfAllPlayersAreVisible(screen_x, screen_y))
1035 /* reset horizontal scroll position to last value, if needed */
1036 if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
1037 screen_x = screen_x_old;
1039 /* reset vertical scroll position to last value, if needed */
1040 if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
1041 screen_y = screen_y_old;
1044 boolean all_players_visible = checkIfAllPlayersAreVisible();
1046 if (!all_players_visible)
1048 printf("::: not all players visible\n");
1050 screen_x = screen_x_old;
1051 screen_y = screen_y_old;
1056 /* prevent scrolling (for screen correcting) if no player is moving */
1057 if (!game_em.any_player_moving)
1059 screen_x = screen_x_old;
1060 screen_y = screen_y_old;
1064 /* prevent scrolling against the players move direction */
1066 int player_nr = game_em.last_moving_player;
1068 int player_nr = (game.centered_player_nr == -1 ?
1069 max_center_distance_player_nr : game.centered_player_nr);
1070 int player_move_dir = game_em.last_player_direction[player_nr];
1071 int dx = SIGN(screen_x - screen_x_old);
1072 int dy = SIGN(screen_y - screen_y_old);
1074 if ((dx < 0 && player_move_dir != MV_LEFT) ||
1075 (dx > 0 && player_move_dir != MV_RIGHT))
1076 screen_x = screen_x_old;
1078 if ((dy < 0 && player_move_dir != MV_UP) ||
1079 (dy > 0 && player_move_dir != MV_DOWN))
1080 screen_y = screen_y_old;
1085 for (i = 0; i < MAX_PLAYERS; i++)
1086 blitplayer(&ply[i]);
1097 void game_animscreen(void)
1099 RedrawPlayfield_EM(FALSE);
1102 void DrawGameDoorValues_EM()
1108 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1109 int key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1113 if (game.centered_player_nr == -1)
1121 for (i = 0; i < MAX_PLAYERS; i++)
1123 dynamite_state += ply[i].dynamite;
1124 key_state |= ply[i].keys;
1129 dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1130 key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1135 int player_nr = game.centered_player_nr;
1137 dynamite_state = ply[player_nr].dynamite;
1138 key_state = ply[player_nr].keys;
1143 DrawAllGameValues(lev.required, dynamite_state, lev.score,
1144 lev.time, key_state);
1146 DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
1147 DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);