1 /* 2000-08-13T14:36:17Z
3 * graphics manipulation crap
10 #define MIN_SCREEN_XPOS 1
11 #define MIN_SCREEN_YPOS 1
12 #define MAX_SCREEN_XPOS MAX(1, lev.width - (SCR_FIELDX - 1))
13 #define MAX_SCREEN_YPOS MAX(1, lev.height - (SCR_FIELDY - 1))
15 #define MIN_SCREEN_X (MIN_SCREEN_XPOS * TILEX)
16 #define MIN_SCREEN_Y (MIN_SCREEN_YPOS * TILEY)
17 #define MAX_SCREEN_X (MAX_SCREEN_XPOS * TILEX)
18 #define MAX_SCREEN_Y (MAX_SCREEN_YPOS * TILEY)
20 #define VALID_SCREEN_X(x) ((x) < MIN_SCREEN_X ? MIN_SCREEN_X : \
21 (x) > MAX_SCREEN_X ? MAX_SCREEN_X : (x))
22 #define VALID_SCREEN_Y(y) ((y) < MIN_SCREEN_Y ? MIN_SCREEN_Y : \
23 (y) > MAX_SCREEN_Y ? MAX_SCREEN_Y : (y))
25 #define PLAYER_SCREEN_X(p) ((( frame) * ply[p].oldx + \
26 (8 - frame) * ply[p].x) * TILEX / 8 \
27 - ((SCR_FIELDX - 1) * TILEX) / 2)
28 #define PLAYER_SCREEN_Y(p) ((( frame) * ply[p].oldy + \
29 (8 - frame) * ply[p].y) * TILEY / 8 \
30 - ((SCR_FIELDY - 1) * TILEY) / 2)
33 int frame; /* current screen frame */
34 int screen_x; /* current scroll position */
37 /* tiles currently on screen */
38 static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
39 static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
41 static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
43 static int centered_player_nr;
45 /* copy the entire screen to the window at the scroll position */
47 void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
49 int x = screen_x % (MAX_BUF_XSIZE * TILEX);
50 int y = screen_y % (MAX_BUF_YSIZE * TILEY);
52 if (x < 2 * TILEX && y < 2 * TILEY)
54 BlitBitmap(screenBitmap, target_bitmap, x, y,
55 SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
57 else if (x < 2 * TILEX && y >= 2 * TILEY)
59 BlitBitmap(screenBitmap, target_bitmap, x, y,
60 SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
62 BlitBitmap(screenBitmap, target_bitmap, x, 0,
63 SCR_FIELDX * TILEX, y - 2 * TILEY,
64 SX, SY + MAX_BUF_YSIZE * TILEY - y);
66 else if (x >= 2 * TILEX && y < 2 * TILEY)
68 BlitBitmap(screenBitmap, target_bitmap, x, y,
69 MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
71 BlitBitmap(screenBitmap, target_bitmap, 0, y,
72 x - 2 * TILEX, SCR_FIELDY * TILEY,
73 SX + MAX_BUF_XSIZE * TILEX - x, SY);
77 BlitBitmap(screenBitmap, target_bitmap, x, y,
78 MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
80 BlitBitmap(screenBitmap, target_bitmap, 0, y,
81 x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
82 SX + MAX_BUF_XSIZE * TILEX - x, SY);
83 BlitBitmap(screenBitmap, target_bitmap, x, 0,
84 MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
85 SX, SY + MAX_BUF_YSIZE * TILEY - y);
86 BlitBitmap(screenBitmap, target_bitmap, 0, 0,
87 x - 2 * TILEX, y - 2 * TILEY,
88 SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
94 static boolean scrolling_last = FALSE;
95 int left = screen_x / TILEX;
96 int top = screen_y / TILEY;
97 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
100 if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
102 /* blit all (up to four) parts of the scroll buffer to the backbuffer */
103 BlitScreenToBitmap_EM(backbuffer);
105 /* blit the completely updated backbuffer to the window (in one blit) */
106 BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
110 for (x = 0; x < SCR_FIELDX; x++)
112 for (y = 0; y < SCR_FIELDY; y++)
114 int xx = (left + x) % MAX_BUF_XSIZE;
115 int yy = (top + y) % MAX_BUF_YSIZE;
118 BlitBitmap(screenBitmap, window,
119 xx * TILEX, yy * TILEY, TILEX, TILEY,
120 SX + x * TILEX, SY + y * TILEY);
125 for (x = 0; x < MAX_BUF_XSIZE; x++)
126 for (y = 0; y < MAX_BUF_YSIZE; y++)
127 redraw[x][y] = FALSE;
130 scrolling_last = scrolling;
133 static void DrawLevelField_EM(int x, int y, int sx, int sy,
136 int tile = Draw[y][x];
137 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
138 int src_x = g->src_x + g->src_offset_x;
139 int src_y = g->src_y + g->src_offset_y;
140 int dst_x = sx * TILEX + g->dst_offset_x;
141 int dst_y = sy * TILEY + g->dst_offset_y;
142 int width = g->width;
143 int height = g->height;
144 int left = screen_x / TILEX;
145 int top = screen_y / TILEY;
147 /* do not draw fields that are outside the visible screen area */
148 if (x < left || x >= left + MAX_BUF_XSIZE ||
149 y < top || y >= top + MAX_BUF_YSIZE)
154 if (width > 0 && height > 0)
156 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
157 dst_x - src_x, dst_y - src_y);
158 BlitBitmapMasked(g->bitmap, screenBitmap,
159 src_x, src_y, width, height, dst_x, dst_y);
164 if ((width != TILEX || height != TILEY) && !g->preserve_background)
165 ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
167 if (width > 0 && height > 0)
168 BlitBitmap(g->bitmap, screenBitmap,
169 src_x, src_y, width, height, dst_x, dst_y);
173 static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
174 int crm, boolean draw_masked)
176 int tile = Draw[y][x];
177 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
178 int left = screen_x / TILEX;
179 int top = screen_y / TILEY;
182 /* do not draw fields that are outside the visible screen area */
183 if (x < left || x >= left + MAX_BUF_XSIZE ||
184 y < top || y >= top + MAX_BUF_YSIZE)
187 if (crm == 0) /* no crumbled edges for this tile */
190 for (i = 0; i < 4; i++)
194 int width, height, cx, cy;
196 if (i == 1 || i == 2)
198 width = g->crumbled_border_size;
200 cx = (i == 2 ? TILEX - g->crumbled_border_size : 0);
206 height = g->crumbled_border_size;
208 cy = (i == 3 ? TILEY - g->crumbled_border_size : 0);
211 if (width > 0 && height > 0)
213 int src_x = g->crumbled_src_x + cx;
214 int src_y = g->crumbled_src_y + cy;
215 int dst_x = sx * TILEX + cx;
216 int dst_y = sy * TILEY + cy;
220 SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc,
221 dst_x - src_x, dst_y - src_y);
222 BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
223 src_x, src_y, width, height, dst_x, dst_y);
226 BlitBitmap(g->crumbled_bitmap, screenBitmap,
227 src_x, src_y, width, height, dst_x, dst_y);
233 static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim,
236 struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
238 int src_x = g->src_x, src_y = g->src_y;
241 /* do not draw fields that are outside the visible screen area */
242 if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX ||
243 y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY)
246 x1 %= MAX_BUF_XSIZE * TILEX;
247 y1 %= MAX_BUF_YSIZE * TILEY;
251 /* draw the player to current location */
254 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
255 dst_x - src_x, dst_y - src_y);
256 BlitBitmapMasked(g->bitmap, screenBitmap,
257 src_x, src_y, TILEX, TILEY, dst_x, dst_y);
259 /* draw the player to opposite wrap-around column */
260 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
262 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
263 dst_x - src_x, dst_y - src_y);
264 BlitBitmapMasked(g->bitmap, screenBitmap,
265 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
267 /* draw the player to opposite wrap-around row */
269 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
270 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
271 dst_x - src_x, dst_y - src_y);
272 BlitBitmapMasked(g->bitmap, screenBitmap,
273 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
277 /* draw the player to current location */
280 BlitBitmap(g->bitmap, screenBitmap,
281 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
283 /* draw the player to opposite wrap-around column */
284 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
286 BlitBitmap(g->bitmap, screenBitmap,
287 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
289 /* draw the player to opposite wrap-around row */
291 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
292 BlitBitmap(g->bitmap, screenBitmap,
293 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
297 /* draw differences between game tiles and screen tiles
299 * implicitly handles scrolling and restoring background under the sprites
302 static void animscreen(void)
305 int left = screen_x / TILEX;
306 int top = screen_y / TILEY;
307 static int xy[4][2] =
315 for (y = top; y < top + MAX_BUF_YSIZE; y++)
317 for (x = left; x < left + MAX_BUF_XSIZE; x++)
319 int sx = x % MAX_BUF_XSIZE;
320 int sy = y % MAX_BUF_YSIZE;
321 int tile = Draw[y][x];
322 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
323 int obj = g->unique_identifier;
326 /* re-calculate crumbled state of this tile */
327 if (g->has_crumbled_graphics)
329 for (i = 0; i < 4; i++)
331 int xx = x + xy[i][0];
332 int yy = y + xy[i][1];
335 if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
336 yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
339 tile_next = Draw[yy][xx];
341 if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
346 /* only redraw screen tiles if they (or their crumbled state) changed */
347 if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
349 DrawLevelField_EM(x, y, sx, sy, FALSE);
350 DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
352 screentiles[sy][sx] = obj;
353 crumbled_state[sy][sx] = crm;
355 redraw[sx][sy] = TRUE;
363 /* blit players to the screen
365 * handles transparency and movement
368 static void blitplayer(struct PLAYER *ply)
375 /* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
376 x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
377 y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
381 if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
382 (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
384 /* some casts to "int" are needed because of negative calculation values */
385 int dx = (int)ply->x - (int)ply->oldx;
386 int dy = (int)ply->y - (int)ply->oldy;
387 int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
388 int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
389 int new_x = old_x + SIGN(dx);
390 int new_y = old_y + SIGN(dy);
391 int old_sx = old_x % MAX_BUF_XSIZE;
392 int old_sy = old_y % MAX_BUF_XSIZE;
393 int new_sx = new_x % MAX_BUF_XSIZE;
394 int new_sy = new_y % MAX_BUF_XSIZE;
396 int old_crm = crumbled_state[old_sy][old_sx];
398 int new_crm = crumbled_state[new_sy][new_sx];
400 /* only diggable elements can be crumbled in the classic EM engine */
401 boolean player_is_digging = (new_crm != 0);
404 x1 %= MAX_BUF_XSIZE * TILEX;
405 y1 %= MAX_BUF_YSIZE * TILEY;
406 x2 %= MAX_BUF_XSIZE * TILEX;
407 y2 %= MAX_BUF_YSIZE * TILEY;
410 if (player_is_digging)
413 /* draw the field the player is moving from (under the player) */
414 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
415 DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
418 /* draw the field the player is moving to (under the player) */
419 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
420 DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
422 /* draw the player (masked) over the element he is just digging away */
423 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
426 /* draw the field the player is moving from (masked over the player) */
427 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
432 /* draw the player under the element which is on the same field */
433 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE);
435 /* draw the field the player is moving from (masked over the player) */
436 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
438 /* draw the field the player is moving to (masked over the player) */
439 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
442 /* mark screen tiles as dirty */
443 screentiles[old_sy][old_sx] = -1;
444 screentiles[new_sy][new_sx] = -1;
448 void game_initscreen(void)
451 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
452 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
457 centered_player_nr = getCenteredPlayerNr_EM();
459 player_nr = (centered_player_nr != -1 ? centered_player_nr : 0);
461 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
462 screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
464 for (y = 0; y < MAX_BUF_YSIZE; y++)
466 for (x = 0; x < MAX_BUF_XSIZE; x++)
468 screentiles[y][x] = -1;
469 crumbled_state[y][x] = 0;
473 DrawAllGameValues(lev.required, dynamite_state, lev.score,
474 lev.time, all_keys_state);
478 void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
480 boolean ffwd_delay = (tape.playing && tape.fast_forward);
481 boolean no_delay = (tape.warp_forward);
482 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
483 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
487 if (quick_relocation)
489 int offset = (setup.scroll_delay ? 3 : 0);
491 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
493 scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
494 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
495 player->jx - MIDPOSX);
497 scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
498 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
499 player->jy - MIDPOSY);
503 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
504 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
505 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
507 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
508 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
509 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
511 /* don't scroll over playfield boundaries */
512 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
513 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
515 /* don't scroll over playfield boundaries */
516 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
517 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
520 RedrawPlayfield(TRUE, 0,0,0,0);
524 int scroll_xx = -999, scroll_yy = -999;
526 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
528 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
531 int fx = FX, fy = FY;
533 scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
534 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
535 player->jx - MIDPOSX);
537 scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
538 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
539 player->jy - MIDPOSY);
541 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
542 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
544 if (dx == 0 && dy == 0) /* no scrolling needed at all */
550 fx += dx * TILEX / 2;
551 fy += dy * TILEY / 2;
556 /* scroll in two steps of half tile size to make things smoother */
557 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
559 Delay(wait_delay_value);
561 /* scroll second step to align at full tile size */
563 Delay(wait_delay_value);
568 Delay(wait_delay_value);
573 void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
575 boolean num_checked_players = 0;
578 for (i = 0; i < MAX_PLAYERS; i++)
582 int sx = PLAYER_SCREEN_X(i);
583 int sy = PLAYER_SCREEN_Y(i);
585 if (num_checked_players == 0)
592 *sx1 = MIN(*sx1, sx);
593 *sy1 = MIN(*sy1, sy);
594 *sx2 = MAX(*sx2, sx);
595 *sy2 = MAX(*sy2, sy);
598 num_checked_players++;
603 boolean checkIfAllPlayersFitToScreen()
605 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
607 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
609 return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
610 sy2 - sy1 <= SCR_FIELDY * TILEY);
613 void setScreenCenteredToAllPlayers(int *sx, int *sy)
615 int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
617 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
619 *sx = (sx1 + sx2) / 2;
620 *sy = (sy1 + sy2) / 2;
623 void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy)
625 int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
627 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
629 *max_dx = MAX(ABS(sx1 - screen_x), ABS(sx2 - screen_x));
630 *max_dy = MAX(ABS(sy1 - screen_y), ABS(sy2 - screen_y));
633 boolean checkIfAllPlayersAreVisible()
637 setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy);
639 return (max_dx <= SCR_FIELDX * TILEX / 2 &&
640 max_dy <= SCR_FIELDY * TILEY / 2);
643 void RedrawPlayfield_EM(boolean force_redraw)
645 boolean all_players_visible = checkIfAllPlayersAreVisible();
646 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
647 boolean draw_new_player_location = FALSE;
648 boolean quick_relocation = setup.quick_switch;
649 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
650 int centered_player_nr_next = getCenteredPlayerNr_EM();
651 int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
652 int offset_x = offset;
653 int offset_y = offset;
654 int screen_x_old = screen_x;
655 int screen_y_old = screen_y;
659 /* switching to "all players" only possible if all players fit to screen */
660 if (centered_player_nr_next == -1 && !all_players_fit_to_screen)
662 setCenteredPlayerNr_EM(centered_player_nr);
664 centered_player_nr_next = centered_player_nr;
668 if (!scrolling) /* screen currently aligned at tile position */
671 if (centered_player_nr != centered_player_nr_next)
673 centered_player_nr = centered_player_nr_next;
675 draw_new_player_location = TRUE;
680 if (centered_player_nr == -1)
682 if (draw_new_player_location)
684 setScreenCenteredToAllPlayers(&sx, &sy);
688 sx = PLAYER_SCREEN_X(game_em.last_moving_player);
689 sy = PLAYER_SCREEN_Y(game_em.last_moving_player);
694 sx = PLAYER_SCREEN_X(centered_player_nr);
695 sy = PLAYER_SCREEN_Y(centered_player_nr);
698 if (draw_new_player_location && !quick_relocation)
701 unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
703 unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
705 int wait_delay_value = game_frame_delay_value;
706 int screen_xx = VALID_SCREEN_X(sx);
707 int screen_yy = VALID_SCREEN_Y(sy);
709 while (screen_x != screen_xx || screen_y != screen_yy)
711 int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
712 int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0);
713 int dxx = 0, dyy = 0;
715 if (dx == 0 && dy == 0) /* no scrolling needed at all */
719 if (ABS(screen_xx - screen_x) >= TILEX ||
720 ABS(screen_yy - screen_y) >= TILEY)
722 screen_x -= dx * TILEX;
723 screen_y -= dy * TILEY;
725 dxx = dx * TILEX / 2;
726 dyy = dy * TILEY / 2;
730 screen_x = screen_xx;
731 screen_y = screen_yy;
737 screen_x -= dx * TILEX;
738 screen_y -= dy * TILEY;
740 dxx += dx * TILEX / 2;
741 dyy += dy * TILEY / 2;
744 /* scroll in two steps of half tile size to make things smoother */
750 for (i = 0; i < MAX_PLAYERS; i++)
755 Delay(wait_delay_value);
757 /* scroll second step to align at full tile size */
765 for (i = 0; i < MAX_PLAYERS; i++)
770 Delay(wait_delay_value);
773 screen_x_old = screen_x;
774 screen_y_old = screen_y;
779 for (y = 0; y < MAX_BUF_YSIZE; y++)
781 for (x = 0; x < MAX_BUF_XSIZE; x++)
783 screentiles[y][x] = -1;
784 crumbled_state[y][x] = 0;
789 /* calculate new screen scrolling position, with regard to scroll delay */
790 screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x :
791 sx - offset_x > screen_x ? sx - offset_x :
793 screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y :
794 sy - offset_y > screen_y ? sy - offset_y :
797 /* prevent scrolling further than player step size screen when scrolling */
798 if (ABS(screen_x - screen_x_old) > TILEX / 8 ||
799 ABS(screen_y - screen_y_old) > TILEY / 8)
801 int dx = SIGN(screen_x - screen_x_old);
802 int dy = SIGN(screen_y - screen_y_old);
804 screen_x = screen_x_old + dx * TILEX / 8;
805 screen_y = screen_y_old + dy * TILEY / 8;
808 /* prevent scrolling away from the other players when focus on all players */
809 if (centered_player_nr == -1)
811 all_players_visible = checkIfAllPlayersAreVisible();
813 if (!all_players_visible)
815 screen_x = screen_x_old;
816 screen_y = screen_y_old;
820 /* prevent scrolling (for screen correcting) if no player is moving */
821 if (!game_em.any_player_moving)
823 screen_x = screen_x_old;
824 screen_y = screen_y_old;
828 /* prevent scrolling against the players move direction */
829 int player_nr = game_em.last_moving_player;
830 int player_move_dir = game_em.last_player_direction[player_nr];
831 int dx = SIGN(screen_x - screen_x_old);
832 int dy = SIGN(screen_y - screen_y_old);
834 if ((dx < 0 && player_move_dir == MV_RIGHT) ||
835 (dx > 0 && player_move_dir == MV_LEFT))
836 screen_x = screen_x_old;
838 if ((dy < 0 && player_move_dir == MV_DOWN) ||
839 (dy > 0 && player_move_dir == MV_UP))
840 screen_y = screen_y_old;
845 for (i = 0; i < MAX_PLAYERS; i++)
855 void game_animscreen(void)
857 RedrawPlayfield_EM(FALSE);
860 void DrawGameDoorValues_EM()
862 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
863 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
866 DrawAllGameValues(lev.required, dynamite_state, lev.score,
867 lev.time, all_keys_state);
869 DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
870 DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);