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];
153 int foo = (int)g->crumbled_bitmap;
157 if (!game.use_native_emc_graphics_engine)
158 getGraphicSourceObjectExt_EM(g, tile, frame, x - 2, y - 2);
160 if (!game.use_native_emc_graphics_engine)
161 getGraphicSourceObjectExt_EM(tile, frame, &g->bitmap, &g->src_x, &g->src_y,
163 &g->crumbled_src_x, &g->crumbled_src_y,
168 if (foo != g->crumbled_bitmap)
169 printf("::: tile %d, %08x --> %08x\n", tile, foo, g->crumbled_bitmap);
175 static struct GraphicInfo_EM *getPlayerGraphic(int player_nr, int anim)
177 struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
179 if (!game.use_native_emc_graphics_engine)
180 getGraphicSourcePlayerExt_EM(player_nr, anim, frame,
181 &g->bitmap, &g->src_x, &g->src_y);
185 static void DrawLevelField_EM(int x, int y, int sx, int sy,
188 struct GraphicInfo_EM *g = getObjectGraphic(x, y);
189 int src_x = g->src_x + g->src_offset_x;
190 int src_y = g->src_y + g->src_offset_y;
191 int dst_x = sx * TILEX + g->dst_offset_x;
192 int dst_y = sy * TILEY + g->dst_offset_y;
193 int width = g->width;
194 int height = g->height;
195 int left = screen_x / TILEX;
196 int top = screen_y / TILEY;
198 /* do not draw fields that are outside the visible screen area */
199 if (x < left || x >= left + MAX_BUF_XSIZE ||
200 y < top || y >= top + MAX_BUF_YSIZE)
205 if (width > 0 && height > 0)
207 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
208 dst_x - src_x, dst_y - src_y);
209 BlitBitmapMasked(g->bitmap, screenBitmap,
210 src_x, src_y, width, height, dst_x, dst_y);
215 if ((width != TILEX || height != TILEY) && !g->preserve_background)
216 ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
218 if (width > 0 && height > 0)
219 BlitBitmap(g->bitmap, screenBitmap,
220 src_x, src_y, width, height, dst_x, dst_y);
224 static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
225 int crm, boolean draw_masked)
227 struct GraphicInfo_EM *g = getObjectGraphic(x, y);
228 int left = screen_x / TILEX;
229 int top = screen_y / TILEY;
232 /* do not draw fields that are outside the visible screen area */
233 if (x < left || x >= left + MAX_BUF_XSIZE ||
234 y < top || y >= top + MAX_BUF_YSIZE)
237 if (crm == 0) /* no crumbled edges for this tile */
241 if (x == 3 && y == 3 && frame == 0)
242 printf("::: %d, %d\n",
243 graphic_info_em_object[207][0].crumbled_src_x,
244 graphic_info_em_object[207][0].crumbled_src_y);
247 for (i = 0; i < 4; i++)
251 int width, height, cx, cy;
253 if (i == 1 || i == 2)
255 width = g->crumbled_border_size;
257 cx = (i == 2 ? TILEX - g->crumbled_border_size : 0);
263 height = g->crumbled_border_size;
265 cy = (i == 3 ? TILEY - g->crumbled_border_size : 0);
268 if (width > 0 && height > 0)
270 int src_x = g->crumbled_src_x + cx;
271 int src_y = g->crumbled_src_y + cy;
272 int dst_x = sx * TILEX + cx;
273 int dst_y = sy * TILEY + cy;
277 SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc,
278 dst_x - src_x, dst_y - src_y);
279 BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
280 src_x, src_y, width, height, dst_x, dst_y);
283 BlitBitmap(g->crumbled_bitmap, screenBitmap,
284 src_x, src_y, width, height, dst_x, dst_y);
290 static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim,
293 struct GraphicInfo_EM *g = getPlayerGraphic(player_nr, anim);
294 int src_x = g->src_x, src_y = g->src_y;
297 /* do not draw fields that are outside the visible screen area */
298 if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX ||
299 y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY)
302 x1 %= MAX_BUF_XSIZE * TILEX;
303 y1 %= MAX_BUF_YSIZE * TILEY;
307 /* draw the player to current location */
310 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
311 dst_x - src_x, dst_y - src_y);
312 BlitBitmapMasked(g->bitmap, screenBitmap,
313 src_x, src_y, TILEX, TILEY, dst_x, dst_y);
315 /* draw the player to opposite wrap-around column */
316 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
318 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
319 dst_x - src_x, dst_y - src_y);
320 BlitBitmapMasked(g->bitmap, screenBitmap,
321 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
323 /* draw the player to opposite wrap-around row */
325 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
326 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
327 dst_x - src_x, dst_y - src_y);
328 BlitBitmapMasked(g->bitmap, screenBitmap,
329 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
333 /* draw the player to current location */
336 BlitBitmap(g->bitmap, screenBitmap,
337 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
339 /* draw the player to opposite wrap-around column */
340 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
342 BlitBitmap(g->bitmap, screenBitmap,
343 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
345 /* draw the player to opposite wrap-around row */
347 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
348 BlitBitmap(g->bitmap, screenBitmap,
349 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
353 /* draw differences between game tiles and screen tiles
355 * implicitly handles scrolling and restoring background under the sprites
358 static void animscreen(void)
361 int left = screen_x / TILEX;
362 int top = screen_y / TILEY;
363 static int xy[4][2] =
371 if (!game.use_native_emc_graphics_engine)
372 for (y = 2; y < EM_MAX_CAVE_HEIGHT - 2; y++)
373 for (x = 2; x < EM_MAX_CAVE_WIDTH - 2; x++)
374 SetGfxAnimation_EM(Draw[y][x], frame, x - 2, y - 2);
376 for (y = top; y < top + MAX_BUF_YSIZE; y++)
378 for (x = left; x < left + MAX_BUF_XSIZE; x++)
380 int sx = x % MAX_BUF_XSIZE;
381 int sy = y % MAX_BUF_YSIZE;
382 int tile = Draw[y][x];
383 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
384 int obj = g->unique_identifier;
386 boolean redraw_screen_tile = FALSE;
388 /* re-calculate crumbled state of this tile */
389 if (g->has_crumbled_graphics)
391 for (i = 0; i < 4; i++)
393 int xx = x + xy[i][0];
394 int yy = y + xy[i][1];
397 if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
398 yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
401 tile_next = Draw[yy][xx];
403 if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
408 redraw_screen_tile = (screentiles[sy][sx] != obj ||
409 crumbled_state[sy][sx] != crm);
411 /* !!! TEST ONLY -- CHANGE THIS !!! */
412 if (!game.use_native_emc_graphics_engine)
413 redraw_screen_tile = TRUE;
415 /* only redraw screen tiles if they (or their crumbled state) changed */
416 if (redraw_screen_tile)
418 DrawLevelField_EM(x, y, sx, sy, FALSE);
419 DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
421 screentiles[sy][sx] = obj;
422 crumbled_state[sy][sx] = crm;
424 redraw[sx][sy] = TRUE;
432 /* blit players to the screen
434 * handles transparency and movement
437 static void blitplayer(struct PLAYER *ply)
444 /* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
445 x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
446 y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
450 if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
451 (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
453 /* some casts to "int" are needed because of negative calculation values */
454 int dx = (int)ply->x - (int)ply->oldx;
455 int dy = (int)ply->y - (int)ply->oldy;
456 int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
457 int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
458 int new_x = old_x + SIGN(dx);
459 int new_y = old_y + SIGN(dy);
460 int old_sx = old_x % MAX_BUF_XSIZE;
461 int old_sy = old_y % MAX_BUF_XSIZE;
462 int new_sx = new_x % MAX_BUF_XSIZE;
463 int new_sy = new_y % MAX_BUF_XSIZE;
465 int old_crm = crumbled_state[old_sy][old_sx];
467 int new_crm = crumbled_state[new_sy][new_sx];
469 /* only diggable elements can be crumbled in the classic EM engine */
470 boolean player_is_digging = (new_crm != 0);
473 x1 %= MAX_BUF_XSIZE * TILEX;
474 y1 %= MAX_BUF_YSIZE * TILEY;
475 x2 %= MAX_BUF_XSIZE * TILEX;
476 y2 %= MAX_BUF_YSIZE * TILEY;
479 if (player_is_digging)
482 /* draw the field the player is moving from (under the player) */
483 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
484 DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
487 /* draw the field the player is moving to (under the player) */
488 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
489 DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
491 /* draw the player (masked) over the element he is just digging away */
492 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
495 /* draw the field the player is moving from (masked over the player) */
496 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
501 /* draw the player under the element which is on the same field */
502 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE);
504 /* draw the field the player is moving from (masked over the player) */
505 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
507 /* draw the field the player is moving to (masked over the player) */
508 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
511 /* redraw screen tiles in the next frame (player may have left the tiles) */
512 screentiles[old_sy][old_sx] = -1;
513 screentiles[new_sy][new_sx] = -1;
515 /* mark screen tiles as dirty (force screen refresh with changed content) */
516 redraw[old_sx][old_sy] = TRUE;
517 redraw[new_sx][new_sy] = TRUE;
522 void game_initscreen(void)
525 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
526 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
532 game.centered_player_nr = getCenteredPlayerNr_EM();
535 player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
537 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
538 screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
540 for (y = 0; y < MAX_BUF_YSIZE; y++)
542 for (x = 0; x < MAX_BUF_XSIZE; x++)
544 screentiles[y][x] = -1;
545 crumbled_state[y][x] = 0;
549 DrawAllGameValues(lev.required, dynamite_state, lev.score,
550 lev.time, all_keys_state);
554 void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
556 boolean ffwd_delay = (tape.playing && tape.fast_forward);
557 boolean no_delay = (tape.warp_forward);
558 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
559 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
563 if (quick_relocation)
565 int offset = game.scroll_delay_value;
567 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
569 scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
570 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
571 player->jx - MIDPOSX);
573 scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
574 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
575 player->jy - MIDPOSY);
579 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
580 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
581 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
583 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
584 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
585 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
587 /* don't scroll over playfield boundaries */
588 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
589 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
591 /* don't scroll over playfield boundaries */
592 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
593 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
596 RedrawPlayfield(TRUE, 0,0,0,0);
600 int scroll_xx = -999, scroll_yy = -999;
602 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
604 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
607 int fx = FX, fy = FY;
609 scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
610 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
611 player->jx - MIDPOSX);
613 scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
614 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
615 player->jy - MIDPOSY);
617 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
618 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
620 if (dx == 0 && dy == 0) /* no scrolling needed at all */
626 fx += dx * TILEX / 2;
627 fy += dy * TILEY / 2;
632 /* scroll in two steps of half tile size to make things smoother */
633 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
635 Delay(wait_delay_value);
637 /* scroll second step to align at full tile size */
639 Delay(wait_delay_value);
644 Delay(wait_delay_value);
649 static int getMaxCenterDistancePlayerNr(int center_x, int center_y)
651 int max_dx = 0, max_dy = 0;
652 int player_nr = game_em.last_moving_player;
655 for (i = 0; i < MAX_PLAYERS; i++)
659 int sx = PLAYER_SCREEN_X(i);
660 int sy = PLAYER_SCREEN_Y(i);
662 if (game_em.last_player_direction[i] != MV_NONE &&
663 (ABS(sx - center_x) > max_dx ||
664 ABS(sy - center_y) > max_dy))
666 max_dx = MAX(max_dx, ABS(sx - center_x));
667 max_dy = MAX(max_dy, ABS(sy - center_y));
677 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
679 boolean num_checked_players = 0;
682 for (i = 0; i < MAX_PLAYERS; i++)
686 int sx = PLAYER_SCREEN_X(i);
687 int sy = PLAYER_SCREEN_Y(i);
689 if (num_checked_players == 0)
696 *sx1 = MIN(*sx1, sx);
697 *sy1 = MIN(*sy1, sy);
698 *sx2 = MAX(*sx2, sx);
699 *sy2 = MAX(*sy2, sy);
702 num_checked_players++;
707 boolean checkIfAllPlayersFitToScreen()
709 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
711 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
713 return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
714 sy2 - sy1 <= SCR_FIELDY * TILEY);
717 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
719 int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
721 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
723 *sx = (sx1 + sx2) / 2;
724 *sy = (sy1 + sy2) / 2;
727 static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
728 int center_x, int center_y)
730 int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
732 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
734 *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
735 *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
738 static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
742 setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
744 return (max_dx <= SCR_FIELDX * TILEX / 2 &&
745 max_dy <= SCR_FIELDY * TILEY / 2);
748 void RedrawPlayfield_EM(boolean force_redraw)
751 boolean all_players_visible = checkIfAllPlayersAreVisible();
753 boolean draw_new_player_location = FALSE;
754 boolean quick_relocation = setup.quick_switch;
756 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
759 boolean game.set_centered_player = getSetCenteredPlayer_EM();
760 int game.centered_player_nr_next = getCenteredPlayerNr_EM();
763 int max_center_distance_player_nr =
764 getMaxCenterDistancePlayerNr(screen_x, screen_y);
766 int player_nr = game_em.last_moving_player;
768 int stepsize = TILEX / 8;
769 int offset = game.scroll_delay_value * TILEX;
770 int offset_x = offset;
771 int offset_y = offset;
772 int screen_x_old = screen_x;
773 int screen_y_old = screen_y;
777 if (game.set_centered_player)
779 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
781 /* switching to "all players" only possible if all players fit to screen */
782 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
784 game.centered_player_nr_next = game.centered_player_nr;
785 game.set_centered_player = FALSE;
788 /* do not switch focus to non-existing (or non-active) player */
789 if (game.centered_player_nr_next >= 0 &&
790 !ply[game.centered_player_nr_next].alive)
792 game.centered_player_nr_next = game.centered_player_nr;
793 game.set_centered_player = FALSE;
798 /* also allow focus switching when screen is scrolled to half tile */
800 if (!scrolling) /* screen currently aligned at tile position */
804 if (game.set_centered_player)
806 if (game.centered_player_nr != game.centered_player_nr_next)
809 game.centered_player_nr = game.centered_player_nr_next;
811 draw_new_player_location = TRUE;
814 game.set_centered_player = FALSE;
818 if (game.centered_player_nr == -1)
821 if (draw_new_player_location || offset == 0)
823 if (draw_new_player_location)
826 setScreenCenteredToAllPlayers(&sx, &sy);
831 sx = PLAYER_SCREEN_X(max_center_distance_player_nr);
832 sy = PLAYER_SCREEN_Y(max_center_distance_player_nr);
834 sx = PLAYER_SCREEN_X(game_em.last_moving_player);
835 sy = PLAYER_SCREEN_Y(game_em.last_moving_player);
841 sx = PLAYER_SCREEN_X(game.centered_player_nr);
842 sy = PLAYER_SCREEN_Y(game.centered_player_nr);
845 if (draw_new_player_location && quick_relocation)
847 screen_x = VALID_SCREEN_X(sx);
848 screen_y = VALID_SCREEN_Y(sy);
849 screen_x_old = screen_x;
850 screen_y_old = screen_y;
858 if (draw_new_player_location && !quick_relocation)
861 unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
863 unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
865 int wait_delay_value = game_frame_delay_value;
866 int screen_xx = VALID_SCREEN_X(sx);
867 int screen_yy = VALID_SCREEN_Y(sy);
869 while (screen_x != screen_xx || screen_y != screen_yy)
871 int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
872 int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0);
873 int dxx = 0, dyy = 0;
875 if (dx == 0 && dy == 0) /* no scrolling needed at all */
880 if (ABS(screen_xx - screen_x) >= TILEX)
882 screen_x -= dx * TILEX;
883 dxx = dx * TILEX / 2;
887 screen_x = screen_xx;
891 if (ABS(screen_yy - screen_y) >= TILEY)
893 screen_y -= dy * TILEY;
894 dyy = dy * TILEY / 2;
898 screen_y = screen_yy;
905 if (ABS(screen_xx - screen_x) >= TILEX ||
906 ABS(screen_yy - screen_y) >= TILEY)
908 screen_x -= dx * TILEX;
909 screen_y -= dy * TILEY;
911 dxx = dx * TILEX / 2;
912 dyy = dy * TILEY / 2;
916 screen_x = screen_xx;
917 screen_y = screen_yy;
923 screen_x -= dx * TILEX;
924 screen_y -= dy * TILEY;
926 dxx += dx * TILEX / 2;
927 dyy += dy * TILEY / 2;
932 /* scroll in two steps of half tile size to make things smoother */
938 for (i = 0; i < MAX_PLAYERS; i++)
943 Delay(wait_delay_value);
945 /* scroll second step to align at full tile size */
955 for (i = 0; i < MAX_PLAYERS; i++)
960 Delay(wait_delay_value);
963 screen_x_old = screen_x;
964 screen_y_old = screen_y;
969 for (y = 0; y < MAX_BUF_YSIZE; y++)
971 for (x = 0; x < MAX_BUF_XSIZE; x++)
973 screentiles[y][x] = -1;
974 crumbled_state[y][x] = 0;
979 /* calculate new screen scrolling position, with regard to scroll delay */
980 screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x :
981 sx - offset_x > screen_x ? sx - offset_x :
983 screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y :
984 sy - offset_y > screen_y ? sy - offset_y :
988 printf("::: (%d, %d) => (%d, %d) [(%d, %d), (%d, %d)] [%d, %d] [%d / %d]\n",
989 screen_x_old, screen_y_old,
991 ply[max_center_distance_player_nr].oldx,
992 ply[max_center_distance_player_nr].x,
993 ply[max_center_distance_player_nr].oldy,
994 ply[max_center_distance_player_nr].y,
996 ABS(screen_x - screen_x_old),
997 ABS(screen_y - screen_y_old));
1003 /* prevent scrolling further than double player step size when scrolling */
1004 if (ABS(screen_x - screen_x_old) > 2 * stepsize)
1006 int dx = SIGN(screen_x - screen_x_old);
1008 screen_x = screen_x_old + dx * 2 * stepsize;
1010 if (ABS(screen_y - screen_y_old) > 2 * stepsize)
1012 int dy = SIGN(screen_y - screen_y_old);
1014 screen_y = screen_y_old + dy * 2 * stepsize;
1017 /* prevent scrolling further than double player step size when scrolling */
1018 if (ABS(screen_x - screen_x_old) > 2 * stepsize ||
1019 ABS(screen_y - screen_y_old) > 2 * stepsize)
1021 int dx = SIGN(screen_x - screen_x_old);
1022 int dy = SIGN(screen_y - screen_y_old);
1024 screen_x = screen_x_old + dx * 2 * stepsize;
1025 screen_y = screen_y_old + dy * 2 * stepsize;
1030 /* prevent scrolling further than player step size when scrolling */
1031 if (ABS(screen_x - screen_x_old) > stepsize ||
1032 ABS(screen_y - screen_y_old) > stepsize)
1034 int dx = SIGN(screen_x - screen_x_old);
1035 int dy = SIGN(screen_y - screen_y_old);
1037 screen_x = screen_x_old + dx * stepsize;
1038 screen_y = screen_y_old + dy * stepsize;
1042 /* prevent scrolling away from the other players when focus on all players */
1043 if (game.centered_player_nr == -1)
1046 /* check if all players are still visible with new scrolling position */
1047 if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) &&
1048 !checkIfAllPlayersAreVisible(screen_x, screen_y))
1050 /* reset horizontal scroll position to last value, if needed */
1051 if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
1052 screen_x = screen_x_old;
1054 /* reset vertical scroll position to last value, if needed */
1055 if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
1056 screen_y = screen_y_old;
1059 boolean all_players_visible = checkIfAllPlayersAreVisible();
1061 if (!all_players_visible)
1063 printf("::: not all players visible\n");
1065 screen_x = screen_x_old;
1066 screen_y = screen_y_old;
1071 /* prevent scrolling (for screen correcting) if no player is moving */
1072 if (!game_em.any_player_moving)
1074 screen_x = screen_x_old;
1075 screen_y = screen_y_old;
1079 /* prevent scrolling against the players move direction */
1081 int player_nr = game_em.last_moving_player;
1083 int player_nr = (game.centered_player_nr == -1 ?
1084 max_center_distance_player_nr : game.centered_player_nr);
1085 int player_move_dir = game_em.last_player_direction[player_nr];
1086 int dx = SIGN(screen_x - screen_x_old);
1087 int dy = SIGN(screen_y - screen_y_old);
1089 if ((dx < 0 && player_move_dir != MV_LEFT) ||
1090 (dx > 0 && player_move_dir != MV_RIGHT))
1091 screen_x = screen_x_old;
1093 if ((dy < 0 && player_move_dir != MV_UP) ||
1094 (dy > 0 && player_move_dir != MV_DOWN))
1095 screen_y = screen_y_old;
1100 for (i = 0; i < MAX_PLAYERS; i++)
1101 blitplayer(&ply[i]);
1112 void game_animscreen(void)
1114 RedrawPlayfield_EM(FALSE);
1117 void DrawGameDoorValues_EM()
1123 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1124 int key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1128 if (game.centered_player_nr == -1)
1136 for (i = 0; i < MAX_PLAYERS; i++)
1138 dynamite_state += ply[i].dynamite;
1139 key_state |= ply[i].keys;
1144 dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1145 key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1150 int player_nr = game.centered_player_nr;
1152 dynamite_state = ply[player_nr].dynamite;
1153 key_state = ply[player_nr].keys;
1158 DrawAllGameValues(lev.required, dynamite_state, lev.score,
1159 lev.time, key_state);
1161 DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
1162 DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);