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;
74 sxsize = (full_xsize < xsize ? full_xsize : xsize);
75 sysize = (full_ysize < ysize ? full_ysize : ysize);
76 sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
77 sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
80 printf("::: %d, %d\n", screenBitmap->width, screenBitmap->height);
81 BlitBitmap(screenBitmap, target_bitmap, 0, 0, 544, 544, SX, SY);
86 if (x < 2 * TILEX && y < 2 * TILEY)
88 BlitBitmap(screenBitmap, target_bitmap, x, y,
89 sxsize, sysize, sx, sy);
91 else if (x < 2 * TILEX && y >= 2 * TILEY)
93 BlitBitmap(screenBitmap, target_bitmap, x, y,
94 sxsize, MAX_BUF_YSIZE * TILEY - y,
96 BlitBitmap(screenBitmap, target_bitmap, x, 0,
97 sxsize, y - 2 * TILEY,
98 sx, sy + MAX_BUF_YSIZE * TILEY - y);
100 else if (x >= 2 * TILEX && y < 2 * TILEY)
102 BlitBitmap(screenBitmap, target_bitmap, x, y,
103 MAX_BUF_XSIZE * TILEX - x, sysize,
105 BlitBitmap(screenBitmap, target_bitmap, 0, y,
106 x - 2 * TILEX, sysize,
107 sx + MAX_BUF_XSIZE * TILEX - x, sy);
111 BlitBitmap(screenBitmap, target_bitmap, x, y,
112 MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
114 BlitBitmap(screenBitmap, target_bitmap, 0, y,
115 x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
116 sx + MAX_BUF_XSIZE * TILEX - x, sy);
117 BlitBitmap(screenBitmap, target_bitmap, x, 0,
118 MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
119 sx, sy + MAX_BUF_YSIZE * TILEY - y);
120 BlitBitmap(screenBitmap, target_bitmap, 0, 0,
121 x - 2 * TILEX, y - 2 * TILEY,
122 sx + MAX_BUF_XSIZE * TILEX - x, sy + MAX_BUF_YSIZE * TILEY - y);
125 if (x < 2 * TILEX && y < 2 * TILEY)
127 BlitBitmap(screenBitmap, target_bitmap, x, y,
128 SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
130 else if (x < 2 * TILEX && y >= 2 * TILEY)
132 BlitBitmap(screenBitmap, target_bitmap, x, y,
133 SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
135 BlitBitmap(screenBitmap, target_bitmap, x, 0,
136 SCR_FIELDX * TILEX, y - 2 * TILEY,
137 SX, SY + MAX_BUF_YSIZE * TILEY - y);
139 else if (x >= 2 * TILEX && y < 2 * TILEY)
141 BlitBitmap(screenBitmap, target_bitmap, x, y,
142 MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
144 BlitBitmap(screenBitmap, target_bitmap, 0, y,
145 x - 2 * TILEX, SCR_FIELDY * TILEY,
146 SX + MAX_BUF_XSIZE * TILEX - x, SY);
150 BlitBitmap(screenBitmap, target_bitmap, x, y,
151 MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
153 BlitBitmap(screenBitmap, target_bitmap, 0, y,
154 x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
155 SX + MAX_BUF_XSIZE * TILEX - x, SY);
156 BlitBitmap(screenBitmap, target_bitmap, x, 0,
157 MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
158 SX, SY + MAX_BUF_YSIZE * TILEY - y);
159 BlitBitmap(screenBitmap, target_bitmap, 0, 0,
160 x - 2 * TILEX, y - 2 * TILEY,
161 SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
166 void BackToFront_EM(void)
168 static int screen_x_last = -1, screen_y_last = -1;
169 static boolean scrolling_last = FALSE;
170 int left = screen_x / TILEX;
171 int top = screen_y / TILEY;
173 boolean scrolling = (screen_x != screen_x_last || screen_y != screen_y_last);
175 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
180 printf("::: %d, %d\n", screen_x, screen_y);
185 if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
187 /* blit all (up to four) parts of the scroll buffer to the backbuffer */
188 BlitScreenToBitmap_EM(backbuffer);
190 /* blit the completely updated backbuffer to the window (in one blit) */
191 BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
197 boolean half_shifted_x = (screen_x % TILEX != 0);
198 boolean half_shifted_y = (screen_y % TILEY != 0);
200 boolean half_shifted_x = (EVEN(SCR_FIELDX) && screen_x % TILEX != 0);
201 boolean half_shifted_y = (EVEN(SCR_FIELDY) && screen_y % TILEY != 0);
204 int sx, sy, sxsize, sysize;
207 int full_xsize = lev.width * TILEX;
208 int full_ysize = lev.height * TILEY;
210 sxsize = (full_xsize < xsize ? full_xsize : xsize);
211 sysize = (full_ysize < ysize ? full_ysize : ysize);
212 sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
213 sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
217 printf("::: %d, %d\n", EVEN(SCR_FIELDX), screen_x);
219 half_shifted_x = TRUE;
220 half_shifted_y = FALSE;
224 int x1 = 0, x2 = SCR_FIELDX - (half_shifted_x ? 0 : 1);
225 int y1 = 0, y2 = SCR_FIELDY - (half_shifted_y ? 0 : 1);
226 int scroll_xoffset = (half_shifted_x ? TILEX / 2 : 0);
227 int scroll_yoffset = (half_shifted_y ? TILEY / 2 : 0);
229 InitGfxClipRegion(TRUE, SX, SY, SXSIZE, SYSIZE);
231 for (x = x1; x <= x2; x++)
233 for (y = y1; y <= y2; y++)
235 int xx = (left + x) % MAX_BUF_XSIZE;
236 int yy = (top + y) % MAX_BUF_YSIZE;
239 BlitBitmap(screenBitmap, window,
240 xx * TILEX, yy * TILEY, TILEX, TILEY,
241 sx + x * TILEX - scroll_xoffset,
242 sy + y * TILEY - scroll_yoffset);
246 InitGfxClipRegion(FALSE, -1, -1, -1, -1);
250 for (x = 0; x < SCR_FIELDX; x++)
252 for (y = 0; y < SCR_FIELDY; y++)
254 int xx = (left + x) % MAX_BUF_XSIZE;
255 int yy = (top + y) % MAX_BUF_YSIZE;
258 BlitBitmap(screenBitmap, window,
259 xx * TILEX, yy * TILEY, TILEX, TILEY,
260 SX + x * TILEX, SY + y * TILEY);
268 for (x = 0; x < MAX_BUF_XSIZE; x++)
269 for (y = 0; y < MAX_BUF_YSIZE; y++)
270 redraw[x][y] = FALSE;
273 screen_x_last = screen_x;
274 screen_y_last = screen_y;
275 scrolling_last = scrolling;
278 void blitscreen(void)
283 static struct GraphicInfo_EM *getObjectGraphic(int x, int y)
285 int tile = Draw[y][x];
286 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
288 if (!game.use_native_emc_graphics_engine)
289 getGraphicSourceObjectExt_EM(g, tile, 7 - frame, x - 2, y - 2);
294 static struct GraphicInfo_EM *getPlayerGraphic(int player_nr, int anim)
296 struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
298 if (!game.use_native_emc_graphics_engine)
299 getGraphicSourcePlayerExt_EM(g, player_nr, anim, 7 - frame);
304 static void DrawLevelField_EM(int x, int y, int sx, int sy,
307 struct GraphicInfo_EM *g = getObjectGraphic(x, y);
309 int src_x = g->src_x + g->src_offset_x * TILESIZE_VAR / TILESIZE;
310 int src_y = g->src_y + g->src_offset_y * TILESIZE_VAR / TILESIZE;
311 int dst_x = sx * TILEX + g->dst_offset_x * TILESIZE_VAR / TILESIZE;
312 int dst_y = sy * TILEY + g->dst_offset_y * TILESIZE_VAR / TILESIZE;
313 int width = g->width * TILESIZE_VAR / TILESIZE;
314 int height = g->height * TILESIZE_VAR / TILESIZE;
316 int src_x = g->src_x + g->src_offset_x;
317 int src_y = g->src_y + g->src_offset_y;
318 int dst_x = sx * TILEX + g->dst_offset_x;
319 int dst_y = sy * TILEY + g->dst_offset_y;
320 int width = g->width;
321 int height = g->height;
323 int left = screen_x / TILEX;
324 int top = screen_y / TILEY;
326 /* do not draw fields that are outside the visible screen area */
327 if (x < left || x >= left + MAX_BUF_XSIZE ||
328 y < top || y >= top + MAX_BUF_YSIZE)
333 if (width > 0 && height > 0)
335 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
336 dst_x - src_x, dst_y - src_y);
337 BlitBitmapMasked(g->bitmap, screenBitmap,
338 src_x, src_y, width, height, dst_x, dst_y);
343 if ((width != TILEX || height != TILEY) && !g->preserve_background)
344 ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
346 if (width > 0 && height > 0)
347 BlitBitmap(g->bitmap, screenBitmap,
348 src_x, src_y, width, height, dst_x, dst_y);
352 static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
353 int crm, boolean draw_masked)
356 struct GraphicInfo_EM *g;
358 struct GraphicInfo_EM *g = getObjectGraphic(x, y);
360 int crumbled_border_size;
361 int left = screen_x / TILEX;
362 int top = screen_y / TILEY;
365 /* do not draw fields that are outside the visible screen area */
366 if (x < left || x >= left + MAX_BUF_XSIZE ||
367 y < top || y >= top + MAX_BUF_YSIZE)
370 if (crm == 0) /* no crumbled edges for this tile */
374 g = getObjectGraphic(x, y);
377 crumbled_border_size = g->crumbled_border_size;
380 crumbled_border_size = crumbled_border_size * TILESIZE_VAR / TILESIZE;
384 if (x == 3 && y == 3 && frame == 0)
385 printf("::: %d, %d\n",
386 graphic_info_em_object[207][0].crumbled_src_x,
387 graphic_info_em_object[207][0].crumbled_src_y);
390 for (i = 0; i < 4; i++)
394 int width, height, cx, cy;
396 if (i == 1 || i == 2)
398 width = crumbled_border_size;
400 cx = (i == 2 ? TILEX - crumbled_border_size : 0);
406 height = crumbled_border_size;
408 cy = (i == 3 ? TILEY - crumbled_border_size : 0);
411 if (width > 0 && height > 0)
413 int src_x = g->crumbled_src_x + cx;
414 int src_y = g->crumbled_src_y + cy;
415 int dst_x = sx * TILEX + cx;
416 int dst_y = sy * TILEY + cy;
420 SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc,
421 dst_x - src_x, dst_y - src_y);
422 BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
423 src_x, src_y, width, height, dst_x, dst_y);
426 BlitBitmap(g->crumbled_bitmap, screenBitmap,
427 src_x, src_y, width, height, dst_x, dst_y);
433 static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim,
436 struct GraphicInfo_EM *g = getPlayerGraphic(player_nr, anim);
437 int src_x = g->src_x, src_y = g->src_y;
440 /* do not draw fields that are outside the visible screen area */
441 if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX ||
442 y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY)
445 x1 %= MAX_BUF_XSIZE * TILEX;
446 y1 %= MAX_BUF_YSIZE * TILEY;
450 /* draw the player to current location */
453 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
454 dst_x - src_x, dst_y - src_y);
455 BlitBitmapMasked(g->bitmap, screenBitmap,
456 src_x, src_y, TILEX, TILEY, dst_x, dst_y);
458 /* draw the player to opposite wrap-around column */
459 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
461 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
462 dst_x - src_x, dst_y - src_y);
463 BlitBitmapMasked(g->bitmap, screenBitmap,
464 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
466 /* draw the player to opposite wrap-around row */
468 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
469 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
470 dst_x - src_x, dst_y - src_y);
471 BlitBitmapMasked(g->bitmap, screenBitmap,
472 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
476 /* draw the player to current location */
479 BlitBitmap(g->bitmap, screenBitmap,
480 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
482 /* draw the player to opposite wrap-around column */
483 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
485 BlitBitmap(g->bitmap, screenBitmap,
486 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
488 /* draw the player to opposite wrap-around row */
490 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
491 BlitBitmap(g->bitmap, screenBitmap,
492 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
496 /* draw differences between game tiles and screen tiles
498 * implicitly handles scrolling and restoring background under the sprites
501 static void animscreen(void)
504 int left = screen_x / TILEX;
505 int top = screen_y / TILEY;
506 static int xy[4][2] =
514 if (!game.use_native_emc_graphics_engine)
515 for (y = 2; y < EM_MAX_CAVE_HEIGHT - 2; y++)
516 for (x = 2; x < EM_MAX_CAVE_WIDTH - 2; x++)
517 SetGfxAnimation_EM(&graphic_info_em_object[Draw[y][x]][frame],
518 Draw[y][x], 7 - frame, x - 2, y - 2);
520 for (y = top; y < top + MAX_BUF_YSIZE; y++)
522 for (x = left; x < left + MAX_BUF_XSIZE; x++)
524 int sx = x % MAX_BUF_XSIZE;
525 int sy = y % MAX_BUF_YSIZE;
526 int tile = Draw[y][x];
527 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
528 int obj = g->unique_identifier;
530 boolean redraw_screen_tile = FALSE;
532 /* re-calculate crumbled state of this tile */
533 if (g->has_crumbled_graphics)
535 for (i = 0; i < 4; i++)
537 int xx = x + xy[i][0];
538 int yy = y + xy[i][1];
541 if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
542 yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
545 tile_next = Draw[yy][xx];
547 if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
552 redraw_screen_tile = (screentiles[sy][sx] != obj ||
553 crumbled_state[sy][sx] != crm);
556 /* !!! TEST ONLY -- CHANGE THIS !!! */
557 if (!game.use_native_emc_graphics_engine)
558 redraw_screen_tile = TRUE;
561 /* only redraw screen tiles if they (or their crumbled state) changed */
562 if (redraw_screen_tile)
564 DrawLevelField_EM(x, y, sx, sy, FALSE);
565 DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
567 screentiles[sy][sx] = obj;
568 crumbled_state[sy][sx] = crm;
570 redraw[sx][sy] = TRUE;
578 /* blit players to the screen
580 * handles transparency and movement
583 static void blitplayer(struct PLAYER *ply)
590 /* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
591 x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
592 y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
597 printf("::: %d, %d\n", x1, y1);
600 if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
601 (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
603 /* some casts to "int" are needed because of negative calculation values */
604 int dx = (int)ply->x - (int)ply->oldx;
605 int dy = (int)ply->y - (int)ply->oldy;
606 int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
607 int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
608 int new_x = old_x + SIGN(dx);
609 int new_y = old_y + SIGN(dy);
610 int old_sx = old_x % MAX_BUF_XSIZE;
611 int old_sy = old_y % MAX_BUF_XSIZE;
612 int new_sx = new_x % MAX_BUF_XSIZE;
613 int new_sy = new_y % MAX_BUF_XSIZE;
615 int old_crm = crumbled_state[old_sy][old_sx];
617 int new_crm = crumbled_state[new_sy][new_sx];
619 /* only diggable elements can be crumbled in the classic EM engine */
620 boolean player_is_digging = (new_crm != 0);
623 x1 %= MAX_BUF_XSIZE * TILEX;
624 y1 %= MAX_BUF_YSIZE * TILEY;
625 x2 %= MAX_BUF_XSIZE * TILEX;
626 y2 %= MAX_BUF_YSIZE * TILEY;
629 if (player_is_digging)
632 /* draw the field the player is moving from (under the player) */
633 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
634 DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
637 /* draw the field the player is moving to (under the player) */
638 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
639 DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
641 /* draw the player (masked) over the element he is just digging away */
642 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
645 /* draw the field the player is moving from (masked over the player) */
646 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
651 /* draw the player under the element which is on the same field */
652 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE);
654 /* draw the field the player is moving from (masked over the player) */
655 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
657 /* draw the field the player is moving to (masked over the player) */
658 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
661 /* redraw screen tiles in the next frame (player may have left the tiles) */
662 screentiles[old_sy][old_sx] = -1;
663 screentiles[new_sy][new_sx] = -1;
665 /* mark screen tiles as dirty (force screen refresh with changed content) */
666 redraw[old_sx][old_sy] = TRUE;
667 redraw[new_sx][new_sy] = TRUE;
672 void game_initscreen(void)
675 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
676 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
682 game.centered_player_nr = getCenteredPlayerNr_EM();
685 player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
687 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
688 screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
690 for (y = 0; y < MAX_BUF_YSIZE; y++)
692 for (x = 0; x < MAX_BUF_XSIZE; x++)
694 screentiles[y][x] = -1;
695 crumbled_state[y][x] = 0;
699 DrawAllGameValues(lev.required, dynamite_state, lev.score,
700 lev.time, all_keys_state);
704 void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
706 boolean ffwd_delay = (tape.playing && tape.fast_forward);
707 boolean no_delay = (tape.warp_forward);
708 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
709 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
713 if (quick_relocation)
715 int offset = game.scroll_delay_value;
717 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
719 scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
720 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
721 player->jx - MIDPOSX);
723 scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
724 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
725 player->jy - MIDPOSY);
729 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
730 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
731 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
733 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
734 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
735 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
737 /* don't scroll over playfield boundaries */
738 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
739 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
741 /* don't scroll over playfield boundaries */
742 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
743 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
746 RedrawPlayfield(TRUE, 0,0,0,0);
750 int scroll_xx = -999, scroll_yy = -999;
752 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
754 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
757 int fx = FX, fy = FY;
759 scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
760 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
761 player->jx - MIDPOSX);
763 scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
764 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
765 player->jy - MIDPOSY);
767 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
768 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
770 if (dx == 0 && dy == 0) /* no scrolling needed at all */
776 fx += dx * TILEX / 2;
777 fy += dy * TILEY / 2;
782 /* scroll in two steps of half tile size to make things smoother */
783 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
785 Delay(wait_delay_value);
787 /* scroll second step to align at full tile size */
789 Delay(wait_delay_value);
794 Delay(wait_delay_value);
799 static int getMaxCenterDistancePlayerNr(int center_x, int center_y)
801 int max_dx = 0, max_dy = 0;
802 int player_nr = game_em.last_moving_player;
805 for (i = 0; i < MAX_PLAYERS; i++)
809 int sx = PLAYER_SCREEN_X(i);
810 int sy = PLAYER_SCREEN_Y(i);
812 if (game_em.last_player_direction[i] != MV_NONE &&
813 (ABS(sx - center_x) > max_dx ||
814 ABS(sy - center_y) > max_dy))
816 max_dx = MAX(max_dx, ABS(sx - center_x));
817 max_dy = MAX(max_dy, ABS(sy - center_y));
827 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
829 boolean num_checked_players = 0;
832 for (i = 0; i < MAX_PLAYERS; i++)
836 int sx = PLAYER_SCREEN_X(i);
837 int sy = PLAYER_SCREEN_Y(i);
839 if (num_checked_players == 0)
846 *sx1 = MIN(*sx1, sx);
847 *sy1 = MIN(*sy1, sy);
848 *sx2 = MAX(*sx2, sx);
849 *sy2 = MAX(*sy2, sy);
852 num_checked_players++;
857 boolean checkIfAllPlayersFitToScreen()
859 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
861 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
863 return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
864 sy2 - sy1 <= SCR_FIELDY * TILEY);
867 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
869 int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
871 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
873 *sx = (sx1 + sx2) / 2;
874 *sy = (sy1 + sy2) / 2;
877 static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
878 int center_x, int center_y)
880 int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
882 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
884 *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
885 *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
888 static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
892 setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
894 return (max_dx <= SCR_FIELDX * TILEX / 2 &&
895 max_dy <= SCR_FIELDY * TILEY / 2);
898 void RedrawPlayfield_EM(boolean force_redraw)
901 boolean all_players_visible = checkIfAllPlayersAreVisible();
903 boolean draw_new_player_location = FALSE;
904 boolean quick_relocation = setup.quick_switch;
906 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
909 boolean game.set_centered_player = getSetCenteredPlayer_EM();
910 int game.centered_player_nr_next = getCenteredPlayerNr_EM();
913 int max_center_distance_player_nr =
914 getMaxCenterDistancePlayerNr(screen_x, screen_y);
916 int player_nr = game_em.last_moving_player;
918 int stepsize = TILEX / 8;
919 int offset = game.scroll_delay_value * TILEX;
920 int offset_x = offset;
921 int offset_y = offset;
922 int screen_x_old = screen_x;
923 int screen_y_old = screen_y;
927 if (game.set_centered_player)
929 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
931 /* switching to "all players" only possible if all players fit to screen */
932 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
934 game.centered_player_nr_next = game.centered_player_nr;
935 game.set_centered_player = FALSE;
938 /* do not switch focus to non-existing (or non-active) player */
939 if (game.centered_player_nr_next >= 0 &&
940 !ply[game.centered_player_nr_next].alive)
942 game.centered_player_nr_next = game.centered_player_nr;
943 game.set_centered_player = FALSE;
948 /* also allow focus switching when screen is scrolled to half tile */
950 if (!scrolling) /* screen currently aligned at tile position */
954 if (game.set_centered_player)
956 if (game.centered_player_nr != game.centered_player_nr_next)
959 game.centered_player_nr = game.centered_player_nr_next;
961 draw_new_player_location = TRUE;
964 game.set_centered_player = FALSE;
968 if (game.centered_player_nr == -1)
971 if (draw_new_player_location || offset == 0)
973 if (draw_new_player_location)
976 setScreenCenteredToAllPlayers(&sx, &sy);
981 sx = PLAYER_SCREEN_X(max_center_distance_player_nr);
982 sy = PLAYER_SCREEN_Y(max_center_distance_player_nr);
984 sx = PLAYER_SCREEN_X(game_em.last_moving_player);
985 sy = PLAYER_SCREEN_Y(game_em.last_moving_player);
991 sx = PLAYER_SCREEN_X(game.centered_player_nr);
992 sy = PLAYER_SCREEN_Y(game.centered_player_nr);
995 if (draw_new_player_location && quick_relocation)
997 screen_x = VALID_SCREEN_X(sx);
998 screen_y = VALID_SCREEN_Y(sy);
999 screen_x_old = screen_x;
1000 screen_y_old = screen_y;
1008 if (draw_new_player_location && !quick_relocation)
1011 unsigned int game_frame_delay_value = getGameFrameDelay_EM(20);
1013 unsigned int game_frame_delay_value = getGameFrameDelay_EM(25);
1015 int wait_delay_value = game_frame_delay_value;
1016 int screen_xx = VALID_SCREEN_X(sx);
1017 int screen_yy = VALID_SCREEN_Y(sy);
1019 while (screen_x != screen_xx || screen_y != screen_yy)
1021 int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
1022 int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0);
1023 int dxx = 0, dyy = 0;
1025 if (dx == 0 && dy == 0) /* no scrolling needed at all */
1030 if (ABS(screen_xx - screen_x) >= TILEX)
1032 screen_x -= dx * TILEX;
1033 dxx = dx * TILEX / 2;
1037 screen_x = screen_xx;
1041 if (ABS(screen_yy - screen_y) >= TILEY)
1043 screen_y -= dy * TILEY;
1044 dyy = dy * TILEY / 2;
1048 screen_y = screen_yy;
1055 if (ABS(screen_xx - screen_x) >= TILEX ||
1056 ABS(screen_yy - screen_y) >= TILEY)
1058 screen_x -= dx * TILEX;
1059 screen_y -= dy * TILEY;
1061 dxx = dx * TILEX / 2;
1062 dyy = dy * TILEY / 2;
1066 screen_x = screen_xx;
1067 screen_y = screen_yy;
1073 screen_x -= dx * TILEX;
1074 screen_y -= dy * TILEY;
1076 dxx += dx * TILEX / 2;
1077 dyy += dy * TILEY / 2;
1082 /* scroll in two steps of half tile size to make things smoother */
1088 for (i = 0; i < MAX_PLAYERS; i++)
1089 blitplayer(&ply[i]);
1093 Delay(wait_delay_value);
1095 /* scroll second step to align at full tile size */
1105 for (i = 0; i < MAX_PLAYERS; i++)
1106 blitplayer(&ply[i]);
1110 Delay(wait_delay_value);
1113 screen_x_old = screen_x;
1114 screen_y_old = screen_y;
1119 for (y = 0; y < MAX_BUF_YSIZE; y++)
1121 for (x = 0; x < MAX_BUF_XSIZE; x++)
1123 screentiles[y][x] = -1;
1124 crumbled_state[y][x] = 0;
1129 /* calculate new screen scrolling position, with regard to scroll delay */
1130 screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x :
1131 sx - offset_x > screen_x ? sx - offset_x :
1133 screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y :
1134 sy - offset_y > screen_y ? sy - offset_y :
1138 printf("::: (%d, %d) => (%d, %d) [(%d, %d), (%d, %d)] [%d, %d] [%d / %d]\n",
1139 screen_x_old, screen_y_old,
1141 ply[max_center_distance_player_nr].oldx,
1142 ply[max_center_distance_player_nr].x,
1143 ply[max_center_distance_player_nr].oldy,
1144 ply[max_center_distance_player_nr].y,
1146 ABS(screen_x - screen_x_old),
1147 ABS(screen_y - screen_y_old));
1153 /* prevent scrolling further than double player step size when scrolling */
1154 if (ABS(screen_x - screen_x_old) > 2 * stepsize)
1156 int dx = SIGN(screen_x - screen_x_old);
1158 screen_x = screen_x_old + dx * 2 * stepsize;
1160 if (ABS(screen_y - screen_y_old) > 2 * stepsize)
1162 int dy = SIGN(screen_y - screen_y_old);
1164 screen_y = screen_y_old + dy * 2 * stepsize;
1167 /* prevent scrolling further than double player step size when scrolling */
1168 if (ABS(screen_x - screen_x_old) > 2 * stepsize ||
1169 ABS(screen_y - screen_y_old) > 2 * stepsize)
1171 int dx = SIGN(screen_x - screen_x_old);
1172 int dy = SIGN(screen_y - screen_y_old);
1174 screen_x = screen_x_old + dx * 2 * stepsize;
1175 screen_y = screen_y_old + dy * 2 * stepsize;
1180 /* prevent scrolling further than player step size when scrolling */
1181 if (ABS(screen_x - screen_x_old) > stepsize ||
1182 ABS(screen_y - screen_y_old) > stepsize)
1184 int dx = SIGN(screen_x - screen_x_old);
1185 int dy = SIGN(screen_y - screen_y_old);
1187 screen_x = screen_x_old + dx * stepsize;
1188 screen_y = screen_y_old + dy * stepsize;
1192 /* prevent scrolling away from the other players when focus on all players */
1193 if (game.centered_player_nr == -1)
1196 /* check if all players are still visible with new scrolling position */
1197 if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) &&
1198 !checkIfAllPlayersAreVisible(screen_x, screen_y))
1200 /* reset horizontal scroll position to last value, if needed */
1201 if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
1202 screen_x = screen_x_old;
1204 /* reset vertical scroll position to last value, if needed */
1205 if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
1206 screen_y = screen_y_old;
1209 boolean all_players_visible = checkIfAllPlayersAreVisible();
1211 if (!all_players_visible)
1213 printf("::: not all players visible\n");
1215 screen_x = screen_x_old;
1216 screen_y = screen_y_old;
1221 /* prevent scrolling (for screen correcting) if no player is moving */
1222 if (!game_em.any_player_moving)
1224 screen_x = screen_x_old;
1225 screen_y = screen_y_old;
1229 /* prevent scrolling against the players move direction */
1231 int player_nr = game_em.last_moving_player;
1233 int player_nr = (game.centered_player_nr == -1 ?
1234 max_center_distance_player_nr : game.centered_player_nr);
1235 int player_move_dir = game_em.last_player_direction[player_nr];
1236 int dx = SIGN(screen_x - screen_x_old);
1237 int dy = SIGN(screen_y - screen_y_old);
1239 if ((dx < 0 && player_move_dir != MV_LEFT) ||
1240 (dx > 0 && player_move_dir != MV_RIGHT))
1241 screen_x = screen_x_old;
1243 if ((dy < 0 && player_move_dir != MV_UP) ||
1244 (dy > 0 && player_move_dir != MV_DOWN))
1245 screen_y = screen_y_old;
1250 for (i = 0; i < MAX_PLAYERS; i++)
1251 blitplayer(&ply[i]);
1262 void game_animscreen(void)
1264 RedrawPlayfield_EM(FALSE);
1267 void DrawGameDoorValues_EM()
1273 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1274 int key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1278 if (game.centered_player_nr == -1)
1286 for (i = 0; i < MAX_PLAYERS; i++)
1288 dynamite_state += ply[i].dynamite;
1289 key_state |= ply[i].keys;
1294 dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1295 key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1300 int player_nr = game.centered_player_nr;
1302 dynamite_state = ply[player_nr].dynamite;
1303 key_state = ply[player_nr].keys;
1308 DrawAllGameValues(lev.required, dynamite_state, lev.score,
1309 lev.time, key_state);
1311 DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
1312 DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);