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)
31 int frame; /* current screen frame */
32 int screen_x; /* current scroll position */
35 /* tiles currently on screen */
36 static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
37 static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
39 static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
43 int centered_player_nr;
45 static int centered_player_nr;
49 /* copy the entire screen to the window at the scroll position */
51 void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
53 int x = screen_x % (MAX_BUF_XSIZE * TILEX);
54 int y = screen_y % (MAX_BUF_YSIZE * TILEY);
56 if (x < 2 * TILEX && y < 2 * TILEY)
58 BlitBitmap(screenBitmap, target_bitmap, x, y,
59 SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
61 else if (x < 2 * TILEX && y >= 2 * TILEY)
63 BlitBitmap(screenBitmap, target_bitmap, x, y,
64 SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
66 BlitBitmap(screenBitmap, target_bitmap, x, 0,
67 SCR_FIELDX * TILEX, y - 2 * TILEY,
68 SX, SY + MAX_BUF_YSIZE * TILEY - y);
70 else if (x >= 2 * TILEX && y < 2 * TILEY)
72 BlitBitmap(screenBitmap, target_bitmap, x, y,
73 MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
75 BlitBitmap(screenBitmap, target_bitmap, 0, y,
76 x - 2 * TILEX, SCR_FIELDY * TILEY,
77 SX + MAX_BUF_XSIZE * TILEX - x, SY);
81 BlitBitmap(screenBitmap, target_bitmap, x, y,
82 MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
84 BlitBitmap(screenBitmap, target_bitmap, 0, y,
85 x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
86 SX + MAX_BUF_XSIZE * TILEX - x, SY);
87 BlitBitmap(screenBitmap, target_bitmap, x, 0,
88 MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
89 SX, SY + MAX_BUF_YSIZE * TILEY - y);
90 BlitBitmap(screenBitmap, target_bitmap, 0, 0,
91 x - 2 * TILEX, y - 2 * TILEY,
92 SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
96 void BackToFront_EM(void)
98 static boolean scrolling_last = FALSE;
99 int left = screen_x / TILEX;
100 int top = screen_y / TILEY;
101 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
106 if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
108 /* blit all (up to four) parts of the scroll buffer to the backbuffer */
109 BlitScreenToBitmap_EM(backbuffer);
111 /* blit the completely updated backbuffer to the window (in one blit) */
112 BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
116 for (x = 0; x < SCR_FIELDX; x++)
118 for (y = 0; y < SCR_FIELDY; y++)
120 int xx = (left + x) % MAX_BUF_XSIZE;
121 int yy = (top + y) % MAX_BUF_YSIZE;
124 BlitBitmap(screenBitmap, window,
125 xx * TILEX, yy * TILEY, TILEX, TILEY,
126 SX + x * TILEX, SY + y * TILEY);
133 for (x = 0; x < MAX_BUF_XSIZE; x++)
134 for (y = 0; y < MAX_BUF_YSIZE; y++)
135 redraw[x][y] = FALSE;
138 scrolling_last = scrolling;
141 void blitscreen(void)
146 static void DrawLevelField_EM(int x, int y, int sx, int sy,
149 int tile = Draw[y][x];
150 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
153 getGraphicSourceObjectExt_EM(tile, frame, &g->bitmap, &g->src_x, &g->src_y,
157 int src_x = g->src_x + g->src_offset_x;
158 int src_y = g->src_y + g->src_offset_y;
159 int dst_x = sx * TILEX + g->dst_offset_x;
160 int dst_y = sy * TILEY + g->dst_offset_y;
161 int width = g->width;
162 int height = g->height;
163 int left = screen_x / TILEX;
164 int top = screen_y / TILEY;
166 /* do not draw fields that are outside the visible screen area */
167 if (x < left || x >= left + MAX_BUF_XSIZE ||
168 y < top || y >= top + MAX_BUF_YSIZE)
173 if (width > 0 && height > 0)
175 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
176 dst_x - src_x, dst_y - src_y);
177 BlitBitmapMasked(g->bitmap, screenBitmap,
178 src_x, src_y, width, height, dst_x, dst_y);
183 if ((width != TILEX || height != TILEY) && !g->preserve_background)
184 ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
186 if (width > 0 && height > 0)
187 BlitBitmap(g->bitmap, screenBitmap,
188 src_x, src_y, width, height, dst_x, dst_y);
192 static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
193 int crm, boolean draw_masked)
195 int tile = Draw[y][x];
196 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
197 int left = screen_x / TILEX;
198 int top = screen_y / TILEY;
201 /* do not draw fields that are outside the visible screen area */
202 if (x < left || x >= left + MAX_BUF_XSIZE ||
203 y < top || y >= top + MAX_BUF_YSIZE)
206 if (crm == 0) /* no crumbled edges for this tile */
209 for (i = 0; i < 4; i++)
213 int width, height, cx, cy;
215 if (i == 1 || i == 2)
217 width = g->crumbled_border_size;
219 cx = (i == 2 ? TILEX - g->crumbled_border_size : 0);
225 height = g->crumbled_border_size;
227 cy = (i == 3 ? TILEY - g->crumbled_border_size : 0);
230 if (width > 0 && height > 0)
232 int src_x = g->crumbled_src_x + cx;
233 int src_y = g->crumbled_src_y + cy;
234 int dst_x = sx * TILEX + cx;
235 int dst_y = sy * TILEY + cy;
239 SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc,
240 dst_x - src_x, dst_y - src_y);
241 BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
242 src_x, src_y, width, height, dst_x, dst_y);
245 BlitBitmap(g->crumbled_bitmap, screenBitmap,
246 src_x, src_y, width, height, dst_x, dst_y);
252 static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim,
255 struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
258 getGraphicSourcePlayerExt_EM(player_nr, anim, frame,
259 &g->bitmap, &g->src_x, &g->src_y);
262 int src_x = g->src_x, src_y = g->src_y;
265 /* do not draw fields that are outside the visible screen area */
266 if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX ||
267 y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY)
270 x1 %= MAX_BUF_XSIZE * TILEX;
271 y1 %= MAX_BUF_YSIZE * TILEY;
275 /* draw the player to current location */
278 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
279 dst_x - src_x, dst_y - src_y);
280 BlitBitmapMasked(g->bitmap, screenBitmap,
281 src_x, 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 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
287 dst_x - src_x, dst_y - src_y);
288 BlitBitmapMasked(g->bitmap, screenBitmap,
289 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
291 /* draw the player to opposite wrap-around row */
293 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
294 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
295 dst_x - src_x, dst_y - src_y);
296 BlitBitmapMasked(g->bitmap, screenBitmap,
297 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
301 /* draw the player to current location */
304 BlitBitmap(g->bitmap, screenBitmap,
305 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
307 /* draw the player to opposite wrap-around column */
308 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
310 BlitBitmap(g->bitmap, screenBitmap,
311 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
313 /* draw the player to opposite wrap-around row */
315 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
316 BlitBitmap(g->bitmap, screenBitmap,
317 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
321 /* draw differences between game tiles and screen tiles
323 * implicitly handles scrolling and restoring background under the sprites
326 static void animscreen(void)
329 int left = screen_x / TILEX;
330 int top = screen_y / TILEY;
331 static int xy[4][2] =
339 for (y = top; y < top + MAX_BUF_YSIZE; y++)
341 for (x = left; x < left + MAX_BUF_XSIZE; x++)
343 int sx = x % MAX_BUF_XSIZE;
344 int sy = y % MAX_BUF_YSIZE;
345 int tile = Draw[y][x];
346 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
347 int obj = g->unique_identifier;
350 /* re-calculate crumbled state of this tile */
351 if (g->has_crumbled_graphics)
353 for (i = 0; i < 4; i++)
355 int xx = x + xy[i][0];
356 int yy = y + xy[i][1];
359 if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
360 yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
363 tile_next = Draw[yy][xx];
365 if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
370 /* only redraw screen tiles if they (or their crumbled state) changed */
371 // if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
373 DrawLevelField_EM(x, y, sx, sy, FALSE);
374 DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
376 screentiles[sy][sx] = obj;
377 crumbled_state[sy][sx] = crm;
379 redraw[sx][sy] = TRUE;
387 /* blit players to the screen
389 * handles transparency and movement
392 static void blitplayer(struct PLAYER *ply)
399 /* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
400 x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
401 y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
405 if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
406 (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
408 /* some casts to "int" are needed because of negative calculation values */
409 int dx = (int)ply->x - (int)ply->oldx;
410 int dy = (int)ply->y - (int)ply->oldy;
411 int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
412 int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
413 int new_x = old_x + SIGN(dx);
414 int new_y = old_y + SIGN(dy);
415 int old_sx = old_x % MAX_BUF_XSIZE;
416 int old_sy = old_y % MAX_BUF_XSIZE;
417 int new_sx = new_x % MAX_BUF_XSIZE;
418 int new_sy = new_y % MAX_BUF_XSIZE;
420 int old_crm = crumbled_state[old_sy][old_sx];
422 int new_crm = crumbled_state[new_sy][new_sx];
424 /* only diggable elements can be crumbled in the classic EM engine */
425 boolean player_is_digging = (new_crm != 0);
428 x1 %= MAX_BUF_XSIZE * TILEX;
429 y1 %= MAX_BUF_YSIZE * TILEY;
430 x2 %= MAX_BUF_XSIZE * TILEX;
431 y2 %= MAX_BUF_YSIZE * TILEY;
434 if (player_is_digging)
437 /* draw the field the player is moving from (under the player) */
438 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
439 DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
442 /* draw the field the player is moving to (under the player) */
443 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
444 DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
446 /* draw the player (masked) over the element he is just digging away */
447 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
450 /* draw the field the player is moving from (masked over the player) */
451 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
456 /* draw the player under the element which is on the same field */
457 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE);
459 /* draw the field the player is moving from (masked over the player) */
460 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
462 /* draw the field the player is moving to (masked over the player) */
463 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
466 /* redraw screen tiles in the next frame (player may have left the tiles) */
467 screentiles[old_sy][old_sx] = -1;
468 screentiles[new_sy][new_sx] = -1;
470 /* mark screen tiles as dirty (force screen refresh with changed content) */
471 redraw[old_sx][old_sy] = TRUE;
472 redraw[new_sx][new_sy] = TRUE;
477 void game_initscreen(void)
480 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
481 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
487 game.centered_player_nr = getCenteredPlayerNr_EM();
490 player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
492 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
493 screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
495 for (y = 0; y < MAX_BUF_YSIZE; y++)
497 for (x = 0; x < MAX_BUF_XSIZE; x++)
499 screentiles[y][x] = -1;
500 crumbled_state[y][x] = 0;
504 DrawAllGameValues(lev.required, dynamite_state, lev.score,
505 lev.time, all_keys_state);
509 void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
511 boolean ffwd_delay = (tape.playing && tape.fast_forward);
512 boolean no_delay = (tape.warp_forward);
513 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
514 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
518 if (quick_relocation)
520 int offset = (setup.scroll_delay ? 3 : 0);
522 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
524 scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
525 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
526 player->jx - MIDPOSX);
528 scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
529 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
530 player->jy - MIDPOSY);
534 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
535 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
536 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
538 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
539 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
540 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
542 /* don't scroll over playfield boundaries */
543 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
544 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
546 /* don't scroll over playfield boundaries */
547 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
548 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
551 RedrawPlayfield(TRUE, 0,0,0,0);
555 int scroll_xx = -999, scroll_yy = -999;
557 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
559 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
562 int fx = FX, fy = FY;
564 scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
565 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
566 player->jx - MIDPOSX);
568 scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
569 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
570 player->jy - MIDPOSY);
572 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
573 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
575 if (dx == 0 && dy == 0) /* no scrolling needed at all */
581 fx += dx * TILEX / 2;
582 fy += dy * TILEY / 2;
587 /* scroll in two steps of half tile size to make things smoother */
588 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
590 Delay(wait_delay_value);
592 /* scroll second step to align at full tile size */
594 Delay(wait_delay_value);
599 Delay(wait_delay_value);
604 static int getMaxCenterDistancePlayerNr(int center_x, int center_y)
606 int max_dx = 0, max_dy = 0;
607 int player_nr = game_em.last_moving_player;
610 for (i = 0; i < MAX_PLAYERS; i++)
614 int sx = PLAYER_SCREEN_X(i);
615 int sy = PLAYER_SCREEN_Y(i);
617 if (game_em.last_player_direction[i] != MV_NONE &&
618 (ABS(sx - center_x) > max_dx ||
619 ABS(sy - center_y) > max_dy))
621 max_dx = MAX(max_dx, ABS(sx - center_x));
622 max_dy = MAX(max_dy, ABS(sy - center_y));
632 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
634 boolean num_checked_players = 0;
637 for (i = 0; i < MAX_PLAYERS; i++)
641 int sx = PLAYER_SCREEN_X(i);
642 int sy = PLAYER_SCREEN_Y(i);
644 if (num_checked_players == 0)
651 *sx1 = MIN(*sx1, sx);
652 *sy1 = MIN(*sy1, sy);
653 *sx2 = MAX(*sx2, sx);
654 *sy2 = MAX(*sy2, sy);
657 num_checked_players++;
662 boolean checkIfAllPlayersFitToScreen()
664 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
666 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
668 return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
669 sy2 - sy1 <= SCR_FIELDY * TILEY);
672 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
674 int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
676 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
678 *sx = (sx1 + sx2) / 2;
679 *sy = (sy1 + sy2) / 2;
682 static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
683 int center_x, int center_y)
685 int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
687 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
689 *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
690 *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
693 static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
697 setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
699 return (max_dx <= SCR_FIELDX * TILEX / 2 &&
700 max_dy <= SCR_FIELDY * TILEY / 2);
703 void RedrawPlayfield_EM(boolean force_redraw)
706 boolean all_players_visible = checkIfAllPlayersAreVisible();
708 boolean draw_new_player_location = FALSE;
709 boolean quick_relocation = setup.quick_switch;
711 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
714 boolean game.set_centered_player = getSetCenteredPlayer_EM();
715 int game.centered_player_nr_next = getCenteredPlayerNr_EM();
718 int max_center_distance_player_nr =
719 getMaxCenterDistancePlayerNr(screen_x, screen_y);
721 int player_nr = game_em.last_moving_player;
723 int stepsize = TILEX / 8;
724 int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
725 int offset_x = offset;
726 int offset_y = offset;
727 int screen_x_old = screen_x;
728 int screen_y_old = screen_y;
732 if (game.set_centered_player)
734 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
736 /* switching to "all players" only possible if all players fit to screen */
737 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
739 game.centered_player_nr_next = game.centered_player_nr;
740 game.set_centered_player = FALSE;
743 /* do not switch focus to non-existing (or non-active) player */
744 if (game.centered_player_nr_next >= 0 &&
745 !ply[game.centered_player_nr_next].alive)
747 game.centered_player_nr_next = game.centered_player_nr;
748 game.set_centered_player = FALSE;
753 /* also allow focus switching when screen is scrolled to half tile */
755 if (!scrolling) /* screen currently aligned at tile position */
759 if (game.set_centered_player)
761 if (game.centered_player_nr != game.centered_player_nr_next)
764 game.centered_player_nr = game.centered_player_nr_next;
766 draw_new_player_location = TRUE;
769 game.set_centered_player = FALSE;
773 if (game.centered_player_nr == -1)
776 if (draw_new_player_location || offset == 0)
778 if (draw_new_player_location)
781 setScreenCenteredToAllPlayers(&sx, &sy);
786 sx = PLAYER_SCREEN_X(max_center_distance_player_nr);
787 sy = PLAYER_SCREEN_Y(max_center_distance_player_nr);
789 sx = PLAYER_SCREEN_X(game_em.last_moving_player);
790 sy = PLAYER_SCREEN_Y(game_em.last_moving_player);
796 sx = PLAYER_SCREEN_X(game.centered_player_nr);
797 sy = PLAYER_SCREEN_Y(game.centered_player_nr);
800 if (draw_new_player_location && quick_relocation)
802 screen_x = VALID_SCREEN_X(sx);
803 screen_y = VALID_SCREEN_Y(sy);
804 screen_x_old = screen_x;
805 screen_y_old = screen_y;
813 if (draw_new_player_location && !quick_relocation)
816 unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
818 unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
820 int wait_delay_value = game_frame_delay_value;
821 int screen_xx = VALID_SCREEN_X(sx);
822 int screen_yy = VALID_SCREEN_Y(sy);
824 while (screen_x != screen_xx || screen_y != screen_yy)
826 int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
827 int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0);
828 int dxx = 0, dyy = 0;
830 if (dx == 0 && dy == 0) /* no scrolling needed at all */
835 if (ABS(screen_xx - screen_x) >= TILEX)
837 screen_x -= dx * TILEX;
838 dxx = dx * TILEX / 2;
842 screen_x = screen_xx;
846 if (ABS(screen_yy - screen_y) >= TILEY)
848 screen_y -= dy * TILEY;
849 dyy = dy * TILEY / 2;
853 screen_y = screen_yy;
860 if (ABS(screen_xx - screen_x) >= TILEX ||
861 ABS(screen_yy - screen_y) >= TILEY)
863 screen_x -= dx * TILEX;
864 screen_y -= dy * TILEY;
866 dxx = dx * TILEX / 2;
867 dyy = dy * TILEY / 2;
871 screen_x = screen_xx;
872 screen_y = screen_yy;
878 screen_x -= dx * TILEX;
879 screen_y -= dy * TILEY;
881 dxx += dx * TILEX / 2;
882 dyy += dy * TILEY / 2;
887 /* scroll in two steps of half tile size to make things smoother */
893 for (i = 0; i < MAX_PLAYERS; i++)
898 Delay(wait_delay_value);
900 /* scroll second step to align at full tile size */
910 for (i = 0; i < MAX_PLAYERS; i++)
915 Delay(wait_delay_value);
918 screen_x_old = screen_x;
919 screen_y_old = screen_y;
924 for (y = 0; y < MAX_BUF_YSIZE; y++)
926 for (x = 0; x < MAX_BUF_XSIZE; x++)
928 screentiles[y][x] = -1;
929 crumbled_state[y][x] = 0;
934 /* calculate new screen scrolling position, with regard to scroll delay */
935 screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x :
936 sx - offset_x > screen_x ? sx - offset_x :
938 screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y :
939 sy - offset_y > screen_y ? sy - offset_y :
943 printf("::: (%d, %d) => (%d, %d) [(%d, %d), (%d, %d)] [%d, %d] [%d / %d]\n",
944 screen_x_old, screen_y_old,
946 ply[max_center_distance_player_nr].oldx,
947 ply[max_center_distance_player_nr].x,
948 ply[max_center_distance_player_nr].oldy,
949 ply[max_center_distance_player_nr].y,
951 ABS(screen_x - screen_x_old),
952 ABS(screen_y - screen_y_old));
958 /* prevent scrolling further than double player step size when scrolling */
959 if (ABS(screen_x - screen_x_old) > 2 * stepsize)
961 int dx = SIGN(screen_x - screen_x_old);
963 screen_x = screen_x_old + dx * 2 * stepsize;
965 if (ABS(screen_y - screen_y_old) > 2 * stepsize)
967 int dy = SIGN(screen_y - screen_y_old);
969 screen_y = screen_y_old + dy * 2 * stepsize;
972 /* prevent scrolling further than double player step size when scrolling */
973 if (ABS(screen_x - screen_x_old) > 2 * stepsize ||
974 ABS(screen_y - screen_y_old) > 2 * stepsize)
976 int dx = SIGN(screen_x - screen_x_old);
977 int dy = SIGN(screen_y - screen_y_old);
979 screen_x = screen_x_old + dx * 2 * stepsize;
980 screen_y = screen_y_old + dy * 2 * stepsize;
985 /* prevent scrolling further than player step size when scrolling */
986 if (ABS(screen_x - screen_x_old) > stepsize ||
987 ABS(screen_y - screen_y_old) > stepsize)
989 int dx = SIGN(screen_x - screen_x_old);
990 int dy = SIGN(screen_y - screen_y_old);
992 screen_x = screen_x_old + dx * stepsize;
993 screen_y = screen_y_old + dy * stepsize;
997 /* prevent scrolling away from the other players when focus on all players */
998 if (game.centered_player_nr == -1)
1001 /* check if all players are still visible with new scrolling position */
1002 if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) &&
1003 !checkIfAllPlayersAreVisible(screen_x, screen_y))
1005 /* reset horizontal scroll position to last value, if needed */
1006 if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
1007 screen_x = screen_x_old;
1009 /* reset vertical scroll position to last value, if needed */
1010 if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
1011 screen_y = screen_y_old;
1014 boolean all_players_visible = checkIfAllPlayersAreVisible();
1016 if (!all_players_visible)
1018 printf("::: not all players visible\n");
1020 screen_x = screen_x_old;
1021 screen_y = screen_y_old;
1026 /* prevent scrolling (for screen correcting) if no player is moving */
1027 if (!game_em.any_player_moving)
1029 screen_x = screen_x_old;
1030 screen_y = screen_y_old;
1034 /* prevent scrolling against the players move direction */
1036 int player_nr = game_em.last_moving_player;
1038 int player_nr = (game.centered_player_nr == -1 ?
1039 max_center_distance_player_nr : game.centered_player_nr);
1040 int player_move_dir = game_em.last_player_direction[player_nr];
1041 int dx = SIGN(screen_x - screen_x_old);
1042 int dy = SIGN(screen_y - screen_y_old);
1044 if ((dx < 0 && player_move_dir != MV_LEFT) ||
1045 (dx > 0 && player_move_dir != MV_RIGHT))
1046 screen_x = screen_x_old;
1048 if ((dy < 0 && player_move_dir != MV_UP) ||
1049 (dy > 0 && player_move_dir != MV_DOWN))
1050 screen_y = screen_y_old;
1055 for (i = 0; i < MAX_PLAYERS; i++)
1056 blitplayer(&ply[i]);
1067 void game_animscreen(void)
1069 RedrawPlayfield_EM(FALSE);
1072 void DrawGameDoorValues_EM()
1078 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1079 int key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1083 if (game.centered_player_nr == -1)
1091 for (i = 0; i < MAX_PLAYERS; i++)
1093 dynamite_state += ply[i].dynamite;
1094 key_state |= ply[i].keys;
1099 dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1100 key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1105 int player_nr = game.centered_player_nr;
1107 dynamite_state = ply[player_nr].dynamite;
1108 key_state = ply[player_nr].keys;
1113 DrawAllGameValues(lev.required, dynamite_state, lev.score,
1114 lev.time, key_state);
1116 DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
1117 DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);