1 // ----------------------------------------------------------------------------
3 // ----------------------------------------------------------------------------
5 #include "DDScrollBuffer.h"
10 long mScrollX, mScrollY;
11 long mScrollX_last, mScrollY_last;
14 long ScreenBuffer[2 + MAX_PLAYFIELD_WIDTH + 2][2 + MAX_PLAYFIELD_HEIGHT + 2];
15 boolean redraw[2 + MAX_PLAYFIELD_WIDTH + 2][2 + MAX_PLAYFIELD_HEIGHT + 2];
17 long ScreenBuffer[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
18 boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
22 void RestorePlayfield()
24 int x1 = mScrollX / TILEX - 2;
25 int y1 = mScrollY / TILEY - 2;
26 int x2 = mScrollX / TILEX + (SCR_FIELDX - 1) + 2;
27 int y2 = mScrollY / TILEY + (SCR_FIELDY - 1) + 2;
32 for (y = DisplayMinY; y <= DisplayMaxY; y++)
34 for (x = DisplayMinX; x <= DisplayMaxX; x++)
36 if (x >= x1 && x <= x2 && y >= y1 && y <= y2)
38 DrawFieldNoAnimated(x, y);
39 DrawFieldAnimated(x, y);
45 static void ScrollPlayfield(int dx, int dy)
47 int x1 = mScrollX_last / TILEX - 2;
48 int y1 = mScrollY_last / TILEY - 2;
49 int x2 = mScrollX_last / TILEX + (SCR_FIELDX - 1) + 2;
50 int y2 = mScrollY_last / TILEY + (SCR_FIELDY - 1) + 2;
53 BlitBitmap(bitmap_db_field_sp, bitmap_db_field_sp,
56 (MAX_BUF_XSIZE * TILEX) - TILEX * (dx != 0),
57 (MAX_BUF_YSIZE * TILEY) - TILEY * (dy != 0),
61 /* when scrolling the whole playfield, do not redraw single tiles */
63 for (x = 0; x < 2 + MAX_PLAYFIELD_WIDTH + 2; x++)
64 for (y = 0; y < 2 + MAX_PLAYFIELD_HEIGHT + 2; y++)
67 for (x = 0; x < MAX_BUF_XSIZE; x++)
68 for (y = 0; y < MAX_BUF_YSIZE; y++)
75 for (y = DisplayMinY; y <= DisplayMaxY; y++)
77 for (x = DisplayMinX; x <= DisplayMaxX; x++)
79 if (x >= x1 && x <= x2 && y >= y1 && y <= y2)
83 int tsi = GetSI(x, y);
84 long id = ((PlayField16[tsi]) |
85 (PlayField8[tsi] << 16) |
86 (DisPlayField[tsi] << 24));
88 if ((dx == -1 && x == x2) ||
89 (dx == +1 && x == x1) ||
90 (dy == -1 && y == y2) ||
91 (dy == +1 && y == y1))
93 DrawFieldNoAnimated(x, y);
94 DrawFieldAnimated(x, y);
97 ScreenBuffer[sx][sy] = id;
103 static void ScrollPlayfieldIfNeededExt(boolean reset)
113 if (mScrollX_last == -1 || mScrollY_last == -1)
116 mScrollX_last = (mScrollX / TILESIZE) * TILESIZE;
117 mScrollY_last = (mScrollY / TILESIZE) * TILESIZE;
119 mScrollX_last = mScrollX;
120 mScrollY_last = mScrollY;
126 /* check if scrolling the playfield requires redrawing the viewport bitmap */
127 if ((mScrollX != mScrollX_last ||
128 mScrollY != mScrollY_last) &&
129 (ABS(mScrollX - mScrollX_last) >= TILEX ||
130 ABS(mScrollY - mScrollY_last) >= TILEY))
132 int dx = (ABS(mScrollX - mScrollX_last) < TILEX ? 0 :
133 mScrollX < mScrollX_last ? 1 : mScrollX > mScrollX_last ? -1 : 0);
134 int dy = (ABS(mScrollY - mScrollY_last) < TILEY ? 0 :
135 mScrollY < mScrollY_last ? 1 : mScrollY > mScrollY_last ? -1 : 0);
137 mScrollX_last -= dx * TILEX;
138 mScrollY_last -= dy * TILEY;
140 ScrollPlayfield(dx, dy);
144 static void ScrollPlayfieldIfNeeded()
146 ScrollPlayfieldIfNeededExt(FALSE);
149 void InitScrollPlayfield()
151 ScrollPlayfieldIfNeededExt(TRUE);
154 #define DEBUG_REDRAW 0
156 void UpdatePlayfield(boolean force_redraw)
164 for (y = DisplayMinY; y <= DisplayMaxY; y++)
166 for (x = DisplayMinX; x <= DisplayMaxX; x++)
168 int element = LowByte(PlayField16[GetSI(x, y)]);
169 int graphic = GfxGraphic[x][y];
170 int sync_frame = GfxFrame[x][y];
171 boolean redraw = force_redraw;
175 redraw = TRUE; // !!! TEST ONLY -- ALWAYS REDRAW !!!
181 GfxGraphicLast[x][y] = GfxGraphic[x][y];
186 if (element != GfxElementLast[x][y] &&
187 graphic == GfxGraphicLast[x][y])
189 /* element changed, but not graphic => disable updating graphic */
191 GfxElementLast[x][y] = element;
192 GfxGraphicLast[x][y] = GfxGraphic[x][y] = -1;
197 if (graphic != GfxGraphicLast[x][y]) // new graphic
201 GfxElementLast[x][y] = element;
202 GfxGraphicLast[x][y] = GfxGraphic[x][y];
203 sync_frame = GfxFrame[x][y] = 0;
205 else if (isNextAnimationFrame_SP(graphic, sync_frame)) // new frame
212 int sx = x * StretchWidth;
213 int sy = y * StretchWidth;
217 printf("::: REDRAW (%d, %d): %d, %d\n", x, y, graphic, sync_frame);
221 DDSpriteBuffer_BltImg(sx, sy, graphic, sync_frame);
231 printf("::: FRAME %d: %d redrawn\n", FrameCounter, num_redrawn);
235 /* copy the entire screen to the window at the scroll position */
237 void BlitScreenToBitmap_SP(Bitmap *target_bitmap)
239 int px = 2 * TILEX + (mScrollX - mScrollX_last) % TILEX;
240 int py = 2 * TILEY + (mScrollY - mScrollY_last) % TILEY;
241 int sx, sy, sxsize, sysize;
244 printf("::: %d, %d / %d, %d / %ld, %ld (%ld, %ld) / %d, %d\n",
245 MurphyScreenXPos, MurphyScreenYPos,
246 ScreenScrollXPos, ScreenScrollYPos,
248 mScrollX_last, mScrollY_last,
254 int full_xsize = (FieldWidth - (menBorder ? 0 : 1)) * TILEX;
255 int full_ysize = (FieldHeight - (menBorder ? 0 : 1)) * TILEY;
257 sxsize = (full_xsize < xsize ? full_xsize : xsize);
258 sysize = (full_ysize < ysize ? full_ysize : ysize);
259 sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
260 sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
262 /* scroll correction for even number of visible tiles (half tile shifted) */
263 px += game_sp.scroll_xoffset;
264 py += game_sp.scroll_yoffset;
267 if (ExplosionShakeMurphy != 0)
269 px += TILEX / 2 - GetSimpleRandom(TILEX + 1);
270 py += TILEY / 2 - GetSimpleRandom(TILEX + 1);
274 BlitBitmap(bitmap_db_field_sp, target_bitmap, px, py, sxsize, sysize, sx, sy);
277 void BackToFront_SP(void)
279 static int scroll_x_last = -1, scroll_y_last = -1;
280 static boolean scrolling_last = FALSE;
281 static boolean ExplosionShakeMurphy_last = -1;
283 boolean scrolling = (mScrollX != scroll_x_last || mScrollY != scroll_y_last);
284 // boolean scrolling = (mScrollX != mScrollX_last || mScrollY != mScrollY_last);
286 boolean scrolling = (mScrollX % TILEX != 0 || mScrollY % TILEY != 0);
291 printf("::: %d, %d / %d, %d [%d, %d]\n",
293 mScrollX_last, mScrollY_last,
294 game_sp.scroll_xoffset, game_sp.scroll_yoffset);
299 if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last ||
300 ExplosionShakeMurphy != 0 || ExplosionShakeMurphy_last != 0)
302 BlitScreenToBitmap_SP(window);
306 int scroll_xoffset = mScrollX - mScrollX_last + game_sp.scroll_xoffset;
307 int scroll_yoffset = mScrollY - mScrollY_last + game_sp.scroll_yoffset;
308 int x1 = 0, x2 = SCR_FIELDX - (scroll_xoffset != 0 ? 0 : 1);
309 int y1 = 0, y2 = SCR_FIELDY - (scroll_yoffset != 0 ? 0 : 1);
310 int full_xsize = (FieldWidth - (menBorder ? 0 : 1)) * TILEX;
311 int full_ysize = (FieldHeight - (menBorder ? 0 : 1)) * TILEY;
312 int sx = SX + (full_xsize < SXSIZE ? (SXSIZE - full_xsize) / 2 : 0);
313 int sy = SY + (full_ysize < SYSIZE ? (SYSIZE - full_ysize) / 2 : 0);
315 InitGfxClipRegion(TRUE, SX, SY, SXSIZE, SYSIZE);
317 for (x = x1; x <= x2; x++)
319 for (y = y1; y <= y2; y++)
325 BlitBitmap(bitmap_db_field_sp, window,
326 xx * TILEX, yy * TILEY, TILEX, TILEY,
327 sx + x * TILEX - scroll_xoffset,
328 sy + y * TILEY - scroll_yoffset);
332 InitGfxClipRegion(FALSE, -1, -1, -1, -1);
338 for (x = 0; x < 2 + MAX_PLAYFIELD_WIDTH + 2; x++)
339 for (y = 0; y < 2 + MAX_PLAYFIELD_HEIGHT + 2; y++)
340 redraw[x][y] = FALSE;
342 for (x = 0; x < MAX_BUF_XSIZE; x++)
343 for (y = 0; y < MAX_BUF_YSIZE; y++)
344 redraw[x][y] = FALSE;
348 scroll_x_last = mScrollX;
349 scroll_y_last = mScrollY;
350 scrolling_last = scrolling;
351 ExplosionShakeMurphy_last = ExplosionShakeMurphy;
354 void DDScrollBuffer_ScrollTo(int X, int Y)
359 ScrollX = mScrollX = X;
360 ScrollY = mScrollY = Y;
362 ScrollPlayfieldIfNeeded();
365 void DDScrollBuffer_ScrollTowards(int X, int Y, double Step)
375 r = Sqr(dx * dx + dY * dY);
376 if (r == 0) // we are there already
384 ScrollX = mScrollX = mScrollX + dx * r;
385 ScrollY = mScrollY = mScrollY + dY * r;
387 ScrollPlayfieldIfNeeded();
390 void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS)
395 long oldX, oldY, maxD;
396 static boolean AlreadyRunning = False;
404 AlreadyRunning = True;
408 maxD = (Abs(dx) < Abs(dY) ? Abs(dY) : Abs(dx));
410 StepCount = FPS * (TimeMS / (double)1000);
411 if (StepCount > maxD)
418 tStep = (double)1 / StepCount;
422 for (T = (double)tStep; T <= (double)1; T += tStep)
424 ScrollX = mScrollX = oldX + T * dx;
425 ScrollY = mScrollY = oldY + T * dY;
428 ScrollX = mScrollX = X;
429 ScrollY = mScrollY = Y;
431 AlreadyRunning = False;
433 ScrollPlayfieldIfNeeded();