#include "main_em.h"
-#define MIN_SCREEN_XPOS 1
-#define MIN_SCREEN_YPOS 1
-#define MAX_SCREEN_XPOS MAX(1, lev.width - (SCR_FIELDX - 1))
-#define MAX_SCREEN_YPOS MAX(1, lev.height - (SCR_FIELDY - 1))
+#define MIN_SCREEN_XPOS_RAW 0
+#define MIN_SCREEN_YPOS_RAW 0
+#define MAX_SCREEN_XPOS_RAW MAX(0, lev.width - SCR_FIELDX)
+#define MAX_SCREEN_YPOS_RAW MAX(0, lev.height - SCR_FIELDY)
+
+#define MIN_SCREEN_XPOS (MIN_SCREEN_XPOS_RAW + CAVE_BUFFER_XOFFSET)
+#define MIN_SCREEN_YPOS (MIN_SCREEN_YPOS_RAW + CAVE_BUFFER_YOFFSET)
+#define MAX_SCREEN_XPOS (MAX_SCREEN_XPOS_RAW + CAVE_BUFFER_XOFFSET)
+#define MAX_SCREEN_YPOS (MAX_SCREEN_YPOS_RAW + CAVE_BUFFER_YOFFSET)
#define MIN_SCREEN_X (MIN_SCREEN_XPOS * TILEX)
#define MIN_SCREEN_Y (MIN_SCREEN_YPOS * TILEY)
#define VALID_SCREEN_Y(y) ((y) < MIN_SCREEN_Y ? MIN_SCREEN_Y : \
(y) > MAX_SCREEN_Y ? MAX_SCREEN_Y : (y))
-#define PLAYER_SCREEN_X(p) ((( frame) * ply[p].oldx + \
- (8 - frame) * ply[p].x) * TILEX / 8 \
- - ((SCR_FIELDX - 1) * TILEX) / 2)
-#define PLAYER_SCREEN_Y(p) ((( frame) * ply[p].oldy + \
- (8 - frame) * ply[p].y) * TILEY / 8 \
- - ((SCR_FIELDY - 1) * TILEY) / 2)
+#define PLAYER_POS_X(nr) (((7 - frame) * ply[nr].prev_x + \
+ (1 + frame) * ply[nr].x) * TILEX / 8)
+#define PLAYER_POS_Y(nr) (((7 - frame) * ply[nr].prev_y + \
+ (1 + frame) * ply[nr].y) * TILEY / 8)
+
+#define PLAYER_SCREEN_X(nr) (PLAYER_POS_X(nr) - \
+ (SCR_FIELDX - 1) * TILEX / 2)
+#define PLAYER_SCREEN_Y(nr) (PLAYER_POS_Y(nr) - \
+ (SCR_FIELDY - 1) * TILEY / 2)
+
+#define USE_EXTENDED_GRAPHICS_ENGINE 1
-int frame; /* current screen frame */
-int screen_x; /* current scroll position */
-int screen_y;
+int frame; /* current screen frame */
+int screen_x, screen_y; /* current scroll position */
/* tiles currently on screen */
-static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
-static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
+static int screen_tiles[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
+static int crumbled_state[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
-static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
+/* graphic info for game objects/frames and players/actions/frames */
+struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8];
+struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
-#if 0
-#if 1
-int centered_player_nr;
-#else
-static int centered_player_nr;
-#endif
-#endif
+static void setScreenCenteredToAllPlayers(int *, int *);
-/* copy the entire screen to the window at the scroll position */
+int getFieldbufferOffsetX_EM(void)
+{
+ return screen_x % TILEX;
+}
+
+int getFieldbufferOffsetY_EM(void)
+{
+ return screen_y % TILEY;
+}
void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
{
+ /* blit all (up to four) parts of the scroll buffer to the target bitmap */
+
int x = screen_x % (MAX_BUF_XSIZE * TILEX);
int y = screen_y % (MAX_BUF_YSIZE * TILEY);
-
- if (x < 2 * TILEX && y < 2 * TILEY)
+ int xsize = SXSIZE;
+ int ysize = SYSIZE;
+ int full_xsize = lev.width * TILEX;
+ int full_ysize = lev.height * TILEY;
+ int sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
+ int sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
+ int sxsize = (full_xsize < xsize ? full_xsize : xsize);
+ int sysize = (full_ysize < ysize ? full_ysize : ysize);
+ int xxsize = MAX_BUF_XSIZE * TILEX - x;
+ int yysize = MAX_BUF_YSIZE * TILEY - y;
+ int xoffset = 2 * CAVE_BUFFER_XOFFSET * TILEX;
+ int yoffset = 2 * CAVE_BUFFER_YOFFSET * TILEY;
+
+ if (x < xoffset && y < yoffset)
{
- BlitBitmap(screenBitmap, target_bitmap, x, y,
- SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
+ BlitBitmap(screenBitmap, target_bitmap, x, y, sxsize, sysize,
+ sx, sy);
}
- else if (x < 2 * TILEX && y >= 2 * TILEY)
+ else if (x < xoffset && y >= yoffset)
{
- BlitBitmap(screenBitmap, target_bitmap, x, y,
- SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
- SX, SY);
- BlitBitmap(screenBitmap, target_bitmap, x, 0,
- SCR_FIELDX * TILEX, y - 2 * TILEY,
- SX, SY + MAX_BUF_YSIZE * TILEY - y);
+ BlitBitmap(screenBitmap, target_bitmap, x, y, sxsize, yysize,
+ sx, sy);
+ BlitBitmap(screenBitmap, target_bitmap, x, 0, sxsize, y - yoffset,
+ sx, sy + yysize);
}
- else if (x >= 2 * TILEX && y < 2 * TILEY)
+ else if (x >= xoffset && y < yoffset)
{
- BlitBitmap(screenBitmap, target_bitmap, x, y,
- MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
- SX, SY);
- BlitBitmap(screenBitmap, target_bitmap, 0, y,
- x - 2 * TILEX, SCR_FIELDY * TILEY,
- SX + MAX_BUF_XSIZE * TILEX - x, SY);
+ BlitBitmap(screenBitmap, target_bitmap, x, y, xxsize, sysize,
+ sx, sy);
+ BlitBitmap(screenBitmap, target_bitmap, 0, y, x - xoffset, sysize,
+ sx + xxsize, sy);
}
else
{
- BlitBitmap(screenBitmap, target_bitmap, x, y,
- MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
- SX, SY);
- BlitBitmap(screenBitmap, target_bitmap, 0, y,
- x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
- SX + MAX_BUF_XSIZE * TILEX - x, SY);
- BlitBitmap(screenBitmap, target_bitmap, x, 0,
- MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
- SX, SY + MAX_BUF_YSIZE * TILEY - y);
- BlitBitmap(screenBitmap, target_bitmap, 0, 0,
- x - 2 * TILEX, y - 2 * TILEY,
- SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
+ BlitBitmap(screenBitmap, target_bitmap, x, y, xxsize, yysize,
+ sx, sy);
+ BlitBitmap(screenBitmap, target_bitmap, 0, y, x - xoffset, yysize,
+ sx + xxsize, sy);
+ BlitBitmap(screenBitmap, target_bitmap, x, 0, xxsize, y - yoffset,
+ sx, sy + yysize);
+ BlitBitmap(screenBitmap, target_bitmap, 0, 0, x - xoffset, y - yoffset,
+ sx + xxsize, sy + yysize);
}
}
-void blitscreen(void)
+static void BackToFront_EM(void)
{
- static boolean scrolling_last = FALSE;
- int left = screen_x / TILEX;
- int top = screen_y / TILEY;
- boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
- int x, y;
+ BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
+}
- if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
- {
- /* blit all (up to four) parts of the scroll buffer to the backbuffer */
- BlitScreenToBitmap_EM(backbuffer);
+static struct GraphicInfo_EM *getObjectGraphic(int x, int y)
+{
+ int tile = lev.draw[x][y];
+ struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
- /* blit the completely updated backbuffer to the window (in one blit) */
- BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
- }
- else
- {
- for (x = 0; x < SCR_FIELDX; x++)
- {
- for (y = 0; y < SCR_FIELDY; y++)
- {
- int xx = (left + x) % MAX_BUF_XSIZE;
- int yy = (top + y) % MAX_BUF_YSIZE;
+ if (!game.use_native_emc_graphics_engine)
+ getGraphicSourceObjectExt_EM(g, tile, frame, x - lev.left, y - lev.top);
- if (redraw[xx][yy])
- BlitBitmap(screenBitmap, window,
- xx * TILEX, yy * TILEY, TILEX, TILEY,
- SX + x * TILEX, SY + y * TILEY);
- }
- }
- }
+ return g;
+}
- for (x = 0; x < MAX_BUF_XSIZE; x++)
- for (y = 0; y < MAX_BUF_YSIZE; y++)
- redraw[x][y] = FALSE;
- redraw_tiles = 0;
+static struct GraphicInfo_EM *getPlayerGraphic(int player_nr, int anim)
+{
+ struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
+
+ if (!game.use_native_emc_graphics_engine)
+ getGraphicSourcePlayerExt_EM(g, player_nr, anim, frame);
- scrolling_last = scrolling;
+ return g;
}
static void DrawLevelField_EM(int x, int y, int sx, int sy,
boolean draw_masked)
{
- int tile = Draw[y][x];
- struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
- int src_x = g->src_x + g->src_offset_x;
- int src_y = g->src_y + g->src_offset_y;
- int dst_x = sx * TILEX + g->dst_offset_x;
- int dst_y = sy * TILEY + g->dst_offset_y;
- int width = g->width;
- int height = g->height;
+ struct GraphicInfo_EM *g = getObjectGraphic(x, y);
+ int src_x = g->src_x + g->src_offset_x * TILESIZE_VAR / TILESIZE;
+ int src_y = g->src_y + g->src_offset_y * TILESIZE_VAR / TILESIZE;
+ int dst_x = sx * TILEX + g->dst_offset_x * TILESIZE_VAR / TILESIZE;
+ int dst_y = sy * TILEY + g->dst_offset_y * TILESIZE_VAR / TILESIZE;
+ int width = g->width * TILESIZE_VAR / TILESIZE;
+ int height = g->height * TILESIZE_VAR / TILESIZE;
int left = screen_x / TILEX;
int top = screen_y / TILEY;
if (draw_masked)
{
if (width > 0 && height > 0)
- {
- SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
- dst_x - src_x, dst_y - src_y);
BlitBitmapMasked(g->bitmap, screenBitmap,
src_x, src_y, width, height, dst_x, dst_y);
- }
}
else
{
static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
int crm, boolean draw_masked)
{
- int tile = Draw[y][x];
- struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
+ struct GraphicInfo_EM *g;
+ int crumbled_border_size;
int left = screen_x / TILEX;
int top = screen_y / TILEY;
int i;
if (crm == 0) /* no crumbled edges for this tile */
return;
+ g = getObjectGraphic(x, y);
+
+ crumbled_border_size =
+ g->crumbled_border_size * TILESIZE_VAR / g->crumbled_tile_size;
+
for (i = 0; i < 4; i++)
{
if (crm & (1 << i))
if (i == 1 || i == 2)
{
- width = g->crumbled_border_size;
+ width = crumbled_border_size;
height = TILEY;
- cx = (i == 2 ? TILEX - g->crumbled_border_size : 0);
+ cx = (i == 2 ? TILEX - crumbled_border_size : 0);
cy = 0;
}
else
{
width = TILEX;
- height = g->crumbled_border_size;
+ height = crumbled_border_size;
cx = 0;
- cy = (i == 3 ? TILEY - g->crumbled_border_size : 0);
+ cy = (i == 3 ? TILEY - crumbled_border_size : 0);
}
if (width > 0 && height > 0)
int dst_y = sy * TILEY + cy;
if (draw_masked)
- {
- SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc,
- dst_x - src_x, dst_y - src_y);
BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
src_x, src_y, width, height, dst_x, dst_y);
- }
else
BlitBitmap(g->crumbled_bitmap, screenBitmap,
src_x, src_y, width, height, dst_x, dst_y);
static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim,
boolean draw_masked)
{
- struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
-
+ struct GraphicInfo_EM *g = getPlayerGraphic(player_nr, anim);
int src_x = g->src_x, src_y = g->src_y;
int dst_x, dst_y;
/* draw the player to current location */
dst_x = x1;
dst_y = y1;
- SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
- dst_x - src_x, dst_y - src_y);
BlitBitmapMasked(g->bitmap, screenBitmap,
src_x, src_y, TILEX, TILEY, dst_x, dst_y);
/* draw the player to opposite wrap-around column */
dst_x = x1 - MAX_BUF_XSIZE * TILEX;
dst_y = y1;
- SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
- dst_x - src_x, dst_y - src_y);
BlitBitmapMasked(g->bitmap, screenBitmap,
g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
/* draw the player to opposite wrap-around row */
dst_x = x1;
dst_y = y1 - MAX_BUF_YSIZE * TILEY;
- SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
- dst_x - src_x, dst_y - src_y);
BlitBitmapMasked(g->bitmap, screenBitmap,
g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
}
{ 0, +1 }
};
+ if (!game.use_native_emc_graphics_engine)
+ for (y = lev.top; y < lev.bottom; y++)
+ for (x = lev.left; x < lev.right; x++)
+ SetGfxAnimation_EM(&graphic_info_em_object[lev.draw[x][y]][frame],
+ lev.draw[x][y], frame,
+ x - lev.left, y - lev.top);
+
for (y = top; y < top + MAX_BUF_YSIZE; y++)
{
for (x = left; x < left + MAX_BUF_XSIZE; x++)
{
int sx = x % MAX_BUF_XSIZE;
int sy = y % MAX_BUF_YSIZE;
- int tile = Draw[y][x];
+ int tile = lev.draw[x][y];
struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
int obj = g->unique_identifier;
int crm = 0;
+ boolean redraw_screen_tile = FALSE;
/* re-calculate crumbled state of this tile */
if (g->has_crumbled_graphics)
int yy = y + xy[i][1];
int tile_next;
- if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
- yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
+ if (xx < 0 || xx >= CAVE_BUFFER_WIDTH ||
+ yy < 0 || yy >= CAVE_BUFFER_HEIGHT)
continue;
- tile_next = Draw[yy][xx];
+ tile_next = lev.draw[xx][yy];
if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
crm |= (1 << i);
}
}
+ redraw_screen_tile = (screen_tiles[sx][sy] != obj ||
+ crumbled_state[sx][sy] != crm);
+
/* only redraw screen tiles if they (or their crumbled state) changed */
- if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
+ if (redraw_screen_tile)
{
DrawLevelField_EM(x, y, sx, sy, FALSE);
DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
- screentiles[sy][sx] = obj;
- crumbled_state[sy][sx] = crm;
-
- redraw[sx][sy] = TRUE;
- redraw_tiles++;
+ screen_tiles[sx][sy] = obj;
+ crumbled_state[sx][sy] = crm;
}
}
}
* handles transparency and movement
*/
-static void blitplayer(struct PLAYER *ply)
+static void blitplayer_ext(int nr)
{
int x1, y1, x2, y2;
- if (!ply->alive)
+ if (!ply[nr].alive)
return;
/* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
- x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
- y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
+ x1 = PLAYER_POS_X(nr);
+ y1 = PLAYER_POS_Y(nr);
x2 = x1 + TILEX - 1;
y2 = y1 + TILEY - 1;
(int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
{
/* some casts to "int" are needed because of negative calculation values */
- int dx = (int)ply->x - (int)ply->oldx;
- int dy = (int)ply->y - (int)ply->oldy;
- int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
- int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
+ int dx = (int)ply[nr].x - (int)ply[nr].prev_x;
+ int dy = (int)ply[nr].y - (int)ply[nr].prev_y;
+ int old_x = (int)ply[nr].prev_x + (int)frame * dx / 8;
+ int old_y = (int)ply[nr].prev_y + (int)frame * dy / 8;
int new_x = old_x + SIGN(dx);
int new_y = old_y + SIGN(dy);
int old_sx = old_x % MAX_BUF_XSIZE;
- int old_sy = old_y % MAX_BUF_XSIZE;
+ int old_sy = old_y % MAX_BUF_YSIZE;
int new_sx = new_x % MAX_BUF_XSIZE;
- int new_sy = new_y % MAX_BUF_XSIZE;
-#if 0
- int old_crm = crumbled_state[old_sy][old_sx];
-#endif
- int new_crm = crumbled_state[new_sy][new_sx];
+ int new_sy = new_y % MAX_BUF_YSIZE;
+ int new_crm = crumbled_state[new_sx][new_sy];
/* only diggable elements can be crumbled in the classic EM engine */
boolean player_is_digging = (new_crm != 0);
-#if 0
- x1 %= MAX_BUF_XSIZE * TILEX;
- y1 %= MAX_BUF_YSIZE * TILEY;
- x2 %= MAX_BUF_XSIZE * TILEX;
- y2 %= MAX_BUF_YSIZE * TILEY;
-#endif
-
if (player_is_digging)
{
-#if 0
- /* draw the field the player is moving from (under the player) */
- DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
- DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
-#endif
-
/* draw the field the player is moving to (under the player) */
DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
/* draw the player (masked) over the element he is just digging away */
- DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
+ DrawLevelPlayer_EM(x1, y1, ply[nr].num, ply[nr].anim, TRUE);
-#if 1
/* draw the field the player is moving from (masked over the player) */
DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
-#endif
}
else
{
/* draw the player under the element which is on the same field */
- DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE);
+ DrawLevelPlayer_EM(x1, y1, ply[nr].num, ply[nr].anim, FALSE);
/* draw the field the player is moving from (masked over the player) */
DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
}
- /* mark screen tiles as dirty */
- screentiles[old_sy][old_sx] = -1;
- screentiles[new_sy][new_sx] = -1;
+ /* redraw screen tiles in the next frame (player may have left the tiles) */
+ screen_tiles[old_sx][old_sy] = -1;
+ screen_tiles[new_sx][new_sy] = -1;
}
}
-void game_initscreen(void)
+static void blitplayer(int nr)
{
- int x,y;
- int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
- int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
- int player_nr;
-
- frame = 6;
+ blitplayer_ext(nr);
-#if 0
- game.centered_player_nr = getCenteredPlayerNr_EM();
-#endif
+ /* check for wrap-around movement ... */
+ if (ply[nr].x < lev.left ||
+ ply[nr].x > lev.right - 1)
+ {
+ struct PLAYER ply_last = ply[nr];
+ int dx = ply[nr].x - ply[nr].prev_x;
- player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
+ ply[nr].x = (ply[nr].x < lev.left ? lev.right - 1 : lev.left);
+ ply[nr].prev_x = ply[nr].x - dx;
- screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
- screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
+ /* draw player entering playfield from the opposite side */
+ blitplayer_ext(nr);
- for (y = 0; y < MAX_BUF_YSIZE; y++)
- {
- for (x = 0; x < MAX_BUF_XSIZE; x++)
- {
- screentiles[y][x] = -1;
- crumbled_state[y][x] = 0;
- }
+ /* ... but keep the old player position until game logic */
+ ply[nr] = ply_last;
}
-
- DrawAllGameValues(lev.required, dynamite_state, lev.score,
- lev.time, all_keys_state);
}
-#if 0
-void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
+void game_initscreen(void)
{
- boolean ffwd_delay = (tape.playing && tape.fast_forward);
- boolean no_delay = (tape.warp_forward);
- int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
- int wait_delay_value = (no_delay ? 0 : frame_delay_value);
- int jx = player->jx;
- int jy = player->jy;
-
- if (quick_relocation)
- {
- int offset = (setup.scroll_delay ? 3 : 0);
-
- if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
- {
- scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- player->jx - MIDPOSX);
-
- scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- player->jy - MIDPOSY);
- }
- else
- {
- if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
- (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
- scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
-
- if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
- (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
- scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
-
- /* don't scroll over playfield boundaries */
- if (scroll_x < SBX_Left || scroll_x > SBX_Right)
- scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+ int x, y, sx, sy;
- /* don't scroll over playfield boundaries */
- if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
- scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
- }
+ frame = 1;
- RedrawPlayfield(TRUE, 0,0,0,0);
+ if (game.centered_player_nr == -1)
+ {
+ setScreenCenteredToAllPlayers(&sx, &sy);
}
else
{
- int scroll_xx = -999, scroll_yy = -999;
+ sx = PLAYER_SCREEN_X(game.centered_player_nr);
+ sy = PLAYER_SCREEN_Y(game.centered_player_nr);
+ }
- ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+ screen_x = VALID_SCREEN_X(sx);
+ screen_y = VALID_SCREEN_Y(sy);
- while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+ for (y = 0; y < MAX_BUF_YSIZE; y++)
+ {
+ for (x = 0; x < MAX_BUF_XSIZE; x++)
{
- int dx = 0, dy = 0;
- int fx = FX, fy = FY;
-
- scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- player->jx - MIDPOSX);
-
- scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- player->jy - MIDPOSY);
-
- dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
- dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
-
- if (dx == 0 && dy == 0) /* no scrolling needed at all */
- break;
-
- scroll_x -= dx;
- scroll_y -= dy;
-
- fx += dx * TILEX / 2;
- fy += dy * TILEY / 2;
-
- ScrollLevel(dx, dy);
- DrawAllPlayers();
-
- /* scroll in two steps of half tile size to make things smoother */
- BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
- FlushDisplay();
- Delay(wait_delay_value);
-
- /* scroll second step to align at full tile size */
- BackToFront();
- Delay(wait_delay_value);
+ screen_tiles[x][y] = -1;
+ crumbled_state[x][y] = 0;
}
-
- DrawPlayer(player);
- BackToFront();
- Delay(wait_delay_value);
}
}
-#endif
static int getMaxCenterDistancePlayerNr(int center_x, int center_y)
{
}
}
-boolean checkIfAllPlayersFitToScreen()
+boolean checkIfAllPlayersFitToScreen(void)
{
int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
void RedrawPlayfield_EM(boolean force_redraw)
{
-#if 0
- boolean all_players_visible = checkIfAllPlayersAreVisible();
-#endif
boolean draw_new_player_location = FALSE;
+ boolean draw_new_player_location_wrap = FALSE;
boolean quick_relocation = setup.quick_switch;
-#if 0
- boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
-#endif
-#if 0
- boolean game.set_centered_player = getSetCenteredPlayer_EM();
- int game.centered_player_nr_next = getCenteredPlayerNr_EM();
-#endif
-#if 1
- int player_nr = getMaxCenterDistancePlayerNr(screen_x, screen_y);
-#else
- int player_nr = game_em.last_moving_player;
-#endif
- int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
- int offset_x = offset;
- int offset_y = offset;
+ int max_center_distance_player_nr =
+ getMaxCenterDistancePlayerNr(screen_x, screen_y);
+ int stepsize = TILEX / 8;
+ int offset_raw = game.scroll_delay_value;
+ int offset_x = MIN(offset_raw, (SCR_FIELDX - 2) / 2) * TILEX;
+ int offset_y = MIN(offset_raw, (SCR_FIELDY - 2) / 2) * TILEY;
int screen_x_old = screen_x;
int screen_y_old = screen_y;
int x, y, sx, sy;
}
}
-#if 1
/* also allow focus switching when screen is scrolled to half tile */
-#else
- if (!scrolling) /* screen currently aligned at tile position */
-#endif
+ if (game.set_centered_player)
{
-#if 1
- if (game.set_centered_player)
-#else
- if (game.centered_player_nr != game.centered_player_nr_next)
-#endif
- {
- game.centered_player_nr = game.centered_player_nr_next;
+ game.centered_player_nr = game.centered_player_nr_next;
- draw_new_player_location = TRUE;
- force_redraw = TRUE;
+ draw_new_player_location = TRUE;
+ draw_new_player_location_wrap = game.set_centered_player_wrap;
+ force_redraw = TRUE;
- game.set_centered_player = FALSE;
- }
+ game.set_centered_player = FALSE;
+ game.set_centered_player_wrap = FALSE;
}
if (game.centered_player_nr == -1)
{
- if (draw_new_player_location)
+ if (draw_new_player_location || offset_raw == 0)
{
setScreenCenteredToAllPlayers(&sx, &sy);
}
else
{
-#if 1
- sx = PLAYER_SCREEN_X(player_nr);
- sy = PLAYER_SCREEN_Y(player_nr);
-#else
- sx = PLAYER_SCREEN_X(game_em.last_moving_player);
- sy = PLAYER_SCREEN_Y(game_em.last_moving_player);
-#endif
+ sx = PLAYER_SCREEN_X(max_center_distance_player_nr);
+ sy = PLAYER_SCREEN_Y(max_center_distance_player_nr);
}
}
else
screen_y = VALID_SCREEN_Y(sy);
screen_x_old = screen_x;
screen_y_old = screen_y;
-
-#if 0
- offset_x = 0;
- offset_y = 0;
-#endif
}
if (draw_new_player_location && !quick_relocation)
{
-#if 1
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
-#else
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
-#endif
- int wait_delay_value = game_frame_delay_value;
+ unsigned int frame_delay_value_old = GetVideoFrameDelay();
+ int wait_delay_value = frame_delay_value_old;
int screen_xx = VALID_SCREEN_X(sx);
int screen_yy = VALID_SCREEN_Y(sy);
+ if (draw_new_player_location_wrap)
+ {
+ // when wrapping around (horizontally), keep vertical player position
+ screen_yy = screen_y;
+
+ // scrolling for wrapping should be faster than for switching players
+ wait_delay_value /= 4;
+ }
+
+ SetVideoFrameDelay(wait_delay_value);
+
while (screen_x != screen_xx || screen_y != screen_yy)
{
int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
if (dx == 0 && dy == 0) /* no scrolling needed at all */
break;
-#if 1
-
if (ABS(screen_xx - screen_x) >= TILEX)
{
screen_x -= dx * TILEX;
dyy = 0;
}
-#else
-
-#if 1
- if (ABS(screen_xx - screen_x) >= TILEX ||
- ABS(screen_yy - screen_y) >= TILEY)
- {
- screen_x -= dx * TILEX;
- screen_y -= dy * TILEY;
-
- dxx = dx * TILEX / 2;
- dyy = dy * TILEY / 2;
- }
- else
- {
- screen_x = screen_xx;
- screen_y = screen_yy;
-
- dxx = 0;
- dyy = 0;
- }
-#else
- screen_x -= dx * TILEX;
- screen_y -= dy * TILEY;
-
- dxx += dx * TILEX / 2;
- dyy += dy * TILEY / 2;
-#endif
-
-#endif
-
/* scroll in two steps of half tile size to make things smoother */
screen_x += dxx;
screen_y += dyy;
animscreen();
for (i = 0; i < MAX_PLAYERS; i++)
- blitplayer(&ply[i]);
+ blitplayer(i);
- blitscreen();
- FlushDisplay();
- Delay(wait_delay_value);
+ BlitScreenToBitmap_EM(backbuffer);
+ BackToFront_EM();
/* scroll second step to align at full tile size */
screen_x -= dxx;
screen_y -= dyy;
- SyncDisplay();
-
animscreen();
for (i = 0; i < MAX_PLAYERS; i++)
- blitplayer(&ply[i]);
+ blitplayer(i);
- blitscreen();
- FlushDisplay();
- Delay(wait_delay_value);
+ BlitScreenToBitmap_EM(backbuffer);
+ BackToFront_EM();
}
+ SetVideoFrameDelay(frame_delay_value_old);
+
screen_x_old = screen_x;
screen_y_old = screen_y;
}
{
for (x = 0; x < MAX_BUF_XSIZE; x++)
{
- screentiles[y][x] = -1;
- crumbled_state[y][x] = 0;
+ screen_tiles[x][y] = -1;
+ crumbled_state[x][y] = 0;
}
}
}
sy - offset_y > screen_y ? sy - offset_y :
screen_y);
- /* prevent scrolling further than player step size screen when scrolling */
- if (ABS(screen_x - screen_x_old) > TILEX / 8 ||
- ABS(screen_y - screen_y_old) > TILEY / 8)
+ /* prevent scrolling further than double player step size when scrolling */
+ if (ABS(screen_x - screen_x_old) > 2 * stepsize)
{
int dx = SIGN(screen_x - screen_x_old);
+
+ screen_x = screen_x_old + dx * 2 * stepsize;
+ }
+ if (ABS(screen_y - screen_y_old) > 2 * stepsize)
+ {
int dy = SIGN(screen_y - screen_y_old);
- screen_x = screen_x_old + dx * TILEX / 8;
- screen_y = screen_y_old + dy * TILEY / 8;
+ screen_y = screen_y_old + dy * 2 * stepsize;
}
/* prevent scrolling away from the other players when focus on all players */
if (game.centered_player_nr == -1)
{
-#if 1
/* check if all players are still visible with new scrolling position */
- if (!checkIfAllPlayersAreVisible(screen_x, screen_y))
+ if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) &&
+ !checkIfAllPlayersAreVisible(screen_x, screen_y))
{
/* reset horizontal scroll position to last value, if needed */
if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
screen_y = screen_y_old;
}
-#else
- boolean all_players_visible = checkIfAllPlayersAreVisible();
-
- if (!all_players_visible)
- {
- printf("::: not all players visible\n");
-
- screen_x = screen_x_old;
- screen_y = screen_y_old;
- }
-#endif
}
/* prevent scrolling (for screen correcting) if no player is moving */
else
{
/* prevent scrolling against the players move direction */
-#if 0
- int player_nr = game_em.last_moving_player;
-#endif
+ int player_nr = (game.centered_player_nr == -1 ?
+ max_center_distance_player_nr : game.centered_player_nr);
int player_move_dir = game_em.last_player_direction[player_nr];
int dx = SIGN(screen_x - screen_x_old);
int dy = SIGN(screen_y - screen_y_old);
screen_y = screen_y_old;
}
+ // skip redrawing playfield in warp mode or when testing tapes with "autotest"
+ if (DrawingDeactivatedField())
+ return;
+
animscreen();
for (i = 0; i < MAX_PLAYERS; i++)
- blitplayer(&ply[i]);
-
- SyncDisplay();
-
- blitscreen();
-
- FlushDisplay();
-}
-
-void game_animscreen(void)
-{
- RedrawPlayfield_EM(FALSE);
-}
-
-void DrawGameDoorValues_EM()
-{
- int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
- int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
-
-#if 1
- DrawAllGameValues(lev.required, dynamite_state, lev.score,
- lev.time, all_keys_state);
-#else
- DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
- DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);
-#endif
+ blitplayer(i);
}