* graphics manipulation crap
*/
-#include "global.h"
-#include "display.h"
-#include "level.h"
+#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))
-unsigned int frame; /* current screen frame */
-#if 0
-unsigned int screen_x; /* current scroll position */
-unsigned int screen_y;
-#else
+#define MIN_SCREEN_X (MIN_SCREEN_XPOS * TILEX)
+#define MIN_SCREEN_Y (MIN_SCREEN_YPOS * TILEY)
+#define MAX_SCREEN_X (MAX_SCREEN_XPOS * TILEX)
+#define MAX_SCREEN_Y (MAX_SCREEN_YPOS * TILEY)
+
+#define VALID_SCREEN_X(x) ((x) < MIN_SCREEN_X ? MIN_SCREEN_X : \
+ (x) > MAX_SCREEN_X ? MAX_SCREEN_X : (x))
+#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)
+
+
+int frame; /* current screen frame */
int screen_x; /* current scroll position */
int screen_y;
-#endif
/* tiles currently on screen */
-static unsigned int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
-static unsigned int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
+static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
+static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
+#if 0
+#if 1
+int centered_player_nr;
+#else
+static int centered_player_nr;
+#endif
+#endif
-/* copy the entire screen to the window at the scroll position
- *
- * perhaps use mit-shm to speed this up
- */
+/* copy the entire screen to the window at the scroll position */
void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
{
- unsigned int x = screen_x % (MAX_BUF_XSIZE * TILEX);
- unsigned int y = screen_y % (MAX_BUF_YSIZE * TILEY);
+ int x = screen_x % (MAX_BUF_XSIZE * TILEX);
+ int y = screen_y % (MAX_BUF_YSIZE * TILEY);
if (x < 2 * TILEX && y < 2 * TILEY)
{
}
}
-void blitscreen(void)
+void BackToFront_EM(void)
{
-#if 1
-
static boolean scrolling_last = FALSE;
- unsigned int left = screen_x / TILEX;
- unsigned int top = screen_y / TILEY;
+ int left = screen_x / TILEX;
+ int top = screen_y / TILEY;
boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
int x, y;
}
}
+ FlushDisplay();
+
for (x = 0; x < MAX_BUF_XSIZE; x++)
for (y = 0; y < MAX_BUF_YSIZE; y++)
redraw[x][y] = FALSE;
redraw_tiles = 0;
scrolling_last = scrolling;
+}
-#else
-
- /* blit all (up to four) parts of the scroll buffer to the window */
- BlitScreenToBitmap_EM(window);
-
-#endif
+void blitscreen(void)
+{
+ BackToFront_EM();
}
static void DrawLevelField_EM(int x, int y, int sx, int sy,
int dst_y = sy * TILEY + g->dst_offset_y;
int width = g->width;
int height = g->height;
+ int left = screen_x / TILEX;
+ int top = screen_y / TILEY;
+
+ /* do not draw fields that are outside the visible screen area */
+ if (x < left || x >= left + MAX_BUF_XSIZE ||
+ y < top || y >= top + MAX_BUF_YSIZE)
+ return;
if (draw_masked)
{
{
int tile = Draw[y][x];
struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
- unsigned int i;
+ int left = screen_x / TILEX;
+ int top = screen_y / TILEY;
+ int i;
+
+ /* do not draw fields that are outside the visible screen area */
+ if (x < left || x >= left + MAX_BUF_XSIZE ||
+ y < top || y >= top + MAX_BUF_YSIZE)
+ return;
if (crm == 0) /* no crumbled edges for this tile */
return;
int src_x = g->src_x, src_y = g->src_y;
int dst_x, dst_y;
+ /* do not draw fields that are outside the visible screen area */
+ if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX ||
+ y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY)
+ return;
+
+ x1 %= MAX_BUF_XSIZE * TILEX;
+ y1 %= MAX_BUF_YSIZE * TILEY;
+
if (draw_masked)
{
/* draw the player to current location */
/* draw differences between game tiles and screen tiles
*
* implicitly handles scrolling and restoring background under the sprites
- *
- * perhaps use mit-shm to speed this up
*/
static void animscreen(void)
{
- unsigned int x, y, i;
- unsigned int left = screen_x / TILEX;
- unsigned int top = screen_y / TILEY;
+ int x, y, i;
+ int left = screen_x / TILEX;
+ int top = screen_y / TILEY;
static int xy[4][2] =
{
{ 0, -1 },
int sy = y % MAX_BUF_YSIZE;
int tile = Draw[y][x];
struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
- unsigned int obj = g->unique_identifier;
- unsigned int crm = 0;
+ int obj = g->unique_identifier;
+ int crm = 0;
/* re-calculate crumbled state of this tile */
if (g->has_crumbled_graphics)
static void blitplayer(struct PLAYER *ply)
{
- unsigned int x1, y1, x2, y2;
+ int x1, y1, x2, y2;
if (!ply->alive)
return;
x2 = x1 + TILEX - 1;
y2 = y1 + TILEY - 1;
- if ((unsigned int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
- (unsigned int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
+ if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 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;
/* 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)
{
void game_initscreen(void)
{
- unsigned int x,y;
+ 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;
- screen_x = 0;
- screen_y = 0;
+
+#if 0
+ game.centered_player_nr = getCenteredPlayerNr_EM();
+#endif
+
+ player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
+
+ screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
+ screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
for (y = 0; y < MAX_BUF_YSIZE; y++)
{
}
}
-#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 + 4), ply1.keys | ply2.keys);
+}
+
+#if 0
+void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
+{
+ 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);
+
+ /* 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);
+ }
+
+ RedrawPlayfield(TRUE, 0,0,0,0);
+ }
+ else
+ {
+ int scroll_xx = -999, scroll_yy = -999;
+
+ ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+
+ while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+ {
+ 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);
+ }
+
+ DrawPlayer(player);
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+}
#endif
+
+static int getMaxCenterDistancePlayerNr(int center_x, int center_y)
+{
+ int max_dx = 0, max_dy = 0;
+ int player_nr = game_em.last_moving_player;
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (ply[i].alive)
+ {
+ int sx = PLAYER_SCREEN_X(i);
+ int sy = PLAYER_SCREEN_Y(i);
+
+ if (game_em.last_player_direction[i] != MV_NONE &&
+ (ABS(sx - center_x) > max_dx ||
+ ABS(sy - center_y) > max_dy))
+ {
+ max_dx = MAX(max_dx, ABS(sx - center_x));
+ max_dy = MAX(max_dy, ABS(sy - center_y));
+
+ player_nr = i;
+ }
+ }
+ }
+
+ return player_nr;
}
-void RedrawPlayfield_EM()
+static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
{
- int i, sx, sy;
+ boolean num_checked_players = 0;
+ int i;
-#if 1
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (ply[i].alive)
+ {
+ int sx = PLAYER_SCREEN_X(i);
+ int sy = PLAYER_SCREEN_Y(i);
- int screen_x_min = TILEX;
- int screen_y_min = TILEY;
- int screen_x_max = (lev.width - (SCR_FIELDX - 1)) * TILEX;
- int screen_y_max = (lev.height - (SCR_FIELDY - 1)) * TILEY;
- int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
+ if (num_checked_players == 0)
+ {
+ *sx1 = *sx2 = sx;
+ *sy1 = *sy2 = sy;
+ }
+ else
+ {
+ *sx1 = MIN(*sx1, sx);
+ *sy1 = MIN(*sy1, sy);
+ *sx2 = MAX(*sx2, sx);
+ *sy2 = MAX(*sy2, sy);
+ }
+
+ num_checked_players++;
+ }
+ }
+}
+
+boolean checkIfAllPlayersFitToScreen()
+{
+ int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
+
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+ return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
+ sy2 - sy1 <= SCR_FIELDY * TILEY);
+}
+
+static void setScreenCenteredToAllPlayers(int *sx, int *sy)
+{
+ int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
+
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+ *sx = (sx1 + sx2) / 2;
+ *sy = (sy1 + sy2) / 2;
+}
+
+static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
+ int center_x, int center_y)
+{
+ int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
+
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+ *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
+ *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
+}
+
+static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
+{
+ int max_dx, max_dy;
+
+ setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
+
+ return (max_dx <= SCR_FIELDX * TILEX / 2 &&
+ max_dy <= SCR_FIELDY * TILEY / 2);
+}
+
+void RedrawPlayfield_EM(boolean force_redraw)
+{
+#if 0
+ boolean all_players_visible = checkIfAllPlayersAreVisible();
+#endif
+ boolean draw_new_player_location = 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 max_center_distance_player_nr =
+ getMaxCenterDistancePlayerNr(screen_x, screen_y);
+#else
+ int player_nr = game_em.last_moving_player;
+#endif
int stepsize = TILEX / 8;
- int nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */
+ int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
+ int offset_x = offset;
+ int offset_y = offset;
+ int screen_x_old = screen_x;
+ int screen_y_old = screen_y;
+ int x, y, sx, sy;
+ int i;
+
+ if (game.set_centered_player)
+ {
+ boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
+
+ /* switching to "all players" only possible if all players fit to screen */
+ if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
+ {
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+ }
+
+ /* do not switch focus to non-existing (or non-active) player */
+ if (game.centered_player_nr_next >= 0 &&
+ !ply[game.centered_player_nr_next].alive)
+ {
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+ }
+ }
+
+#if 1
+ /* also allow focus switching when screen is scrolled to half tile */
+#else
+ if (!scrolling) /* screen currently aligned at tile position */
+#endif
+ {
+#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;
- sx = (frame * ply[nr].oldx + (8 - frame) * ply[nr].x) * stepsize
- - ((SCR_FIELDX - 1) * TILEX) / 2;
- sy = (frame * ply[nr].oldy + (8 - frame) * ply[nr].y) * stepsize
- - ((SCR_FIELDY - 1) * TILEY) / 2;
+ draw_new_player_location = TRUE;
+ force_redraw = TRUE;
+
+ game.set_centered_player = FALSE;
+ }
+ }
+
+ if (game.centered_player_nr == -1)
+ {
+#if 1
+ if (draw_new_player_location || offset == 0)
+#else
+ if (draw_new_player_location)
+#endif
+ {
+ setScreenCenteredToAllPlayers(&sx, &sy);
+ }
+ else
+ {
+#if 1
+ sx = PLAYER_SCREEN_X(max_center_distance_player_nr);
+ sy = PLAYER_SCREEN_Y(max_center_distance_player_nr);
+#else
+ sx = PLAYER_SCREEN_X(game_em.last_moving_player);
+ sy = PLAYER_SCREEN_Y(game_em.last_moving_player);
+#endif
+ }
+ }
+ else
+ {
+ sx = PLAYER_SCREEN_X(game.centered_player_nr);
+ sy = PLAYER_SCREEN_Y(game.centered_player_nr);
+ }
+
+ if (draw_new_player_location && quick_relocation)
+ {
+ screen_x = VALID_SCREEN_X(sx);
+ 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;
+ int screen_xx = VALID_SCREEN_X(sx);
+ int screen_yy = VALID_SCREEN_Y(sy);
+
+ while (screen_x != screen_xx || screen_y != screen_yy)
+ {
+ int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
+ int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0);
+ int dxx = 0, dyy = 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;
+ dxx = dx * TILEX / 2;
+ }
+ else
+ {
+ screen_x = screen_xx;
+ dxx = 0;
+ }
+
+ if (ABS(screen_yy - screen_y) >= TILEY)
+ {
+ screen_y -= dy * TILEY;
+ dyy = dy * TILEY / 2;
+ }
+ else
+ {
+ screen_y = screen_yy;
+ 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]);
+
+ blitscreen();
+
+ Delay(wait_delay_value);
+
+ /* scroll second step to align at full tile size */
+ screen_x -= dxx;
+ screen_y -= dyy;
+
+#if 0
+ SyncDisplay();
+#endif
+
+ animscreen();
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ blitplayer(&ply[i]);
+
+ blitscreen();
+
+ Delay(wait_delay_value);
+ }
+
+ screen_x_old = screen_x;
+ screen_y_old = screen_y;
+ }
+
+ if (force_redraw)
+ {
+ 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;
+ }
+ }
+ }
/* calculate new screen scrolling position, with regard to scroll delay */
- screen_x = (sx < screen_x - offset ? sx + offset :
- sx > screen_x + offset ? sx - offset : screen_x);
- screen_y = (sy < screen_y - offset ? sy + offset :
- sy > screen_y + offset ? sy - offset : screen_y);
+ screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x :
+ sx - offset_x > screen_x ? sx - offset_x :
+ screen_x);
+ screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y :
+ sy - offset_y > screen_y ? sy - offset_y :
+ screen_y);
- /* check minimal and maximal boundaries for screen scrolling position */
- screen_x = (screen_x < screen_x_min ? screen_x_min :
- screen_x > screen_x_max ? screen_x_max : screen_x);
- screen_y = (screen_y < screen_y_min ? screen_y_min :
- screen_y > screen_y_max ? screen_y_max : screen_y);
+#if 0
+ printf("::: (%d, %d) => (%d, %d) [(%d, %d), (%d, %d)] [%d, %d] [%d / %d]\n",
+ screen_x_old, screen_y_old,
+ screen_x, screen_y,
+ ply[max_center_distance_player_nr].oldx,
+ ply[max_center_distance_player_nr].x,
+ ply[max_center_distance_player_nr].oldy,
+ ply[max_center_distance_player_nr].y,
+ sx, sy,
+ ABS(screen_x - screen_x_old),
+ ABS(screen_y - screen_y_old));
+#endif
+
+#if 1
+
+#if 1
+ /* 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_y = screen_y_old + dy * 2 * stepsize;
+ }
#else
+ /* prevent scrolling further than double player step size when scrolling */
+ if (ABS(screen_x - screen_x_old) > 2 * stepsize ||
+ ABS(screen_y - screen_y_old) > 2 * stepsize)
+ {
+ int dx = SIGN(screen_x - screen_x_old);
+ int dy = SIGN(screen_y - screen_y_old);
- /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */
- sx = (frame * ply[0].oldx + (8 - frame) * ply[0].x) * TILEX / 8
- + ((SCR_FIELDX - 1) * TILEX) / 2;
- sy = (frame * ply[0].oldy + (8 - frame) * ply[0].y) * TILEY / 8
- + ((SCR_FIELDY - 1) * TILEY) / 2;
+ screen_x = screen_x_old + dx * 2 * stepsize;
+ screen_y = screen_y_old + dy * 2 * stepsize;
+ }
+#endif
- if (sx > lev.width * TILEX)
- sx = lev.width * TILEX;
- if (sy > lev.height * TILEY)
- sy = lev.height * TILEY;
+#else
+ /* prevent scrolling further than player step size when scrolling */
+ if (ABS(screen_x - screen_x_old) > stepsize ||
+ ABS(screen_y - screen_y_old) > stepsize)
+ {
+ int dx = SIGN(screen_x - screen_x_old);
+ int dy = SIGN(screen_y - screen_y_old);
- if (sx < SCR_FIELDX * TILEX)
- sx = SCR_FIELDX * TILEY;
- if (sy < SCR_FIELDY * TILEY)
- sy = SCR_FIELDY * TILEY;
+ screen_x = screen_x_old + dx * stepsize;
+ screen_y = screen_y_old + dy * stepsize;
+ }
+#endif
- screen_x = sx - (SCR_FIELDX - 1) * TILEX;
- screen_y = sy - (SCR_FIELDY - 1) * TILEY;
+ /* 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_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))
+ screen_x = screen_x_old;
+ /* reset vertical scroll position to last value, if needed */
+ 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 */
+ if (!game_em.any_player_moving)
+ {
+ screen_x = screen_x_old;
+ screen_y = screen_y_old;
+ }
+ 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);
+
+ if ((dx < 0 && player_move_dir != MV_LEFT) ||
+ (dx > 0 && player_move_dir != MV_RIGHT))
+ screen_x = screen_x_old;
+
+ if ((dy < 0 && player_move_dir != MV_UP) ||
+ (dy > 0 && player_move_dir != MV_DOWN))
+ screen_y = screen_y_old;
+ }
animscreen();
for (i = 0; i < MAX_PLAYERS; i++)
blitplayer(&ply[i]);
- blitscreen();
+#if 0
+#if 0
+ SyncDisplay();
+#endif
- FlushDisplay();
+ blitscreen();
+#endif
}
void game_animscreen(void)
{
- RedrawPlayfield_EM();
+ RedrawPlayfield_EM(FALSE);
}
void DrawGameDoorValues_EM()
{
+#if 1
+ int dynamite_state;
+ int key_state;
+#else
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 key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
+#endif
+
+#if 1
+ if (game.centered_player_nr == -1)
+ {
+#if 1
+ int i;
+
+ dynamite_state = 0;
+ key_state = 0;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ dynamite_state += ply[i].dynamite;
+ key_state |= ply[i].keys;
+ }
+
+#else
+
+ dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
+ key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
+#endif
+ }
+ else
+ {
+ int player_nr = game.centered_player_nr;
+
+ dynamite_state = ply[player_nr].dynamite;
+ key_state = ply[player_nr].keys;
+ }
+#endif
#if 1
DrawAllGameValues(lev.required, dynamite_state, lev.score,
- lev.time, all_keys_state);
+ lev.time, key_state);
#else
DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);