static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
+static int centered_to_player;
/* copy the entire screen to the window at the scroll position
*
boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
int x, y;
+#if 0
SyncDisplay();
+#endif
if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
{
int width = g->width;
int height = g->height;
+#if 1
+ int left = screen_x / TILEX;
+ int top = screen_y / TILEY;
+
+ if (x < left || x >= left + MAX_BUF_XSIZE ||
+ y < top || y >= top + MAX_BUF_YSIZE)
+ return;
+#endif
+
if (draw_masked)
{
if (width > 0 && height > 0)
struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
int i;
+#if 1
+ int left = screen_x / TILEX;
+ int top = screen_y / TILEY;
+
+ if (x < left || x >= left + MAX_BUF_XSIZE ||
+ y < top || y >= top + MAX_BUF_YSIZE)
+ return;
+#endif
+
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;
+#if 1
+ 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;
+#endif
+
if (draw_masked)
{
/* draw the player to current location */
/* 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)
{
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;
+#if 1
+ int player_nr = getCenteredPlayer_EM();
+#else
int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */
+#endif
+
+ centered_to_player = player_nr;
frame = 6;
#if 1
#endif
}
-void RedrawPlayfield_EM()
+#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
+
+void RedrawPlayfield_EM(boolean force_redraw)
+{
+#if 1
+ int player_nr = getCenteredPlayer_EM();
+ boolean draw_new_player_location = FALSE;
+ boolean quick_relocation = setup.quick_switch;
+#else
int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */
+#endif
int sx = PLAYER_SCREEN_X(player_nr);
int sy = PLAYER_SCREEN_Y(player_nr);
- int i;
+ int i, x, y;
+
+#if 1
+ boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
+
+ if (!scrolling) /* screen currently aligned at tile position */
+ {
+ if (player_nr != centered_to_player)
+ {
+ centered_to_player = player_nr;
+
+ draw_new_player_location = TRUE;
+ force_redraw = TRUE;
+ }
+ }
+#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 = -999, screen_yy = -999;
+
+ while (screen_xx != screen_x || screen_yy != screen_y)
+ {
+ int screen_xx = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
+ int screen_yy = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
+ 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;
+
+ screen_x -= dx * TILEX;
+ screen_y -= dy * TILEY;
+
+ dxx += dx * TILEX / 2;
+ dyy += dy * TILEY / 2;
+
+ /* 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();
+ FlushDisplay();
+ Delay(wait_delay_value);
+
+ /* 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]);
+
+ blitscreen();
+ FlushDisplay();
+ Delay(wait_delay_value);
+ }
+ }
+
+#if 1
+ 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;
+ }
+ }
+ }
+#endif
#if 1
for (i = 0; i < MAX_PLAYERS; i++)
blitplayer(&ply[i]);
+ SyncDisplay();
+
blitscreen();
FlushDisplay();
void game_animscreen(void)
{
- RedrawPlayfield_EM();
+ RedrawPlayfield_EM(FALSE);
}
void DrawGameDoorValues_EM()