#include "display.h"
#include "level.h"
-
-unsigned int frame; /* current screen frame */
-unsigned int screen_x; /* current scroll position */
-unsigned int screen_y;
+#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_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 */
+#if 0
+int screen_x; /* current scroll position */
+int screen_y;
+#else
+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];
+static int centered_to_player;
/* 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)
{
+#if 1
+
+ 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;
+
+#if 0
+ SyncDisplay();
+#endif
+
+ if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
+ {
+ /* blit all (up to four) parts of the scroll buffer to the backbuffer */
+ BlitScreenToBitmap_EM(backbuffer);
+
+ /* 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 (redraw[xx][yy])
+ BlitBitmap(screenBitmap, window,
+ xx * TILEX, yy * TILEY, TILEX, TILEY,
+ SX + x * TILEX, SY + y * TILEY);
+ }
+ }
+ }
+
+ 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
}
static void DrawLevelField_EM(int x, int y, int sx, int sy,
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;
+
+#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 (g->width > 0 && g->height > 0)
+ 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, g->width, g->height, dst_x, dst_y);
+ src_x, src_y, width, height, dst_x, dst_y);
}
}
else
{
- if (g->width != TILEX || g->height != TILEY)
+ if ((width != TILEX || height != TILEY) && !g->preserve_background)
ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
- if (g->width > 0 && g->height > 0)
+ if (width > 0 && height > 0)
BlitBitmap(g->bitmap, screenBitmap,
- src_x, src_y, g->width, g->height, dst_x, dst_y);
+ src_x, src_y, width, height, dst_x, dst_y);
}
}
{
int tile = Draw[y][x];
struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
- unsigned int i;
+ 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 */
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)
}
}
+ /* only redraw screen tiles if they (or their crumbled state) changed */
if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
{
DrawLevelField_EM(x, y, sx, sy, FALSE);
screentiles[sy][sx] = obj;
crumbled_state[sy][sx] = crm;
+
+ redraw[sx][sy] = TRUE;
+ redraw_tiles++;
}
}
}
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;
int old_sy = old_y % MAX_BUF_XSIZE;
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];
/* only diggable elements can be crumbled in the classic EM engine */
- boolean player_is_digging = (crumbled_state[new_sy][new_sx] != 0);
+ 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);
/* draw the player (masked) over the element he is just digging away */
DrawLevelPlayer_EM(x1, y1, ply->num, ply->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
{
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;
+#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
+ screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
+ screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
+#else
screen_x = 0;
screen_y = 0;
+#endif
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);
+#endif
}
-void RedrawPlayfield_EM()
+#if 0
+void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
{
- unsigned int x,y;
+ 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;
- x = (frame * ply1.oldx + (8 - frame) * ply1.x) * TILEX / 8
- + ((SCR_FIELDX - 1) * TILEX) / 2;
- y = (frame * ply1.oldy + (8 - frame) * ply1.y) * TILEY / 8
- + ((SCR_FIELDY - 1) * TILEY) / 2;
+ scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ player->jx - MIDPOSX);
- if (x > lev.width * TILEX)
- x = lev.width * TILEX;
- if (y > lev.height * TILEY)
- y = lev.height * TILEY;
+ scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ player->jy - MIDPOSY);
- if (x < SCR_FIELDX * TILEX)
- x = SCR_FIELDX * TILEY;
- if (y < SCR_FIELDY * TILEY)
- y = SCR_FIELDY * TILEY;
+ dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+ dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
- screen_x = x - (SCR_FIELDX - 1) * TILEX;
- screen_y = y - (SCR_FIELDY - 1) * TILEY;
+ 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, 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
+
+ int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
+
+ /* calculate new screen scrolling position, with regard to scroll delay */
+ screen_x = VALID_SCREEN_X(sx + offset < screen_x ? sx + offset :
+ sx - offset > screen_x ? sx - offset : screen_x);
+ screen_y = VALID_SCREEN_Y(sy + offset < screen_y ? sy + offset :
+ sy - offset > screen_y ? sy - offset : screen_y);
+
+#else
+
+ if (sx > lev.width * TILEX)
+ sx = lev.width * TILEX;
+ if (sy > lev.height * TILEY)
+ sy = lev.height * TILEY;
+
+ if (sx < SCR_FIELDX * TILEX)
+ sx = SCR_FIELDX * TILEY;
+ if (sy < SCR_FIELDY * TILEY)
+ sy = SCR_FIELDY * TILEY;
+
+ screen_x = sx - (SCR_FIELDX - 1) * TILEX;
+ screen_y = sy - (SCR_FIELDY - 1) * TILEY;
+
+#endif
animscreen();
- blitplayer(&ply1);
- blitplayer(&ply2);
+
+ 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()
{
+ 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
}