#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
*
* perhaps use mit-shm to speed this up
*/
-void blitscreen(void)
+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)
{
- BlitBitmap(screenBitmap, window, x, y,
+ BlitBitmap(screenBitmap, target_bitmap, x, y,
SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
}
else if (x < 2 * TILEX && y >= 2 * TILEY)
{
- BlitBitmap(screenBitmap, window, x, y,
+ BlitBitmap(screenBitmap, target_bitmap, x, y,
SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
SX, SY);
- BlitBitmap(screenBitmap, window, x, 0,
+ BlitBitmap(screenBitmap, target_bitmap, x, 0,
SCR_FIELDX * TILEX, y - 2 * TILEY,
SX, SY + MAX_BUF_YSIZE * TILEY - y);
}
else if (x >= 2 * TILEX && y < 2 * TILEY)
{
- BlitBitmap(screenBitmap, window, x, y,
+ BlitBitmap(screenBitmap, target_bitmap, x, y,
MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
SX, SY);
- BlitBitmap(screenBitmap, window, 0, y,
+ BlitBitmap(screenBitmap, target_bitmap, 0, y,
x - 2 * TILEX, SCR_FIELDY * TILEY,
SX + MAX_BUF_XSIZE * TILEX - x, SY);
}
else
{
- BlitBitmap(screenBitmap, window, x, y,
+ BlitBitmap(screenBitmap, target_bitmap, x, y,
MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
SX, SY);
- BlitBitmap(screenBitmap, window, 0, y,
+ BlitBitmap(screenBitmap, target_bitmap, 0, y,
x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
SX + MAX_BUF_XSIZE * TILEX - x, SY);
- BlitBitmap(screenBitmap, window, x, 0,
+ BlitBitmap(screenBitmap, target_bitmap, x, 0,
MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
SX, SY + MAX_BUF_YSIZE * TILEY - y);
- BlitBitmap(screenBitmap, window, 0, 0,
+ BlitBitmap(screenBitmap, target_bitmap, 0, 0,
x - 2 * TILEX, y - 2 * TILEY,
SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
}
}
+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,
+ 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;
+
+#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)
+ {
+ 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
+ {
+ if ((width != TILEX || height != TILEY) && !g->preserve_background)
+ ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
+
+ if (width > 0 && height > 0)
+ BlitBitmap(g->bitmap, screenBitmap,
+ src_x, src_y, width, height, dst_x, dst_y);
+ }
+}
+
+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];
+ 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;
+
+ for (i = 0; i < 4; i++)
+ {
+ if (crm & (1 << i))
+ {
+ int width, height, cx, cy;
+
+ if (i == 1 || i == 2)
+ {
+ width = g->crumbled_border_size;
+ height = TILEY;
+ cx = (i == 2 ? TILEX - g->crumbled_border_size : 0);
+ cy = 0;
+ }
+ else
+ {
+ width = TILEX;
+ height = g->crumbled_border_size;
+ cx = 0;
+ cy = (i == 3 ? TILEY - g->crumbled_border_size : 0);
+ }
+
+ if (width > 0 && height > 0)
+ {
+ int src_x = g->crumbled_src_x + cx;
+ int src_y = g->crumbled_src_y + cy;
+ int dst_x = sx * TILEX + cx;
+ 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];
+
+ 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 */
+ 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);
+ }
+ else
+ {
+ /* draw the player to current location */
+ dst_x = x1;
+ dst_y = y1;
+ BlitBitmap(g->bitmap, screenBitmap,
+ g->src_x, g->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;
+ BlitBitmap(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;
+ BlitBitmap(g->bitmap, screenBitmap,
+ g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
+ }
+}
/* draw differences between game tiles and screen tiles
*
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 },
{
for (x = left; x < left + MAX_BUF_XSIZE; x++)
{
- int dx = x % MAX_BUF_XSIZE;
- int dy = y % MAX_BUF_YSIZE;
+ int sx = x % MAX_BUF_XSIZE;
+ int sy = y % MAX_BUF_YSIZE;
int tile = Draw[y][x];
struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
- unsigned int obj;
- unsigned int crm = 0;
-
-#if 1
+ int obj = g->unique_identifier;
+ int crm = 0;
-#if 1
/* re-calculate crumbled state of this tile */
if (g->has_crumbled_graphics)
{
crm |= (1 << i);
}
}
-#else
- /* re-calculate crumbled state of this tile */
- if (tile == Xgrass ||
- tile == Xdirt ||
- tile == Xfake_grass ||
- tile == Xfake_grassB)
- {
- for (i = 0; i < 4; i++)
- {
- int xx = x + xy[i][0];
- int yy = y + xy[i][1];
- int tile2;
- if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
- yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
- continue;
-
- tile2 = Draw[yy][xx];
-
- if (tile2 == Xgrass ||
- tile2 == Xdirt ||
- tile2 == Xfake_grass ||
- tile2 == Xfake_grassB ||
- tile2 == Ygrass_nB ||
- tile2 == Ygrass_eB ||
- tile2 == Ygrass_sB ||
- tile2 == Ygrass_wB ||
- tile2 == Ydirt_nB ||
- tile2 == Ydirt_eB ||
- tile2 == Ydirt_sB ||
- tile2 == Ydirt_wB)
- continue;
-
- crm |= (1 << i);
- }
- }
-#endif
-
- /* create unique graphic identifier to decide if tile must be redrawn */
- obj = g->unique_identifier;
-
- if (screentiles[dy][dx] != obj || crumbled_state[dy][dx] != crm)
+ /* only redraw screen tiles if they (or their crumbled state) changed */
+ if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
{
- int dst_x = dx * TILEX;
- int dst_y = dy * TILEY;
-
- if (g->width != TILEX || g->height != TILEY)
- ClearRectangle(screenBitmap, dst_x, dst_y, TILEX, TILEY);
+ DrawLevelField_EM(x, y, sx, sy, FALSE);
+ DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
- if (g->width > 0 && g->height > 0)
- BlitBitmap(g->bitmap, screenBitmap,
- g->src_x + g->src_offset_x, g->src_y + g->src_offset_y,
- g->width, g->height,
- dst_x + g->dst_offset_x, dst_y + g->dst_offset_y);
+ screentiles[sy][sx] = obj;
+ crumbled_state[sy][sx] = crm;
-#if 1
- /* add crumbling graphic, if needed */
- if (crm)
- {
- for (i = 0; i < 4; i++)
- {
- if (crm & (1 << i))
- {
- int width, height, cx, cy;
-
- if (i == 1 || i == 2)
- {
- width = g->crumbled_border_size;
- height = TILEY;
- cx = (i == 2 ? TILEX - g->crumbled_border_size : 0);
- cy = 0;
- }
- else
- {
- width = TILEX;
- height = g->crumbled_border_size;
- cx = 0;
- cy = (i == 3 ? TILEY - g->crumbled_border_size : 0);
- }
-
- if (width > 0 && height > 0)
- BlitBitmap(g->crumbled_bitmap, screenBitmap,
- g->crumbled_src_x + cx, g->crumbled_src_y + cy,
- width, height, dst_x + cx, dst_y + cy);
- }
- }
- }
-#else
- /* add crumbling graphic, if needed */
- if (crm)
- {
- int crumbled_border_size;
-
- tile = (tile == Xgrass ? Ygrass_crumbled :
- tile == Xdirt ? Ydirt_crumbled :
- tile == Xfake_grass ? Yfake_grass_crumbled :
- tile == Xfake_grassB ? Yfake_grassB_crumbled : 0);
- g = &graphic_info_em_object[tile][frame];
- crumbled_border_size = g->border_size;
-
- for (i = 0; i < 4; i++)
- {
- if (crm & (1 << i))
- {
- int width, height, cx, cy;
-
- if (i == 1 || i == 2)
- {
- width = crumbled_border_size;
- height = TILEY;
- cx = (i == 2 ? TILEX - crumbled_border_size : 0);
- cy = 0;
- }
- else
- {
- width = TILEX;
- height = crumbled_border_size;
- cx = 0;
- cy = (i == 3 ? TILEY - crumbled_border_size : 0);
- }
-
- if (width > 0 && height > 0)
- BlitBitmap(g->bitmap, screenBitmap,
- g->src_x + cx, g->src_y + cy, width, height,
- dst_x + cx, dst_y + cy);
- }
- }
- }
-#endif
-
- screentiles[dy][dx] = obj;
- crumbled_state[dy][dx] = crm;
+ redraw[sx][sy] = TRUE;
+ redraw_tiles++;
}
-#else
- obj = map_obj[frame][tile];
-
- if (screentiles[dy][dx] != obj)
- {
- BlitBitmap(objBitmap, screenBitmap,
- (obj / 512) * TILEX, (obj % 512) * TILEY / 16,
- TILEX, TILEY, dx * TILEX, dy * TILEY);
-
- screentiles[dy][dx] = obj;
- }
-#endif
}
}
}
static void blitplayer(struct PLAYER *ply)
{
- int dx, dy;
- int old_x, old_y, new_x, new_y;
- int src_x, src_y, dst_x, dst_y;
- unsigned int x1, y1, x2, y2;
-#if 1
- unsigned short spr;
-#else
- unsigned short obj, spr;
-#endif
+ int x1, y1, x2, y2;
if (!ply->alive)
return;
- /* some casts to "int" are needed because of negative calculation values */
- dx = (int)ply->x - (int)ply->oldx;
- dy = (int)ply->y - (int)ply->oldy;
- old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
- old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
- new_x = old_x + SIGN(dx);
- new_y = old_y + SIGN(dy);
-
/* 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;
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))
{
- struct GraphicInfo_EM *g;
- int tile;
+ /* 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 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 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 = (new_crm != 0);
- spr = map_spr[ply->num][frame][ply->anim];
+#if 0
x1 %= MAX_BUF_XSIZE * TILEX;
y1 %= MAX_BUF_YSIZE * TILEY;
x2 %= MAX_BUF_XSIZE * TILEX;
y2 %= MAX_BUF_YSIZE * TILEY;
+#endif
-#if 1
+ 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);
#if 1
- g = &graphic_info_em_player[ply->num][ply->anim][frame];
+ /* 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);
- /* draw the player to current location */
- BlitBitmap(g->bitmap, screenBitmap,
- g->src_x, g->src_y, TILEX, TILEY,
- x1, y1);
+ /* draw the field the player is moving from (masked over the player) */
+ DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
- /* draw the player to opposite wrap-around column */
- BlitBitmap(g->bitmap, screenBitmap,
- g->src_x, g->src_y, TILEX, TILEY,
- x1 - MAX_BUF_XSIZE * TILEX, y1);
+ /* draw the field the player is moving to (masked over the player) */
+ DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
+ }
- /* draw the player to opposite wrap-around row */
- BlitBitmap(g->bitmap, screenBitmap,
- g->src_x, g->src_y, TILEX, TILEY,
- x1, y1 - MAX_BUF_YSIZE * TILEY);
+ /* mark screen tiles as dirty */
+ screentiles[old_sy][old_sx] = -1;
+ screentiles[new_sy][new_sx] = -1;
+ }
+}
+
+void game_initscreen(void)
+{
+ 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
- /* draw the player to current location */
- BlitBitmap(sprBitmap, screenBitmap,
- (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY,
- x1, y1);
+ int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */
+#endif
- /* draw the player to opposite wrap-around column */
- BlitBitmap(sprBitmap, screenBitmap,
- (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY,
- x1 - MAX_BUF_XSIZE * TILEX, y1);
+ centered_to_player = player_nr;
- /* draw the player to opposite wrap-around row */
- BlitBitmap(sprBitmap, screenBitmap,
- (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY,
- x1, y1 - MAX_BUF_YSIZE * TILEY);
+ 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
- /* draw the field the player is moving from (masked over the player) */
-#if 0
- obj = screentiles[y1 / TILEY][x1 / TILEX];
- src_x = (obj / 512) * TILEX;
- src_y = (obj % 512) * TILEY / 16;
- dst_x = (x1 / TILEX) * TILEX;
- dst_y = (y1 / TILEY) * TILEY;
-#endif
+ 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;
+ }
+ }
#if 1
- tile = Draw[old_y][old_x];
- g = &graphic_info_em_object[tile][frame];
+ 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
+}
- if (g->width > 0 && g->height > 0)
+#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)))
{
- src_x = g->src_x + g->src_offset_x;
- src_y = g->src_y + g->src_offset_y;
- dst_x = old_x % MAX_BUF_XSIZE * TILEX + g->dst_offset_x;
- dst_y = old_y % MAX_BUF_YSIZE * TILEY + g->dst_offset_y;
+ scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ player->jx - MIDPOSX);
- 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);
+ scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ player->jy - MIDPOSY);
}
-#else
- SetClipOrigin(objBitmap, objBitmap->stored_clip_gc,
- dst_x - src_x, dst_y - src_y);
- BlitBitmapMasked(objBitmap, screenBitmap,
- src_x, src_y, TILEX, TILEY, dst_x, dst_y);
+ 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
- /* draw the field the player is moving to (masked over the player) */
-#if 0
- obj = screentiles[y2 / TILEY][x2 / TILEX];
- src_x = (obj / 512) * TILEX;
- src_y = (obj % 512) * TILEY / 16;
- dst_x = (x2 / TILEX) * TILEX;
- dst_y = (y2 / TILEY) * TILEY;
+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
- tile = Draw[new_y][new_x];
- g = &graphic_info_em_object[tile][frame];
+ boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
- if (g->width > 0 && g->height > 0)
+ if (!scrolling) /* screen currently aligned at tile position */
+ {
+ if (player_nr != centered_to_player)
{
- src_x = g->src_x + g->src_offset_x;
- src_y = g->src_y + g->src_offset_y;
- dst_x = new_x % MAX_BUF_XSIZE * TILEX + g->dst_offset_x;
- dst_y = new_y % MAX_BUF_YSIZE * TILEY + g->dst_offset_y;
+ centered_to_player = player_nr;
- 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);
+ draw_new_player_location = TRUE;
+ force_redraw = TRUE;
}
-#else
- SetClipOrigin(objBitmap, objBitmap->stored_clip_gc,
- dst_x - src_x, dst_y - src_y);
- BlitBitmapMasked(objBitmap, screenBitmap,
- src_x, src_y, TILEX, TILEY, dst_x, dst_y);
+ }
#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;
- if (objmaskBitmap)
- {
- obj = screentiles[y1 / TILEY][x1 / TILEX];
- XCopyArea(display, objmaskBitmap, spriteBitmap, spriteGC,
- (obj / 512) * TILEX, (obj % 512) * TILEY / 16, TILEX, TILEY,
- -(x1 % TILEX), -(y1 % TILEY));
-
- obj = screentiles[y2 / TILEY][x2 / TILEX];
- XCopyArea(display, objmaskBitmap, spriteBitmap, spriteGC,
- (obj / 512) * TILEX, (obj % 512) * TILEY / 16, TILEX, TILEY,
- (MAX_BUF_XSIZE * TILEX - x1) % TILEX,
- (MAX_BUF_YSIZE * TILEY - y1) % TILEY);
- }
- else if (sprmaskBitmap)
+ while (screen_xx != screen_x || screen_yy != screen_y)
{
- XCopyArea(display, sprmaskBitmap, spriteBitmap, spriteGC,
- (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, 0, 0);
- }
- else
- {
- XFillRectangle(display, spriteBitmap, spriteGC, 0, 0, TILEX, TILEY);
- }
+ 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;
- SetClipMask(sprBitmap, sprBitmap->stored_clip_gc, spriteBitmap);
+ if (dx == 0 && dy == 0) /* no scrolling needed at all */
+ break;
- SetClipOrigin(sprBitmap, sprBitmap->stored_clip_gc, x, y);
- BlitBitmapMasked(sprBitmap, screenBitmap,
- (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY,
- x1, y1);
+ screen_x -= dx * TILEX;
+ screen_y -= dy * TILEY;
- SetClipOrigin(sprBitmap, sprBitmap->stored_clip_gc,
- x - MAX_BUF_XSIZE * TILEX, y);
- BlitBitmapMasked(sprBitmap, screenBitmap,
- (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY,
- x1 - MAX_BUF_XSIZE * TILEX, y1);
+ dxx += dx * TILEX / 2;
+ dyy += dy * TILEY / 2;
- SetClipOrigin(sprBitmap, sprBitmap->stored_clip_gc,
- x1, y1 - MAX_BUF_YSIZE * TILEY);
- BlitBitmapMasked(sprBitmap, screenBitmap,
- (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY,
- x1, y1 - MAX_BUF_YSIZE * TILEY);
+ /* scroll in two steps of half tile size to make things smoother */
+ screen_x += dxx;
+ screen_y += dyy;
- SetClipMask(sprBitmap, sprBitmap->stored_clip_gc, None);
-#endif
+ animscreen();
- /* mark screen tiles as dirty */
- screentiles[y1 / TILEY][x1 / TILEX] = -1;
- screentiles[y2 / TILEY][x2 / TILEX] = -1;
- }
-}
+ for (i = 0; i < MAX_PLAYERS; i++)
+ blitplayer(&ply[i]);
-void game_initscreen(void)
-{
- unsigned int x,y;
+ blitscreen();
+ FlushDisplay();
+ Delay(wait_delay_value);
- frame = 6;
- screen_x = 0;
- screen_y = 0;
+ /* scroll second step to align at full tile size */
+ screen_x -= dxx;
+ screen_y -= dyy;
- for (y = 0; y < MAX_BUF_YSIZE; y++)
+ SyncDisplay();
+
+ animscreen();
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ blitplayer(&ply[i]);
+
+ blitscreen();
+ FlushDisplay();
+ Delay(wait_delay_value);
+ }
+ }
+
+#if 1
+ if (force_redraw)
{
- for (x = 0; x < MAX_BUF_XSIZE; x++)
+ for (y = 0; y < MAX_BUF_YSIZE; y++)
{
- screentiles[y][x] = -1;
- crumbled_state[y][x] = 0;
+ for (x = 0; x < MAX_BUF_XSIZE; x++)
+ {
+ screentiles[y][x] = -1;
+ crumbled_state[y][x] = 0;
+ }
}
}
+#endif
- DrawGameDoorValues_EM(lev.required, ply1.dynamite, lev.score,
- DISPLAY_TIME(lev.time + 4));
-}
+#if 1
-void game_animscreen(void)
-{
- unsigned int x,y;
+ 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);
- 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;
+#else
- if (x > lev.width * TILEX)
- x = lev.width * TILEX;
- if (y > lev.height * TILEY)
- y = lev.height * TILEY;
+ if (sx > lev.width * TILEX)
+ sx = lev.width * TILEX;
+ if (sy > lev.height * TILEY)
+ sy = lev.height * TILEY;
- if (x < SCR_FIELDX * TILEX)
- x = SCR_FIELDX * TILEY;
- if (y < SCR_FIELDY * TILEY)
- y = SCR_FIELDY * TILEY;
+ if (sx < SCR_FIELDX * TILEX)
+ sx = SCR_FIELDX * TILEY;
+ if (sy < SCR_FIELDY * TILEY)
+ sy = SCR_FIELDY * TILEY;
- screen_x = x - (SCR_FIELDX - 1) * TILEX;
- screen_y = y - (SCR_FIELDY - 1) * 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(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
+}