#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 screen_x, screen_y; /* current scroll position */
/* tiles currently on screen */
-static int screentiles[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
-static int crumbled_state[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
+static int screen_tiles[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
+static int crumbled_state[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
+
+/* 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];
+
+static void setScreenCenteredToAllPlayers(int *, int *);
int getFieldbufferOffsetX_EM(void)
{
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 < 2 * TILEX && y < 2 * TILEY)
+ if (x < xoffset && y < yoffset)
{
- BlitBitmap(screenBitmap, target_bitmap, x, y,
- sxsize, sysize, 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,
- sxsize, MAX_BUF_YSIZE * TILEY - y,
+ BlitBitmap(screenBitmap, target_bitmap, x, y, sxsize, yysize,
sx, sy);
- BlitBitmap(screenBitmap, target_bitmap, x, 0,
- sxsize, y - 2 * TILEY,
- sx, sy + MAX_BUF_YSIZE * TILEY - y);
+ 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, sysize,
+ BlitBitmap(screenBitmap, target_bitmap, x, y, xxsize, sysize,
sx, sy);
- BlitBitmap(screenBitmap, target_bitmap, 0, y,
- x - 2 * TILEX, sysize,
- sx + MAX_BUF_XSIZE * TILEX - x, 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,
+ BlitBitmap(screenBitmap, target_bitmap, x, y, xxsize, yysize,
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, 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 BackToFront_EM(void)
+static void BackToFront_EM(void)
{
BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
}
static struct GraphicInfo_EM *getObjectGraphic(int x, int y)
{
- int tile = Draw[y][x];
+ int tile = lev.draw[x][y];
struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
if (!game.use_native_emc_graphics_engine)
- getGraphicSourceObjectExt_EM(g, tile, 7 - frame, x - 2, y - 2);
+ getGraphicSourceObjectExt_EM(g, tile, frame, x - lev.left, y - lev.top);
return g;
}
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, 7 - frame);
+ getGraphicSourcePlayerExt_EM(g, player_nr, anim, frame);
return g;
}
};
if (!game.use_native_emc_graphics_engine)
- for (y = 2; y < EM_MAX_CAVE_HEIGHT - 2; y++)
- for (x = 2; x < EM_MAX_CAVE_WIDTH - 2; x++)
- SetGfxAnimation_EM(&graphic_info_em_object[Draw[y][x]][frame],
- Draw[y][x], 7 - frame, x - 2, y - 2);
+ 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++)
{
{
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;
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 = (screentiles[sy][sx] != obj ||
- crumbled_state[sy][sx] != crm);
+ 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 (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;
+ 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_YSIZE;
int new_sx = new_x % MAX_BUF_XSIZE;
int new_sy = new_y % MAX_BUF_YSIZE;
- int new_crm = crumbled_state[new_sy][new_sx];
+ 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);
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);
/* draw the field the player is moving from (masked over the player) */
DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
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);
}
/* redraw screen tiles in the next frame (player may have left the tiles) */
- screentiles[old_sy][old_sx] = -1;
- screentiles[new_sy][new_sx] = -1;
+ screen_tiles[old_sx][old_sy] = -1;
+ screen_tiles[new_sx][new_sy] = -1;
+ }
+}
+
+static void blitplayer(int nr)
+{
+ blitplayer_ext(nr);
+
+ /* check for wrap-around movement ... */
+ if (ply[nr].x < lev.left ||
+ ply[nr].x > lev.right - 1)
+ {
+ struct PLAYER ply_last = ply[nr];
+ int direction = (ply[nr].x < lev.left ? -1 : 1);
+ int dx = ply[nr].x - ply[nr].prev_x;
+
+ ply[nr].x += -direction * lev.width;
+ ply[nr].prev_x = ply[nr].x - dx;
+
+ if (!lev.infinite_true)
+ {
+ int dy = ply[nr].y - ply[nr].prev_y;
+
+ ply[nr].y += direction;
+ ply[nr].prev_y = ply[nr].y - dy;
+ }
+
+ /* draw player entering playfield from the opposite side */
+ blitplayer_ext(nr);
+
+ /* ... but keep the old player position until game logic */
+ ply[nr] = ply_last;
}
}
void game_initscreen(void)
{
- int player_nr;
- int x,y;
+ int x, y, sx, sy;
- frame = 6;
+ frame = 1;
- player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
+ if (game.centered_player_nr == -1)
+ {
+ setScreenCenteredToAllPlayers(&sx, &sy);
+ }
+ else
+ {
+ sx = PLAYER_SCREEN_X(game.centered_player_nr);
+ sy = PLAYER_SCREEN_Y(game.centered_player_nr);
+ }
- screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
- screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
+ screen_x = VALID_SCREEN_X(sx);
+ screen_y = VALID_SCREEN_Y(sy);
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;
+ screen_tiles[x][y] = -1;
+ crumbled_state[x][y] = 0;
}
}
}
void RedrawPlayfield_EM(boolean force_redraw)
{
boolean draw_new_player_location = FALSE;
+ boolean draw_new_player_location_wrap = FALSE;
boolean quick_relocation = setup.quick_switch;
int max_center_distance_player_nr =
getMaxCenterDistancePlayerNr(screen_x, screen_y);
game.centered_player_nr = game.centered_player_nr_next;
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_wrap = FALSE;
}
if (game.centered_player_nr == -1)
if (draw_new_player_location && !quick_relocation)
{
- unsigned int game_frame_delay_value = getGameFrameDelay_EM(20);
- 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)
+ {
+ if (lev.infinite_true)
+ {
+ // 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);
animscreen();
for (i = 0; i < MAX_PLAYERS; i++)
- blitplayer(&ply[i]);
+ blitplayer(i);
BlitScreenToBitmap_EM(backbuffer);
BackToFront_EM();
- Delay(wait_delay_value);
-
/* scroll second step to align at full tile size */
screen_x -= dxx;
screen_y -= dyy;
animscreen();
for (i = 0; i < MAX_PLAYERS; i++)
- blitplayer(&ply[i]);
+ blitplayer(i);
BlitScreenToBitmap_EM(backbuffer);
BackToFront_EM();
-
- Delay(wait_delay_value);
}
+ 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;
}
}
}
animscreen();
for (i = 0; i < MAX_PLAYERS; i++)
- blitplayer(&ply[i]);
+ blitplayer(i);
}