#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)
static int screentiles[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[TILE_MAX][8];
+struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
+
int getFieldbufferOffsetX_EM(void)
{
return screen_x % TILEX;
}
}
-void BackToFront_EM(void)
+static void BackToFront_EM(void)
{
BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
}
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, 7 - frame, x - lev.left, y - lev.top);
return g;
}
};
if (!game.use_native_emc_graphics_engine)
- for (y = 2; y < CAVE_HEIGHT - 2; y++)
- for (x = 2; x < CAVE_WIDTH - 2; x++)
+ 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], 7 - frame, x - 2, y - 2);
+ lev.draw[x][y], 7 - frame,
+ x - lev.left, y - lev.top);
for (y = top; y < top + MAX_BUF_YSIZE; y++)
{
int yy = y + xy[i][1];
int tile_next;
- if (xx < 0 || xx >= CAVE_WIDTH ||
- yy < 0 || yy >= CAVE_HEIGHT)
+ if (xx < 0 || xx >= CAVE_BUFFER_WIDTH ||
+ yy < 0 || yy >= CAVE_BUFFER_HEIGHT)
continue;
tile_next = lev.draw[xx][yy];
void RedrawPlayfield_EM(boolean force_redraw)
{
boolean draw_new_player_location = FALSE;
+ boolean draw_new_player_location_fast = 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_fast = game.set_centered_player_fast;
force_redraw = TRUE;
game.set_centered_player = FALSE;
+ game.set_centered_player_fast = 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_fast)
+ 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);
BlitScreenToBitmap_EM(backbuffer);
BackToFront_EM();
- Delay(wait_delay_value);
-
/* scroll second step to align at full tile size */
screen_x -= dxx;
screen_y -= dyy;
BlitScreenToBitmap_EM(backbuffer);
BackToFront_EM();
-
- Delay(wait_delay_value);
}
+ SetVideoFrameDelay(frame_delay_value_old);
+
screen_x_old = screen_x;
screen_y_old = screen_y;
}