* 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);
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)
+{
+ BlitScreenToBitmap_EM(window);
+}
+
static void DrawLevelField_EM(int x, int y, int sx, int sy,
boolean draw_masked)
{
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 (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);
}
}
}
}
+ /* 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);
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);
x1 %= MAX_BUF_XSIZE * TILEX;
y1 %= MAX_BUF_YSIZE * TILEY;
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
{
}
}
- DrawGameDoorValues_EM(lev.required, ply1.dynamite, lev.score,
- DISPLAY_TIME(lev.time + 4));
+ DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
+ DISPLAY_TIME(lev.time + 4), ply1.keys | ply2.keys);
}
-void game_animscreen(void)
+void RedrawPlayfield_EM()
{
unsigned int x,y;
FlushDisplay();
}
+
+void game_animscreen(void)
+{
+ RedrawPlayfield_EM();
+}
+
+void DrawGameDoorValues_EM()
+{
+ DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
+ DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);
+}