static unsigned int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
static unsigned int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
+static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
+
/* copy the entire screen to the window at the scroll position
*
void blitscreen(void)
{
+#if 1
+
+ static boolean scrolling_last = FALSE;
+ unsigned int left = screen_x / TILEX;
+ unsigned int top = screen_y / TILEY;
+ boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
+ int x, y;
+
+ SyncDisplay();
+
+ 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 (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);
}
}
{
unsigned int x, y, i;
unsigned int left = screen_x / TILEX;
- unsigned int top = screen_y / TILEY;
+ unsigned int top = screen_y / TILEY;
static int xy[4][2] =
{
{ 0, -1 },
}
}
+ /* 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++;
}
}
}
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
{
void game_initscreen(void)
{
unsigned 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;
frame = 6;
screen_x = 0;
}
}
+#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()
{
- unsigned int x,y;
+ unsigned int i, x, y;
- x = (frame * ply1.oldx + (8 - frame) * ply1.x) * TILEX / 8
+ /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */
+ x = (frame * ply[0].oldx + (8 - frame) * ply[0].x) * TILEX / 8
+ ((SCR_FIELDX - 1) * TILEX) / 2;
- y = (frame * ply1.oldy + (8 - frame) * ply1.y) * TILEY / 8
+ y = (frame * ply[0].oldy + (8 - frame) * ply[0].y) * TILEY / 8
+ ((SCR_FIELDY - 1) * TILEY) / 2;
if (x > lev.width * TILEX)
screen_y = y - (SCR_FIELDY - 1) * TILEY;
animscreen();
- blitplayer(&ply1);
- blitplayer(&ply2);
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ blitplayer(&ply[i]);
+
blitscreen();
FlushDisplay();
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
}