#include <math.h>
-long mScrollX, mScrollY;
-long mScrollX_last, mScrollY_last;
-
-#if 1
-long ScreenBuffer[2 + MAX_PLAYFIELD_WIDTH + 2][2 + MAX_PLAYFIELD_HEIGHT + 2];
-boolean redraw[2 + MAX_PLAYFIELD_WIDTH + 2][2 + MAX_PLAYFIELD_HEIGHT + 2];
-#else
-long ScreenBuffer[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
-boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
-#endif
+int mScrollX, mScrollY;
+int mScrollX_last, mScrollY_last;
+
+int ScreenBuffer[2 + MAX_PLAYFIELD_WIDTH + 2][2 + MAX_PLAYFIELD_HEIGHT + 2];
+
+
+int getFieldbufferOffsetX_SP()
+{
+ int px = 2 * TILEX + (mScrollX - mScrollX_last) % TILEX;
+
+ /* scroll correction for even number of visible tiles (half tile shifted) */
+ px += game_sp.scroll_xoffset;
+
+ if (ExplosionShakeMurphy != 0)
+ px += TILEX / 2 - GetSimpleRandom(TILEX + 1);
+
+ px = px * TILESIZE_VAR / TILESIZE;
+
+ return px;
+}
+int getFieldbufferOffsetY_SP()
+{
+ int py = 2 * TILEY + (mScrollY - mScrollY_last) % TILEY;
+
+ /* scroll correction for even number of visible tiles (half tile shifted) */
+ py += game_sp.scroll_yoffset;
+
+ if (ExplosionShakeMurphy != 0)
+ py += TILEY / 2 - GetSimpleRandom(TILEX + 1);
+
+ py = py * TILESIZE_VAR / TILESIZE;
+
+ return py;
+}
void RestorePlayfield()
{
int x, y;
BlitBitmap(bitmap_db_field_sp, bitmap_db_field_sp,
- TILEX * (dx == -1),
- TILEY * (dy == -1),
- (MAX_BUF_XSIZE * TILEX) - TILEX * (dx != 0),
- (MAX_BUF_YSIZE * TILEY) - TILEY * (dy != 0),
- TILEX * (dx == 1),
- TILEY * (dy == 1));
-
- /* when scrolling the whole playfield, do not redraw single tiles */
- for (x = 0; x < MAX_BUF_XSIZE; x++)
- for (y = 0; y < MAX_BUF_YSIZE; y++)
- redraw[x][y] = FALSE;
- redraw_tiles = 0;
+ TILEX_VAR * (dx == -1),
+ TILEY_VAR * (dy == -1),
+ (MAX_BUF_XSIZE * TILEX_VAR) - TILEX_VAR * (dx != 0),
+ (MAX_BUF_YSIZE * TILEY_VAR) - TILEY_VAR * (dy != 0),
+ TILEX_VAR * (dx == 1),
+ TILEY_VAR * (dy == 1));
DrawFrameIfNeeded();
int sx = x - x1;
int sy = y - y1;
int tsi = GetSI(x, y);
- long id = ((PlayField16[tsi]) |
- (PlayField8[tsi] << 16) |
- (DisPlayField[tsi] << 24));
+ int id = ((PlayField16[tsi]) |
+ (PlayField8[tsi] << 16) |
+ (DisPlayField[tsi] << 24));
if ((dx == -1 && x == x2) ||
(dx == +1 && x == x1) ||
if (mScrollX_last == -1 || mScrollY_last == -1)
{
-#if 1
mScrollX_last = (mScrollX / TILESIZE) * TILESIZE;
mScrollY_last = (mScrollY / TILESIZE) * TILESIZE;
-#else
- mScrollX_last = mScrollX;
- mScrollY_last = mScrollY;
-#endif
return;
}
ScrollPlayfieldIfNeededExt(TRUE);
}
+#define DEBUG_REDRAW 0
+
void UpdatePlayfield(boolean force_redraw)
{
int x, y;
-#if 1
+
+#if DEBUG_REDRAW
int num_redrawn = 0;
#endif
+ if (force_redraw)
+ {
+ // force re-initialization of graphics status variables
+ for (y = DisplayMinY; y <= DisplayMaxY; y++)
+ for (x = DisplayMinX; x <= DisplayMaxX; x++)
+ GfxGraphic[x][y] = -1;
+
+ // force complete playfield redraw
+ DisplayLevel();
+ }
+
for (y = DisplayMinY; y <= DisplayMaxY; y++)
{
for (x = DisplayMinX; x <= DisplayMaxX; x++)
int sync_frame = GfxFrame[x][y];
boolean redraw = force_redraw;
-#if 0
- redraw = TRUE; // !!! TEST ONLY -- ALWAYS REDRAW !!!
-#endif
-
if (graphic < 0)
{
GfxGraphicLast[x][y] = GfxGraphic[x][y];
int sx = x * StretchWidth;
int sy = y * StretchWidth;
-#if 0
- printf("::: REDRAW (%d, %d): %d, %d\n", x, y, graphic, sync_frame);
-#endif
-
DDSpriteBuffer_BltImg(sx, sy, graphic, sync_frame);
-#if 1
+#if DEBUG_REDRAW
num_redrawn++;
#endif
}
}
}
-#if 0
+#if DEBUG_REDRAW
printf("::: FRAME %d: %d redrawn\n", FrameCounter, num_redrawn);
#endif
}
-/* copy the entire screen to the window at the scroll position */
-
void BlitScreenToBitmap_SP(Bitmap *target_bitmap)
{
- int px = 2 * TILEX + (mScrollX - mScrollX_last) % TILEX;
- int py = 2 * TILEY + (mScrollY - mScrollY_last) % TILEY;
- int sx, sy, sxsize, sysize;
-
-#if 0
- printf("::: %d, %d / %d, %d / %ld, %ld (%ld, %ld) / %d, %d\n",
- MurphyScreenXPos, MurphyScreenYPos,
- ScreenScrollXPos, ScreenScrollYPos,
- mScrollX, mScrollY,
- mScrollX_last, mScrollY_last,
- px, py);
-#endif
+ /* copy playfield buffer to target bitmap at scroll position */
+ int px = getFieldbufferOffsetX_SP();
+ int py = getFieldbufferOffsetY_SP();
int xsize = SXSIZE;
int ysize = SYSIZE;
- int full_xsize = (FieldWidth - (menBorder ? 0 : 1)) * TILEX;
- int full_ysize = (FieldHeight - (menBorder ? 0 : 1)) * TILEY;
-
- sxsize = (full_xsize < xsize ? full_xsize : xsize);
- sysize = (full_ysize < ysize ? full_ysize : ysize);
- sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
- sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
-
- /* scroll correction for even number of visible tiles (half tile shifted) */
- px += game_sp.scroll_xoffset;
- py += game_sp.scroll_yoffset;
+ int full_xsize = (FieldWidth - (menBorder ? 0 : 1)) * TILEX_VAR;
+ int full_ysize = (FieldHeight - (menBorder ? 0 : 1)) * TILEY_VAR;
+ int sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
+ 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);
BlitBitmap(bitmap_db_field_sp, target_bitmap, px, py, sxsize, sysize, sx, sy);
}
-void BackToFront_SP(void)
-{
- static boolean scrolling_last = FALSE;
- int left = mScrollX / TILEX;
- int top = mScrollY / TILEY;
- boolean scrolling = (mScrollX % TILEX != 0 || mScrollY % TILEY != 0);
- int x, y;
-
- SyncDisplay();
-
- if (1 ||
- redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
- {
- BlitScreenToBitmap_SP(window);
- }
- 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(bitmap_db_field_sp, window,
- xx * TILEX, yy * TILEY, TILEX, TILEY,
- SX + x * TILEX, SY + y * TILEY);
- }
- }
- }
-
- FlushDisplay();
-
- 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;
-}
-
void DDScrollBuffer_ScrollTo(int X, int Y)
{
if (NoDisplayFlag)
ScrollPlayfieldIfNeeded();
}
-void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS)
+void DDScrollBuffer_SoftScrollTo(int X, int Y, int TimeMS, int FPS)
{
double dx, dY;
- long dT, StepCount;
+ int StepCount;
double T, tStep;
- long oldX, oldY, maxD;
+ int oldX, oldY, maxD;
static boolean AlreadyRunning = False;
if (NoDisplayFlag)
if (StepCount == 0)
StepCount = 1;
- dT = 1000 / FPS;
tStep = (double)1 / StepCount;
oldX = mScrollX;
oldY = mScrollY;