X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=398ae6e0e303254f319e69931debc5d4b8b0b291;hb=HEAD;hp=972e0d94678ca5af2253a897a52cf30d88d7c3b9;hpb=0905202c794032166116c29c20c46c0464c57ef4;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index 972e0d94..a3e941a5 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -25,12 +25,15 @@ #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) (((7 - frame) * ply[p].oldx + \ - (1 + frame) * ply[p].x) * TILEX / 8 \ - - ((SCR_FIELDX - 1) * TILEX) / 2) -#define PLAYER_SCREEN_Y(p) (((7 - frame) * ply[p].oldy + \ - (1 + 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 @@ -43,9 +46,19 @@ 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[TILE_MAX][8]; +struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8]; struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8]; +static struct XY xy_topdown[] = +{ + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } +}; + +static void setScreenCenteredToAllPlayers(int *, int *); + int getFieldbufferOffsetX_EM(void) { return screen_x % TILEX; @@ -70,44 +83,40 @@ void BlitScreenToBitmap_EM(Bitmap *target_bitmap) 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); } } @@ -300,13 +309,7 @@ static void animscreen(void) int x, y, i; int left = screen_x / TILEX; int top = screen_y / TILEY; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + struct XY *xy = xy_topdown; if (!game.use_native_emc_graphics_engine) for (y = lev.top; y < lev.bottom; y++) @@ -332,8 +335,8 @@ static void animscreen(void) { for (i = 0; i < 4; i++) { - int xx = x + xy[i][0]; - int yy = y + xy[i][1]; + int xx = x + xy[i].x; + int yy = y + xy[i].y; int tile_next; if (xx < 0 || xx >= CAVE_BUFFER_WIDTH || @@ -369,16 +372,16 @@ static void animscreen(void) * 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 = ((7 - frame) * ply->oldx + (1 + frame) * ply->x) * TILEX / 8; - y1 = ((7 - frame) * ply->oldy + (1 + frame) * ply->y) * TILEY / 8; + x1 = PLAYER_POS_X(nr); + y1 = PLAYER_POS_Y(nr); x2 = x1 + TILEX - 1; y2 = y1 + TILEY - 1; @@ -386,10 +389,10 @@ static void blitplayer(struct PLAYER *ply) (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 + (int)frame * dx / 8; - int old_y = (int)ply->oldy + (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; @@ -408,7 +411,7 @@ static void blitplayer(struct PLAYER *ply) 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); @@ -416,7 +419,7 @@ static void blitplayer(struct PLAYER *ply) 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); @@ -431,17 +434,55 @@ static void blitplayer(struct PLAYER *ply) } } +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 = 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++) { @@ -514,11 +555,13 @@ static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) boolean checkIfAllPlayersFitToScreen(void) { int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0; + int scr_fieldx = getScreenFieldSizeX(); + int scr_fieldy = getScreenFieldSizeY(); setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); - return (sx2 - sx1 <= SCR_FIELDX * TILEX && - sy2 - sy1 <= SCR_FIELDY * TILEY); + return (sx2 - sx1 <= scr_fieldx * TILEX && + sy2 - sy1 <= scr_fieldy * TILEY); } static void setScreenCenteredToAllPlayers(int *sx, int *sy) @@ -555,7 +598,7 @@ static boolean checkIfAllPlayersAreVisible(int center_x, int center_y) void RedrawPlayfield_EM(boolean force_redraw) { boolean draw_new_player_location = FALSE; - boolean draw_new_player_location_fast = 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); @@ -594,11 +637,11 @@ void RedrawPlayfield_EM(boolean force_redraw) game.centered_player_nr = game.centered_player_nr_next; draw_new_player_location = TRUE; - draw_new_player_location_fast = game.set_centered_player_fast; + draw_new_player_location_wrap = game.set_centered_player_wrap; force_redraw = TRUE; game.set_centered_player = FALSE; - game.set_centered_player_fast = FALSE; + game.set_centered_player_wrap = FALSE; } if (game.centered_player_nr == -1) @@ -634,8 +677,17 @@ void RedrawPlayfield_EM(boolean force_redraw) int screen_xx = VALID_SCREEN_X(sx); int screen_yy = VALID_SCREEN_Y(sy); - if (draw_new_player_location_fast) + 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); @@ -677,7 +729,7 @@ void RedrawPlayfield_EM(boolean force_redraw) animscreen(); for (i = 0; i < MAX_PLAYERS; i++) - blitplayer(&ply[i]); + blitplayer(i); BlitScreenToBitmap_EM(backbuffer); BackToFront_EM(); @@ -689,7 +741,7 @@ void RedrawPlayfield_EM(boolean force_redraw) animscreen(); for (i = 0; i < MAX_PLAYERS; i++) - blitplayer(&ply[i]); + blitplayer(i); BlitScreenToBitmap_EM(backbuffer); BackToFront_EM(); @@ -783,5 +835,5 @@ void RedrawPlayfield_EM(boolean force_redraw) animscreen(); for (i = 0; i < MAX_PLAYERS; i++) - blitplayer(&ply[i]); + blitplayer(i); }