X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=398ae6e0e303254f319e69931debc5d4b8b0b291;hb=HEAD;hp=b443991d9e726d4e34cc38cbea9bbad15fe1631a;hpb=9f7cd608c28ded86b2c2e649c776220ae27df038;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index b443991d..a3e941a5 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -5,10 +5,15 @@ #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) @@ -20,147 +25,137 @@ #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) ((( frame) * ply[p].oldx + \ - (8 - frame) * ply[p].x) * TILEX / 8 \ - - ((SCR_FIELDX - 1) * TILEX) / 2) -#define PLAYER_SCREEN_Y(p) ((( frame) * ply[p].oldy + \ - (8 - 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 -#define USE_EXTENDED_GRAPHICS_ENGINE 0 -int frame; /* current screen frame */ -int screen_x; /* current scroll position */ -int screen_y; +int frame; /* current screen frame */ +int screen_x, screen_y; /* current scroll position */ /* tiles currently on screen */ -static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; -static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; +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[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 boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; +static void setScreenCenteredToAllPlayers(int *, int *); -#if 0 -#if 1 -int centered_player_nr; -#else -static int centered_player_nr; -#endif -#endif +int getFieldbufferOffsetX_EM(void) +{ + return screen_x % TILEX; +} -/* copy the entire screen to the window at the scroll position */ +int getFieldbufferOffsetY_EM(void) +{ + return screen_y % TILEY; +} void BlitScreenToBitmap_EM(Bitmap *target_bitmap) { + /* blit all (up to four) parts of the scroll buffer to the target bitmap */ + int x = screen_x % (MAX_BUF_XSIZE * TILEX); int y = screen_y % (MAX_BUF_YSIZE * TILEY); - - if (x < 2 * TILEX && y < 2 * TILEY) - { - BlitBitmap(screenBitmap, target_bitmap, x, y, - SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY); - } - else if (x < 2 * TILEX && y >= 2 * TILEY) - { - BlitBitmap(screenBitmap, target_bitmap, x, y, - SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y, - SX, SY); - 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, target_bitmap, x, y, - MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY, - SX, SY); - BlitBitmap(screenBitmap, target_bitmap, 0, y, - x - 2 * TILEX, SCR_FIELDY * TILEY, - SX + MAX_BUF_XSIZE * TILEX - x, SY); + int xsize = SXSIZE; + int ysize = SYSIZE; + int full_xsize = lev.width * TILEX; + int full_ysize = lev.height * TILEY; + 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); + 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 < xoffset && y < yoffset) + { + BlitBitmap(screenBitmap, target_bitmap, x, y, sxsize, sysize, + sx, sy); + } + else if (x < xoffset && y >= yoffset) + { + BlitBitmap(screenBitmap, target_bitmap, x, y, sxsize, yysize, + sx, sy); + BlitBitmap(screenBitmap, target_bitmap, x, 0, sxsize, y - yoffset, + sx, sy + yysize); + } + else if (x >= xoffset && y < yoffset) + { + BlitBitmap(screenBitmap, target_bitmap, x, y, xxsize, sysize, + sx, 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, - 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, x, y, xxsize, yysize, + sx, sy); + 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); } } -void BackToFront_EM(void) +static void BackToFront_EM(void) { - static boolean scrolling_last = FALSE; - int left = screen_x / TILEX; - 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; + BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY); +} - if (redraw[xx][yy]) - BlitBitmap(screenBitmap, window, - xx * TILEX, yy * TILEY, TILEX, TILEY, - SX + x * TILEX, SY + y * TILEY); - } - } - } +static struct GraphicInfo_EM *getObjectGraphic(int x, int y) +{ + int tile = lev.draw[x][y]; + struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame]; - FlushDisplay(); + if (!game.use_native_emc_graphics_engine) + getGraphicSourceObjectExt_EM(g, tile, frame, x - lev.left, y - lev.top); - 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; + return g; } -void blitscreen(void) +static struct GraphicInfo_EM *getPlayerGraphic(int player_nr, int anim) { - BackToFront_EM(); + struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame]; + + if (!game.use_native_emc_graphics_engine) + getGraphicSourcePlayerExt_EM(g, player_nr, anim, frame); + + return g; } static void DrawLevelField_EM(int x, int y, int sx, int sy, boolean draw_masked) { - int tile = Draw[y][x]; - struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame]; - -#if USE_EXTENDED_GRAPHICS_ENGINE - getGraphicSourceObjectExt_EM(tile, frame, &g->bitmap, &g->src_x, &g->src_y, - x - 2, y - 2); -#endif - - int src_x = g->src_x + g->src_offset_x; - 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; + struct GraphicInfo_EM *g = getObjectGraphic(x, y); + int src_x = g->src_x + g->src_offset_x * TILESIZE_VAR / TILESIZE; + int src_y = g->src_y + g->src_offset_y * TILESIZE_VAR / TILESIZE; + int dst_x = sx * TILEX + g->dst_offset_x * TILESIZE_VAR / TILESIZE; + int dst_y = sy * TILEY + g->dst_offset_y * TILESIZE_VAR / TILESIZE; + int width = g->width * TILESIZE_VAR / TILESIZE; + int height = g->height * TILESIZE_VAR / TILESIZE; int left = screen_x / TILEX; int top = screen_y / TILEY; @@ -172,12 +167,8 @@ static void DrawLevelField_EM(int x, int y, int sx, int sy, if (draw_masked) { 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, width, height, dst_x, dst_y); - } } else { @@ -193,8 +184,8 @@ static void DrawLevelField_EM(int x, int y, int sx, int sy, static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy, int crm, boolean draw_masked) { - int tile = Draw[y][x]; - struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame]; + struct GraphicInfo_EM *g; + int crumbled_border_size; int left = screen_x / TILEX; int top = screen_y / TILEY; int i; @@ -207,6 +198,11 @@ static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy, if (crm == 0) /* no crumbled edges for this tile */ return; + g = getObjectGraphic(x, y); + + crumbled_border_size = + g->crumbled_border_size * TILESIZE_VAR / g->crumbled_tile_size; + for (i = 0; i < 4; i++) { if (crm & (1 << i)) @@ -215,17 +211,17 @@ static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy, if (i == 1 || i == 2) { - width = g->crumbled_border_size; + width = crumbled_border_size; height = TILEY; - cx = (i == 2 ? TILEX - g->crumbled_border_size : 0); + cx = (i == 2 ? TILEX - crumbled_border_size : 0); cy = 0; } else { width = TILEX; - height = g->crumbled_border_size; + height = crumbled_border_size; cx = 0; - cy = (i == 3 ? TILEY - g->crumbled_border_size : 0); + cy = (i == 3 ? TILEY - crumbled_border_size : 0); } if (width > 0 && height > 0) @@ -236,12 +232,8 @@ static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy, int dst_y = sy * TILEY + cy; if (draw_masked) - { - SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc, - dst_x - src_x, dst_y - src_y); BlitBitmapMasked(g->crumbled_bitmap, screenBitmap, src_x, src_y, width, height, dst_x, dst_y); - } else BlitBitmap(g->crumbled_bitmap, screenBitmap, src_x, src_y, width, height, dst_x, dst_y); @@ -253,13 +245,7 @@ static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy, static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim, boolean draw_masked) { - struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame]; - -#if USE_EXTENDED_GRAPHICS_ENGINE - getGraphicSourcePlayerExt_EM(player_nr, anim, frame, - &g->bitmap, &g->src_x, &g->src_y); -#endif - + struct GraphicInfo_EM *g = getPlayerGraphic(player_nr, anim); int src_x = g->src_x, src_y = g->src_y; int dst_x, dst_y; @@ -276,24 +262,18 @@ static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim, /* draw the player to current location */ dst_x = x1; dst_y = y1; - SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc, - dst_x - src_x, dst_y - src_y); BlitBitmapMasked(g->bitmap, screenBitmap, src_x, src_y, TILEX, TILEY, dst_x, dst_y); /* draw the player to opposite wrap-around column */ dst_x = x1 - MAX_BUF_XSIZE * TILEX; dst_y = y1; - SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc, - dst_x - src_x, dst_y - src_y); BlitBitmapMasked(g->bitmap, screenBitmap, g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y); /* draw the player to opposite wrap-around row */ dst_x = x1; dst_y = y1 - MAX_BUF_YSIZE * TILEY; - SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc, - dst_x - src_x, dst_y - src_y); BlitBitmapMasked(g->bitmap, screenBitmap, g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y); } @@ -329,13 +309,14 @@ 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++) + for (x = lev.left; x < lev.right; x++) + SetGfxAnimation_EM(&graphic_info_em_object[lev.draw[x][y]][frame], + lev.draw[x][y], frame, + x - lev.left, y - lev.top); for (y = top; y < top + MAX_BUF_YSIZE; y++) { @@ -343,46 +324,43 @@ static void animscreen(void) { int sx = x % MAX_BUF_XSIZE; int sy = y % MAX_BUF_YSIZE; - int tile = Draw[y][x]; + int tile = lev.draw[x][y]; struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame]; int obj = g->unique_identifier; int crm = 0; + boolean redraw_screen_tile = FALSE; /* re-calculate crumbled state of this tile */ if (g->has_crumbled_graphics) { 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 >= EM_MAX_CAVE_WIDTH || - yy < 0 || yy >= EM_MAX_CAVE_HEIGHT) + if (xx < 0 || xx >= CAVE_BUFFER_WIDTH || + yy < 0 || yy >= CAVE_BUFFER_HEIGHT) continue; - tile_next = Draw[yy][xx]; + tile_next = lev.draw[xx][yy]; if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics) crm |= (1 << i); } } + redraw_screen_tile = (screen_tiles[sx][sy] != obj || + crumbled_state[sx][sy] != crm); + /* only redraw screen tiles if they (or their crumbled state) changed */ -#if USE_EXTENDED_GRAPHICS_ENGINE - // if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm) -#else - if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm) -#endif + if (redraw_screen_tile) { DrawLevelField_EM(x, y, sx, sy, FALSE); DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE); - screentiles[sy][sx] = obj; - crumbled_state[sy][sx] = crm; - - redraw[sx][sy] = TRUE; - redraw_tiles++; + screen_tiles[sx][sy] = obj; + crumbled_state[sx][sy] = crm; } } } @@ -394,16 +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 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8; - y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8; + x1 = PLAYER_POS_X(nr); + y1 = PLAYER_POS_Y(nr); x2 = x1 + TILEX - 1; y2 = y1 + TILEY - 1; @@ -411,55 +389,37 @@ 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 + (7 - (int)frame) * dx / 8; - int old_y = (int)ply->oldy + (7 - (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; - int old_sy = old_y % MAX_BUF_XSIZE; + int old_sy = old_y % MAX_BUF_YSIZE; 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]; + int new_sy = new_y % MAX_BUF_YSIZE; + int new_crm = crumbled_state[new_sx][new_sy]; /* only diggable elements can be crumbled in the classic EM engine */ boolean player_is_digging = (new_crm != 0); -#if 0 - x1 %= MAX_BUF_XSIZE * TILEX; - y1 %= MAX_BUF_YSIZE * TILEY; - x2 %= MAX_BUF_XSIZE * TILEX; - y2 %= MAX_BUF_YSIZE * TILEY; -#endif - 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); 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); -#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 { /* 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); @@ -469,142 +429,70 @@ static void blitplayer(struct PLAYER *ply) } /* redraw screen tiles in the next frame (player may have left the tiles) */ - screentiles[old_sy][old_sx] = -1; - screentiles[new_sy][new_sx] = -1; - - /* mark screen tiles as dirty (force screen refresh with changed content) */ - redraw[old_sx][old_sy] = TRUE; - redraw[new_sx][new_sy] = TRUE; - redraw_tiles += 2; + screen_tiles[old_sx][old_sy] = -1; + screen_tiles[new_sx][new_sy] = -1; } } -void game_initscreen(void) +static void blitplayer(int nr) { - 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; - int player_nr; - - frame = 6; - -#if 0 - game.centered_player_nr = getCenteredPlayerNr_EM(); -#endif + blitplayer_ext(nr); - player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0); - - screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr)); - screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr)); - - for (y = 0; y < MAX_BUF_YSIZE; y++) + /* check for wrap-around movement ... */ + if (ply[nr].x < lev.left || + ply[nr].x > lev.right - 1) { - for (x = 0; x < MAX_BUF_XSIZE; x++) - { - screentiles[y][x] = -1; - crumbled_state[y][x] = 0; - } - } - - DrawAllGameValues(lev.required, dynamite_state, lev.score, - lev.time, all_keys_state); -} + struct PLAYER ply_last = ply[nr]; + int direction = (ply[nr].x < lev.left ? -1 : 1); + int dx = ply[nr].x - ply[nr].prev_x; -#if 0 -void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation) -{ - boolean ffwd_delay = (tape.playing && tape.fast_forward); - boolean no_delay = (tape.warp_forward); - int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); - int wait_delay_value = (no_delay ? 0 : frame_delay_value); - int jx = player->jx; - int jy = player->jy; - - if (quick_relocation) - { - int offset = (setup.scroll_delay ? 3 : 0); + ply[nr].x += -direction * lev.width; + ply[nr].prev_x = ply[nr].x - dx; - if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) + if (!lev.infinite_true) { - scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left : - player->jx > SBX_Right + MIDPOSX ? SBX_Right : - player->jx - MIDPOSX); + int dy = ply[nr].y - ply[nr].prev_y; - scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - player->jy - MIDPOSY); + ply[nr].y += direction; + ply[nr].prev_y = ply[nr].y - dy; } - else - { - if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || - (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) - scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); - if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || - (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) - scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); + /* draw player entering playfield from the opposite side */ + blitplayer_ext(nr); + + /* ... but keep the old player position until game logic */ + ply[nr] = ply_last; + } +} - /* don't scroll over playfield boundaries */ - if (scroll_x < SBX_Left || scroll_x > SBX_Right) - scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); +void game_initscreen(void) +{ + int x, y, sx, sy; - /* don't scroll over playfield boundaries */ - if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) - scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); - } + frame = 1; - RedrawPlayfield(TRUE, 0,0,0,0); + if (game.centered_player_nr == -1) + { + setScreenCenteredToAllPlayers(&sx, &sy); } else { - int scroll_xx = -999, scroll_yy = -999; + sx = PLAYER_SCREEN_X(game.centered_player_nr); + sy = PLAYER_SCREEN_Y(game.centered_player_nr); + } - ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + screen_x = VALID_SCREEN_X(sx); + screen_y = VALID_SCREEN_Y(sy); - while (scroll_xx != scroll_x || scroll_yy != scroll_y) + for (y = 0; y < MAX_BUF_YSIZE; y++) + { + for (x = 0; x < MAX_BUF_XSIZE; x++) { - int dx = 0, dy = 0; - int fx = FX, fy = FY; - - scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left : - player->jx > SBX_Right + MIDPOSX ? SBX_Right : - player->jx - MIDPOSX); - - scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - player->jy - MIDPOSY); - - dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); - dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); - - if (dx == 0 && dy == 0) /* no scrolling needed at all */ - break; - - scroll_x -= dx; - scroll_y -= dy; - - fx += dx * TILEX / 2; - fy += dy * TILEY / 2; - - ScrollLevel(dx, dy); - DrawAllPlayers(); - - /* scroll in two steps of half tile size to make things smoother */ - BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); - FlushDisplay(); - Delay(wait_delay_value); - - /* scroll second step to align at full tile size */ - BackToFront(); - Delay(wait_delay_value); + screen_tiles[x][y] = -1; + crumbled_state[x][y] = 0; } - - DrawPlayer(player); - BackToFront(); - Delay(wait_delay_value); } } -#endif static int getMaxCenterDistancePlayerNr(int center_x, int center_y) { @@ -664,14 +552,16 @@ static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) } } -boolean checkIfAllPlayersFitToScreen() +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) @@ -707,28 +597,15 @@ static boolean checkIfAllPlayersAreVisible(int center_x, int center_y) void RedrawPlayfield_EM(boolean force_redraw) { -#if 0 - boolean all_players_visible = checkIfAllPlayersAreVisible(); -#endif boolean draw_new_player_location = FALSE; + boolean draw_new_player_location_wrap = FALSE; boolean quick_relocation = setup.quick_switch; -#if 0 - boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0); -#endif -#if 0 - boolean game.set_centered_player = getSetCenteredPlayer_EM(); - int game.centered_player_nr_next = getCenteredPlayerNr_EM(); -#endif -#if 1 int max_center_distance_player_nr = getMaxCenterDistancePlayerNr(screen_x, screen_y); -#else - int player_nr = game_em.last_moving_player; -#endif int stepsize = TILEX / 8; - int offset = (setup.scroll_delay ? 3 : 0) * TILEX; - int offset_x = offset; - int offset_y = offset; + int offset_raw = game.scroll_delay_value; + int offset_x = MIN(offset_raw, (SCR_FIELDX - 2) / 2) * TILEX; + int offset_y = MIN(offset_raw, (SCR_FIELDY - 2) / 2) * TILEY; int screen_x_old = screen_x; int screen_y_old = screen_y; int x, y, sx, sy; @@ -754,46 +631,29 @@ void RedrawPlayfield_EM(boolean force_redraw) } } -#if 1 /* also allow focus switching when screen is scrolled to half tile */ -#else - if (!scrolling) /* screen currently aligned at tile position */ -#endif + if (game.set_centered_player) { -#if 1 - if (game.set_centered_player) -#else - if (game.centered_player_nr != game.centered_player_nr_next) -#endif - { - game.centered_player_nr = game.centered_player_nr_next; + game.centered_player_nr = game.centered_player_nr_next; - draw_new_player_location = TRUE; - force_redraw = TRUE; + draw_new_player_location = TRUE; + draw_new_player_location_wrap = game.set_centered_player_wrap; + force_redraw = TRUE; - game.set_centered_player = FALSE; - } + game.set_centered_player = FALSE; + game.set_centered_player_wrap = FALSE; } if (game.centered_player_nr == -1) { -#if 1 - if (draw_new_player_location || offset == 0) -#else - if (draw_new_player_location) -#endif + if (draw_new_player_location || offset_raw == 0) { setScreenCenteredToAllPlayers(&sx, &sy); } else { -#if 1 sx = PLAYER_SCREEN_X(max_center_distance_player_nr); sy = PLAYER_SCREEN_Y(max_center_distance_player_nr); -#else - sx = PLAYER_SCREEN_X(game_em.last_moving_player); - sy = PLAYER_SCREEN_Y(game_em.last_moving_player); -#endif } } else @@ -808,24 +668,29 @@ void RedrawPlayfield_EM(boolean force_redraw) screen_y = VALID_SCREEN_Y(sy); screen_x_old = screen_x; screen_y_old = screen_y; - -#if 0 - offset_x = 0; - offset_y = 0; -#endif } if (draw_new_player_location && !quick_relocation) { -#if 1 - unsigned long game_frame_delay_value = getGameFrameDelay_EM(20); -#else - unsigned long game_frame_delay_value = getGameFrameDelay_EM(25); -#endif - 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_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); + while (screen_x != screen_xx || screen_y != screen_yy) { int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0); @@ -835,8 +700,6 @@ void RedrawPlayfield_EM(boolean force_redraw) if (dx == 0 && dy == 0) /* no scrolling needed at all */ break; -#if 1 - if (ABS(screen_xx - screen_x) >= TILEX) { screen_x -= dx * TILEX; @@ -859,36 +722,6 @@ void RedrawPlayfield_EM(boolean force_redraw) dyy = 0; } -#else - -#if 1 - if (ABS(screen_xx - screen_x) >= TILEX || - ABS(screen_yy - screen_y) >= TILEY) - { - screen_x -= dx * TILEX; - screen_y -= dy * TILEY; - - dxx = dx * TILEX / 2; - dyy = dy * TILEY / 2; - } - else - { - screen_x = screen_xx; - screen_y = screen_yy; - - dxx = 0; - dyy = 0; - } -#else - screen_x -= dx * TILEX; - screen_y -= dy * TILEY; - - dxx += dx * TILEX / 2; - dyy += dy * TILEY / 2; -#endif - -#endif - /* scroll in two steps of half tile size to make things smoother */ screen_x += dxx; screen_y += dyy; @@ -896,30 +729,26 @@ void RedrawPlayfield_EM(boolean force_redraw) animscreen(); for (i = 0; i < MAX_PLAYERS; i++) - blitplayer(&ply[i]); + blitplayer(i); - blitscreen(); - - Delay(wait_delay_value); + BlitScreenToBitmap_EM(backbuffer); + BackToFront_EM(); /* scroll second step to align at full tile size */ screen_x -= dxx; screen_y -= dyy; -#if 0 - SyncDisplay(); -#endif - animscreen(); for (i = 0; i < MAX_PLAYERS; i++) - blitplayer(&ply[i]); + blitplayer(i); - blitscreen(); - - Delay(wait_delay_value); + BlitScreenToBitmap_EM(backbuffer); + BackToFront_EM(); } + SetVideoFrameDelay(frame_delay_value_old); + screen_x_old = screen_x; screen_y_old = screen_y; } @@ -930,8 +759,8 @@ void RedrawPlayfield_EM(boolean force_redraw) { for (x = 0; x < MAX_BUF_XSIZE; x++) { - screentiles[y][x] = -1; - crumbled_state[y][x] = 0; + screen_tiles[x][y] = -1; + crumbled_state[x][y] = 0; } } } @@ -944,22 +773,6 @@ void RedrawPlayfield_EM(boolean force_redraw) sy - offset_y > screen_y ? sy - offset_y : screen_y); -#if 0 - printf("::: (%d, %d) => (%d, %d) [(%d, %d), (%d, %d)] [%d, %d] [%d / %d]\n", - screen_x_old, screen_y_old, - screen_x, screen_y, - ply[max_center_distance_player_nr].oldx, - ply[max_center_distance_player_nr].x, - ply[max_center_distance_player_nr].oldy, - ply[max_center_distance_player_nr].y, - sx, sy, - ABS(screen_x - screen_x_old), - ABS(screen_y - screen_y_old)); -#endif - -#if 1 - -#if 1 /* prevent scrolling further than double player step size when scrolling */ if (ABS(screen_x - screen_x_old) > 2 * stepsize) { @@ -973,36 +786,10 @@ void RedrawPlayfield_EM(boolean force_redraw) screen_y = screen_y_old + dy * 2 * stepsize; } -#else - /* prevent scrolling further than double player step size when scrolling */ - if (ABS(screen_x - screen_x_old) > 2 * stepsize || - ABS(screen_y - screen_y_old) > 2 * stepsize) - { - int dx = SIGN(screen_x - screen_x_old); - int dy = SIGN(screen_y - screen_y_old); - - screen_x = screen_x_old + dx * 2 * stepsize; - screen_y = screen_y_old + dy * 2 * stepsize; - } -#endif - -#else - /* prevent scrolling further than player step size when scrolling */ - if (ABS(screen_x - screen_x_old) > stepsize || - ABS(screen_y - screen_y_old) > stepsize) - { - int dx = SIGN(screen_x - screen_x_old); - int dy = SIGN(screen_y - screen_y_old); - - screen_x = screen_x_old + dx * stepsize; - screen_y = screen_y_old + dy * stepsize; - } -#endif /* prevent scrolling away from the other players when focus on all players */ if (game.centered_player_nr == -1) { -#if 1 /* check if all players are still visible with new scrolling position */ if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) && !checkIfAllPlayersAreVisible(screen_x, screen_y)) @@ -1015,17 +802,6 @@ void RedrawPlayfield_EM(boolean force_redraw) if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y)) screen_y = screen_y_old; } -#else - boolean all_players_visible = checkIfAllPlayersAreVisible(); - - if (!all_players_visible) - { - printf("::: not all players visible\n"); - - screen_x = screen_x_old; - screen_y = screen_y_old; - } -#endif } /* prevent scrolling (for screen correcting) if no player is moving */ @@ -1037,9 +813,6 @@ void RedrawPlayfield_EM(boolean force_redraw) else { /* prevent scrolling against the players move direction */ -#if 0 - int player_nr = game_em.last_moving_player; -#endif int player_nr = (game.centered_player_nr == -1 ? max_center_distance_player_nr : game.centered_player_nr); int player_move_dir = game_em.last_player_direction[player_nr]; @@ -1055,70 +828,12 @@ void RedrawPlayfield_EM(boolean force_redraw) screen_y = screen_y_old; } + // skip redrawing playfield in warp mode or when testing tapes with "autotest" + if (DrawingDeactivatedField()) + return; + animscreen(); for (i = 0; i < MAX_PLAYERS; i++) - blitplayer(&ply[i]); - -#if 0 -#if 0 - SyncDisplay(); -#endif - - blitscreen(); -#endif -} - -void game_animscreen(void) -{ - RedrawPlayfield_EM(FALSE); -} - -void DrawGameDoorValues_EM() -{ -#if 1 - int dynamite_state; - int key_state; -#else - int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */ - int key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys; -#endif - -#if 1 - if (game.centered_player_nr == -1) - { -#if 1 - int i; - - dynamite_state = 0; - key_state = 0; - - for (i = 0; i < MAX_PLAYERS; i++) - { - dynamite_state += ply[i].dynamite; - key_state |= ply[i].keys; - } - -#else - - dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */ - key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys; -#endif - } - else - { - int player_nr = game.centered_player_nr; - - dynamite_state = ply[player_nr].dynamite; - key_state = ply[player_nr].keys; - } -#endif - -#if 1 - DrawAllGameValues(lev.required, dynamite_state, lev.score, - lev.time, key_state); -#else - DrawAllGameValues(lev.required, ply1.dynamite, lev.score, - DISPLAY_TIME(lev.time), ply1.keys | ply2.keys); -#endif + blitplayer(i); }