X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=5e53a433708cac6e390b9000cb28266d5aa2d298;hb=931481fe085a820997fc0184263ced9d6475aea5;hp=d64863b4c46fba0bf68ddacdbc2da226c63de9d7;hpb=a765d70dda7da4500e7005ffa5913e24cd32c0fa;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index d64863b4..5e53a433 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -3,9 +3,7 @@ * graphics manipulation crap */ -#include "global.h" -#include "display.h" -#include "level.h" +#include "main_em.h" #define MIN_SCREEN_XPOS 1 #define MIN_SCREEN_YPOS 1 @@ -29,34 +27,107 @@ (8 - frame) * ply[p].y) * TILEY / 8 \ - ((SCR_FIELDY - 1) * TILEY) / 2) +#define USE_EXTENDED_GRAPHICS_ENGINE 1 + -int frame; /* current screen frame */ #if 0 -int screen_x; /* current scroll position */ -int screen_y; -#else -int screen_x; /* current scroll position */ -int screen_y; +int TILEX = ORIG_TILEX * ZOOM_FACTOR; +int TILEY = ORIG_TILEY * ZOOM_FACTOR; #endif +int frame; /* current screen frame */ +int screen_x, screen_y; /* current scroll position */ + /* tiles currently on screen */ +#if 1 +static int screentiles[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2]; +static int crumbled_state[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2]; + +static boolean redraw[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2]; +#else static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; +#endif +#if 0 +#if 1 +int centered_player_nr; +#else static int centered_player_nr; +#endif +#endif -/* copy the entire screen to the window at the scroll position - * - * perhaps use mit-shm to speed this up - */ +/* copy the entire screen to the window at the scroll position */ void BlitScreenToBitmap_EM(Bitmap *target_bitmap) { int x = screen_x % (MAX_BUF_XSIZE * TILEX); int y = screen_y % (MAX_BUF_YSIZE * TILEY); + int sx, sy, sxsize, sysize; + int xsize = SXSIZE; + int ysize = SYSIZE; + int full_xsize = lev.width * TILEX; + int full_ysize = lev.height * TILEY; + +#if 0 + printf("::: %d, %d\n", screenBitmap->width, screenBitmap->height); + printf("::: %d / %d, %d / %d\n", + MAX_BUF_XSIZE, MAX_BUF_YSIZE, SXSIZE, SYSIZE); +#endif + + 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); +#if 0 + printf("::: %d, %d\n", screenBitmap->width, screenBitmap->height); + BlitBitmap(screenBitmap, target_bitmap, 0, 0, 544, 544, SX, SY); + return; +#endif + +#if 1 + if (x < 2 * TILEX && y < 2 * TILEY) + { + BlitBitmap(screenBitmap, target_bitmap, x, y, + sxsize, sysize, sx, sy); + } + else if (x < 2 * TILEX && y >= 2 * TILEY) + { + BlitBitmap(screenBitmap, target_bitmap, x, y, + sxsize, MAX_BUF_YSIZE * TILEY - y, + sx, sy); + BlitBitmap(screenBitmap, target_bitmap, x, 0, + sxsize, 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, sysize, + sx, sy); + BlitBitmap(screenBitmap, target_bitmap, 0, y, + x - 2 * TILEX, sysize, + sx + MAX_BUF_XSIZE * TILEX - x, 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); + } +#else if (x < 2 * TILEX && y < 2 * TILEY) { BlitBitmap(screenBitmap, target_bitmap, x, y, @@ -95,22 +166,28 @@ void BlitScreenToBitmap_EM(Bitmap *target_bitmap) x - 2 * TILEX, y - 2 * TILEY, SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y); } +#endif } -void blitscreen(void) +void BackToFront_EM(void) { -#if 1 - + static int screen_x_last = -1, screen_y_last = -1; static boolean scrolling_last = FALSE; int left = screen_x / TILEX; int top = screen_y / TILEY; +#if 1 + boolean scrolling = (screen_x != screen_x_last || screen_y != screen_y_last); +#else boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0); +#endif int x, y; #if 0 - SyncDisplay(); + printf("::: %d, %d\n", screen_x, screen_y); #endif + SyncDisplay(); + if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last) { /* blit all (up to four) parts of the scroll buffer to the backbuffer */ @@ -121,6 +198,66 @@ void blitscreen(void) } else { +#if 1 +#if 1 + boolean half_shifted_x = (screen_x % TILEX != 0); + boolean half_shifted_y = (screen_y % TILEY != 0); +#else + boolean half_shifted_x = (EVEN(SCR_FIELDX) && screen_x % TILEX != 0); + boolean half_shifted_y = (EVEN(SCR_FIELDY) && screen_y % TILEY != 0); +#endif + + int sx, sy; +#if 0 + int sxsize, sysize; +#endif + int xsize = SXSIZE; + int ysize = SYSIZE; + int full_xsize = lev.width * TILEX; + int full_ysize = lev.height * TILEY; + +#if 0 + sxsize = (full_xsize < xsize ? full_xsize : xsize); + sysize = (full_ysize < ysize ? full_ysize : ysize); +#endif + sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0); + sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0); + +#if 0 +#if 1 + printf("::: %d, %d\n", EVEN(SCR_FIELDX), screen_x); +#else + half_shifted_x = TRUE; + half_shifted_y = FALSE; +#endif +#endif + + int x1 = 0, x2 = SCR_FIELDX - (half_shifted_x ? 0 : 1); + int y1 = 0, y2 = SCR_FIELDY - (half_shifted_y ? 0 : 1); + int scroll_xoffset = (half_shifted_x ? TILEX / 2 : 0); + int scroll_yoffset = (half_shifted_y ? TILEY / 2 : 0); + + InitGfxClipRegion(TRUE, SX, SY, SXSIZE, SYSIZE); + + for (x = x1; x <= x2; x++) + { + for (y = y1; y <= y2; 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 - scroll_xoffset, + sy + y * TILEY - scroll_yoffset); + } + } + + InitGfxClipRegion(FALSE, -1, -1, -1, -1); + +#else + for (x = 0; x < SCR_FIELDX; x++) { for (y = 0; y < SCR_FIELDY; y++) @@ -134,43 +271,73 @@ void blitscreen(void) SX + x * TILEX, SY + y * TILEY); } } +#endif } + FlushDisplay(); + for (x = 0; x < MAX_BUF_XSIZE; x++) for (y = 0; y < MAX_BUF_YSIZE; y++) redraw[x][y] = FALSE; redraw_tiles = 0; + screen_x_last = screen_x; + screen_y_last = screen_y; scrolling_last = scrolling; +} -#else +void blitscreen(void) +{ + BackToFront_EM(); +} + +static struct GraphicInfo_EM *getObjectGraphic(int x, int y) +{ + int tile = Draw[y][x]; + struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame]; - /* blit all (up to four) parts of the scroll buffer to the window */ - BlitScreenToBitmap_EM(window); + if (!game.use_native_emc_graphics_engine) + getGraphicSourceObjectExt_EM(g, tile, 7 - frame, x - 2, y - 2); -#endif + return g; +} + +static struct GraphicInfo_EM *getPlayerGraphic(int player_nr, int anim) +{ + 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, 7 - 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]; + struct GraphicInfo_EM *g = getObjectGraphic(x, y); +#if NEW_TILESIZE + 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; +#else 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; - -#if 1 +#endif int left = screen_x / TILEX; int top = screen_y / TILEY; + /* do not draw fields that are outside the visible screen area */ if (x < left || x >= left + MAX_BUF_XSIZE || y < top || y >= top + MAX_BUF_YSIZE) return; -#endif if (draw_masked) { @@ -196,22 +363,41 @@ 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]; - int i; - #if 1 + struct GraphicInfo_EM *g; +#else + struct GraphicInfo_EM *g = getObjectGraphic(x, y); +#endif + int crumbled_border_size; int left = screen_x / TILEX; int top = screen_y / TILEY; + int i; + /* do not draw fields that are outside the visible screen area */ if (x < left || x >= left + MAX_BUF_XSIZE || y < top || y >= top + MAX_BUF_YSIZE) return; -#endif if (crm == 0) /* no crumbled edges for this tile */ return; +#if 1 + g = getObjectGraphic(x, y); +#endif + + crumbled_border_size = g->crumbled_border_size; + +#if NEW_TILESIZE + crumbled_border_size = crumbled_border_size * TILESIZE_VAR / TILESIZE; +#endif + +#if 0 + if (x == 3 && y == 3 && frame == 0) + printf("::: %d, %d\n", + graphic_info_em_object[207][0].crumbled_src_x, + graphic_info_em_object[207][0].crumbled_src_y); +#endif + for (i = 0; i < 4; i++) { if (crm & (1 << i)) @@ -220,17 +406,17 @@ 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) @@ -258,19 +444,17 @@ 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]; - + struct GraphicInfo_EM *g = getPlayerGraphic(player_nr, anim); int src_x = g->src_x, src_y = g->src_y; int dst_x, dst_y; -#if 1 + /* do not draw fields that are outside the visible screen area */ if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX || y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY) return; x1 %= MAX_BUF_XSIZE * TILEX; y1 %= MAX_BUF_YSIZE * TILEY; -#endif if (draw_masked) { @@ -323,8 +507,6 @@ static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim, /* draw differences between game tiles and screen tiles * * implicitly handles scrolling and restoring background under the sprites - * - * perhaps use mit-shm to speed this up */ static void animscreen(void) @@ -340,6 +522,12 @@ static void animscreen(void) { 0, +1 } }; + if (!game.use_native_emc_graphics_engine) + for (y = 2; y < EM_MAX_CAVE_HEIGHT - 2; y++) + for (x = 2; x < EM_MAX_CAVE_WIDTH - 2; x++) + SetGfxAnimation_EM(&graphic_info_em_object[Draw[y][x]][frame], + Draw[y][x], 7 - frame, x - 2, y - 2); + for (y = top; y < top + MAX_BUF_YSIZE; y++) { for (x = left; x < left + MAX_BUF_XSIZE; x++) @@ -350,6 +538,7 @@ static void animscreen(void) 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) @@ -371,8 +560,17 @@ static void animscreen(void) } } + redraw_screen_tile = (screentiles[sy][sx] != obj || + crumbled_state[sy][sx] != crm); + +#if 0 + /* !!! TEST ONLY -- CHANGE THIS !!! */ + if (!game.use_native_emc_graphics_engine) + redraw_screen_tile = TRUE; +#endif + /* only redraw screen tiles if they (or their crumbled state) changed */ - if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm) + if (redraw_screen_tile) { DrawLevelField_EM(x, y, sx, sy, FALSE); DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE); @@ -406,6 +604,10 @@ static void blitplayer(struct PLAYER *ply) x2 = x1 + TILEX - 1; y2 = y1 + TILEY - 1; +#if 0 + printf("::: %d, %d\n", x1, y1); +#endif + if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) && (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1)) { @@ -417,9 +619,9 @@ static void blitplayer(struct PLAYER *ply) 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; + int new_sy = new_y % MAX_BUF_YSIZE; #if 0 int old_crm = crumbled_state[old_sy][old_sx]; #endif @@ -467,9 +669,14 @@ static void blitplayer(struct PLAYER *ply) DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE); } - /* mark screen tiles as dirty */ + /* 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; } } @@ -478,28 +685,18 @@ void game_initscreen(void) 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; -#if 1 int player_nr; -#else -#if 1 - int player_nr = getCenteredPlayerNr_EM(); -#else - int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */ -#endif -#endif - centered_player_nr = getCenteredPlayerNr_EM(); + frame = 6; - player_nr = (centered_player_nr != -1 ? centered_player_nr : 0); +#if 0 + game.centered_player_nr = getCenteredPlayerNr_EM(); +#endif + + player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0); - frame = 6; -#if 1 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr)); screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr)); -#else - screen_x = 0; - screen_y = 0; -#endif for (y = 0; y < MAX_BUF_YSIZE; y++) { @@ -510,13 +707,8 @@ void game_initscreen(void) } } -#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 } #if 0 @@ -531,7 +723,7 @@ void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation) if (quick_relocation) { - int offset = (setup.scroll_delay ? 3 : 0); + int offset = game.scroll_delay_value; if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { @@ -615,49 +807,228 @@ void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation) } #endif +static int getMaxCenterDistancePlayerNr(int center_x, int center_y) +{ + int max_dx = 0, max_dy = 0; + int player_nr = game_em.last_moving_player; + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + if (ply[i].alive) + { + int sx = PLAYER_SCREEN_X(i); + int sy = PLAYER_SCREEN_Y(i); + + if (game_em.last_player_direction[i] != MV_NONE && + (ABS(sx - center_x) > max_dx || + ABS(sy - center_y) > max_dy)) + { + max_dx = MAX(max_dx, ABS(sx - center_x)); + max_dy = MAX(max_dy, ABS(sy - center_y)); + + player_nr = i; + } + } + } + + return player_nr; +} + +static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) +{ + boolean num_checked_players = 0; + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + if (ply[i].alive) + { + int sx = PLAYER_SCREEN_X(i); + int sy = PLAYER_SCREEN_Y(i); + + if (num_checked_players == 0) + { + *sx1 = *sx2 = sx; + *sy1 = *sy2 = sy; + } + else + { + *sx1 = MIN(*sx1, sx); + *sy1 = MIN(*sy1, sy); + *sx2 = MAX(*sx2, sx); + *sy2 = MAX(*sy2, sy); + } + + num_checked_players++; + } + } +} + +boolean checkIfAllPlayersFitToScreen() +{ + int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + return (sx2 - sx1 <= SCR_FIELDX * TILEX && + sy2 - sy1 <= SCR_FIELDY * TILEY); +} + +static void setScreenCenteredToAllPlayers(int *sx, int *sy) +{ + int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + *sx = (sx1 + sx2) / 2; + *sy = (sy1 + sy2) / 2; +} + +static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy, + int center_x, int center_y) +{ + int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x)); + *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y)); +} + +static boolean checkIfAllPlayersAreVisible(int center_x, int center_y) +{ + int max_dx, max_dy; + + setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y); + + return (max_dx <= SCR_FIELDX * TILEX / 2 && + max_dy <= SCR_FIELDY * TILEY / 2); +} + void RedrawPlayfield_EM(boolean force_redraw) { -#if 1 - int centered_player_nr_next = getCenteredPlayerNr_EM(); - int player_nr = (centered_player_nr_next != -1 ? centered_player_nr_next :0); +#if 0 + boolean all_players_visible = checkIfAllPlayersAreVisible(); +#endif boolean draw_new_player_location = 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 = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */ + int player_nr = game_em.last_moving_player; #endif - int sx = PLAYER_SCREEN_X(player_nr); - int sy = PLAYER_SCREEN_Y(player_nr); - int i, x, y; + int stepsize = TILEX / 8; + int offset = game.scroll_delay_value * TILEX; + int offset_x = offset; + int offset_y = offset; + int screen_x_old = screen_x; + int screen_y_old = screen_y; + int x, y, sx, sy; + int i; -#if 1 - boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0); + if (game.set_centered_player) + { + boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen(); + + /* switching to "all players" only possible if all players fit to screen */ + if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } + + /* do not switch focus to non-existing (or non-active) player */ + if (game.centered_player_nr_next >= 0 && + !ply[game.centered_player_nr_next].alive) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } + } +#if 1 + /* also allow focus switching when screen is scrolled to half tile */ +#else if (!scrolling) /* screen currently aligned at tile position */ +#endif { - if (centered_player_nr != centered_player_nr_next) +#if 1 + if (game.set_centered_player) +#else + if (game.centered_player_nr != game.centered_player_nr_next) +#endif { - centered_player_nr = centered_player_nr_next; + game.centered_player_nr = game.centered_player_nr_next; draw_new_player_location = TRUE; force_redraw = TRUE; + + game.set_centered_player = FALSE; + } + } + + if (game.centered_player_nr == -1) + { +#if 1 + if (draw_new_player_location || offset == 0) +#else + if (draw_new_player_location) +#endif + { + 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 + { + sx = PLAYER_SCREEN_X(game.centered_player_nr); + sy = PLAYER_SCREEN_Y(game.centered_player_nr); + } + + if (draw_new_player_location && quick_relocation) + { + screen_x = VALID_SCREEN_X(sx); + 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); + unsigned int game_frame_delay_value = getGameFrameDelay_EM(20); #else - unsigned long game_frame_delay_value = getGameFrameDelay_EM(25); + unsigned int game_frame_delay_value = getGameFrameDelay_EM(25); #endif int wait_delay_value = game_frame_delay_value; - int screen_xx = -999, screen_yy = -999; + int screen_xx = VALID_SCREEN_X(sx); + int screen_yy = VALID_SCREEN_Y(sy); - while (screen_xx != screen_x || screen_yy != screen_y) + while (screen_x != screen_xx || screen_y != screen_yy) { - int screen_xx = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr)); - int screen_yy = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr)); int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0); int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0); int dxx = 0, dyy = 0; @@ -665,11 +1036,59 @@ 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; + dxx = dx * TILEX / 2; + } + else + { + screen_x = screen_xx; + dxx = 0; + } + + if (ABS(screen_yy - screen_y) >= TILEY) + { + screen_y -= dy * TILEY; + dyy = dy * TILEY / 2; + } + else + { + screen_y = screen_yy; + 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; @@ -681,14 +1100,16 @@ void RedrawPlayfield_EM(boolean force_redraw) blitplayer(&ply[i]); blitscreen(); - FlushDisplay(); + Delay(wait_delay_value); /* scroll second step to align at full tile size */ screen_x -= dxx; screen_y -= dyy; +#if 0 SyncDisplay(); +#endif animscreen(); @@ -696,12 +1117,14 @@ void RedrawPlayfield_EM(boolean force_redraw) blitplayer(&ply[i]); blitscreen(); - FlushDisplay(); + Delay(wait_delay_value); } + + screen_x_old = screen_x; + screen_y_old = screen_y; } -#if 1 if (force_redraw) { for (y = 0; y < MAX_BUF_YSIZE; y++) @@ -713,45 +1136,138 @@ void RedrawPlayfield_EM(boolean force_redraw) } } } + + /* calculate new screen scrolling position, with regard to scroll delay */ + screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x : + sx - offset_x > screen_x ? sx - offset_x : + screen_x); + screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y : + 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 - int offset = (setup.scroll_delay ? 3 : 0) * TILEX; +#if 1 + /* prevent scrolling further than double player step size when scrolling */ + if (ABS(screen_x - screen_x_old) > 2 * stepsize) + { + int dx = SIGN(screen_x - screen_x_old); - /* calculate new screen scrolling position, with regard to scroll delay */ - screen_x = VALID_SCREEN_X(sx + offset < screen_x ? sx + offset : - sx - offset > screen_x ? sx - offset : screen_x); - screen_y = VALID_SCREEN_Y(sy + offset < screen_y ? sy + offset : - sy - offset > screen_y ? sy - offset : screen_y); + screen_x = screen_x_old + dx * 2 * stepsize; + } + if (ABS(screen_y - screen_y_old) > 2 * stepsize) + { + int dy = SIGN(screen_y - screen_y_old); + 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 - if (sx > lev.width * TILEX) - sx = lev.width * TILEX; - if (sy > lev.height * TILEY) - sy = lev.height * TILEY; + /* 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)) + { + /* reset horizontal scroll position to last value, if needed */ + if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old)) + screen_x = screen_x_old; - if (sx < SCR_FIELDX * TILEX) - sx = SCR_FIELDX * TILEY; - if (sy < SCR_FIELDY * TILEY) - sy = SCR_FIELDY * TILEY; + /* reset vertical scroll position to last value, if needed */ + if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y)) + screen_y = screen_y_old; + } +#else + boolean all_players_visible = checkIfAllPlayersAreVisible(); - screen_x = sx - (SCR_FIELDX - 1) * TILEX; - screen_y = sy - (SCR_FIELDY - 1) * TILEY; + 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 */ + if (!game_em.any_player_moving) + { + screen_x = screen_x_old; + screen_y = screen_y_old; + } + 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]; + int dx = SIGN(screen_x - screen_x_old); + int dy = SIGN(screen_y - screen_y_old); + + if ((dx < 0 && player_move_dir != MV_LEFT) || + (dx > 0 && player_move_dir != MV_RIGHT)) + screen_x = screen_x_old; + + if ((dy < 0 && player_move_dir != MV_UP) || + (dy > 0 && player_move_dir != MV_DOWN)) + screen_y = screen_y_old; + } animscreen(); for (i = 0; i < MAX_PLAYERS; i++) blitplayer(&ply[i]); +#if 0 +#if 0 SyncDisplay(); +#endif blitscreen(); - - FlushDisplay(); +#endif } void game_animscreen(void) @@ -761,12 +1277,47 @@ void game_animscreen(void) void DrawGameDoorValues_EM() { +#if 1 + int dynamite_state; + int key_state; +#else 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 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, all_keys_state); + lev.time, key_state); #else DrawAllGameValues(lev.required, ply1.dynamite, lev.score, DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);