X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=90f43f71da2b4379d17a2bd4bc14fc9ebfbb6361;hb=49c6dea89a293093a952b991594980b469dd835a;hp=be63a3ba7b6ba28cadd862f2e117ef5321b2232c;hpb=12d0853b94327eae62e9ff35f66c6a71976bbab0;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index be63a3ba..90f43f71 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -7,22 +7,45 @@ #include "display.h" #include "level.h" - -unsigned int frame; /* current screen frame */ +#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_X (MIN_SCREEN_XPOS * TILEX) +#define MIN_SCREEN_Y (MIN_SCREEN_YPOS * TILEY) +#define MAX_SCREEN_X (MAX_SCREEN_XPOS * TILEX) +#define MAX_SCREEN_Y (MAX_SCREEN_YPOS * TILEY) + +#define VALID_SCREEN_X(x) ((x) < MIN_SCREEN_X ? MIN_SCREEN_X : \ + (x) > MAX_SCREEN_X ? MAX_SCREEN_X : (x)) +#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) + + +int frame; /* current screen frame */ #if 0 -unsigned int screen_x; /* current scroll position */ -unsigned int screen_y; +int screen_x; /* current scroll position */ +int screen_y; #else int screen_x; /* current scroll position */ int screen_y; #endif /* tiles currently on screen */ -static unsigned int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; -static unsigned int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; +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]; +static int centered_to_player; /* copy the entire screen to the window at the scroll position * @@ -31,8 +54,8 @@ static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; void BlitScreenToBitmap_EM(Bitmap *target_bitmap) { - unsigned int x = screen_x % (MAX_BUF_XSIZE * TILEX); - unsigned int y = screen_y % (MAX_BUF_YSIZE * TILEY); + int x = screen_x % (MAX_BUF_XSIZE * TILEX); + int y = screen_y % (MAX_BUF_YSIZE * TILEY); if (x < 2 * TILEX && y < 2 * TILEY) { @@ -79,12 +102,14 @@ void blitscreen(void) #if 1 static boolean scrolling_last = FALSE; - unsigned int left = screen_x / TILEX; - unsigned int top = screen_y / TILEY; + int left = screen_x / TILEX; + int top = screen_y / TILEY; boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0); int x, y; +#if 0 SyncDisplay(); +#endif if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last) { @@ -138,6 +163,15 @@ static void DrawLevelField_EM(int x, int y, int sx, int sy, int width = g->width; int height = g->height; +#if 1 + int left = screen_x / TILEX; + int top = screen_y / TILEY; + + if (x < left || x >= left + MAX_BUF_XSIZE || + y < top || y >= top + MAX_BUF_YSIZE) + return; +#endif + if (draw_masked) { if (width > 0 && height > 0) @@ -164,7 +198,16 @@ static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy, { int tile = Draw[y][x]; struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame]; - unsigned int i; + int i; + +#if 1 + int left = screen_x / TILEX; + int top = screen_y / TILEY; + + 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; @@ -220,6 +263,15 @@ static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim, int src_x = g->src_x, src_y = g->src_y; int dst_x, dst_y; +#if 1 + 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) { /* draw the player to current location */ @@ -277,9 +329,9 @@ static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim, static void animscreen(void) { - unsigned int x, y, i; - unsigned int left = screen_x / TILEX; - unsigned int top = screen_y / TILEY; + int x, y, i; + int left = screen_x / TILEX; + int top = screen_y / TILEY; static int xy[4][2] = { { 0, -1 }, @@ -296,8 +348,8 @@ static void animscreen(void) int sy = y % MAX_BUF_YSIZE; int tile = Draw[y][x]; struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame]; - unsigned int obj = g->unique_identifier; - unsigned int crm = 0; + int obj = g->unique_identifier; + int crm = 0; /* re-calculate crumbled state of this tile */ if (g->has_crumbled_graphics) @@ -343,7 +395,7 @@ static void animscreen(void) static void blitplayer(struct PLAYER *ply) { - unsigned int x1, y1, x2, y2; + int x1, y1, x2, y2; if (!ply->alive) return; @@ -354,8 +406,8 @@ static void blitplayer(struct PLAYER *ply) x2 = x1 + TILEX - 1; y2 = y1 + TILEY - 1; - if ((unsigned int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) && - (unsigned int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1)) + if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) && + (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; @@ -376,10 +428,12 @@ static void blitplayer(struct PLAYER *ply) /* 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) { @@ -421,13 +475,25 @@ static void blitplayer(struct PLAYER *ply) void game_initscreen(void) { - unsigned int x,y; + 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 = getCenteredPlayer_EM(); +#else + int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */ +#endif + + centered_to_player = player_nr; 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++) { @@ -447,44 +513,212 @@ void game_initscreen(void) #endif } -void RedrawPlayfield_EM() +#if 0 +void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation) { - int i, sx, sy; + 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); -#if 1 + if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) + { + scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left : + player->jx > SBX_Right + MIDPOSX ? SBX_Right : + player->jx - MIDPOSX); - int screen_x_min = TILEX; - int screen_y_min = TILEY; - int screen_x_max = (lev.width - (SCR_FIELDX - 1)) * TILEX; - int screen_y_max = (lev.height - (SCR_FIELDY - 1)) * TILEY; - int offset = (setup.scroll_delay ? 3 : 0) * TILEX; - int stepsize = TILEX / 8; - int nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */ + scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + player->jy - MIDPOSY); + } + 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); - sx = (frame * ply[nr].oldx + (8 - frame) * ply[nr].x) * stepsize - - ((SCR_FIELDX - 1) * TILEX) / 2; - sy = (frame * ply[nr].oldy + (8 - frame) * ply[nr].y) * stepsize - - ((SCR_FIELDY - 1) * TILEY) / 2; + 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); - /* calculate new screen scrolling position, with regard to scroll delay */ - screen_x = (sx < screen_x - offset ? sx + offset : - sx > screen_x + offset ? sx - offset : screen_x); - screen_y = (sy < screen_y - offset ? sy + offset : - sy > screen_y + offset ? sy - offset : screen_y); + /* 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); + + /* 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); + } + + RedrawPlayfield(TRUE, 0,0,0,0); + } + else + { + int scroll_xx = -999, scroll_yy = -999; + + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + 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); - /* check minimal and maximal boundaries for screen scrolling position */ - screen_x = (screen_x < screen_x_min ? screen_x_min : - screen_x > screen_x_max ? screen_x_max : screen_x); - screen_y = (screen_y < screen_y_min ? screen_y_min : - screen_y > screen_y_max ? screen_y_max : screen_y); + 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); + } + + DrawPlayer(player); + BackToFront(); + Delay(wait_delay_value); + } +} +#endif + +void RedrawPlayfield_EM(boolean force_redraw) +{ +#if 1 + int player_nr = getCenteredPlayer_EM(); + boolean draw_new_player_location = FALSE; + boolean quick_relocation = setup.quick_switch; +#else + int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */ +#endif + int sx = PLAYER_SCREEN_X(player_nr); + int sy = PLAYER_SCREEN_Y(player_nr); + int i, x, y; + +#if 1 + boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0); + + if (!scrolling) /* screen currently aligned at tile position */ + { + if (player_nr != centered_to_player) + { + centered_to_player = player_nr; + + draw_new_player_location = TRUE; + force_redraw = TRUE; + } + } +#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; + int screen_xx = -999, screen_yy = -999; + + while (screen_xx != screen_x || screen_yy != screen_y) + { + 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; + + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; + + screen_x -= dx * TILEX; + screen_y -= dy * TILEY; + + dxx += dx * TILEX / 2; + dyy += dy * TILEY / 2; + + /* scroll in two steps of half tile size to make things smoother */ + screen_x += dxx; + screen_y += dyy; + + animscreen(); - /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */ - sx = (frame * ply[0].oldx + (8 - frame) * ply[0].x) * TILEX / 8 - + ((SCR_FIELDX - 1) * TILEX) / 2; - sy = (frame * ply[0].oldy + (8 - frame) * ply[0].y) * TILEY / 8 - + ((SCR_FIELDY - 1) * TILEY) / 2; + for (i = 0; i < MAX_PLAYERS; i++) + blitplayer(&ply[i]); + + blitscreen(); + FlushDisplay(); + Delay(wait_delay_value); + + /* scroll second step to align at full tile size */ + screen_x -= dxx; + screen_y -= dyy; + + SyncDisplay(); + + animscreen(); + + for (i = 0; i < MAX_PLAYERS; i++) + blitplayer(&ply[i]); + + blitscreen(); + FlushDisplay(); + Delay(wait_delay_value); + } + } + +#if 1 + if (force_redraw) + { + for (y = 0; y < MAX_BUF_YSIZE; y++) + { + for (x = 0; x < MAX_BUF_XSIZE; x++) + { + screentiles[y][x] = -1; + crumbled_state[y][x] = 0; + } + } + } +#endif + +#if 1 + + int offset = (setup.scroll_delay ? 3 : 0) * TILEX; + + /* 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); + +#else if (sx > lev.width * TILEX) sx = lev.width * TILEX; @@ -506,6 +740,8 @@ void RedrawPlayfield_EM() for (i = 0; i < MAX_PLAYERS; i++) blitplayer(&ply[i]); + SyncDisplay(); + blitscreen(); FlushDisplay(); @@ -513,7 +749,7 @@ void RedrawPlayfield_EM() void game_animscreen(void) { - RedrawPlayfield_EM(); + RedrawPlayfield_EM(FALSE); } void DrawGameDoorValues_EM()