X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=a908126ccc1d142bd65701d91618abcefd7ac415;hb=66a60ab1d501cd3a7a666b3012702455927b3b13;hp=9aff1644d4b8e75f5b4e80efe588d5d48d19ccb2;hpb=077a063efbdea9755f17e7442115221aabe71503;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index 9aff1644..a908126c 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -27,6 +27,7 @@ (8 - frame) * ply[p].y) * TILEY / 8 \ - ((SCR_FIELDY - 1) * TILEY) / 2) +#define USE_EXTENDED_GRAPHICS_ENGINE 1 int frame; /* current screen frame */ int screen_x; /* current scroll position */ @@ -93,7 +94,7 @@ void BlitScreenToBitmap_EM(Bitmap *target_bitmap) } } -void blitscreen(void) +void BackToFront_EM(void) { static boolean scrolling_last = FALSE; int left = screen_x / TILEX; @@ -101,6 +102,8 @@ void blitscreen(void) 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 */ @@ -126,6 +129,8 @@ void blitscreen(void) } } + FlushDisplay(); + for (x = 0; x < MAX_BUF_XSIZE; x++) for (y = 0; y < MAX_BUF_YSIZE; y++) redraw[x][y] = FALSE; @@ -134,11 +139,38 @@ void blitscreen(void) scrolling_last = scrolling; } -static void DrawLevelField_EM(int x, int y, int sx, int sy, - boolean draw_masked) +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]; + + if (!game.use_native_emc_graphics_engine) + getGraphicSourceObjectExt_EM(tile, frame, &g->bitmap, &g->src_x, &g->src_y, + &g->crumbled_bitmap, + &g->crumbled_src_x, &g->crumbled_src_y, + x - 2, y - 2); + 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(player_nr, anim, frame, + &g->bitmap, &g->src_x, &g->src_y); + return g; +} + +static void DrawLevelField_EM(int x, int y, int sx, int sy, + boolean draw_masked) +{ + struct GraphicInfo_EM *g = getObjectGraphic(x, y); 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; @@ -177,8 +209,7 @@ 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 = getObjectGraphic(x, y); int left = screen_x / TILEX; int top = screen_y / TILEY; int i; @@ -191,6 +222,13 @@ static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy, if (crm == 0) /* no crumbled edges for this tile */ return; +#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)) @@ -237,8 +275,7 @@ 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]; - + struct GraphicInfo_EM *g = getPlayerGraphic(player_nr, anim); int src_x = g->src_x, src_y = g->src_y; int dst_x, dst_y; @@ -316,6 +353,11 @@ 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(Draw[y][x], frame, x - 2, y - 2); + for (y = top; y < top + MAX_BUF_YSIZE; y++) { for (x = left; x < left + MAX_BUF_XSIZE; x++) @@ -326,6 +368,7 @@ 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) @@ -347,8 +390,15 @@ static void animscreen(void) } } + redraw_screen_tile = (screentiles[sy][sx] != obj || + crumbled_state[sy][sx] != crm); + + /* !!! TEST ONLY -- CHANGE THIS !!! */ + if (!game.use_native_emc_graphics_engine) + redraw_screen_tile = TRUE; + /* 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); @@ -443,9 +493,14 @@ 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; } } @@ -492,7 +547,7 @@ 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))) { @@ -696,7 +751,7 @@ void RedrawPlayfield_EM(boolean force_redraw) int player_nr = game_em.last_moving_player; #endif int stepsize = TILEX / 8; - int offset = (setup.scroll_delay ? 3 : 0) * TILEX; + int offset = game.scroll_delay_value * TILEX; int offset_x = offset; int offset_y = offset; int screen_x_old = screen_x; @@ -869,14 +924,16 @@ 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(); @@ -884,7 +941,7 @@ void RedrawPlayfield_EM(boolean force_redraw) blitplayer(&ply[i]); blitscreen(); - FlushDisplay(); + Delay(wait_delay_value); } @@ -1028,11 +1085,13 @@ void RedrawPlayfield_EM(boolean force_redraw) for (i = 0; i < MAX_PLAYERS; i++) blitplayer(&ply[i]); +#if 0 +#if 0 SyncDisplay(); +#endif blitscreen(); - - FlushDisplay(); +#endif } void game_animscreen(void)