X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=cc746c0c399fd44da79edc8d44e5bc458ce7b453;hb=88c9b68c44a16e7df62557b63cc7e86731e028c9;hp=06f974a2e935777387583b68373e7897e55b2ff6;hpb=1e4a6b46371858fdb85052eec3e7143732ff91b5;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index 06f974a2..cc746c0c 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -16,6 +16,8 @@ unsigned int screen_y; static unsigned int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; static unsigned int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; +static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; + /* copy the entire screen to the window at the scroll position * @@ -69,7 +71,54 @@ void BlitScreenToBitmap_EM(Bitmap *target_bitmap) void blitscreen(void) { +#if 1 + + static boolean scrolling_last = FALSE; + unsigned int left = screen_x / TILEX; + unsigned 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; + + if (redraw[xx][yy]) + BlitBitmap(screenBitmap, window, + xx * TILEX, yy * TILEY, TILEX, TILEY, + SX + x * TILEX, SY + y * TILEY); + } + } + } + + 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; + +#else + + /* blit all (up to four) parts of the scroll buffer to the window */ BlitScreenToBitmap_EM(window); + +#endif } static void DrawLevelField_EM(int x, int y, int sx, int sy, @@ -225,7 +274,7 @@ static void animscreen(void) { unsigned int x, y, i; unsigned int left = screen_x / TILEX; - unsigned int top = screen_y / TILEY; + unsigned int top = screen_y / TILEY; static int xy[4][2] = { { 0, -1 }, @@ -273,6 +322,9 @@ static void animscreen(void) screentiles[sy][sx] = obj; crumbled_state[sy][sx] = crm; + + redraw[sx][sy] = TRUE; + redraw_tiles++; } } } @@ -365,6 +417,8 @@ static void blitplayer(struct PLAYER *ply) void game_initscreen(void) { unsigned 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; frame = 6; screen_x = 0; @@ -380,8 +434,8 @@ void game_initscreen(void) } #if 1 - DrawAllGameValues(lev.required, ply1.dynamite, lev.score, - lev.time, ply1.keys | ply2.keys); + 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); @@ -390,11 +444,12 @@ void game_initscreen(void) void RedrawPlayfield_EM() { - unsigned int x,y; + unsigned int i, x, y; - x = (frame * ply1.oldx + (8 - frame) * ply1.x) * TILEX / 8 + /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */ + x = (frame * ply[0].oldx + (8 - frame) * ply[0].x) * TILEX / 8 + ((SCR_FIELDX - 1) * TILEX) / 2; - y = (frame * ply1.oldy + (8 - frame) * ply1.y) * TILEY / 8 + y = (frame * ply[0].oldy + (8 - frame) * ply[0].y) * TILEY / 8 + ((SCR_FIELDY - 1) * TILEY) / 2; if (x > lev.width * TILEX) @@ -411,8 +466,10 @@ void RedrawPlayfield_EM() screen_y = y - (SCR_FIELDY - 1) * TILEY; animscreen(); - blitplayer(&ply1); - blitplayer(&ply2); + + for (i = 0; i < MAX_PLAYERS; i++) + blitplayer(&ply[i]); + blitscreen(); FlushDisplay(); @@ -425,9 +482,12 @@ void game_animscreen(void) void DrawGameDoorValues_EM() { + 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 - DrawAllGameValues(lev.required, ply1.dynamite, lev.score, - lev.time, ply1.keys | ply2.keys); + DrawAllGameValues(lev.required, dynamite_state, lev.score, + lev.time, all_keys_state); #else DrawAllGameValues(lev.required, ply1.dynamite, lev.score, DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);