X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=f33d4db800e610b6f53ead1bb26fd9aee8d6f261;hb=6d06ba238902736bb99714dc8122bb32a286577a;hp=c3d365407b9e53406c93e6149300c8bf5fa37ec5;hpb=96e81193abbb278dd3b79d109ff99d061fe43973;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index c3d36540..f33d4db8 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 */ @@ -143,11 +144,31 @@ void blitscreen(void) BackToFront_EM(); } -static void DrawLevelField_EM(int x, int y, int sx, int sy, - boolean draw_masked) +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, + 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; @@ -186,8 +207,7 @@ 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; @@ -246,13 +266,7 @@ 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 1 - getGraphicSourceExt_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; @@ -330,6 +344,11 @@ 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++) @@ -340,6 +359,7 @@ 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) @@ -361,8 +381,15 @@ 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); @@ -511,7 +538,7 @@ 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))) { @@ -715,7 +742,7 @@ 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;