X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=fbddeb2b9e685f76aa55be1c2b46893e2d7c75fc;hb=5131f9e651b6221589252400ac8036fe4abb1d0b;hp=90f43f71da2b4379d17a2bd4bc14fc9ebfbb6361;hpb=49c6dea89a293093a952b991594980b469dd835a;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index 90f43f71..fbddeb2b 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -31,13 +31,8 @@ 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; -#endif /* tiles currently on screen */ static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; @@ -45,12 +40,15 @@ static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; -static int centered_to_player; +#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) { @@ -99,18 +97,12 @@ void BlitScreenToBitmap_EM(Bitmap *target_bitmap) void blitscreen(void) { -#if 1 - static boolean scrolling_last = FALSE; 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) { /* blit all (up to four) parts of the scroll buffer to the backbuffer */ @@ -142,13 +134,6 @@ void blitscreen(void) 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, @@ -162,15 +147,13 @@ static void DrawLevelField_EM(int x, int y, int sx, int sy, int dst_y = sy * TILEY + g->dst_offset_y; int width = g->width; int height = g->height; - -#if 1 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) { @@ -198,16 +181,14 @@ 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]; - int i; - -#if 1 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; @@ -263,14 +244,13 @@ 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 + /* 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 +303,6 @@ 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) @@ -478,22 +456,18 @@ 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 = getCenteredPlayer_EM(); -#else - int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */ + int player_nr; + + frame = 6; + +#if 0 + game.centered_player_nr = getCenteredPlayerNr_EM(); #endif - centered_to_player = player_nr; + 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++) { @@ -504,13 +478,8 @@ 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 @@ -609,33 +578,208 @@ 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 player_nr = getCenteredPlayer_EM(); +#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 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 offset = (setup.scroll_delay ? 3 : 0) * 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 (player_nr != centered_to_player) +#if 1 + if (game.set_centered_player) +#else + if (game.centered_player_nr != game.centered_player_nr_next) +#endif { - centered_to_player = player_nr; + 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 (draw_new_player_location) + { + setScreenCenteredToAllPlayers(&sx, &sy); + } + else + { +#if 1 + sx = PLAYER_SCREEN_X(player_nr); + sy = PLAYER_SCREEN_Y(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) { @@ -645,12 +789,11 @@ void RedrawPlayfield_EM(boolean force_redraw) 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; + 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; @@ -658,11 +801,59 @@ 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; @@ -692,9 +883,11 @@ void RedrawPlayfield_EM(boolean force_redraw) 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++) @@ -706,34 +899,78 @@ void RedrawPlayfield_EM(boolean force_redraw) } } } -#endif -#if 1 + /* 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); + + /* prevent scrolling further than player step size screen when scrolling */ + if (ABS(screen_x - screen_x_old) > TILEX / 8 || + ABS(screen_y - screen_y_old) > TILEY / 8) + { + int dx = SIGN(screen_x - screen_x_old); + int dy = SIGN(screen_y - screen_y_old); - int offset = (setup.scroll_delay ? 3 : 0) * TILEX; + screen_x = screen_x_old + dx * TILEX / 8; + screen_y = screen_y_old + dy * TILEY / 8; + } - /* 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); + /* 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, screen_y)) + { + /* reset horizontal scroll position to last value, if needed */ + if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old)) + screen_x = screen_x_old; + /* 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(); - if (sx > lev.width * TILEX) - sx = lev.width * TILEX; - if (sy > lev.height * TILEY) - sy = lev.height * TILEY; - - if (sx < SCR_FIELDX * TILEX) - sx = SCR_FIELDX * TILEY; - if (sy < SCR_FIELDY * TILEY) - sy = SCR_FIELDY * TILEY; + if (!all_players_visible) + { + printf("::: not all players visible\n"); - screen_x = sx - (SCR_FIELDX - 1) * TILEX; - screen_y = sy - (SCR_FIELDY - 1) * TILEY; + 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_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();