X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=fed6bcdf4616603627200a27f6f1f23bb279726f;hb=db0cf963a41d958dc11ee1d3cfb2b1f88cba7f76;hp=b6cad3c56f4aff9f810a4fdc364da64f6582ee18;hpb=f01bf775110c477482734c49edcc695c26d04800;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index b6cad3c5..fed6bcdf 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -3,9 +3,7 @@ * graphics manipulation crap */ -#include "global.h" -#include "display.h" -#include "level.h" +#include "main_em.h" #define MIN_SCREEN_XPOS 1 #define MIN_SCREEN_YPOS 1 @@ -40,7 +38,13 @@ static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; +#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 */ @@ -89,7 +93,7 @@ void BlitScreenToBitmap_EM(Bitmap *target_bitmap) } } -void blitscreen(void) +void BackToFront_EM(void) { static boolean scrolling_last = FALSE; int left = screen_x / TILEX; @@ -97,6 +101,8 @@ 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 */ @@ -122,6 +128,8 @@ void blitscreen(void) } } + FlushDisplay(); + for (x = 0; x < MAX_BUF_XSIZE; x++) for (y = 0; y < MAX_BUF_YSIZE; y++) redraw[x][y] = FALSE; @@ -130,11 +138,22 @@ void blitscreen(void) scrolling_last = scrolling; } +void blitscreen(void) +{ + BackToFront_EM(); +} + static void DrawLevelField_EM(int x, int y, int sx, int sy, boolean draw_masked) { int tile = Draw[y][x]; struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame]; + +#if 1 + getGraphicSourceObjectExt_EM(tile, frame, &g->bitmap, &g->src_x, &g->src_y, + x - 2, y - 2); +#endif + 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; @@ -235,6 +254,11 @@ static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim, { struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame]; +#if 1 + getGraphicSourcePlayerExt_EM(player_nr, anim, frame, + &g->bitmap, &g->src_x, &g->src_y); +#endif + int src_x = g->src_x, src_y = g->src_y; int dst_x, dst_y; @@ -344,7 +368,7 @@ static void animscreen(void) } /* only redraw screen tiles if they (or their crumbled state) changed */ - if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm) + // if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm) { DrawLevelField_EM(x, y, sx, sy, FALSE); DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE); @@ -439,9 +463,14 @@ 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; } } @@ -454,9 +483,11 @@ void game_initscreen(void) frame = 6; - centered_player_nr = getCenteredPlayerNr_EM(); +#if 0 + game.centered_player_nr = getCenteredPlayerNr_EM(); +#endif - player_nr = (centered_player_nr != -1 ? centered_player_nr : 0); + player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0); screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr)); screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr)); @@ -570,7 +601,35 @@ void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation) } #endif -void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) +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; @@ -610,7 +669,7 @@ boolean checkIfAllPlayersFitToScreen() sy2 - sy1 <= SCR_FIELDY * TILEY); } -void setScreenCenteredToAllPlayers(int *sx, int *sy) +static void setScreenCenteredToAllPlayers(int *sx, int *sy) { int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y; @@ -620,21 +679,22 @@ void setScreenCenteredToAllPlayers(int *sx, int *sy) *sy = (sy1 + sy2) / 2; } -void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy) +static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy, + int center_x, int center_y) { - int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y; + int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y; setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); - *max_dx = MAX(ABS(sx1 - screen_x), ABS(sx2 - screen_x)); - *max_dy = MAX(ABS(sy1 - screen_y), ABS(sy2 - screen_y)); + *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x)); + *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y)); } -boolean checkIfAllPlayersAreVisible() +static boolean checkIfAllPlayersAreVisible(int center_x, int center_y) { int max_dx, max_dy; - setMaxCenterDistanceForAllPlayers(&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); @@ -642,12 +702,25 @@ boolean checkIfAllPlayersAreVisible() void RedrawPlayfield_EM(boolean force_redraw) { +#if 0 boolean all_players_visible = checkIfAllPlayersAreVisible(); - boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen(); +#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); - int centered_player_nr_next = getCenteredPlayerNr_EM(); +#endif +#if 0 + boolean game.set_centered_player = getSetCenteredPlayer_EM(); + int game.centered_player_nr_next = getCenteredPlayerNr_EM(); +#endif +#if 1 + int max_center_distance_player_nr = + getMaxCenterDistancePlayerNr(screen_x, screen_y); +#else + int player_nr = game_em.last_moving_player; +#endif + int stepsize = TILEX / 8; int offset = (setup.scroll_delay ? 3 : 0) * TILEX; int offset_x = offset; int offset_y = offset; @@ -656,43 +729,85 @@ void RedrawPlayfield_EM(boolean force_redraw) int x, y, sx, sy; int i; - /* switching to "all players" only possible if all players fit to screen */ - if (centered_player_nr_next == -1 && !all_players_fit_to_screen) + if (game.set_centered_player) { - setCenteredPlayerNr_EM(centered_player_nr); + 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; + } - centered_player_nr_next = centered_player_nr; + /* 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 0 +#if 1 + /* also allow focus switching when screen is scrolled to half tile */ +#else if (!scrolling) /* screen currently aligned at tile position */ #endif { - if (centered_player_nr != centered_player_nr_next) +#if 1 + if (game.set_centered_player) +#else + if (game.centered_player_nr != game.centered_player_nr_next) +#endif { - centered_player_nr = centered_player_nr_next; + game.centered_player_nr = game.centered_player_nr_next; draw_new_player_location = TRUE; force_redraw = TRUE; + + game.set_centered_player = FALSE; } } - if (centered_player_nr == -1) + if (game.centered_player_nr == -1) { +#if 1 + if (draw_new_player_location || offset == 0) +#else if (draw_new_player_location) +#endif { setScreenCenteredToAllPlayers(&sx, &sy); } else { +#if 1 + sx = PLAYER_SCREEN_X(max_center_distance_player_nr); + sy = PLAYER_SCREEN_Y(max_center_distance_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(centered_player_nr); - sy = PLAYER_SCREEN_Y(centered_player_nr); + 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) @@ -715,6 +830,32 @@ 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) @@ -739,6 +880,8 @@ void RedrawPlayfield_EM(boolean force_redraw) dxx += dx * TILEX / 2; dyy += dy * TILEY / 2; +#endif + #endif /* scroll in two steps of half tile size to make things smoother */ @@ -751,14 +894,16 @@ 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(); @@ -766,7 +911,7 @@ void RedrawPlayfield_EM(boolean force_redraw) blitplayer(&ply[i]); blitscreen(); - FlushDisplay(); + Delay(wait_delay_value); } @@ -794,27 +939,88 @@ void RedrawPlayfield_EM(boolean force_redraw) 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) +#if 0 + printf("::: (%d, %d) => (%d, %d) [(%d, %d), (%d, %d)] [%d, %d] [%d / %d]\n", + screen_x_old, screen_y_old, + screen_x, screen_y, + ply[max_center_distance_player_nr].oldx, + ply[max_center_distance_player_nr].x, + ply[max_center_distance_player_nr].oldy, + ply[max_center_distance_player_nr].y, + sx, sy, + ABS(screen_x - screen_x_old), + ABS(screen_y - screen_y_old)); +#endif + +#if 1 + +#if 1 + /* prevent scrolling further than double player step size when scrolling */ + if (ABS(screen_x - screen_x_old) > 2 * stepsize) + { + int dx = SIGN(screen_x - screen_x_old); + + screen_x = screen_x_old + dx * 2 * stepsize; + } + if (ABS(screen_y - screen_y_old) > 2 * stepsize) + { + int dy = SIGN(screen_y - screen_y_old); + + screen_y = screen_y_old + dy * 2 * stepsize; + } +#else + /* prevent scrolling further than double player step size when scrolling */ + if (ABS(screen_x - screen_x_old) > 2 * stepsize || + ABS(screen_y - screen_y_old) > 2 * stepsize) + { + int dx = SIGN(screen_x - screen_x_old); + int dy = SIGN(screen_y - screen_y_old); + + screen_x = screen_x_old + dx * 2 * stepsize; + screen_y = screen_y_old + dy * 2 * stepsize; + } +#endif + +#else + /* prevent scrolling further than player step size when scrolling */ + if (ABS(screen_x - screen_x_old) > stepsize || + ABS(screen_y - screen_y_old) > stepsize) { int dx = SIGN(screen_x - screen_x_old); int dy = SIGN(screen_y - screen_y_old); - screen_x = screen_x_old + dx * TILEX / 8; - screen_y = screen_y_old + dy * TILEY / 8; + screen_x = screen_x_old + dx * stepsize; + screen_y = screen_y_old + dy * stepsize; } +#endif /* prevent scrolling away from the other players when focus on all players */ - if (centered_player_nr == -1) + if (game.centered_player_nr == -1) { - all_players_visible = checkIfAllPlayersAreVisible(); +#if 1 + /* check if all players are still visible with new scrolling position */ + if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) && + !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 (!all_players_visible) { + printf("::: not all players visible\n"); + screen_x = screen_x_old; screen_y = screen_y_old; } +#endif } /* prevent scrolling (for screen correcting) if no player is moving */ @@ -826,17 +1032,21 @@ void RedrawPlayfield_EM(boolean force_redraw) else { /* prevent scrolling against the players move direction */ +#if 0 int player_nr = game_em.last_moving_player; +#endif + int player_nr = (game.centered_player_nr == -1 ? + max_center_distance_player_nr : game.centered_player_nr); 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_RIGHT) || - (dx > 0 && player_move_dir == MV_LEFT)) + 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_DOWN) || - (dy > 0 && player_move_dir == MV_UP)) + if ((dy < 0 && player_move_dir != MV_UP) || + (dy > 0 && player_move_dir != MV_DOWN)) screen_y = screen_y_old; } @@ -845,11 +1055,13 @@ 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) @@ -859,12 +1071,47 @@ void game_animscreen(void) void DrawGameDoorValues_EM() { +#if 1 + int dynamite_state; + int key_state; +#else 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; + int key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys; +#endif + +#if 1 + if (game.centered_player_nr == -1) + { +#if 1 + int i; + + dynamite_state = 0; + key_state = 0; + + for (i = 0; i < MAX_PLAYERS; i++) + { + dynamite_state += ply[i].dynamite; + key_state |= ply[i].keys; + } + +#else + + dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */ + key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys; +#endif + } + else + { + int player_nr = game.centered_player_nr; + + dynamite_state = ply[player_nr].dynamite; + key_state = ply[player_nr].keys; + } +#endif #if 1 DrawAllGameValues(lev.required, dynamite_state, lev.score, - lev.time, all_keys_state); + lev.time, key_state); #else DrawAllGameValues(lev.required, ply1.dynamite, lev.score, DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);