1 /* 2000-08-13T14:36:17Z
3 * graphics manipulation crap
8 #define MIN_SCREEN_XPOS 1
9 #define MIN_SCREEN_YPOS 1
10 #define MAX_SCREEN_XPOS MAX(1, lev.width - (SCR_FIELDX - 1))
11 #define MAX_SCREEN_YPOS MAX(1, lev.height - (SCR_FIELDY - 1))
13 #define MIN_SCREEN_X (MIN_SCREEN_XPOS * TILEX)
14 #define MIN_SCREEN_Y (MIN_SCREEN_YPOS * TILEY)
15 #define MAX_SCREEN_X (MAX_SCREEN_XPOS * TILEX)
16 #define MAX_SCREEN_Y (MAX_SCREEN_YPOS * TILEY)
18 #define VALID_SCREEN_X(x) ((x) < MIN_SCREEN_X ? MIN_SCREEN_X : \
19 (x) > MAX_SCREEN_X ? MAX_SCREEN_X : (x))
20 #define VALID_SCREEN_Y(y) ((y) < MIN_SCREEN_Y ? MIN_SCREEN_Y : \
21 (y) > MAX_SCREEN_Y ? MAX_SCREEN_Y : (y))
23 #define PLAYER_SCREEN_X(p) ((( frame) * ply[p].oldx + \
24 (8 - frame) * ply[p].x) * TILEX / 8 \
25 - ((SCR_FIELDX - 1) * TILEX) / 2)
26 #define PLAYER_SCREEN_Y(p) ((( frame) * ply[p].oldy + \
27 (8 - frame) * ply[p].y) * TILEY / 8 \
28 - ((SCR_FIELDY - 1) * TILEY) / 2)
30 #define USE_EXTENDED_GRAPHICS_ENGINE 1
32 int frame; /* current screen frame */
33 int screen_x, screen_y; /* current scroll position */
35 /* tiles currently on screen */
37 static int screentiles[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
38 static int crumbled_state[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
40 static boolean redraw[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
42 static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
43 static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
45 static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
50 int centered_player_nr;
52 static int centered_player_nr;
56 /* copy the entire screen to the window at the scroll position */
58 void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
60 int x = screen_x % (MAX_BUF_XSIZE * TILEX);
61 int y = screen_y % (MAX_BUF_YSIZE * TILEY);
63 if (x < 2 * TILEX && y < 2 * TILEY)
65 BlitBitmap(screenBitmap, target_bitmap, x, y,
66 SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
68 else if (x < 2 * TILEX && y >= 2 * TILEY)
70 BlitBitmap(screenBitmap, target_bitmap, x, y,
71 SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
73 BlitBitmap(screenBitmap, target_bitmap, x, 0,
74 SCR_FIELDX * TILEX, y - 2 * TILEY,
75 SX, SY + MAX_BUF_YSIZE * TILEY - y);
77 else if (x >= 2 * TILEX && y < 2 * TILEY)
79 BlitBitmap(screenBitmap, target_bitmap, x, y,
80 MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
82 BlitBitmap(screenBitmap, target_bitmap, 0, y,
83 x - 2 * TILEX, SCR_FIELDY * TILEY,
84 SX + MAX_BUF_XSIZE * TILEX - x, SY);
88 BlitBitmap(screenBitmap, target_bitmap, x, y,
89 MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
91 BlitBitmap(screenBitmap, target_bitmap, 0, y,
92 x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
93 SX + MAX_BUF_XSIZE * TILEX - x, SY);
94 BlitBitmap(screenBitmap, target_bitmap, x, 0,
95 MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
96 SX, SY + MAX_BUF_YSIZE * TILEY - y);
97 BlitBitmap(screenBitmap, target_bitmap, 0, 0,
98 x - 2 * TILEX, y - 2 * TILEY,
99 SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
103 void BackToFront_EM(void)
105 static int screen_x_last = -1, screen_y_last = -1;
106 static boolean scrolling_last = FALSE;
107 int left = screen_x / TILEX;
108 int top = screen_y / TILEY;
110 boolean scrolling = (screen_x != screen_x_last || screen_y != screen_y_last);
112 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
117 printf("::: %d, %d\n", screen_x, screen_y);
122 if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
124 /* blit all (up to four) parts of the scroll buffer to the backbuffer */
125 BlitScreenToBitmap_EM(backbuffer);
127 /* blit the completely updated backbuffer to the window (in one blit) */
128 BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
133 boolean half_shifted_x = (EVEN(SCR_FIELDX) && screen_x % TILEX);
134 boolean half_shifted_y = (EVEN(SCR_FIELDY) && screen_y % TILEY);
135 int x1 = 0, x2 = SCR_FIELDX - (half_shifted_x ? 0 : 1);
136 int y1 = 0, y2 = SCR_FIELDY - (half_shifted_y ? 0 : 1);
137 int scroll_xoffset = (half_shifted_x ? TILEX / 2 : 0);
138 int scroll_yoffset = (half_shifted_y ? TILEY / 2 : 0);
140 InitGfxClipRegion(TRUE, SX, SY, SXSIZE, SYSIZE);
142 for (x = x1; x <= x2; x++)
144 for (y = y1; y <= y2; y++)
146 int xx = (left + x) % MAX_BUF_XSIZE;
147 int yy = (top + y) % MAX_BUF_YSIZE;
150 BlitBitmap(screenBitmap, window,
151 xx * TILEX, yy * TILEY, TILEX, TILEY,
152 SX + x * TILEX - scroll_xoffset,
153 SY + y * TILEY - scroll_yoffset);
157 InitGfxClipRegion(FALSE, -1, -1, -1, -1);
161 for (x = 0; x < SCR_FIELDX; x++)
163 for (y = 0; y < SCR_FIELDY; y++)
165 int xx = (left + x) % MAX_BUF_XSIZE;
166 int yy = (top + y) % MAX_BUF_YSIZE;
169 BlitBitmap(screenBitmap, window,
170 xx * TILEX, yy * TILEY, TILEX, TILEY,
171 SX + x * TILEX, SY + y * TILEY);
179 for (x = 0; x < MAX_BUF_XSIZE; x++)
180 for (y = 0; y < MAX_BUF_YSIZE; y++)
181 redraw[x][y] = FALSE;
184 screen_x_last = screen_x;
185 screen_y_last = screen_y;
186 scrolling_last = scrolling;
189 void blitscreen(void)
194 static struct GraphicInfo_EM *getObjectGraphic(int x, int y)
196 int tile = Draw[y][x];
197 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
199 if (!game.use_native_emc_graphics_engine)
200 getGraphicSourceObjectExt_EM(g, tile, 7 - frame, x - 2, y - 2);
205 static struct GraphicInfo_EM *getPlayerGraphic(int player_nr, int anim)
207 struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
209 if (!game.use_native_emc_graphics_engine)
210 getGraphicSourcePlayerExt_EM(g, player_nr, anim, 7 - frame);
215 static void DrawLevelField_EM(int x, int y, int sx, int sy,
218 struct GraphicInfo_EM *g = getObjectGraphic(x, y);
219 int src_x = g->src_x + g->src_offset_x;
220 int src_y = g->src_y + g->src_offset_y;
221 int dst_x = sx * TILEX + g->dst_offset_x;
222 int dst_y = sy * TILEY + g->dst_offset_y;
223 int width = g->width;
224 int height = g->height;
225 int left = screen_x / TILEX;
226 int top = screen_y / TILEY;
228 /* do not draw fields that are outside the visible screen area */
229 if (x < left || x >= left + MAX_BUF_XSIZE ||
230 y < top || y >= top + MAX_BUF_YSIZE)
235 if (width > 0 && height > 0)
237 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
238 dst_x - src_x, dst_y - src_y);
239 BlitBitmapMasked(g->bitmap, screenBitmap,
240 src_x, src_y, width, height, dst_x, dst_y);
245 if ((width != TILEX || height != TILEY) && !g->preserve_background)
246 ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
248 if (width > 0 && height > 0)
249 BlitBitmap(g->bitmap, screenBitmap,
250 src_x, src_y, width, height, dst_x, dst_y);
254 static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
255 int crm, boolean draw_masked)
257 struct GraphicInfo_EM *g = getObjectGraphic(x, y);
258 int left = screen_x / TILEX;
259 int top = screen_y / TILEY;
262 /* do not draw fields that are outside the visible screen area */
263 if (x < left || x >= left + MAX_BUF_XSIZE ||
264 y < top || y >= top + MAX_BUF_YSIZE)
267 if (crm == 0) /* no crumbled edges for this tile */
271 if (x == 3 && y == 3 && frame == 0)
272 printf("::: %d, %d\n",
273 graphic_info_em_object[207][0].crumbled_src_x,
274 graphic_info_em_object[207][0].crumbled_src_y);
277 for (i = 0; i < 4; i++)
281 int width, height, cx, cy;
283 if (i == 1 || i == 2)
285 width = g->crumbled_border_size;
287 cx = (i == 2 ? TILEX - g->crumbled_border_size : 0);
293 height = g->crumbled_border_size;
295 cy = (i == 3 ? TILEY - g->crumbled_border_size : 0);
298 if (width > 0 && height > 0)
300 int src_x = g->crumbled_src_x + cx;
301 int src_y = g->crumbled_src_y + cy;
302 int dst_x = sx * TILEX + cx;
303 int dst_y = sy * TILEY + cy;
307 SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc,
308 dst_x - src_x, dst_y - src_y);
309 BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
310 src_x, src_y, width, height, dst_x, dst_y);
313 BlitBitmap(g->crumbled_bitmap, screenBitmap,
314 src_x, src_y, width, height, dst_x, dst_y);
320 static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim,
323 struct GraphicInfo_EM *g = getPlayerGraphic(player_nr, anim);
324 int src_x = g->src_x, src_y = g->src_y;
327 /* do not draw fields that are outside the visible screen area */
328 if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX ||
329 y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY)
332 x1 %= MAX_BUF_XSIZE * TILEX;
333 y1 %= MAX_BUF_YSIZE * TILEY;
337 /* draw the player to current location */
340 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
341 dst_x - src_x, dst_y - src_y);
342 BlitBitmapMasked(g->bitmap, screenBitmap,
343 src_x, src_y, TILEX, TILEY, dst_x, dst_y);
345 /* draw the player to opposite wrap-around column */
346 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
348 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
349 dst_x - src_x, dst_y - src_y);
350 BlitBitmapMasked(g->bitmap, screenBitmap,
351 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
353 /* draw the player to opposite wrap-around row */
355 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
356 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
357 dst_x - src_x, dst_y - src_y);
358 BlitBitmapMasked(g->bitmap, screenBitmap,
359 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
363 /* draw the player to current location */
366 BlitBitmap(g->bitmap, screenBitmap,
367 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
369 /* draw the player to opposite wrap-around column */
370 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
372 BlitBitmap(g->bitmap, screenBitmap,
373 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
375 /* draw the player to opposite wrap-around row */
377 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
378 BlitBitmap(g->bitmap, screenBitmap,
379 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
383 /* draw differences between game tiles and screen tiles
385 * implicitly handles scrolling and restoring background under the sprites
388 static void animscreen(void)
391 int left = screen_x / TILEX;
392 int top = screen_y / TILEY;
393 static int xy[4][2] =
401 if (!game.use_native_emc_graphics_engine)
402 for (y = 2; y < EM_MAX_CAVE_HEIGHT - 2; y++)
403 for (x = 2; x < EM_MAX_CAVE_WIDTH - 2; x++)
404 SetGfxAnimation_EM(&graphic_info_em_object[Draw[y][x]][frame],
405 Draw[y][x], 7 - frame, x - 2, y - 2);
407 for (y = top; y < top + MAX_BUF_YSIZE; y++)
409 for (x = left; x < left + MAX_BUF_XSIZE; x++)
411 int sx = x % MAX_BUF_XSIZE;
412 int sy = y % MAX_BUF_YSIZE;
413 int tile = Draw[y][x];
414 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
415 int obj = g->unique_identifier;
417 boolean redraw_screen_tile = FALSE;
419 /* re-calculate crumbled state of this tile */
420 if (g->has_crumbled_graphics)
422 for (i = 0; i < 4; i++)
424 int xx = x + xy[i][0];
425 int yy = y + xy[i][1];
428 if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
429 yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
432 tile_next = Draw[yy][xx];
434 if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
439 redraw_screen_tile = (screentiles[sy][sx] != obj ||
440 crumbled_state[sy][sx] != crm);
443 /* !!! TEST ONLY -- CHANGE THIS !!! */
444 if (!game.use_native_emc_graphics_engine)
445 redraw_screen_tile = TRUE;
448 /* only redraw screen tiles if they (or their crumbled state) changed */
449 if (redraw_screen_tile)
451 DrawLevelField_EM(x, y, sx, sy, FALSE);
452 DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
454 screentiles[sy][sx] = obj;
455 crumbled_state[sy][sx] = crm;
457 redraw[sx][sy] = TRUE;
465 /* blit players to the screen
467 * handles transparency and movement
470 static void blitplayer(struct PLAYER *ply)
477 /* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
478 x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
479 y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
484 printf("::: %d, %d\n", x1, y1);
487 if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
488 (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
490 /* some casts to "int" are needed because of negative calculation values */
491 int dx = (int)ply->x - (int)ply->oldx;
492 int dy = (int)ply->y - (int)ply->oldy;
493 int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
494 int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
495 int new_x = old_x + SIGN(dx);
496 int new_y = old_y + SIGN(dy);
497 int old_sx = old_x % MAX_BUF_XSIZE;
498 int old_sy = old_y % MAX_BUF_XSIZE;
499 int new_sx = new_x % MAX_BUF_XSIZE;
500 int new_sy = new_y % MAX_BUF_XSIZE;
502 int old_crm = crumbled_state[old_sy][old_sx];
504 int new_crm = crumbled_state[new_sy][new_sx];
506 /* only diggable elements can be crumbled in the classic EM engine */
507 boolean player_is_digging = (new_crm != 0);
510 x1 %= MAX_BUF_XSIZE * TILEX;
511 y1 %= MAX_BUF_YSIZE * TILEY;
512 x2 %= MAX_BUF_XSIZE * TILEX;
513 y2 %= MAX_BUF_YSIZE * TILEY;
516 if (player_is_digging)
519 /* draw the field the player is moving from (under the player) */
520 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
521 DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
524 /* draw the field the player is moving to (under the player) */
525 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
526 DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
528 /* draw the player (masked) over the element he is just digging away */
529 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
532 /* draw the field the player is moving from (masked over the player) */
533 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
538 /* draw the player under the element which is on the same field */
539 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE);
541 /* draw the field the player is moving from (masked over the player) */
542 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
544 /* draw the field the player is moving to (masked over the player) */
545 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
548 /* redraw screen tiles in the next frame (player may have left the tiles) */
549 screentiles[old_sy][old_sx] = -1;
550 screentiles[new_sy][new_sx] = -1;
552 /* mark screen tiles as dirty (force screen refresh with changed content) */
553 redraw[old_sx][old_sy] = TRUE;
554 redraw[new_sx][new_sy] = TRUE;
559 void game_initscreen(void)
562 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
563 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
569 game.centered_player_nr = getCenteredPlayerNr_EM();
572 player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
574 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
575 screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
577 for (y = 0; y < MAX_BUF_YSIZE; y++)
579 for (x = 0; x < MAX_BUF_XSIZE; x++)
581 screentiles[y][x] = -1;
582 crumbled_state[y][x] = 0;
586 DrawAllGameValues(lev.required, dynamite_state, lev.score,
587 lev.time, all_keys_state);
591 void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
593 boolean ffwd_delay = (tape.playing && tape.fast_forward);
594 boolean no_delay = (tape.warp_forward);
595 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
596 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
600 if (quick_relocation)
602 int offset = game.scroll_delay_value;
604 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
606 scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
607 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
608 player->jx - MIDPOSX);
610 scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
611 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
612 player->jy - MIDPOSY);
616 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
617 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
618 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
620 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
621 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
622 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
624 /* don't scroll over playfield boundaries */
625 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
626 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
628 /* don't scroll over playfield boundaries */
629 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
630 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
633 RedrawPlayfield(TRUE, 0,0,0,0);
637 int scroll_xx = -999, scroll_yy = -999;
639 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
641 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
644 int fx = FX, fy = FY;
646 scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
647 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
648 player->jx - MIDPOSX);
650 scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
651 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
652 player->jy - MIDPOSY);
654 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
655 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
657 if (dx == 0 && dy == 0) /* no scrolling needed at all */
663 fx += dx * TILEX / 2;
664 fy += dy * TILEY / 2;
669 /* scroll in two steps of half tile size to make things smoother */
670 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
672 Delay(wait_delay_value);
674 /* scroll second step to align at full tile size */
676 Delay(wait_delay_value);
681 Delay(wait_delay_value);
686 static int getMaxCenterDistancePlayerNr(int center_x, int center_y)
688 int max_dx = 0, max_dy = 0;
689 int player_nr = game_em.last_moving_player;
692 for (i = 0; i < MAX_PLAYERS; i++)
696 int sx = PLAYER_SCREEN_X(i);
697 int sy = PLAYER_SCREEN_Y(i);
699 if (game_em.last_player_direction[i] != MV_NONE &&
700 (ABS(sx - center_x) > max_dx ||
701 ABS(sy - center_y) > max_dy))
703 max_dx = MAX(max_dx, ABS(sx - center_x));
704 max_dy = MAX(max_dy, ABS(sy - center_y));
714 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
716 boolean num_checked_players = 0;
719 for (i = 0; i < MAX_PLAYERS; i++)
723 int sx = PLAYER_SCREEN_X(i);
724 int sy = PLAYER_SCREEN_Y(i);
726 if (num_checked_players == 0)
733 *sx1 = MIN(*sx1, sx);
734 *sy1 = MIN(*sy1, sy);
735 *sx2 = MAX(*sx2, sx);
736 *sy2 = MAX(*sy2, sy);
739 num_checked_players++;
744 boolean checkIfAllPlayersFitToScreen()
746 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
748 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
750 return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
751 sy2 - sy1 <= SCR_FIELDY * TILEY);
754 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
756 int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
758 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
760 *sx = (sx1 + sx2) / 2;
761 *sy = (sy1 + sy2) / 2;
764 static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
765 int center_x, int center_y)
767 int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
769 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
771 *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
772 *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
775 static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
779 setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
781 return (max_dx <= SCR_FIELDX * TILEX / 2 &&
782 max_dy <= SCR_FIELDY * TILEY / 2);
785 void RedrawPlayfield_EM(boolean force_redraw)
788 boolean all_players_visible = checkIfAllPlayersAreVisible();
790 boolean draw_new_player_location = FALSE;
791 boolean quick_relocation = setup.quick_switch;
793 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
796 boolean game.set_centered_player = getSetCenteredPlayer_EM();
797 int game.centered_player_nr_next = getCenteredPlayerNr_EM();
800 int max_center_distance_player_nr =
801 getMaxCenterDistancePlayerNr(screen_x, screen_y);
803 int player_nr = game_em.last_moving_player;
805 int stepsize = TILEX / 8;
806 int offset = game.scroll_delay_value * TILEX;
807 int offset_x = offset;
808 int offset_y = offset;
809 int screen_x_old = screen_x;
810 int screen_y_old = screen_y;
814 if (game.set_centered_player)
816 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
818 /* switching to "all players" only possible if all players fit to screen */
819 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
821 game.centered_player_nr_next = game.centered_player_nr;
822 game.set_centered_player = FALSE;
825 /* do not switch focus to non-existing (or non-active) player */
826 if (game.centered_player_nr_next >= 0 &&
827 !ply[game.centered_player_nr_next].alive)
829 game.centered_player_nr_next = game.centered_player_nr;
830 game.set_centered_player = FALSE;
835 /* also allow focus switching when screen is scrolled to half tile */
837 if (!scrolling) /* screen currently aligned at tile position */
841 if (game.set_centered_player)
843 if (game.centered_player_nr != game.centered_player_nr_next)
846 game.centered_player_nr = game.centered_player_nr_next;
848 draw_new_player_location = TRUE;
851 game.set_centered_player = FALSE;
855 if (game.centered_player_nr == -1)
858 if (draw_new_player_location || offset == 0)
860 if (draw_new_player_location)
863 setScreenCenteredToAllPlayers(&sx, &sy);
868 sx = PLAYER_SCREEN_X(max_center_distance_player_nr);
869 sy = PLAYER_SCREEN_Y(max_center_distance_player_nr);
871 sx = PLAYER_SCREEN_X(game_em.last_moving_player);
872 sy = PLAYER_SCREEN_Y(game_em.last_moving_player);
878 sx = PLAYER_SCREEN_X(game.centered_player_nr);
879 sy = PLAYER_SCREEN_Y(game.centered_player_nr);
882 if (draw_new_player_location && quick_relocation)
884 screen_x = VALID_SCREEN_X(sx);
885 screen_y = VALID_SCREEN_Y(sy);
886 screen_x_old = screen_x;
887 screen_y_old = screen_y;
895 if (draw_new_player_location && !quick_relocation)
898 unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
900 unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
902 int wait_delay_value = game_frame_delay_value;
903 int screen_xx = VALID_SCREEN_X(sx);
904 int screen_yy = VALID_SCREEN_Y(sy);
906 while (screen_x != screen_xx || screen_y != screen_yy)
908 int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
909 int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0);
910 int dxx = 0, dyy = 0;
912 if (dx == 0 && dy == 0) /* no scrolling needed at all */
917 if (ABS(screen_xx - screen_x) >= TILEX)
919 screen_x -= dx * TILEX;
920 dxx = dx * TILEX / 2;
924 screen_x = screen_xx;
928 if (ABS(screen_yy - screen_y) >= TILEY)
930 screen_y -= dy * TILEY;
931 dyy = dy * TILEY / 2;
935 screen_y = screen_yy;
942 if (ABS(screen_xx - screen_x) >= TILEX ||
943 ABS(screen_yy - screen_y) >= TILEY)
945 screen_x -= dx * TILEX;
946 screen_y -= dy * TILEY;
948 dxx = dx * TILEX / 2;
949 dyy = dy * TILEY / 2;
953 screen_x = screen_xx;
954 screen_y = screen_yy;
960 screen_x -= dx * TILEX;
961 screen_y -= dy * TILEY;
963 dxx += dx * TILEX / 2;
964 dyy += dy * TILEY / 2;
969 /* scroll in two steps of half tile size to make things smoother */
975 for (i = 0; i < MAX_PLAYERS; i++)
980 Delay(wait_delay_value);
982 /* scroll second step to align at full tile size */
992 for (i = 0; i < MAX_PLAYERS; i++)
997 Delay(wait_delay_value);
1000 screen_x_old = screen_x;
1001 screen_y_old = screen_y;
1006 for (y = 0; y < MAX_BUF_YSIZE; y++)
1008 for (x = 0; x < MAX_BUF_XSIZE; x++)
1010 screentiles[y][x] = -1;
1011 crumbled_state[y][x] = 0;
1016 /* calculate new screen scrolling position, with regard to scroll delay */
1017 screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x :
1018 sx - offset_x > screen_x ? sx - offset_x :
1020 screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y :
1021 sy - offset_y > screen_y ? sy - offset_y :
1025 printf("::: (%d, %d) => (%d, %d) [(%d, %d), (%d, %d)] [%d, %d] [%d / %d]\n",
1026 screen_x_old, screen_y_old,
1028 ply[max_center_distance_player_nr].oldx,
1029 ply[max_center_distance_player_nr].x,
1030 ply[max_center_distance_player_nr].oldy,
1031 ply[max_center_distance_player_nr].y,
1033 ABS(screen_x - screen_x_old),
1034 ABS(screen_y - screen_y_old));
1040 /* prevent scrolling further than double player step size when scrolling */
1041 if (ABS(screen_x - screen_x_old) > 2 * stepsize)
1043 int dx = SIGN(screen_x - screen_x_old);
1045 screen_x = screen_x_old + dx * 2 * stepsize;
1047 if (ABS(screen_y - screen_y_old) > 2 * stepsize)
1049 int dy = SIGN(screen_y - screen_y_old);
1051 screen_y = screen_y_old + dy * 2 * stepsize;
1054 /* prevent scrolling further than double player step size when scrolling */
1055 if (ABS(screen_x - screen_x_old) > 2 * stepsize ||
1056 ABS(screen_y - screen_y_old) > 2 * stepsize)
1058 int dx = SIGN(screen_x - screen_x_old);
1059 int dy = SIGN(screen_y - screen_y_old);
1061 screen_x = screen_x_old + dx * 2 * stepsize;
1062 screen_y = screen_y_old + dy * 2 * stepsize;
1067 /* prevent scrolling further than player step size when scrolling */
1068 if (ABS(screen_x - screen_x_old) > stepsize ||
1069 ABS(screen_y - screen_y_old) > stepsize)
1071 int dx = SIGN(screen_x - screen_x_old);
1072 int dy = SIGN(screen_y - screen_y_old);
1074 screen_x = screen_x_old + dx * stepsize;
1075 screen_y = screen_y_old + dy * stepsize;
1079 /* prevent scrolling away from the other players when focus on all players */
1080 if (game.centered_player_nr == -1)
1083 /* check if all players are still visible with new scrolling position */
1084 if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) &&
1085 !checkIfAllPlayersAreVisible(screen_x, screen_y))
1087 /* reset horizontal scroll position to last value, if needed */
1088 if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
1089 screen_x = screen_x_old;
1091 /* reset vertical scroll position to last value, if needed */
1092 if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
1093 screen_y = screen_y_old;
1096 boolean all_players_visible = checkIfAllPlayersAreVisible();
1098 if (!all_players_visible)
1100 printf("::: not all players visible\n");
1102 screen_x = screen_x_old;
1103 screen_y = screen_y_old;
1108 /* prevent scrolling (for screen correcting) if no player is moving */
1109 if (!game_em.any_player_moving)
1111 screen_x = screen_x_old;
1112 screen_y = screen_y_old;
1116 /* prevent scrolling against the players move direction */
1118 int player_nr = game_em.last_moving_player;
1120 int player_nr = (game.centered_player_nr == -1 ?
1121 max_center_distance_player_nr : game.centered_player_nr);
1122 int player_move_dir = game_em.last_player_direction[player_nr];
1123 int dx = SIGN(screen_x - screen_x_old);
1124 int dy = SIGN(screen_y - screen_y_old);
1126 if ((dx < 0 && player_move_dir != MV_LEFT) ||
1127 (dx > 0 && player_move_dir != MV_RIGHT))
1128 screen_x = screen_x_old;
1130 if ((dy < 0 && player_move_dir != MV_UP) ||
1131 (dy > 0 && player_move_dir != MV_DOWN))
1132 screen_y = screen_y_old;
1137 for (i = 0; i < MAX_PLAYERS; i++)
1138 blitplayer(&ply[i]);
1149 void game_animscreen(void)
1151 RedrawPlayfield_EM(FALSE);
1154 void DrawGameDoorValues_EM()
1160 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1161 int key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1165 if (game.centered_player_nr == -1)
1173 for (i = 0; i < MAX_PLAYERS; i++)
1175 dynamite_state += ply[i].dynamite;
1176 key_state |= ply[i].keys;
1181 dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1182 key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1187 int player_nr = game.centered_player_nr;
1189 dynamite_state = ply[player_nr].dynamite;
1190 key_state = ply[player_nr].keys;
1195 DrawAllGameValues(lev.required, dynamite_state, lev.score,
1196 lev.time, key_state);
1198 DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
1199 DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);