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)
31 int frame; /* current screen frame */
32 int screen_x; /* current scroll position */
35 /* tiles currently on screen */
36 static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
37 static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
39 static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
43 int centered_player_nr;
45 static int centered_player_nr;
49 /* copy the entire screen to the window at the scroll position */
51 void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
53 int x = screen_x % (MAX_BUF_XSIZE * TILEX);
54 int y = screen_y % (MAX_BUF_YSIZE * TILEY);
56 if (x < 2 * TILEX && y < 2 * TILEY)
58 BlitBitmap(screenBitmap, target_bitmap, x, y,
59 SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
61 else if (x < 2 * TILEX && y >= 2 * TILEY)
63 BlitBitmap(screenBitmap, target_bitmap, x, y,
64 SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
66 BlitBitmap(screenBitmap, target_bitmap, x, 0,
67 SCR_FIELDX * TILEX, y - 2 * TILEY,
68 SX, SY + MAX_BUF_YSIZE * TILEY - y);
70 else if (x >= 2 * TILEX && y < 2 * TILEY)
72 BlitBitmap(screenBitmap, target_bitmap, x, y,
73 MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
75 BlitBitmap(screenBitmap, target_bitmap, 0, y,
76 x - 2 * TILEX, SCR_FIELDY * TILEY,
77 SX + MAX_BUF_XSIZE * TILEX - x, SY);
81 BlitBitmap(screenBitmap, target_bitmap, x, y,
82 MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
84 BlitBitmap(screenBitmap, target_bitmap, 0, y,
85 x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
86 SX + MAX_BUF_XSIZE * TILEX - x, SY);
87 BlitBitmap(screenBitmap, target_bitmap, x, 0,
88 MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
89 SX, SY + MAX_BUF_YSIZE * TILEY - y);
90 BlitBitmap(screenBitmap, target_bitmap, 0, 0,
91 x - 2 * TILEX, y - 2 * TILEY,
92 SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
96 void BackToFront_EM(void)
98 static boolean scrolling_last = FALSE;
99 int left = screen_x / TILEX;
100 int top = screen_y / TILEY;
101 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
106 if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
108 /* blit all (up to four) parts of the scroll buffer to the backbuffer */
109 BlitScreenToBitmap_EM(backbuffer);
111 /* blit the completely updated backbuffer to the window (in one blit) */
112 BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
116 for (x = 0; x < SCR_FIELDX; x++)
118 for (y = 0; y < SCR_FIELDY; y++)
120 int xx = (left + x) % MAX_BUF_XSIZE;
121 int yy = (top + y) % MAX_BUF_YSIZE;
124 BlitBitmap(screenBitmap, window,
125 xx * TILEX, yy * TILEY, TILEX, TILEY,
126 SX + x * TILEX, SY + y * TILEY);
133 for (x = 0; x < MAX_BUF_XSIZE; x++)
134 for (y = 0; y < MAX_BUF_YSIZE; y++)
135 redraw[x][y] = FALSE;
138 scrolling_last = scrolling;
141 void blitscreen(void)
146 static void DrawLevelField_EM(int x, int y, int sx, int sy,
149 int tile = Draw[y][x];
150 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
151 int src_x = g->src_x + g->src_offset_x;
152 int src_y = g->src_y + g->src_offset_y;
153 int dst_x = sx * TILEX + g->dst_offset_x;
154 int dst_y = sy * TILEY + g->dst_offset_y;
155 int width = g->width;
156 int height = g->height;
157 int left = screen_x / TILEX;
158 int top = screen_y / TILEY;
160 /* do not draw fields that are outside the visible screen area */
161 if (x < left || x >= left + MAX_BUF_XSIZE ||
162 y < top || y >= top + MAX_BUF_YSIZE)
167 if (width > 0 && height > 0)
169 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
170 dst_x - src_x, dst_y - src_y);
171 BlitBitmapMasked(g->bitmap, screenBitmap,
172 src_x, src_y, width, height, dst_x, dst_y);
177 if ((width != TILEX || height != TILEY) && !g->preserve_background)
178 ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
180 if (width > 0 && height > 0)
181 BlitBitmap(g->bitmap, screenBitmap,
182 src_x, src_y, width, height, dst_x, dst_y);
186 static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
187 int crm, boolean draw_masked)
189 int tile = Draw[y][x];
190 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
191 int left = screen_x / TILEX;
192 int top = screen_y / TILEY;
195 /* do not draw fields that are outside the visible screen area */
196 if (x < left || x >= left + MAX_BUF_XSIZE ||
197 y < top || y >= top + MAX_BUF_YSIZE)
200 if (crm == 0) /* no crumbled edges for this tile */
203 for (i = 0; i < 4; i++)
207 int width, height, cx, cy;
209 if (i == 1 || i == 2)
211 width = g->crumbled_border_size;
213 cx = (i == 2 ? TILEX - g->crumbled_border_size : 0);
219 height = g->crumbled_border_size;
221 cy = (i == 3 ? TILEY - g->crumbled_border_size : 0);
224 if (width > 0 && height > 0)
226 int src_x = g->crumbled_src_x + cx;
227 int src_y = g->crumbled_src_y + cy;
228 int dst_x = sx * TILEX + cx;
229 int dst_y = sy * TILEY + cy;
233 SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc,
234 dst_x - src_x, dst_y - src_y);
235 BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
236 src_x, src_y, width, height, dst_x, dst_y);
239 BlitBitmap(g->crumbled_bitmap, screenBitmap,
240 src_x, src_y, width, height, dst_x, dst_y);
246 static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim,
249 struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
252 getGraphicSourceExt_EM(player_nr, anim, frame,
253 &g->bitmap, &g->src_x, &g->src_y);
256 int src_x = g->src_x, src_y = g->src_y;
259 /* do not draw fields that are outside the visible screen area */
260 if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX ||
261 y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY)
264 x1 %= MAX_BUF_XSIZE * TILEX;
265 y1 %= MAX_BUF_YSIZE * TILEY;
269 /* draw the player to current location */
272 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
273 dst_x - src_x, dst_y - src_y);
274 BlitBitmapMasked(g->bitmap, screenBitmap,
275 src_x, src_y, TILEX, TILEY, dst_x, dst_y);
277 /* draw the player to opposite wrap-around column */
278 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
280 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
281 dst_x - src_x, dst_y - src_y);
282 BlitBitmapMasked(g->bitmap, screenBitmap,
283 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
285 /* draw the player to opposite wrap-around row */
287 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
288 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
289 dst_x - src_x, dst_y - src_y);
290 BlitBitmapMasked(g->bitmap, screenBitmap,
291 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
295 /* draw the player to current location */
298 BlitBitmap(g->bitmap, screenBitmap,
299 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
301 /* draw the player to opposite wrap-around column */
302 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
304 BlitBitmap(g->bitmap, screenBitmap,
305 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
307 /* draw the player to opposite wrap-around row */
309 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
310 BlitBitmap(g->bitmap, screenBitmap,
311 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
315 /* draw differences between game tiles and screen tiles
317 * implicitly handles scrolling and restoring background under the sprites
320 static void animscreen(void)
323 int left = screen_x / TILEX;
324 int top = screen_y / TILEY;
325 static int xy[4][2] =
333 for (y = top; y < top + MAX_BUF_YSIZE; y++)
335 for (x = left; x < left + MAX_BUF_XSIZE; x++)
337 int sx = x % MAX_BUF_XSIZE;
338 int sy = y % MAX_BUF_YSIZE;
339 int tile = Draw[y][x];
340 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
341 int obj = g->unique_identifier;
344 /* re-calculate crumbled state of this tile */
345 if (g->has_crumbled_graphics)
347 for (i = 0; i < 4; i++)
349 int xx = x + xy[i][0];
350 int yy = y + xy[i][1];
353 if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
354 yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
357 tile_next = Draw[yy][xx];
359 if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
364 /* only redraw screen tiles if they (or their crumbled state) changed */
365 if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
367 DrawLevelField_EM(x, y, sx, sy, FALSE);
368 DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
370 screentiles[sy][sx] = obj;
371 crumbled_state[sy][sx] = crm;
373 redraw[sx][sy] = TRUE;
381 /* blit players to the screen
383 * handles transparency and movement
386 static void blitplayer(struct PLAYER *ply)
393 /* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
394 x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
395 y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
399 if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
400 (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
402 /* some casts to "int" are needed because of negative calculation values */
403 int dx = (int)ply->x - (int)ply->oldx;
404 int dy = (int)ply->y - (int)ply->oldy;
405 int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
406 int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
407 int new_x = old_x + SIGN(dx);
408 int new_y = old_y + SIGN(dy);
409 int old_sx = old_x % MAX_BUF_XSIZE;
410 int old_sy = old_y % MAX_BUF_XSIZE;
411 int new_sx = new_x % MAX_BUF_XSIZE;
412 int new_sy = new_y % MAX_BUF_XSIZE;
414 int old_crm = crumbled_state[old_sy][old_sx];
416 int new_crm = crumbled_state[new_sy][new_sx];
418 /* only diggable elements can be crumbled in the classic EM engine */
419 boolean player_is_digging = (new_crm != 0);
422 x1 %= MAX_BUF_XSIZE * TILEX;
423 y1 %= MAX_BUF_YSIZE * TILEY;
424 x2 %= MAX_BUF_XSIZE * TILEX;
425 y2 %= MAX_BUF_YSIZE * TILEY;
428 if (player_is_digging)
431 /* draw the field the player is moving from (under the player) */
432 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
433 DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
436 /* draw the field the player is moving to (under the player) */
437 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
438 DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
440 /* draw the player (masked) over the element he is just digging away */
441 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
444 /* draw the field the player is moving from (masked over the player) */
445 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
450 /* draw the player under the element which is on the same field */
451 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE);
453 /* draw the field the player is moving from (masked over the player) */
454 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
456 /* draw the field the player is moving to (masked over the player) */
457 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
460 /* redraw screen tiles in the next frame (player may have left the tiles) */
461 screentiles[old_sy][old_sx] = -1;
462 screentiles[new_sy][new_sx] = -1;
464 /* mark screen tiles as dirty (force screen refresh with changed content) */
465 redraw[old_sx][old_sy] = TRUE;
466 redraw[new_sx][new_sy] = TRUE;
471 void game_initscreen(void)
474 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
475 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
481 game.centered_player_nr = getCenteredPlayerNr_EM();
484 player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
486 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
487 screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
489 for (y = 0; y < MAX_BUF_YSIZE; y++)
491 for (x = 0; x < MAX_BUF_XSIZE; x++)
493 screentiles[y][x] = -1;
494 crumbled_state[y][x] = 0;
498 DrawAllGameValues(lev.required, dynamite_state, lev.score,
499 lev.time, all_keys_state);
503 void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
505 boolean ffwd_delay = (tape.playing && tape.fast_forward);
506 boolean no_delay = (tape.warp_forward);
507 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
508 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
512 if (quick_relocation)
514 int offset = (setup.scroll_delay ? 3 : 0);
516 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
518 scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
519 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
520 player->jx - MIDPOSX);
522 scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
523 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
524 player->jy - MIDPOSY);
528 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
529 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
530 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
532 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
533 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
534 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
536 /* don't scroll over playfield boundaries */
537 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
538 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
540 /* don't scroll over playfield boundaries */
541 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
542 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
545 RedrawPlayfield(TRUE, 0,0,0,0);
549 int scroll_xx = -999, scroll_yy = -999;
551 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
553 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
556 int fx = FX, fy = FY;
558 scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
559 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
560 player->jx - MIDPOSX);
562 scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
563 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
564 player->jy - MIDPOSY);
566 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
567 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
569 if (dx == 0 && dy == 0) /* no scrolling needed at all */
575 fx += dx * TILEX / 2;
576 fy += dy * TILEY / 2;
581 /* scroll in two steps of half tile size to make things smoother */
582 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
584 Delay(wait_delay_value);
586 /* scroll second step to align at full tile size */
588 Delay(wait_delay_value);
593 Delay(wait_delay_value);
598 static int getMaxCenterDistancePlayerNr(int center_x, int center_y)
600 int max_dx = 0, max_dy = 0;
601 int player_nr = game_em.last_moving_player;
604 for (i = 0; i < MAX_PLAYERS; i++)
608 int sx = PLAYER_SCREEN_X(i);
609 int sy = PLAYER_SCREEN_Y(i);
611 if (game_em.last_player_direction[i] != MV_NONE &&
612 (ABS(sx - center_x) > max_dx ||
613 ABS(sy - center_y) > max_dy))
615 max_dx = MAX(max_dx, ABS(sx - center_x));
616 max_dy = MAX(max_dy, ABS(sy - center_y));
626 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
628 boolean num_checked_players = 0;
631 for (i = 0; i < MAX_PLAYERS; i++)
635 int sx = PLAYER_SCREEN_X(i);
636 int sy = PLAYER_SCREEN_Y(i);
638 if (num_checked_players == 0)
645 *sx1 = MIN(*sx1, sx);
646 *sy1 = MIN(*sy1, sy);
647 *sx2 = MAX(*sx2, sx);
648 *sy2 = MAX(*sy2, sy);
651 num_checked_players++;
656 boolean checkIfAllPlayersFitToScreen()
658 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
660 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
662 return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
663 sy2 - sy1 <= SCR_FIELDY * TILEY);
666 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
668 int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
670 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
672 *sx = (sx1 + sx2) / 2;
673 *sy = (sy1 + sy2) / 2;
676 static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
677 int center_x, int center_y)
679 int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
681 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
683 *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
684 *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
687 static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
691 setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
693 return (max_dx <= SCR_FIELDX * TILEX / 2 &&
694 max_dy <= SCR_FIELDY * TILEY / 2);
697 void RedrawPlayfield_EM(boolean force_redraw)
700 boolean all_players_visible = checkIfAllPlayersAreVisible();
702 boolean draw_new_player_location = FALSE;
703 boolean quick_relocation = setup.quick_switch;
705 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
708 boolean game.set_centered_player = getSetCenteredPlayer_EM();
709 int game.centered_player_nr_next = getCenteredPlayerNr_EM();
712 int max_center_distance_player_nr =
713 getMaxCenterDistancePlayerNr(screen_x, screen_y);
715 int player_nr = game_em.last_moving_player;
717 int stepsize = TILEX / 8;
718 int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
719 int offset_x = offset;
720 int offset_y = offset;
721 int screen_x_old = screen_x;
722 int screen_y_old = screen_y;
726 if (game.set_centered_player)
728 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
730 /* switching to "all players" only possible if all players fit to screen */
731 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
733 game.centered_player_nr_next = game.centered_player_nr;
734 game.set_centered_player = FALSE;
737 /* do not switch focus to non-existing (or non-active) player */
738 if (game.centered_player_nr_next >= 0 &&
739 !ply[game.centered_player_nr_next].alive)
741 game.centered_player_nr_next = game.centered_player_nr;
742 game.set_centered_player = FALSE;
747 /* also allow focus switching when screen is scrolled to half tile */
749 if (!scrolling) /* screen currently aligned at tile position */
753 if (game.set_centered_player)
755 if (game.centered_player_nr != game.centered_player_nr_next)
758 game.centered_player_nr = game.centered_player_nr_next;
760 draw_new_player_location = TRUE;
763 game.set_centered_player = FALSE;
767 if (game.centered_player_nr == -1)
770 if (draw_new_player_location || offset == 0)
772 if (draw_new_player_location)
775 setScreenCenteredToAllPlayers(&sx, &sy);
780 sx = PLAYER_SCREEN_X(max_center_distance_player_nr);
781 sy = PLAYER_SCREEN_Y(max_center_distance_player_nr);
783 sx = PLAYER_SCREEN_X(game_em.last_moving_player);
784 sy = PLAYER_SCREEN_Y(game_em.last_moving_player);
790 sx = PLAYER_SCREEN_X(game.centered_player_nr);
791 sy = PLAYER_SCREEN_Y(game.centered_player_nr);
794 if (draw_new_player_location && quick_relocation)
796 screen_x = VALID_SCREEN_X(sx);
797 screen_y = VALID_SCREEN_Y(sy);
798 screen_x_old = screen_x;
799 screen_y_old = screen_y;
807 if (draw_new_player_location && !quick_relocation)
810 unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
812 unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
814 int wait_delay_value = game_frame_delay_value;
815 int screen_xx = VALID_SCREEN_X(sx);
816 int screen_yy = VALID_SCREEN_Y(sy);
818 while (screen_x != screen_xx || screen_y != screen_yy)
820 int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
821 int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0);
822 int dxx = 0, dyy = 0;
824 if (dx == 0 && dy == 0) /* no scrolling needed at all */
829 if (ABS(screen_xx - screen_x) >= TILEX)
831 screen_x -= dx * TILEX;
832 dxx = dx * TILEX / 2;
836 screen_x = screen_xx;
840 if (ABS(screen_yy - screen_y) >= TILEY)
842 screen_y -= dy * TILEY;
843 dyy = dy * TILEY / 2;
847 screen_y = screen_yy;
854 if (ABS(screen_xx - screen_x) >= TILEX ||
855 ABS(screen_yy - screen_y) >= TILEY)
857 screen_x -= dx * TILEX;
858 screen_y -= dy * TILEY;
860 dxx = dx * TILEX / 2;
861 dyy = dy * TILEY / 2;
865 screen_x = screen_xx;
866 screen_y = screen_yy;
872 screen_x -= dx * TILEX;
873 screen_y -= dy * TILEY;
875 dxx += dx * TILEX / 2;
876 dyy += dy * TILEY / 2;
881 /* scroll in two steps of half tile size to make things smoother */
887 for (i = 0; i < MAX_PLAYERS; i++)
892 Delay(wait_delay_value);
894 /* scroll second step to align at full tile size */
904 for (i = 0; i < MAX_PLAYERS; i++)
909 Delay(wait_delay_value);
912 screen_x_old = screen_x;
913 screen_y_old = screen_y;
918 for (y = 0; y < MAX_BUF_YSIZE; y++)
920 for (x = 0; x < MAX_BUF_XSIZE; x++)
922 screentiles[y][x] = -1;
923 crumbled_state[y][x] = 0;
928 /* calculate new screen scrolling position, with regard to scroll delay */
929 screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x :
930 sx - offset_x > screen_x ? sx - offset_x :
932 screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y :
933 sy - offset_y > screen_y ? sy - offset_y :
937 printf("::: (%d, %d) => (%d, %d) [(%d, %d), (%d, %d)] [%d, %d] [%d / %d]\n",
938 screen_x_old, screen_y_old,
940 ply[max_center_distance_player_nr].oldx,
941 ply[max_center_distance_player_nr].x,
942 ply[max_center_distance_player_nr].oldy,
943 ply[max_center_distance_player_nr].y,
945 ABS(screen_x - screen_x_old),
946 ABS(screen_y - screen_y_old));
952 /* prevent scrolling further than double player step size when scrolling */
953 if (ABS(screen_x - screen_x_old) > 2 * stepsize)
955 int dx = SIGN(screen_x - screen_x_old);
957 screen_x = screen_x_old + dx * 2 * stepsize;
959 if (ABS(screen_y - screen_y_old) > 2 * stepsize)
961 int dy = SIGN(screen_y - screen_y_old);
963 screen_y = screen_y_old + dy * 2 * stepsize;
966 /* prevent scrolling further than double player step size when scrolling */
967 if (ABS(screen_x - screen_x_old) > 2 * stepsize ||
968 ABS(screen_y - screen_y_old) > 2 * stepsize)
970 int dx = SIGN(screen_x - screen_x_old);
971 int dy = SIGN(screen_y - screen_y_old);
973 screen_x = screen_x_old + dx * 2 * stepsize;
974 screen_y = screen_y_old + dy * 2 * stepsize;
979 /* prevent scrolling further than player step size when scrolling */
980 if (ABS(screen_x - screen_x_old) > stepsize ||
981 ABS(screen_y - screen_y_old) > stepsize)
983 int dx = SIGN(screen_x - screen_x_old);
984 int dy = SIGN(screen_y - screen_y_old);
986 screen_x = screen_x_old + dx * stepsize;
987 screen_y = screen_y_old + dy * stepsize;
991 /* prevent scrolling away from the other players when focus on all players */
992 if (game.centered_player_nr == -1)
995 /* check if all players are still visible with new scrolling position */
996 if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) &&
997 !checkIfAllPlayersAreVisible(screen_x, screen_y))
999 /* reset horizontal scroll position to last value, if needed */
1000 if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
1001 screen_x = screen_x_old;
1003 /* reset vertical scroll position to last value, if needed */
1004 if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
1005 screen_y = screen_y_old;
1008 boolean all_players_visible = checkIfAllPlayersAreVisible();
1010 if (!all_players_visible)
1012 printf("::: not all players visible\n");
1014 screen_x = screen_x_old;
1015 screen_y = screen_y_old;
1020 /* prevent scrolling (for screen correcting) if no player is moving */
1021 if (!game_em.any_player_moving)
1023 screen_x = screen_x_old;
1024 screen_y = screen_y_old;
1028 /* prevent scrolling against the players move direction */
1030 int player_nr = game_em.last_moving_player;
1032 int player_nr = (game.centered_player_nr == -1 ?
1033 max_center_distance_player_nr : game.centered_player_nr);
1034 int player_move_dir = game_em.last_player_direction[player_nr];
1035 int dx = SIGN(screen_x - screen_x_old);
1036 int dy = SIGN(screen_y - screen_y_old);
1038 if ((dx < 0 && player_move_dir != MV_LEFT) ||
1039 (dx > 0 && player_move_dir != MV_RIGHT))
1040 screen_x = screen_x_old;
1042 if ((dy < 0 && player_move_dir != MV_UP) ||
1043 (dy > 0 && player_move_dir != MV_DOWN))
1044 screen_y = screen_y_old;
1049 for (i = 0; i < MAX_PLAYERS; i++)
1050 blitplayer(&ply[i]);
1061 void game_animscreen(void)
1063 RedrawPlayfield_EM(FALSE);
1066 void DrawGameDoorValues_EM()
1072 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1073 int key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1077 if (game.centered_player_nr == -1)
1085 for (i = 0; i < MAX_PLAYERS; i++)
1087 dynamite_state += ply[i].dynamite;
1088 key_state |= ply[i].keys;
1093 dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
1094 key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
1099 int player_nr = game.centered_player_nr;
1101 dynamite_state = ply[player_nr].dynamite;
1102 key_state = ply[player_nr].keys;
1107 DrawAllGameValues(lev.required, dynamite_state, lev.score,
1108 lev.time, key_state);
1110 DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
1111 DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);