* 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
(8 - frame) * ply[p].y) * TILEY / 8 \
- ((SCR_FIELDY - 1) * TILEY) / 2)
+#define USE_EXTENDED_GRAPHICS_ENGINE 1
-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];
-static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
-
-static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
+int frame; /* current screen frame */
+int screen_x, screen_y; /* current scroll position */
-static int centered_player_nr;
+/* tiles currently on screen */
+static int screentiles[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
+static int crumbled_state[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
+static boolean redraw[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
-/* 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)
{
int x = screen_x % (MAX_BUF_XSIZE * TILEX);
int y = screen_y % (MAX_BUF_YSIZE * TILEY);
+ int sx, sy, sxsize, sysize;
+ int xsize = SXSIZE;
+ int ysize = SYSIZE;
+ int full_xsize = lev.width * TILEX;
+ int full_ysize = lev.height * TILEY;
+
+ sxsize = (full_xsize < xsize ? full_xsize : xsize);
+ sysize = (full_ysize < ysize ? full_ysize : ysize);
+ sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
+ sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
if (x < 2 * TILEX && y < 2 * TILEY)
{
BlitBitmap(screenBitmap, target_bitmap, x, y,
- SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
+ sxsize, sysize, sx, sy);
}
else if (x < 2 * TILEX && y >= 2 * TILEY)
{
BlitBitmap(screenBitmap, target_bitmap, x, y,
- SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
- SX, SY);
+ sxsize, MAX_BUF_YSIZE * TILEY - y,
+ sx, sy);
BlitBitmap(screenBitmap, target_bitmap, x, 0,
- SCR_FIELDX * TILEX, y - 2 * TILEY,
- SX, SY + MAX_BUF_YSIZE * TILEY - y);
+ sxsize, y - 2 * TILEY,
+ sx, sy + MAX_BUF_YSIZE * TILEY - y);
}
else if (x >= 2 * TILEX && y < 2 * TILEY)
{
BlitBitmap(screenBitmap, target_bitmap, x, y,
- MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
- SX, SY);
+ MAX_BUF_XSIZE * TILEX - x, sysize,
+ sx, sy);
BlitBitmap(screenBitmap, target_bitmap, 0, y,
- x - 2 * TILEX, SCR_FIELDY * TILEY,
- SX + MAX_BUF_XSIZE * TILEX - x, SY);
+ x - 2 * TILEX, sysize,
+ sx + MAX_BUF_XSIZE * TILEX - x, sy);
}
else
{
BlitBitmap(screenBitmap, target_bitmap, x, y,
MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
- SX, SY);
+ sx, sy);
BlitBitmap(screenBitmap, target_bitmap, 0, y,
x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
- SX + MAX_BUF_XSIZE * TILEX - x, SY);
+ sx + MAX_BUF_XSIZE * TILEX - x, sy);
BlitBitmap(screenBitmap, target_bitmap, x, 0,
MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
- SX, SY + MAX_BUF_YSIZE * TILEY - y);
+ sx, sy + MAX_BUF_YSIZE * TILEY - y);
BlitBitmap(screenBitmap, target_bitmap, 0, 0,
x - 2 * TILEX, y - 2 * TILEY,
- SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
+ sx + MAX_BUF_XSIZE * TILEX - x, sy + MAX_BUF_YSIZE * TILEY - y);
}
}
-void blitscreen(void)
+void BackToFront_EM(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
+ /* blit all (up to four) parts of the scroll buffer to the backbuffer */
+ BlitScreenToBitmap_EM(backbuffer);
- if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
- {
- /* blit all (up to four) parts of the scroll buffer to the backbuffer */
- BlitScreenToBitmap_EM(backbuffer);
-
- /* blit the completely updated backbuffer to the window (in one blit) */
- BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
- }
- else
- {
- for (x = 0; x < SCR_FIELDX; x++)
- {
- for (y = 0; y < SCR_FIELDY; y++)
- {
- int xx = (left + x) % MAX_BUF_XSIZE;
- int yy = (top + y) % MAX_BUF_YSIZE;
-
- if (redraw[xx][yy])
- BlitBitmap(screenBitmap, window,
- xx * TILEX, yy * TILEY, TILEX, TILEY,
- SX + x * TILEX, SY + y * TILEY);
- }
- }
- }
+ /* blit the completely updated backbuffer to the window (in one blit) */
+ BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
for (x = 0; x < MAX_BUF_XSIZE; x++)
for (y = 0; y < MAX_BUF_YSIZE; y++)
redraw[x][y] = FALSE;
redraw_tiles = 0;
+}
+
+void blitscreen(void)
+{
+ BackToFront_EM();
+}
+
+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(g, tile, 7 - frame, x - 2, y - 2);
- scrolling_last = scrolling;
+ return g;
+}
-#else
+static struct GraphicInfo_EM *getPlayerGraphic(int player_nr, int anim)
+{
+ struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
- /* blit all (up to four) parts of the scroll buffer to the window */
- BlitScreenToBitmap_EM(window);
+ if (!game.use_native_emc_graphics_engine)
+ getGraphicSourcePlayerExt_EM(g, player_nr, anim, 7 - frame);
-#endif
+ return g;
}
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];
- 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;
- int dst_y = sy * TILEY + g->dst_offset_y;
- int width = g->width;
- int height = g->height;
-
-#if 1
+ struct GraphicInfo_EM *g = getObjectGraphic(x, y);
+ int src_x = g->src_x + g->src_offset_x * TILESIZE_VAR / TILESIZE;
+ int src_y = g->src_y + g->src_offset_y * TILESIZE_VAR / TILESIZE;
+ int dst_x = sx * TILEX + g->dst_offset_x * TILESIZE_VAR / TILESIZE;
+ int dst_y = sy * TILEY + g->dst_offset_y * TILESIZE_VAR / TILESIZE;
+ int width = g->width * TILESIZE_VAR / TILESIZE;
+ int height = g->height * TILESIZE_VAR / TILESIZE;
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)
{
if (width > 0 && height > 0)
- {
- SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
- dst_x - src_x, dst_y - src_y);
BlitBitmapMasked(g->bitmap, screenBitmap,
src_x, src_y, width, height, dst_x, dst_y);
- }
}
else
{
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];
- int i;
-
-#if 1
+ struct GraphicInfo_EM *g;
+ int crumbled_border_size;
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;
+ g = getObjectGraphic(x, y);
+
+ crumbled_border_size = g->crumbled_border_size * TILESIZE_VAR / TILESIZE;
+
for (i = 0; i < 4; i++)
{
if (crm & (1 << i))
if (i == 1 || i == 2)
{
- width = g->crumbled_border_size;
+ width = crumbled_border_size;
height = TILEY;
- cx = (i == 2 ? TILEX - g->crumbled_border_size : 0);
+ cx = (i == 2 ? TILEX - crumbled_border_size : 0);
cy = 0;
}
else
{
width = TILEX;
- height = g->crumbled_border_size;
+ height = crumbled_border_size;
cx = 0;
- cy = (i == 3 ? TILEY - g->crumbled_border_size : 0);
+ cy = (i == 3 ? TILEY - crumbled_border_size : 0);
}
if (width > 0 && height > 0)
int dst_y = sy * TILEY + cy;
if (draw_masked)
- {
- SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc,
- dst_x - src_x, dst_y - src_y);
BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
src_x, src_y, width, height, dst_x, dst_y);
- }
else
BlitBitmap(g->crumbled_bitmap, screenBitmap,
src_x, src_y, width, height, dst_x, dst_y);
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];
-
+ struct GraphicInfo_EM *g = getPlayerGraphic(player_nr, 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)
{
/* draw the player to current location */
dst_x = x1;
dst_y = y1;
- SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
- dst_x - src_x, dst_y - src_y);
BlitBitmapMasked(g->bitmap, screenBitmap,
src_x, src_y, TILEX, TILEY, dst_x, dst_y);
/* draw the player to opposite wrap-around column */
dst_x = x1 - MAX_BUF_XSIZE * TILEX;
dst_y = y1;
- SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
- dst_x - src_x, dst_y - src_y);
BlitBitmapMasked(g->bitmap, screenBitmap,
g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
/* draw the player to opposite wrap-around row */
dst_x = x1;
dst_y = y1 - MAX_BUF_YSIZE * TILEY;
- SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
- dst_x - src_x, dst_y - src_y);
BlitBitmapMasked(g->bitmap, screenBitmap,
g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
}
/* 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)
{ 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(&graphic_info_em_object[Draw[y][x]][frame],
+ Draw[y][x], 7 - frame, x - 2, y - 2);
+
for (y = top; y < top + MAX_BUF_YSIZE; y++)
{
for (x = left; x < left + MAX_BUF_XSIZE; x++)
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)
}
}
+ redraw_screen_tile = (screentiles[sy][sx] != obj ||
+ crumbled_state[sy][sx] != crm);
+
/* 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);
int new_x = old_x + SIGN(dx);
int new_y = old_y + SIGN(dy);
int old_sx = old_x % MAX_BUF_XSIZE;
- int old_sy = old_y % MAX_BUF_XSIZE;
+ int old_sy = old_y % MAX_BUF_YSIZE;
int new_sx = new_x % MAX_BUF_XSIZE;
- int new_sy = new_y % MAX_BUF_XSIZE;
-#if 0
- int old_crm = crumbled_state[old_sy][old_sx];
-#endif
+ int new_sy = new_y % MAX_BUF_YSIZE;
int new_crm = crumbled_state[new_sy][new_sx];
/* only diggable elements can be crumbled in the classic EM engine */
boolean player_is_digging = (new_crm != 0);
-#if 0
- x1 %= MAX_BUF_XSIZE * TILEX;
- y1 %= MAX_BUF_YSIZE * TILEY;
- x2 %= MAX_BUF_XSIZE * TILEX;
- y2 %= MAX_BUF_YSIZE * TILEY;
-#endif
-
if (player_is_digging)
{
-#if 0
- /* draw the field the player is moving from (under the player) */
- DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
- DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
-#endif
-
/* draw the field the player is moving to (under the player) */
DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
/* draw the player (masked) over the element he is just digging away */
DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
-#if 1
/* draw the field the player is moving from (masked over the player) */
DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
-#endif
}
else
{
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;
}
}
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;
-#else
-#if 1
- int player_nr = getCenteredPlayerNr_EM();
-#else
- int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */
-#endif
-#endif
+ int x,y;
- centered_player_nr = getCenteredPlayerNr_EM();
+ frame = 6;
- player_nr = (centered_player_nr != -1 ? centered_player_nr : 0);
+ 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++)
{
crumbled_state[y][x] = 0;
}
}
-
-#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
-void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
+static int getMaxCenterDistancePlayerNr(int center_x, int center_y)
{
- boolean ffwd_delay = (tape.playing && tape.fast_forward);
- boolean no_delay = (tape.warp_forward);
- int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
- int wait_delay_value = (no_delay ? 0 : frame_delay_value);
- int jx = player->jx;
- int jy = player->jy;
-
- if (quick_relocation)
- {
- int offset = (setup.scroll_delay ? 3 : 0);
+ int max_dx = 0, max_dy = 0;
+ int player_nr = game_em.last_moving_player;
+ int i;
- if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (ply[i].alive)
{
- scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- player->jx - MIDPOSX);
+ 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));
- scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- player->jy - MIDPOSY);
+ player_nr = i;
+ }
}
- else
- {
- if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
- (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
- scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+ }
+
+ return player_nr;
+}
- if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
- (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
- scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
+{
+ boolean num_checked_players = 0;
+ int i;
- /* don't scroll over playfield boundaries */
- if (scroll_x < SBX_Left || scroll_x > SBX_Right)
- scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (ply[i].alive)
+ {
+ int sx = PLAYER_SCREEN_X(i);
+ int sy = PLAYER_SCREEN_Y(i);
- /* don't scroll over playfield boundaries */
- if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
- scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
- }
+ 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);
+ }
- RedrawPlayfield(TRUE, 0,0,0,0);
+ num_checked_players++;
+ }
}
- else
- {
- int scroll_xx = -999, scroll_yy = -999;
+}
- ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+boolean checkIfAllPlayersFitToScreen()
+{
+ int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
- while (scroll_xx != scroll_x || scroll_yy != scroll_y)
- {
- int dx = 0, dy = 0;
- int fx = FX, fy = FY;
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
- scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- player->jx - MIDPOSX);
+ return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
+ sy2 - sy1 <= SCR_FIELDY * TILEY);
+}
- scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- player->jy - MIDPOSY);
+static void setScreenCenteredToAllPlayers(int *sx, int *sy)
+{
+ int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
- dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
- dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
- if (dx == 0 && dy == 0) /* no scrolling needed at all */
- break;
+ *sx = (sx1 + sx2) / 2;
+ *sy = (sy1 + sy2) / 2;
+}
- scroll_x -= dx;
- scroll_y -= dy;
+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;
- fx += dx * TILEX / 2;
- fy += dy * TILEY / 2;
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
- ScrollLevel(dx, dy);
- DrawAllPlayers();
+ *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
+ *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
+}
- /* scroll in two steps of half tile size to make things smoother */
- BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
- FlushDisplay();
- Delay(wait_delay_value);
+static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
+{
+ int max_dx, max_dy;
- /* scroll second step to align at full tile size */
- BackToFront();
- Delay(wait_delay_value);
- }
+ setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
- DrawPlayer(player);
- BackToFront();
- Delay(wait_delay_value);
- }
+ return (max_dx <= SCR_FIELDX * TILEX / 2 &&
+ max_dy <= SCR_FIELDY * TILEY / 2);
}
-#endif
void RedrawPlayfield_EM(boolean force_redraw)
{
-#if 1
- int centered_player_nr_next = getCenteredPlayerNr_EM();
- int player_nr = (centered_player_nr_next != -1 ? centered_player_nr_next :0);
boolean draw_new_player_location = FALSE;
boolean quick_relocation = setup.quick_switch;
-#else
- int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */
-#endif
- int sx = PLAYER_SCREEN_X(player_nr);
- int sy = PLAYER_SCREEN_Y(player_nr);
- int i, x, y;
-
-#if 1
- boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
+ int max_center_distance_player_nr =
+ getMaxCenterDistancePlayerNr(screen_x, screen_y);
+ int stepsize = TILEX / 8;
+ int offset = game.scroll_delay_value * 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 (!scrolling) /* screen currently aligned at tile position */
+ if (game.set_centered_player)
{
- if (centered_player_nr != centered_player_nr_next)
+ 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)
{
- centered_player_nr = centered_player_nr_next;
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+ }
- draw_new_player_location = TRUE;
- force_redraw = TRUE;
+ /* 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;
}
}
-#endif
+
+ /* also allow focus switching when screen is scrolled to half tile */
+ if (game.set_centered_player)
+ {
+ 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 || offset == 0)
+ {
+ setScreenCenteredToAllPlayers(&sx, &sy);
+ }
+ else
+ {
+ sx = PLAYER_SCREEN_X(max_center_distance_player_nr);
+ sy = PLAYER_SCREEN_Y(max_center_distance_player_nr);
+ }
+ }
+ 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 (draw_new_player_location && !quick_relocation)
{
-#if 1
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
-#else
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
-#endif
+ unsigned int game_frame_delay_value = getGameFrameDelay_EM(20);
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;
if (dx == 0 && dy == 0) /* no scrolling needed at all */
break;
- screen_x -= dx * TILEX;
- screen_y -= dy * TILEY;
+ if (ABS(screen_xx - screen_x) >= TILEX)
+ {
+ screen_x -= dx * TILEX;
+ dxx = dx * TILEX / 2;
+ }
+ else
+ {
+ screen_x = screen_xx;
+ dxx = 0;
+ }
- dxx += dx * TILEX / 2;
- dyy += dy * TILEY / 2;
+ if (ABS(screen_yy - screen_y) >= TILEY)
+ {
+ screen_y -= dy * TILEY;
+ dyy = dy * TILEY / 2;
+ }
+ else
+ {
+ screen_y = screen_yy;
+ dyy = 0;
+ }
/* scroll in two steps of half tile size to make things smoother */
screen_x += dxx;
blitplayer(&ply[i]);
blitscreen();
- FlushDisplay();
+
Delay(wait_delay_value);
/* scroll second step to align at full tile size */
screen_x -= dxx;
screen_y -= dyy;
- SyncDisplay();
-
animscreen();
for (i = 0; i < MAX_PLAYERS; i++)
blitplayer(&ply[i]);
blitscreen();
- 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++)
}
}
}
-#endif
-
-#if 1
-
- int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
/* 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);
+ 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 double player step size when scrolling */
+ if (ABS(screen_x - screen_x_old) > 2 * stepsize)
+ {
+ int dx = SIGN(screen_x - screen_x_old);
-#else
+ 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);
- if (sx > lev.width * TILEX)
- sx = lev.width * TILEX;
- if (sy > lev.height * TILEY)
- sy = lev.height * TILEY;
+ screen_y = screen_y_old + dy * 2 * stepsize;
+ }
- if (sx < SCR_FIELDX * TILEX)
- sx = SCR_FIELDX * TILEY;
- if (sy < SCR_FIELDY * TILEY)
- sy = SCR_FIELDY * TILEY;
+ /* prevent scrolling away from the other players when focus on all players */
+ if (game.centered_player_nr == -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;
- screen_x = sx - (SCR_FIELDX - 1) * TILEX;
- screen_y = sy - (SCR_FIELDY - 1) * TILEY;
+ /* reset vertical scroll position to last value, if needed */
+ if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
+ 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 */
+ 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_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();
for (i = 0; i < MAX_PLAYERS; i++)
blitplayer(&ply[i]);
-
- SyncDisplay();
-
- blitscreen();
-
- FlushDisplay();
}
void game_animscreen(void)
{
RedrawPlayfield_EM(FALSE);
}
-
-void DrawGameDoorValues_EM()
-{
- 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
- DrawAllGameValues(lev.required, dynamite_state, lev.score,
- lev.time, all_keys_state);
-#else
- DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
- DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);
-#endif
-}