static unsigned int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
static unsigned int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
+static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
+
/* copy the entire screen to the window at the scroll position
*
void blitscreen(void)
{
+#if 1
+
+ static boolean scrolling_last = FALSE;
+ unsigned int left = screen_x / TILEX;
+ unsigned int top = screen_y / TILEY;
+ 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 */
+ 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);
+ }
+ }
+ }
+
+ for (x = 0; x < MAX_BUF_XSIZE; x++)
+ for (y = 0; y < MAX_BUF_YSIZE; y++)
+ redraw[x][y] = FALSE;
+ redraw_tiles = 0;
+
+ scrolling_last = scrolling;
+
+#else
+
+ /* blit all (up to four) parts of the scroll buffer to the window */
BlitScreenToBitmap_EM(window);
+
+#endif
}
static void DrawLevelField_EM(int x, int y, int sx, int sy,
{
unsigned int x, y, i;
unsigned int left = screen_x / TILEX;
- unsigned int top = screen_y / TILEY;
+ unsigned int top = screen_y / TILEY;
static int xy[4][2] =
{
{ 0, -1 },
screentiles[sy][sx] = obj;
crumbled_state[sy][sx] = crm;
+
+ redraw[sx][sy] = TRUE;
+ redraw_tiles++;
}
}
}
void game_initscreen(void)
{
unsigned 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;
frame = 6;
screen_x = 0;
}
#if 1
- DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
- lev.time, ply1.keys | ply2.keys);
+ 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);
void RedrawPlayfield_EM()
{
- unsigned int x,y;
+ unsigned int i, x, y;
- x = (frame * ply1.oldx + (8 - frame) * ply1.x) * TILEX / 8
+ /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */
+ x = (frame * ply[0].oldx + (8 - frame) * ply[0].x) * TILEX / 8
+ ((SCR_FIELDX - 1) * TILEX) / 2;
- y = (frame * ply1.oldy + (8 - frame) * ply1.y) * TILEY / 8
+ y = (frame * ply[0].oldy + (8 - frame) * ply[0].y) * TILEY / 8
+ ((SCR_FIELDY - 1) * TILEY) / 2;
if (x > lev.width * TILEX)
screen_y = y - (SCR_FIELDY - 1) * TILEY;
animscreen();
- blitplayer(&ply1);
- blitplayer(&ply2);
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ blitplayer(&ply[i]);
+
blitscreen();
FlushDisplay();
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, ply1.dynamite, lev.score,
- lev.time, ply1.keys | ply2.keys);
+ 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);