X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=68f1c297bf6dfae913ddef9b5c8b061ef5ba6db1;hp=edc1564336ba694eafd70df79cedbf811d3a80bf;hb=44c787009717e23436775bb7f4e3a5115eaba214;hpb=536e46a4eadb99140f58a8b09a7e25ca02b50680 diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index edc15643..68f1c297 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -3,157 +3,386 @@ * graphics manipulation crap */ -#include -#include +#include "main_em.h" -#include "global.h" -#include "display.h" -#include "level.h" +#define MIN_SCREEN_XPOS 1 +#define MIN_SCREEN_YPOS 1 +#define MAX_SCREEN_XPOS MAX(1, lev.width - (SCR_FIELDX - 1)) +#define MAX_SCREEN_YPOS MAX(1, lev.height - (SCR_FIELDY - 1)) -#include +#define MIN_SCREEN_X (MIN_SCREEN_XPOS * TILEX) +#define MIN_SCREEN_Y (MIN_SCREEN_YPOS * TILEY) +#define MAX_SCREEN_X (MAX_SCREEN_XPOS * TILEX) +#define MAX_SCREEN_Y (MAX_SCREEN_YPOS * TILEY) +#define VALID_SCREEN_X(x) ((x) < MIN_SCREEN_X ? MIN_SCREEN_X : \ + (x) > MAX_SCREEN_X ? MAX_SCREEN_X : (x)) +#define VALID_SCREEN_Y(y) ((y) < MIN_SCREEN_Y ? MIN_SCREEN_Y : \ + (y) > MAX_SCREEN_Y ? MAX_SCREEN_Y : (y)) -#if defined(TARGET_X11) +#define PLAYER_SCREEN_X(p) ((( frame) * ply[p].oldx + \ + (8 - frame) * ply[p].x) * TILEX / 8 \ + - ((SCR_FIELDX - 1) * TILEX) / 2) +#define PLAYER_SCREEN_Y(p) ((( frame) * ply[p].oldy + \ + (8 - frame) * ply[p].y) * TILEY / 8 \ + - ((SCR_FIELDY - 1) * TILEY) / 2) -unsigned int frame; /* current frame */ -unsigned int screen_x; /* current scroll position */ -unsigned int screen_y; +#define USE_EXTENDED_GRAPHICS_ENGINE 0 + +int frame; /* current screen frame */ +int screen_x; /* current scroll position */ +int screen_y; /* tiles currently on screen */ -static unsigned short screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; +static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; +static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; -static unsigned int colours[8]; -static unsigned int colour_anim; +static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; -static void xdebug(char *msg) -{ #if 0 - XSync(display, False); - printf("EM DEBUG: %s\n", msg); +#if 1 +int centered_player_nr; +#else +static int centered_player_nr; +#endif #endif -} - -static void colour_shuffle(void) -{ - unsigned int i, j, k; - - for (i = 0; i < 8; i++) - colours[i] = i; - - for (i = 0; i < 8; i++) - { - Random = Random * 129 + 1; - j = (Random >> 10) & 7; - k = colours[i]; - colours[i] = colours[j]; - colours[j] = k; - } -} - -/* 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 blitscreen(void) +void BlitScreenToBitmap_EM(Bitmap *target_bitmap) { - unsigned int x = screen_x % (MAX_BUF_XSIZE * TILEX); - unsigned int y = screen_y % (MAX_BUF_YSIZE * TILEY); - - xdebug("blitscreen"); - - if (em_game_status == EM_GAME_STATUS_MENU) - { - ClearRectangle(screenBitmap, 0, SCR_MENUY * TILEY, - SCR_FIELDX * TILEX, (17 - SCR_MENUY) * TILEY); - BlitBitmap(scoreBitmap, screenBitmap, 0, 0, SCR_MENUX * TILEX, SCOREY, - 0, SCR_MENUY * TILEY); - } + int x = screen_x % (MAX_BUF_XSIZE * TILEX); + int y = screen_y % (MAX_BUF_YSIZE * TILEY); if (x < 2 * TILEX && y < 2 * TILEY) { - BlitBitmap(screenBitmap, window, x, y, + BlitBitmap(screenBitmap, target_bitmap, x, y, SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY); } else if (x < 2 * TILEX && y >= 2 * TILEY) { - BlitBitmap(screenBitmap, window, x, y, + BlitBitmap(screenBitmap, target_bitmap, x, y, SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y, SX, SY); - BlitBitmap(screenBitmap, window, x, 0, + BlitBitmap(screenBitmap, target_bitmap, x, 0, SCR_FIELDX * TILEX, y - 2 * TILEY, SX, SY + MAX_BUF_YSIZE * TILEY - y); } else if (x >= 2 * TILEX && y < 2 * TILEY) { - BlitBitmap(screenBitmap, window, x, y, + BlitBitmap(screenBitmap, target_bitmap, x, y, MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY, SX, SY); - BlitBitmap(screenBitmap, window, 0, y, + BlitBitmap(screenBitmap, target_bitmap, 0, y, x - 2 * TILEX, SCR_FIELDY * TILEY, SX + MAX_BUF_XSIZE * TILEX - x, SY); } else { - BlitBitmap(screenBitmap, window, x, y, + BlitBitmap(screenBitmap, target_bitmap, x, y, MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y, SX, SY); - BlitBitmap(screenBitmap, window, 0, y, + BlitBitmap(screenBitmap, target_bitmap, 0, y, x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y, SX + MAX_BUF_XSIZE * TILEX - x, SY); - BlitBitmap(screenBitmap, window, x, 0, + BlitBitmap(screenBitmap, target_bitmap, x, 0, MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY, SX, SY + MAX_BUF_YSIZE * TILEY - y); - BlitBitmap(screenBitmap, window, 0, 0, + BlitBitmap(screenBitmap, target_bitmap, 0, 0, x - 2 * TILEX, y - 2 * TILEY, SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y); } +} + +void BackToFront_EM(void) +{ + 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; + + 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); + } + } + } + + FlushDisplay(); + + 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; +} + +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 (em_game_status == EM_GAME_STATUS_PLAY && SCR_FIELDY < 17) +#if USE_EXTENDED_GRAPHICS_ENGINE + 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; + int dst_y = sy * TILEY + g->dst_offset_y; + int width = g->width; + int height = g->height; + 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; + + if (draw_masked) { - BlitBitmap(scoreBitmap, window, 0, 0, SCR_FIELDX * TILEX, SCOREY, - SX, SY + SCR_FIELDY * TILEY); - ClearRectangle(window, SX, SY + SCR_FIELDY * TILEY + SCOREY, - SCR_FIELDX * TILEX, (17 - SCR_FIELDY) * TILEY - SCOREY); + 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 + { + if ((width != TILEX || height != TILEY) && !g->preserve_background) + ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY); + + if (width > 0 && height > 0) + BlitBitmap(g->bitmap, screenBitmap, + src_x, src_y, width, height, dst_x, dst_y); } +} + +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 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; + + if (crm == 0) /* no crumbled edges for this tile */ + return; - XFlush(display); + for (i = 0; i < 4; i++) + { + if (crm & (1 << i)) + { + int width, height, cx, cy; + + if (i == 1 || i == 2) + { + width = g->crumbled_border_size; + height = TILEY; + cx = (i == 2 ? TILEX - g->crumbled_border_size : 0); + cy = 0; + } + else + { + width = TILEX; + height = g->crumbled_border_size; + cx = 0; + cy = (i == 3 ? TILEY - g->crumbled_border_size : 0); + } - xdebug("blitscreen - done"); + if (width > 0 && height > 0) + { + int src_x = g->crumbled_src_x + cx; + int src_y = g->crumbled_src_y + cy; + int dst_x = sx * TILEX + cx; + 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]; + +#if USE_EXTENDED_GRAPHICS_ENGINE + 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; + + /* 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; + + 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); + } + else + { + /* draw the player to current location */ + dst_x = x1; + dst_y = y1; + BlitBitmap(g->bitmap, screenBitmap, + g->src_x, g->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; + BlitBitmap(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; + BlitBitmap(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) { - unsigned int x, y, dx, dy; - unsigned short obj; - unsigned int left = screen_x / TILEX; - unsigned int top = screen_y / TILEY; - - xdebug("animscreen"); + int x, y, i; + int left = screen_x / TILEX; + int top = screen_y / TILEY; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; for (y = top; y < top + MAX_BUF_YSIZE; y++) { - dy = y % MAX_BUF_YSIZE; for (x = left; x < left + MAX_BUF_XSIZE; x++) { - dx = x % MAX_BUF_XSIZE; - obj = map_obj[frame][Draw[y][x]]; + int sx = x % MAX_BUF_XSIZE; + int sy = y % MAX_BUF_YSIZE; + int tile = Draw[y][x]; + struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame]; + int obj = g->unique_identifier; + int crm = 0; + + /* re-calculate crumbled state of this tile */ + if (g->has_crumbled_graphics) + { + for (i = 0; i < 4; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int tile_next; + + if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH || + yy < 0 || yy >= EM_MAX_CAVE_HEIGHT) + continue; + + tile_next = Draw[yy][xx]; + + if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics) + crm |= (1 << i); + } + } - if (screentiles[dy][dx] != obj) + /* only redraw screen tiles if they (or their crumbled state) changed */ +#if USE_EXTENDED_GRAPHICS_ENGINE + // if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm) +#else + if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm) +#endif { - screentiles[dy][dx] = obj; - BlitBitmap(objBitmap, screenBitmap, - (obj / 512) * TILEX, (obj % 512) * TILEY / 16, - TILEX, TILEY, dx * TILEX, dy * TILEY); + DrawLevelField_EM(x, y, sx, sy, FALSE); + DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE); + + screentiles[sy][sx] = obj; + crumbled_state[sy][sx] = crm; + + redraw[sx][sy] = TRUE; + redraw_tiles++; } } } @@ -167,486 +396,729 @@ static void animscreen(void) static void blitplayer(struct PLAYER *ply) { - unsigned int x, y, dx, dy; - unsigned short obj, spr; + int x1, y1, x2, y2; + + if (!ply->alive) + return; - xdebug("blitplayer"); + /* x1/y1 are left/top and x2/y2 are right/down part of the player movement */ + x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8; + y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8; + x2 = x1 + TILEX - 1; + y2 = y1 + TILEY - 1; - if (ply->alive) + if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) && + (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1)) { - x = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8; - y = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8; - dx = x + TILEX - 1; - dy = y + TILEY - 1; + /* some casts to "int" are needed because of negative calculation values */ + int dx = (int)ply->x - (int)ply->oldx; + int dy = (int)ply->y - (int)ply->oldy; + int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8; + int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8; + 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 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_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 ((unsigned int)(dx - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) && - (unsigned int)(dy - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1)) + if (player_is_digging) { - spr = map_spr[ply->num][frame][ply->anim]; - x %= MAX_BUF_XSIZE * TILEX; - y %= MAX_BUF_YSIZE * TILEY; - dx %= MAX_BUF_XSIZE * TILEX; - dy %= MAX_BUF_YSIZE * TILEY; +#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 - if (objmaskBitmap) - { - obj = screentiles[y / TILEY][x / TILEX]; - XCopyArea(display, objmaskBitmap, spriteBitmap, spriteGC, - (obj / 512) * TILEX, (obj % 512) * TILEY / 16, TILEX, TILEY, - -(x % TILEX), -(y % TILEY)); - - obj = screentiles[dy / TILEY][dx / TILEX]; - XCopyArea(display, objmaskBitmap, spriteBitmap, spriteGC, - (obj / 512) * TILEX, (obj % 512) * TILEY / 16, TILEX, TILEY, - (MAX_BUF_XSIZE * TILEX - x) % TILEX, - (MAX_BUF_YSIZE * TILEY - y) % TILEY); - } - else if (sprmaskBitmap) - { - XCopyArea(display, sprmaskBitmap, spriteBitmap, spriteGC, - (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, 0, 0); - } - else - { - XFillRectangle(display, spriteBitmap, spriteGC, 0, 0, TILEX, TILEY); - } + /* 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); - screentiles[y / TILEY][x / TILEX] = -1; /* mark screen as dirty */ - screentiles[dy / TILEY][dx / TILEX] = -1; + /* 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 + { + /* draw the player under the element which is on the same field */ + DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE); + /* draw the field the player is moving from (masked over the player) */ + DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE); -#if 1 + /* draw the field the player is moving to (masked over the player) */ + DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE); + } - SetClipMask(sprBitmap, sprBitmap->stored_clip_gc, spriteBitmap); + /* 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; - SetClipOrigin(sprBitmap, sprBitmap->stored_clip_gc, x, y); - BlitBitmapMasked(sprBitmap, screenBitmap, - (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, - x, y); + /* 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; + } +} - SetClipOrigin(sprBitmap, sprBitmap->stored_clip_gc, - x - MAX_BUF_XSIZE * TILEX, y); - BlitBitmapMasked(sprBitmap, screenBitmap, - (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, - x - MAX_BUF_XSIZE * TILEX, y); +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; + int player_nr; - SetClipOrigin(sprBitmap, sprBitmap->stored_clip_gc, - x, y - MAX_BUF_YSIZE * TILEY); - BlitBitmapMasked(sprBitmap, screenBitmap, - (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, - x, y - MAX_BUF_YSIZE * TILEY); + frame = 6; - SetClipMask(sprBitmap, sprBitmap->stored_clip_gc, None); +#if 0 + game.centered_player_nr = getCenteredPlayerNr_EM(); +#endif -#else + player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0); - XSetClipMask(display, sprBitmap->stored_clip_gc, spriteBitmap); + screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr)); + screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr)); - XSetClipOrigin(display, sprBitmap->stored_clip_gc, x, y); - XCopyArea(display, sprBitmap->drawable, screenBitmap->drawable, - sprBitmap->stored_clip_gc, - (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, - x, y); + for (y = 0; y < MAX_BUF_YSIZE; y++) + { + for (x = 0; x < MAX_BUF_XSIZE; x++) + { + screentiles[y][x] = -1; + crumbled_state[y][x] = 0; + } + } - XSetClipOrigin(display, sprBitmap->stored_clip_gc, - x - MAX_BUF_XSIZE * TILEX, y); - XCopyArea(display, sprBitmap->drawable, screenBitmap->drawable, - sprBitmap->stored_clip_gc, - (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, - x - MAX_BUF_XSIZE * TILEX, y); + DrawAllGameValues(lev.required, dynamite_state, lev.score, + lev.time, all_keys_state); +} - XSetClipOrigin(display, sprBitmap->stored_clip_gc, - x, y - MAX_BUF_YSIZE * TILEY); - XCopyArea(display, sprBitmap->drawable, screenBitmap->drawable, - sprBitmap->stored_clip_gc, - (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, - x, y - MAX_BUF_YSIZE * TILEY); +#if 0 +void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation) +{ + 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 = game.scroll_delay_value; - XSetClipMask(display, sprBitmap->stored_clip_gc, None); + if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) + { + scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left : + player->jx > SBX_Right + MIDPOSX ? SBX_Right : + player->jx - MIDPOSX); -#endif + scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + player->jy - MIDPOSY); + } + 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); -#else + 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); - XSetClipMask(display, screenGC, spriteBitmap); - XSetClipOrigin(display, screenGC, x, y); - XCopyArea(display, sprPixmap, screenPixmap, screenGC, - (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, - x, y); - XSetClipOrigin(display, screenGC, x - MAX_BUF_XSIZE * TILEX, y); - XCopyArea(display, sprPixmap, screenPixmap, screenGC, - (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, - x - MAX_BUF_XSIZE * TILEX, y); - XSetClipOrigin(display, screenGC, x, y - MAX_BUF_YSIZE * TILEY); - XCopyArea(display, sprPixmap, screenPixmap, screenGC, - (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, - x, y - MAX_BUF_YSIZE * TILEY); - XSetClipMask(display, screenGC, None); + /* 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); -#endif + /* 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); } + + RedrawPlayfield(TRUE, 0,0,0,0); } -} + else + { + int scroll_xx = -999, scroll_yy = -999; + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ -/* draw static text for time, gems and score counter */ + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; -void game_initscreen(void) -{ - unsigned int x,y; + scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left : + player->jx > SBX_Right + MIDPOSX ? SBX_Right : + player->jx - MIDPOSX); - xdebug("game_initscreen"); + scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + player->jy - MIDPOSY); - frame = 6; - screen_x = 0; - screen_y = 0; + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); - for (y = 0; y < MAX_BUF_YSIZE; y++) - for (x = 0; x < MAX_BUF_XSIZE; x++) - screentiles[y][x] = -1; + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; - colour_shuffle(); - colours[0] += 16; - colours[1] += 16; - colours[2] += 16; - colour_anim = 0; - - ClearRectangle(scoreBitmap, 0, 0, SCR_FIELDX * TILEX, SCOREY); - BlitBitmap(botBitmap, scoreBitmap, - 11 * SCOREX, colours[0] * SCOREY, 3 * SCOREX, SCOREY, - 1 * SCOREX, 0); /* 0-63 time */ - BlitBitmap(botBitmap, scoreBitmap, - 18 * SCOREX, colours[0] * SCOREY, 6 * SCOREX, SCOREY, - 11 * SCOREX, 0); /* 112-207 diamonds */ - BlitBitmap(botBitmap, scoreBitmap, - 14 * SCOREX, colours[0] * SCOREY, 4 * SCOREX, SCOREY, - 24 * SCOREX, 0); /* 256-319 score */ -} + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + ScrollLevel(dx, dy); + DrawAllPlayers(); -/* draw current values for time, gems and score counter */ + /* 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); -void game_blitscore(void) + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); + } + + DrawPlayer(player); + BackToFront(); + Delay(wait_delay_value); + } +} +#endif + +static int getMaxCenterDistancePlayerNr(int center_x, int center_y) { - unsigned int i; - - xdebug("game_blitscore"); - - DrawGameDoorValues_EM(lev.required, ply1.dynamite, lev.score, - (lev.time + 4) / 5); - - i = (lev.time + 4) / 5; - BlitBitmap(botBitmap, scoreBitmap, - (i % 10) * SCOREX, colours[1] * SCOREY, SCOREX, SCOREY, - 7 * SCOREX, 0); - i /= 10; - BlitBitmap(botBitmap, scoreBitmap, - (i % 10) * SCOREX, colours[1] * SCOREY, SCOREX, SCOREY, - 6 * SCOREX, 0); - i /= 10; - BlitBitmap(botBitmap, scoreBitmap, - (i % 10) * SCOREX, colours[1] * SCOREY, SCOREX, SCOREY, - 5 * SCOREX, 0); - i /= 10; - BlitBitmap(botBitmap, scoreBitmap, - (i % 10) * SCOREX, colours[1] * SCOREY, SCOREX, SCOREY, - 4 * SCOREX, 0); - - i = lev.score; - BlitBitmap(botBitmap, scoreBitmap, - (i % 10) * SCOREX, colours[1] * SCOREY, SCOREX, SCOREY, - 31 * SCOREX, 0); - i /= 10; - BlitBitmap(botBitmap, scoreBitmap, - (i % 10) * SCOREX, colours[1] * SCOREY, SCOREX, SCOREY, - 30 * SCOREX, 0); - i /= 10; - BlitBitmap(botBitmap, scoreBitmap, - (i % 10) * SCOREX, colours[1] * SCOREY, SCOREX, SCOREY, - 29 * SCOREX, 0); - i /= 10; - BlitBitmap(botBitmap, scoreBitmap, - (i % 10) * SCOREX, colours[1] * SCOREY, SCOREX, SCOREY, - 28 * SCOREX, 0); - - if (lev.home == 0) - { - BlitBitmap(botBitmap, scoreBitmap, - 12 * SCOREX, 24 * SCOREY, 12 * SCOREX, SCOREY, - 14 * SCOREX, 0); /* relax */ - - goto done; - } - - if (ply1.alive + ply2.alive >= lev.home && lev.required == 0) - { - BlitBitmap(botBitmap, scoreBitmap, - 24 * SCOREX, colours[2] * SCOREY, 12 * SCOREX, SCOREY, - 14 * SCOREX, 0); /* find the exit */ - - goto done; - } - - if (ply1.alive + ply2.alive < lev.home) - { - if (++colour_anim > 11) - colour_anim = 0; - - if (colour_anim < 6) + 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) { - BlitBitmap(botBitmap, scoreBitmap, - 0, 24 * SCOREY, 12 * SCOREX, SCOREY, - 14 * SCOREX, 0); /* forget it */ + 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)); - goto done; + player_nr = i; + } } + } - BlitBitmap(botBitmap, scoreBitmap, - 18 * SCOREX, colours[0] * SCOREY, 6 * SCOREX, SCOREY, - 15 * SCOREX, 0); /* diamonds */ - } - - i = lev.required; - BlitBitmap(botBitmap, scoreBitmap, - (i % 10) * SCOREX, colours[1] * SCOREY, SCOREX, SCOREY, - 20 * SCOREX, 0); - i /= 10; - BlitBitmap(botBitmap, scoreBitmap, - (i % 10) * SCOREX, colours[1] * SCOREY, SCOREX, SCOREY, - 19 * SCOREX, 0); - i /= 10; - BlitBitmap(botBitmap, scoreBitmap, - (i % 10) * SCOREX, colours[1] * SCOREY, SCOREX, SCOREY, - 18 * SCOREX, 0); - i /= 10; - BlitBitmap(botBitmap, scoreBitmap, - (i % 10) * SCOREX, colours[1] * SCOREY, SCOREX, SCOREY, - 17 * SCOREX, 0); - - done: + return player_nr; } -void game_animscreen(void) +static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) +{ + boolean num_checked_players = 0; + 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 (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); + } + + num_checked_players++; + } + } +} + +boolean checkIfAllPlayersFitToScreen() { - unsigned int x,y; + int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0; - xdebug("game_animscreen"); + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); - x = (frame * ply1.oldx + (8 - frame) * ply1.x) * TILEX / 8 - + ((SCR_FIELDX - 1) * TILEX) / 2; - y = (frame * ply1.oldy + (8 - frame) * ply1.y) * TILEY / 8 - + ((SCR_FIELDY - 1) * TILEY) / 2; + return (sx2 - sx1 <= SCR_FIELDX * TILEX && + sy2 - sy1 <= SCR_FIELDY * TILEY); +} - if (x > lev.width * TILEX) - x = lev.width * TILEX; - if (y > lev.height * TILEY) - y = lev.height * TILEY; +static void setScreenCenteredToAllPlayers(int *sx, int *sy) +{ + int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y; - if (x < SCR_FIELDX * TILEX) - x = SCR_FIELDX * TILEY; - if (y < SCR_FIELDY * TILEY) - y = SCR_FIELDY * TILEY; + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); - screen_x = x - (SCR_FIELDX - 1) * TILEX; - screen_y = y - (SCR_FIELDY - 1) * TILEY; + *sx = (sx1 + sx2) / 2; + *sy = (sy1 + sy2) / 2; +} - animscreen(); - blitplayer(&ply1); - blitplayer(&ply2); - blitscreen(); +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; - XFlush(display); + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); - Random = Random * 129 + 1; + *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x)); + *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y)); } +static boolean checkIfAllPlayersAreVisible(int center_x, int center_y) +{ + int max_dx, max_dy; + + setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y); -/* draw main menu background and copyright note */ + return (max_dx <= SCR_FIELDX * TILEX / 2 && + max_dy <= SCR_FIELDY * TILEY / 2); +} -void title_initscreen(void) +void RedrawPlayfield_EM(boolean force_redraw) { - xdebug("title_initscreen"); +#if 0 + boolean all_players_visible = checkIfAllPlayersAreVisible(); +#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); +#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 = 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; - screen_x = 0; - screen_y = 0; + if (game.set_centered_player) + { + 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; + } - colour_shuffle(); - colours[1] += 8; - colour_anim = 0; + /* 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 1 + /* also allow focus switching when screen is scrolled to half tile */ +#else + if (!scrolling) /* screen currently aligned at tile position */ +#endif + { +#if 1 + if (game.set_centered_player) +#else + if (game.centered_player_nr != game.centered_player_nr_next) +#endif + { + game.centered_player_nr = game.centered_player_nr_next; - /* draw title screen on menu background */ + draw_new_player_location = TRUE; + force_redraw = TRUE; - BlitBitmap(ttlBitmap, screenBitmap, ORIG_MENU_SX, ORIG_MENU_SY, - SCR_MENUX * TILEX, SCR_MENUY * TILEY, 0, 0); + game.set_centered_player = FALSE; + } + } - /* draw copyright note at footer */ + 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(game.centered_player_nr); + sy = PLAYER_SCREEN_Y(game.centered_player_nr); + } - if (botmaskBitmap) + if (draw_new_player_location && quick_relocation) { - BlitBitmap(botBitmap, scoreBitmap, 0, colours[1] * SCOREY, - SCR_MENUX * TILEX, SCOREY, 0, 0); + screen_x = VALID_SCREEN_X(sx); + screen_y = VALID_SCREEN_Y(sy); + screen_x_old = screen_x; + screen_y_old = screen_y; - SetClipOrigin(botBitmap, botBitmap->stored_clip_gc, - 0, 0 - colours[0] * SCOREY); +#if 0 + offset_x = 0; + offset_y = 0; +#endif } - BlitBitmapMasked(botBitmap, scoreBitmap, 0, colours[0] * SCOREY, - SCR_MENUX * TILEX, SCOREY, 0, 0); + 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 + int wait_delay_value = game_frame_delay_value; + int screen_xx = VALID_SCREEN_X(sx); + int screen_yy = VALID_SCREEN_Y(sy); + + while (screen_x != screen_xx || screen_y != screen_yy) + { + 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; + +#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 - XCopyArea(display, ttlPixmap, screenPixmap, screenGC, - 0, 0, SCR_MENUX * TILEX, SCR_MENUY * TILEY, 0, 0); +#if 1 + if (ABS(screen_xx - screen_x) >= TILEX || + ABS(screen_yy - screen_y) >= TILEY) + { + screen_x -= dx * TILEX; + screen_y -= dy * TILEY; - if (botmaskBitmap) - { - XCopyArea(display, botPixmap, scorePixmap, scoreGC, - 0, colours[1] * SCOREY, SCR_MENUX * TILEX, SCOREY, 0, 0); - XSetClipMask(display, scoreGC, botmaskBitmap); - XSetClipOrigin(display, scoreGC, 0, 0 - colours[0] * SCOREY); - } + dxx = dx * TILEX / 2; + dyy = dy * TILEY / 2; + } + else + { + screen_x = screen_xx; + screen_y = screen_yy; - XCopyArea(display, botPixmap, scorePixmap, scoreGC, - 0, colours[0] * SCOREY, SCR_MENUX * TILEX, SCOREY, 0, 0); + dxx = 0; + dyy = 0; + } +#else + screen_x -= dx * TILEX; + screen_y -= dy * TILEY; - if (botmaskBitmap) - XSetClipMask(display, scoreGC, None); + dxx += dx * TILEX / 2; + dyy += dy * TILEY / 2; +#endif #endif -} + /* scroll in two steps of half tile size to make things smoother */ + screen_x += dxx; + screen_y += dyy; -/* draw bouncing ball on main menu footer */ + animscreen(); -void title_blitscore(void) -{ - unsigned int x, y, i; + for (i = 0; i < MAX_PLAYERS; i++) + blitplayer(&ply[i]); - xdebug("title_blitscore"); + blitscreen(); - if (++colour_anim > 30) - colour_anim = 0; + Delay(wait_delay_value); - i = colour_anim >= 16 ? 31 - colour_anim : colour_anim; - x = (i / 8 + 18) * 2 * SCOREX; - y = (i % 8 + 16) * SCOREY; + /* scroll second step to align at full tile size */ + screen_x -= dxx; + screen_y -= dyy; -#if 1 - if (botmaskBitmap) - { - BlitBitmap(botBitmap, scoreBitmap, - 32 * SCOREX, colours[1] * SCOREY, 2 * SCOREX, SCOREY, - 32 * SCOREX, 0); +#if 0 + SyncDisplay(); +#endif - SetClipOrigin(botBitmap, botBitmap->stored_clip_gc, - 32 * SCOREX - x, 0 - y); - } + animscreen(); - BlitBitmapMasked(botBitmap, scoreBitmap, - x, y, 2 * SCOREX, SCOREY, 32 * SCOREX, 0); + for (i = 0; i < MAX_PLAYERS; i++) + blitplayer(&ply[i]); -#else + blitscreen(); - if (botmaskBitmap) + Delay(wait_delay_value); + } + + screen_x_old = screen_x; + screen_y_old = screen_y; + } + + if (force_redraw) { - XCopyArea(display, botPixmap, scorePixmap, scoreGC, - 32 * SCOREX, colours[1] * SCOREY, 2 * SCOREX, SCOREY, - 32 * SCOREX, 0); - XSetClipMask(display, scoreGC, botmaskBitmap); - XSetClipOrigin(display, scoreGC, 32 * SCOREX - x, 0 - y); + for (y = 0; y < MAX_BUF_YSIZE; y++) + { + for (x = 0; x < MAX_BUF_XSIZE; x++) + { + screentiles[y][x] = -1; + crumbled_state[y][x] = 0; + } + } } - XCopyArea(display, botPixmap, scorePixmap, scoreGC, - x, y, 2 * SCOREX, SCOREY, 32 * SCOREX, 0); + /* calculate new screen scrolling position, with regard to scroll delay */ + 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); - if (botmaskBitmap) - XSetClipMask(display, scoreGC, None); +#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 -} -void title_animscreen(void) -{ - blitscreen(); - XFlush(display); +#if 1 - Random = Random * 129 + 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); -static int ttl_map[] = -{ - -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, - -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, - -1,0,-1,-1,-1,-1,-1,1,-1,-1,-1,-1,2,3,4,-1, /* !',-. */ - 5,6,7,8,9,10,11,12,13,14,15,-1,-1,-1,-1,16, /* 0123456789:? */ - -1,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31, /* ABCDEFGHIJKLMNO */ - 32,33,34,35,36,37,38,39,40,41,42,-1,-1,-1,-1,-1, /* PQRSTUVWXYZ */ - -1,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31, /* abcdefghijklmno */ - 32,33,34,35,36,37,38,39,40,41,42,-1,-1,-1,-1,-1 /* pqrstuvwxyz */ -}; - -void title_string(unsigned int y, unsigned int left, unsigned int right, - char *string) -{ - int i; - unsigned int x; + 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); - xdebug("title_string"); + 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); - y *= TILEY; - left *= SCOREX; - right *= SCOREX; + screen_x = screen_x_old + dx * 2 * stepsize; + screen_y = screen_y_old + dy * 2 * stepsize; + } +#endif - x = (left + right - strlen(string) * MENUFONTX) / 2; - if (x < left || x >= right) - x = left; +#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); - /* restore background graphic where text will be drawn */ - BlitBitmap(ttlBitmap, screenBitmap, ORIG_MENU_SX + left, ORIG_MENU_SY + y, - right - left, MENUFONTY, left, y); + 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 (game.centered_player_nr == -1) + { #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 - if (ttlmaskBitmap) - XSetClipMask(display, screenGC, ttlmaskBitmap); + 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 + } - for (i = 0; string[i] && x < right; i++) + /* 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 { - int ch_pos, ch_x, ch_y; + /* 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_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]); + +#if 0 +#if 0 + SyncDisplay(); +#endif - ch_pos = ttl_map[string[i] & 127]; + blitscreen(); +#endif +} - if (ch_pos == -1 || ch_pos > 22 * 2) - continue; /* no graphic for this character */ +void game_animscreen(void) +{ + RedrawPlayfield_EM(FALSE); +} - ch_x = (ch_pos % 22) * GFXMENUFONTX; - ch_y = (ch_pos / 22 + 12) * TILEY; +void DrawGameDoorValues_EM() +{ +#if 1 + int dynamite_state; + int key_state; +#else + int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */ + int key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys; +#endif #if 1 - SetClipOrigin(ttlBitmap, ttlBitmap->stored_clip_gc, - x - ORIG_MENU_SX - ch_x, y - ORIG_MENU_SY - ch_y); + 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; + } - BlitBitmapMasked(ttlBitmap, screenBitmap, ch_x, ch_y, MENUFONTX, MENUFONTY, - x - ORIG_MENU_SX, y - ORIG_MENU_SY); #else - if (ttlmaskBitmap) - XSetClipOrigin(display, screenGC, x - ch_x, y - ch_y); - XCopyArea(display, ttlPixmap, screenPixmap, screenGC, - ch_x, ch_y, MENUFONTX, MENUFONTY, x, y); + 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; - x += MENUFONTX; + dynamite_state = ply[player_nr].dynamite; + key_state = ply[player_nr].keys; } +#endif #if 1 + DrawAllGameValues(lev.required, dynamite_state, lev.score, + lev.time, key_state); #else - XSetClipMask(display, screenGC, None); + DrawAllGameValues(lev.required, ply1.dynamite, lev.score, + DISPLAY_TIME(lev.time), ply1.keys | ply2.keys); #endif } - -#endif