X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=7a88ecf7c8dbecbb47cfd6fc44dea06abd71e5da;hp=3b18584c1b02312000e0f4220491cc887e7d4a5c;hb=453e58ce94fd8f1257b08c6ee273382ede528f1a;hpb=c4dd9e14b72b528e82bc018fe2fa76b784221584 diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index 3b18584c..7a88ecf7 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -3,9 +3,7 @@ * 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 @@ -29,124 +27,117 @@ (8 - frame) * ply[p].y) * TILEY / 8 \ - ((SCR_FIELDY - 1) * TILEY) / 2) +#define USE_EXTENDED_GRAPHICS_ENGINE 1 -int frame; /* current screen frame */ -int screen_x; /* current scroll position */ -int screen_y; -/* tiles currently on screen */ -static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; -static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; +int frame; /* current screen frame */ +int screen_x, screen_y; /* current scroll position */ -static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; +/* 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]; -#if 0 -#if 1 -int centered_player_nr; -#else -static int centered_player_nr; -#endif -#endif +int getFieldbufferOffsetX_EM(void) +{ + return screen_x % TILEX; +} -/* copy the entire screen to the window at the scroll position */ +int getFieldbufferOffsetY_EM(void) +{ + return screen_y % TILEY; +} void BlitScreenToBitmap_EM(Bitmap *target_bitmap) { + /* blit all (up to four) parts of the scroll buffer to the target bitmap */ + int x = screen_x % (MAX_BUF_XSIZE * TILEX); int y = screen_y % (MAX_BUF_YSIZE * TILEY); + int xsize = SXSIZE; + int ysize = SYSIZE; + int full_xsize = lev.width * TILEX; + int full_ysize = lev.height * TILEY; + int sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0); + int sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0); + int sxsize = (full_xsize < xsize ? full_xsize : xsize); + int sysize = (full_ysize < ysize ? full_ysize : ysize); 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) { - 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; + BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY); +} - if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last) - { - /* blit all (up to four) parts of the scroll buffer to the backbuffer */ - BlitScreenToBitmap_EM(backbuffer); +static struct GraphicInfo_EM *getObjectGraphic(int x, int y) +{ + int tile = Draw[y][x]; + struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame]; - /* 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 (!game.use_native_emc_graphics_engine) + getGraphicSourceObjectExt_EM(g, tile, 7 - frame, x - 2, y - 2); - if (redraw[xx][yy]) - BlitBitmap(screenBitmap, window, - xx * TILEX, yy * TILEY, TILEX, TILEY, - SX + x * TILEX, SY + y * TILEY); - } - } - } + return g; +} - for (x = 0; x < MAX_BUF_XSIZE; x++) - for (y = 0; y < MAX_BUF_YSIZE; y++) - redraw[x][y] = FALSE; - redraw_tiles = 0; +static struct GraphicInfo_EM *getPlayerGraphic(int player_nr, int anim) +{ + struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame]; - scrolling_last = scrolling; + if (!game.use_native_emc_graphics_engine) + getGraphicSourcePlayerExt_EM(g, player_nr, anim, 7 - frame); + + 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; + 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; @@ -158,12 +149,8 @@ static void DrawLevelField_EM(int x, int y, int sx, int sy, 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 { @@ -179,8 +166,8 @@ static void DrawLevelField_EM(int x, int y, int sx, int sy, 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]; + struct GraphicInfo_EM *g; + int crumbled_border_size; int left = screen_x / TILEX; int top = screen_y / TILEY; int i; @@ -193,6 +180,11 @@ static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy, if (crm == 0) /* no crumbled edges for this tile */ return; + g = getObjectGraphic(x, y); + + crumbled_border_size = + g->crumbled_border_size * TILESIZE_VAR / g->crumbled_tile_size; + for (i = 0; i < 4; i++) { if (crm & (1 << i)) @@ -201,17 +193,17 @@ static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy, 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) @@ -222,12 +214,8 @@ static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy, 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); @@ -239,8 +227,7 @@ static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy, 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; @@ -257,24 +244,18 @@ static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim, /* 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); } @@ -318,6 +299,12 @@ 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++) @@ -328,6 +315,7 @@ static void animscreen(void) 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) @@ -349,17 +337,17 @@ static void animscreen(void) } } + 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); screentiles[sy][sx] = obj; crumbled_state[sy][sx] = crm; - - redraw[sx][sy] = TRUE; - redraw_tiles++; } } } @@ -395,32 +383,16 @@ static void blitplayer(struct PLAYER *ply) 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); @@ -428,10 +400,8 @@ static void blitplayer(struct PLAYER *ply) /* 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 { @@ -445,7 +415,7 @@ static void blitplayer(struct PLAYER *ply) 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; } @@ -453,17 +423,11 @@ static void blitplayer(struct PLAYER *ply) 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; + int x,y; frame = 6; -#if 0 - game.centered_player_nr = getCenteredPlayerNr_EM(); -#endif - player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0); screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr)); @@ -477,106 +441,35 @@ void game_initscreen(void) crumbled_state[y][x] = 0; } } - - DrawAllGameValues(lev.required, dynamite_state, lev.score, - lev.time, all_keys_state); } -#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); - - 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); - - 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); - - 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); - - /* 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); - - /* 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); - } + int max_dx = 0, max_dy = 0; + int player_nr = game_em.last_moving_player; + int i; - RedrawPlayfield(TRUE, 0,0,0,0); - } - else + for (i = 0; i < MAX_PLAYERS; i++) { - int scroll_xx = -999, scroll_yy = -999; - - ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ - - while (scroll_xx != scroll_x || scroll_yy != scroll_y) + if (ply[i].alive) { - int dx = 0, dy = 0; - int fx = FX, fy = FY; - - scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left : - player->jx > SBX_Right + MIDPOSX ? SBX_Right : - player->jx - MIDPOSX); - - scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - player->jy - MIDPOSY); - - dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); - dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); - - if (dx == 0 && dy == 0) /* no scrolling needed at all */ - break; - - scroll_x -= dx; - scroll_y -= dy; - - fx += dx * TILEX / 2; - fy += dy * TILEY / 2; - - ScrollLevel(dx, dy); - DrawAllPlayers(); + int sx = PLAYER_SCREEN_X(i); + int sy = PLAYER_SCREEN_Y(i); - /* 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); + 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 second step to align at full tile size */ - BackToFront(); - Delay(wait_delay_value); + player_nr = i; + } } - - DrawPlayer(player); - BackToFront(); - Delay(wait_delay_value); } + + return player_nr; } -#endif static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) { @@ -608,7 +501,7 @@ static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) } } -boolean checkIfAllPlayersFitToScreen() +boolean checkIfAllPlayersFitToScreen(void) { int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0; @@ -651,21 +544,14 @@ static boolean checkIfAllPlayersAreVisible(int center_x, int center_y) void RedrawPlayfield_EM(boolean force_redraw) { -#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 - int offset = (setup.scroll_delay ? 3 : 0) * TILEX; - int offset_x = offset; - int offset_y = offset; + int max_center_distance_player_nr = + getMaxCenterDistancePlayerNr(screen_x, screen_y); + int stepsize = TILEX / 8; + int offset_raw = game.scroll_delay_value; + int offset_x = MIN(offset_raw, (SCR_FIELDX - 2) / 2) * TILEX; + int offset_y = MIN(offset_raw, (SCR_FIELDY - 2) / 2) * TILEY; int screen_x_old = screen_x; int screen_y_old = screen_y; int x, y, sx, sy; @@ -691,37 +577,27 @@ void RedrawPlayfield_EM(boolean force_redraw) } } -#if 1 /* also allow focus switching when screen is scrolled to half tile */ -#else - if (!scrolling) /* screen currently aligned at tile position */ -#endif + if (game.set_centered_player) { -#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; + game.centered_player_nr = game.centered_player_nr_next; - draw_new_player_location = TRUE; - force_redraw = TRUE; + draw_new_player_location = TRUE; + force_redraw = TRUE; - game.set_centered_player = FALSE; - } + game.set_centered_player = FALSE; } if (game.centered_player_nr == -1) { - if (draw_new_player_location) + if (draw_new_player_location || offset_raw == 0) { setScreenCenteredToAllPlayers(&sx, &sy); } else { - sx = PLAYER_SCREEN_X(game_em.last_moving_player); - sy = PLAYER_SCREEN_Y(game_em.last_moving_player); + sx = PLAYER_SCREEN_X(max_center_distance_player_nr); + sy = PLAYER_SCREEN_Y(max_center_distance_player_nr); } } else @@ -736,20 +612,11 @@ void RedrawPlayfield_EM(boolean force_redraw) screen_y = VALID_SCREEN_Y(sy); screen_x_old = screen_x; screen_y_old = screen_y; - -#if 0 - offset_x = 0; - offset_y = 0; -#endif } 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 = VALID_SCREEN_X(sx); int screen_yy = VALID_SCREEN_Y(sy); @@ -763,8 +630,6 @@ void RedrawPlayfield_EM(boolean force_redraw) if (dx == 0 && dy == 0) /* no scrolling needed at all */ break; -#if 1 - if (ABS(screen_xx - screen_x) >= TILEX) { screen_x -= dx * TILEX; @@ -787,36 +652,6 @@ void RedrawPlayfield_EM(boolean force_redraw) dyy = 0; } -#else - -#if 1 - if (ABS(screen_xx - screen_x) >= TILEX || - ABS(screen_yy - screen_y) >= TILEY) - { - screen_x -= dx * TILEX; - screen_y -= dy * TILEY; - - dxx = dx * TILEX / 2; - dyy = dy * TILEY / 2; - } - else - { - screen_x = screen_xx; - screen_y = screen_yy; - - dxx = 0; - dyy = 0; - } -#else - screen_x -= dx * TILEX; - screen_y -= dy * TILEY; - - 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; @@ -826,23 +661,23 @@ void RedrawPlayfield_EM(boolean force_redraw) for (i = 0; i < MAX_PLAYERS; i++) blitplayer(&ply[i]); - blitscreen(); - FlushDisplay(); + BlitScreenToBitmap_EM(backbuffer); + BackToFront_EM(); + 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(); + BlitScreenToBitmap_EM(backbuffer); + BackToFront_EM(); + Delay(wait_delay_value); } @@ -870,23 +705,26 @@ void RedrawPlayfield_EM(boolean force_redraw) sy - offset_y > screen_y ? sy - offset_y : screen_y); - /* prevent scrolling further than player step size screen when scrolling */ - if (ABS(screen_x - screen_x_old) > TILEX / 8 || - ABS(screen_y - screen_y_old) > TILEY / 8) + /* 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); + + 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); - screen_x = screen_x_old + dx * TILEX / 8; - screen_y = screen_y_old + dy * TILEY / 8; + screen_y = screen_y_old + dy * 2 * stepsize; } /* 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, screen_y)) + 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)) @@ -896,17 +734,6 @@ void RedrawPlayfield_EM(boolean force_redraw) if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y)) screen_y = screen_y_old; } -#else - 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 } /* prevent scrolling (for screen correcting) if no player is moving */ @@ -918,7 +745,8 @@ void RedrawPlayfield_EM(boolean force_redraw) else { /* prevent scrolling against the players move direction */ - int player_nr = game_em.last_moving_player; + 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); @@ -932,33 +760,12 @@ void RedrawPlayfield_EM(boolean force_redraw) screen_y = screen_y_old; } + // skip redrawing playfield in warp mode or when testing tapes with "autotest" + if (DrawingDeactivatedField()) + return; + 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 }