X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=7a88ecf7c8dbecbb47cfd6fc44dea06abd71e5da;hp=fce6e032d9fc7726341d96cd7887fd5bcfa4b444;hb=453e58ce94fd8f1257b08c6ee273382ede528f1a;hpb=0661d1d004cf01e6818d9005e532e3810f812f79 diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index fce6e032..7a88ecf7 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -3,117 +3,351 @@ * 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 +#define MAX_SCREEN_XPOS MAX(1, lev.width - (SCR_FIELDX - 1)) +#define MAX_SCREEN_YPOS MAX(1, lev.height - (SCR_FIELDY - 1)) -unsigned int frame; /* current screen frame */ -unsigned int screen_x; /* current scroll position */ -unsigned int screen_y; +#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)) + +#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) + +#define USE_EXTENDED_GRAPHICS_ENGINE 1 + + +int frame; /* current screen frame */ +int screen_x, screen_y; /* current scroll position */ /* tiles currently on screen */ -static unsigned short screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; +static int screentiles[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2]; +static int crumbled_state[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2]; +int getFieldbufferOffsetX_EM(void) +{ + return screen_x % TILEX; +} -/* copy the entire screen to the window at the scroll position - * - * perhaps use mit-shm to speed this up - */ +int getFieldbufferOffsetY_EM(void) +{ + return screen_y % TILEY; +} -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); + /* 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, window, x, y, - SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY); + BlitBitmap(screenBitmap, target_bitmap, x, y, + sxsize, sysize, sx, sy); } else if (x < 2 * TILEX && y >= 2 * TILEY) { - BlitBitmap(screenBitmap, window, x, y, - SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y, - SX, SY); - BlitBitmap(screenBitmap, window, x, 0, - SCR_FIELDX * TILEX, y - 2 * TILEY, - SX, SY + MAX_BUF_YSIZE * TILEY - y); + BlitBitmap(screenBitmap, target_bitmap, x, y, + sxsize, MAX_BUF_YSIZE * TILEY - y, + sx, sy); + BlitBitmap(screenBitmap, target_bitmap, x, 0, + sxsize, y - 2 * TILEY, + sx, sy + MAX_BUF_YSIZE * TILEY - y); } else if (x >= 2 * TILEX && y < 2 * TILEY) { - BlitBitmap(screenBitmap, window, x, y, - MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY, - SX, SY); - BlitBitmap(screenBitmap, window, 0, y, - x - 2 * TILEX, SCR_FIELDY * TILEY, - SX + MAX_BUF_XSIZE * TILEX - x, SY); + BlitBitmap(screenBitmap, target_bitmap, x, y, + MAX_BUF_XSIZE * TILEX - x, sysize, + sx, sy); + BlitBitmap(screenBitmap, target_bitmap, 0, y, + x - 2 * TILEX, sysize, + 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, + sx, sy); + 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, + 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); - BlitBitmap(screenBitmap, window, 0, 0, + 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 BackToFront_EM(void) +{ + BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY); +} + +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); + + return g; +} + +static struct GraphicInfo_EM *getPlayerGraphic(int player_nr, int anim) +{ + struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame]; + + 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) +{ + 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; + + if (draw_masked) + { + if (width > 0 && height > 0) + 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) +{ + 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; + + 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)) + { + int width, height, cx, cy; + + if (i == 1 || i == 2) + { + width = crumbled_border_size; + height = TILEY; + cx = (i == 2 ? TILEX - crumbled_border_size : 0); + cy = 0; + } + else + { + width = TILEX; + height = crumbled_border_size; + cx = 0; + cy = (i == 3 ? TILEY - crumbled_border_size : 0); + } + + 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) + 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 = getPlayerGraphic(player_nr, anim); + 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; + 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; + 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; + 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; + 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 } + }; + + 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++) { - dy = y % MAX_BUF_YSIZE; - for (x = left; x < left + MAX_BUF_XSIZE; 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; + boolean redraw_screen_tile = FALSE; + + /* 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; - dx = x % MAX_BUF_XSIZE; - obj = map_obj[frame][tile]; + 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) + redraw_screen_tile = (screentiles[sy][sx] != obj || + crumbled_state[sy][sx] != crm); + + /* only redraw screen tiles if they (or their crumbled state) changed */ + if (redraw_screen_tile) { -#if 1 - struct GraphicInfo_EM *g = &graphic_info_em[tile][frame]; - int dst_x = dx * TILEX; - int dst_y = dy * TILEY; - - if (g->width != TILEX || g->height != TILEY) - ClearRectangle(screenBitmap, dst_x, dst_y, TILEX, TILEY); - - if (g->width > 0 && g->height > 0) - BlitBitmap(g->bitmap, screenBitmap, - g->src_x + g->src_offset_x, g->src_y + g->src_offset_y, - g->width, g->height, - dst_x + g->dst_offset_x, dst_y + g->dst_offset_y); -#else - BlitBitmap(objBitmap, screenBitmap, - (obj / 512) * TILEX, (obj % 512) * TILEY / 16, - TILEX, TILEY, dx * TILEX, dy * TILEY); -#endif - - screentiles[dy][dx] = obj; + DrawLevelField_EM(x, y, sx, sy, FALSE); + DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE); + + screentiles[sy][sx] = obj; + crumbled_state[sy][sx] = crm; } } } @@ -127,203 +361,411 @@ static void animscreen(void) static void blitplayer(struct PLAYER *ply) { - unsigned int x, y, dx, dy; - unsigned short obj, spr; - int src_x, src_y, dst_x, dst_y; + int x1, y1, x2, y2; if (!ply->alive) return; - 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; + /* 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 ((unsigned int)(dx - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) && - (unsigned int)(dy - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1)) + if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) && + (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1)) { - 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; + /* 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_YSIZE; + int new_sx = new_x % MAX_BUF_XSIZE; + 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 (player_is_digging) + { + /* 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); -#if 1 - /* draw the player to current location */ - BlitBitmap(sprBitmap, screenBitmap, - (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, - x, y); - /* draw the player to opposite wrap-around column */ - BlitBitmap(sprBitmap, screenBitmap, - (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, - x - MAX_BUF_XSIZE * TILEX, y), - /* draw the player to opposite wrap-around row */ - BlitBitmap(sprBitmap, screenBitmap, - (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, - x, y - MAX_BUF_YSIZE * TILEY); - - /* draw the field the player is moving from (masked over the player) */ - obj = screentiles[y / TILEY][x / TILEX]; - src_x = (obj / 512) * TILEX; - src_y = (obj % 512) * TILEY / 16; - dst_x = (x / TILEX) * TILEX; - dst_y = (y / TILEY) * TILEY; - -#if 1 -#if 1 + /* draw the player (masked) over the element he is just digging away */ + DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE); + + /* draw the field the player is moving from (masked over the player) */ + DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE); + } + else { - int tile = Draw[ply->oldy][ply->oldx]; - struct GraphicInfo_EM *g = &graphic_info_em[tile][frame]; + /* 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); + + /* draw the field the player is moving to (masked over the player) */ + DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE); + } + + /* 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; + } +} + +void game_initscreen(void) +{ + int player_nr; + int x,y; + + frame = 6; + + player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0); - if (g->width > 0 && g->height > 0) + screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr)); + screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr)); + + 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; + } + } +} + +static int getMaxCenterDistancePlayerNr(int center_x, int center_y) +{ + 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) + { + 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)) { - src_x = g->src_x + g->src_offset_x; - src_y = g->src_y + g->src_offset_y; - dst_x = ply->oldx % MAX_BUF_XSIZE * TILEX + g->dst_offset_x; - dst_y = ply->oldy % MAX_BUF_YSIZE * TILEY + g->dst_offset_y; - - SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc, - dst_x - src_x, dst_y - src_y); - BlitBitmapMasked(g->bitmap, screenBitmap, - src_x, src_y, g->width, g->height, dst_x, dst_y); + max_dx = MAX(max_dx, ABS(sx - center_x)); + max_dy = MAX(max_dy, ABS(sy - center_y)); + + player_nr = i; } } -#else - SetClipOrigin(objBitmap, objBitmap->stored_clip_gc, - dst_x - src_x, dst_y - src_y); - BlitBitmapMasked(objBitmap, screenBitmap, - src_x, src_y, TILEX, TILEY, dst_x, dst_y); -#endif -#endif - - /* draw the field the player is moving to (masked over the player) */ - obj = screentiles[dy / TILEY][dx / TILEX]; - src_x = (obj / 512) * TILEX; - src_y = (obj % 512) * TILEY / 16; - dst_x = (dx / TILEX) * TILEX; - dst_y = (dy / TILEY) * TILEY; - -#if 1 -#if 1 + } + + return player_nr; +} + +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 tile = Draw[ply->y][ply->x]; - struct GraphicInfo_EM *g = &graphic_info_em[tile][frame]; + int sx = PLAYER_SCREEN_X(i); + int sy = PLAYER_SCREEN_Y(i); - if (g->width > 0 && g->height > 0) + if (num_checked_players == 0) + { + *sx1 = *sx2 = sx; + *sy1 = *sy2 = sy; + } + else { - src_x = g->src_x + g->src_offset_x; - src_y = g->src_y + g->src_offset_y; - dst_x = ply->x % MAX_BUF_XSIZE * TILEX + g->dst_offset_x; - dst_y = ply->y % MAX_BUF_YSIZE * TILEY + g->dst_offset_y; - - SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc, - dst_x - src_x, dst_y - src_y); - BlitBitmapMasked(g->bitmap, screenBitmap, - src_x, src_y, g->width, g->height, dst_x, dst_y); + *sx1 = MIN(*sx1, sx); + *sy1 = MIN(*sy1, sy); + *sx2 = MAX(*sx2, sx); + *sy2 = MAX(*sy2, sy); } + + num_checked_players++; } -#else - SetClipOrigin(objBitmap, objBitmap->stored_clip_gc, - dst_x - src_x, dst_y - src_y); - BlitBitmapMasked(objBitmap, screenBitmap, - src_x, src_y, TILEX, TILEY, dst_x, dst_y); -#endif -#endif + } +} + +boolean checkIfAllPlayersFitToScreen(void) +{ + int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); -#else + return (sx2 - sx1 <= SCR_FIELDX * TILEX && + sy2 - sy1 <= SCR_FIELDY * TILEY); +} + +static void setScreenCenteredToAllPlayers(int *sx, int *sy) +{ + int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y; - if (objmaskBitmap) + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + *sx = (sx1 + sx2) / 2; + *sy = (sy1 + sy2) / 2; +} + +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; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + *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); + + return (max_dx <= SCR_FIELDX * TILEX / 2 && + max_dy <= SCR_FIELDY * TILEY / 2); +} + +void RedrawPlayfield_EM(boolean force_redraw) +{ + boolean draw_new_player_location = FALSE; + boolean quick_relocation = setup.quick_switch; + 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; + int i; + + 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) { - 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); + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; } - else if (sprmaskBitmap) + + /* 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; + } + } + + /* 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_raw == 0) { - XCopyArea(display, sprmaskBitmap, spriteBitmap, spriteGC, - (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, 0, 0); + setScreenCenteredToAllPlayers(&sx, &sy); } else { - XFillRectangle(display, spriteBitmap, spriteGC, 0, 0, TILEX, TILEY); + 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) + { + 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); + + 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 (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; + } - SetClipMask(sprBitmap, sprBitmap->stored_clip_gc, spriteBitmap); + /* scroll in two steps of half tile size to make things smoother */ + screen_x += dxx; + screen_y += dyy; - SetClipOrigin(sprBitmap, sprBitmap->stored_clip_gc, x, y); - BlitBitmapMasked(sprBitmap, screenBitmap, - (spr / 8) * TILEX, (spr % 8) * TILEY, TILEX, TILEY, - x, y); + animscreen(); - 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); + for (i = 0; i < MAX_PLAYERS; i++) + blitplayer(&ply[i]); - 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); + BlitScreenToBitmap_EM(backbuffer); + BackToFront_EM(); - SetClipMask(sprBitmap, sprBitmap->stored_clip_gc, None); -#endif + Delay(wait_delay_value); - screentiles[y / TILEY][x / TILEX] = -1; /* mark screen as dirty */ - screentiles[dy / TILEY][dx / TILEX] = -1; + /* scroll second step to align at full tile size */ + screen_x -= dxx; + screen_y -= dyy; + + animscreen(); + + for (i = 0; i < MAX_PLAYERS; i++) + blitplayer(&ply[i]); + + BlitScreenToBitmap_EM(backbuffer); + BackToFront_EM(); + + Delay(wait_delay_value); + } + + screen_x_old = screen_x; + screen_y_old = screen_y; } -} -void game_initscreen(void) -{ - unsigned int x,y; + if (force_redraw) + { + 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; + } + } + } - frame = 6; - screen_x = 0; - screen_y = 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); - for (y = 0; y < MAX_BUF_YSIZE; y++) - for (x = 0; x < MAX_BUF_XSIZE; x++) - screentiles[y][x] = -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); - DrawGameDoorValues_EM(lev.required, ply1.dynamite, lev.score, - DISPLAY_TIME(lev.time + 4)); -} + 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); -void game_animscreen(void) -{ - unsigned int x,y; + screen_y = screen_y_old + dy * 2 * stepsize; + } - 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; + /* 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; - if (x > lev.width * TILEX) - x = lev.width * TILEX; - if (y > lev.height * TILEY) - y = lev.height * TILEY; + /* reset vertical scroll position to last value, if needed */ + if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y)) + screen_y = screen_y_old; + } + } - if (x < SCR_FIELDX * TILEX) - x = SCR_FIELDX * TILEY; - if (y < SCR_FIELDY * TILEY) - y = SCR_FIELDY * TILEY; + /* 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; + } - screen_x = x - (SCR_FIELDX - 1) * TILEX; - screen_y = y - (SCR_FIELDY - 1) * TILEY; + // skip redrawing playfield in warp mode or when testing tapes with "autotest" + if (DrawingDeactivatedField()) + return; animscreen(); - blitplayer(&ply1); - blitplayer(&ply2); - blitscreen(); - FlushDisplay(); + for (i = 0; i < MAX_PLAYERS; i++) + blitplayer(&ply[i]); }