X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_sp%2FDDScrollBuffer.c;h=62257d0314c403d026e83152cec72c5999d31e95;hp=b1a88ed5d6986b713413ee48214cd5f6b40f671e;hb=115ce6f2da1914d68b0fe0e5f9082973190dacdd;hpb=c35ed5e69718416c4b428f1ffeddf31105e933b2 diff --git a/src/game_sp/DDScrollBuffer.c b/src/game_sp/DDScrollBuffer.c index b1a88ed5..62257d03 100644 --- a/src/game_sp/DDScrollBuffer.c +++ b/src/game_sp/DDScrollBuffer.c @@ -7,302 +7,253 @@ #include -// --- VERSION 1.0 CLASS -// --- BEGIN -// --- MultiUse = -1 'True // True -// --- Persistable = 0 'NotPersistable // NotPersistable -// --- DataBindingBehavior = 0 'vbNone // vbNone -// --- DataSourceBehavior = 0 'vbNone // vbNone -// --- MTSTransactionMode = 0 'NotAnMTSObject // NotAnMTSObject -// --- END - -// static char *VB_Name = "DDScrollBuffer"; -// static boolean VB_GlobalNameSpace = False; -// static boolean VB_Creatable = True; -// static boolean VB_PredeclaredId = False; -// static boolean VB_Exposed = False; - -// --- Option Explicit - -// needs reference to: DirectX7 for Visual Basic Type Library - -DirectDrawSurface7 Buffer; -DirectDrawSurface7 mPrimary; -long mWidth, mHeight; -long mhWnd; -long mScrollX, mScrollY; -long mDestXOff, mDestYOff; - -void DDScrollBuffer_Let_DestXOff(long NewVal) -{ - mDestXOff = NewVal; -} - -long DDScrollBuffer_Get_DestXOff() -{ - long DestXOff; - - DestXOff = mDestXOff; +int mScrollX, mScrollY; +int mScrollX_last, mScrollY_last; - return DestXOff; -} +int ScreenBuffer[2 + MAX_PLAYFIELD_WIDTH + 2][2 + MAX_PLAYFIELD_HEIGHT + 2]; -void DDScrollBuffer_Let_DestYOff(long NewVal) -{ - mDestYOff = NewVal; -} -long DDScrollBuffer_Get_DestYOff() +int getFieldbufferOffsetX_SP(void) { - long DestYOff; + int px = 2 * TILEX + (mScrollX - mScrollX_last) % TILEX; - DestYOff = mDestYOff; + /* scroll correction for even number of visible tiles (half tile shifted) */ + px += game_sp.scroll_xoffset; - return DestYOff; -} + if (ExplosionShakeMurphy != 0) + px += TILEX / 2 - GetSimpleRandom(TILEX + 1); -DirectDrawSurface7 DDScrollBuffer_Get_Surface() -{ - DirectDrawSurface7 Surface; + px = px * TILESIZE_VAR / TILESIZE; - Surface = Buffer; - - return Surface; + return px; } -long DDScrollBuffer_Get_Width() +int getFieldbufferOffsetY_SP(void) { - long Width; + int py = 2 * TILEY + (mScrollY - mScrollY_last) % TILEY; - Width = mWidth; + /* scroll correction for even number of visible tiles (half tile shifted) */ + py += game_sp.scroll_yoffset; - return Width; -} + if (ExplosionShakeMurphy != 0) + py += TILEY / 2 - GetSimpleRandom(TILEX + 1); -int DDScrollBuffer_Get_Height() -{ - int Height; + py = py * TILESIZE_VAR / TILESIZE; - Height = mHeight; - - return Height; + return py; } -long DDScrollBuffer_CreateAtSize(long Width, long Height, long hWndViewPort) +void RestorePlayfield(void) { - long CreateAtSize; + int x1 = mScrollX / TILEX - 2; + int y1 = mScrollY / TILEY - 2; + int x2 = mScrollX / TILEX + (SCR_FIELDX - 1) + 2; + int y2 = mScrollY / TILEY + (SCR_FIELDY - 1) + 2; + int x, y; - DDSURFACEDESC2 SD; + DrawFrameIfNeeded(); - CreateAtSize = 0; - mhWnd = hWndViewPort; - // Create ScrollBuffer: + for (y = DisplayMinY; y <= DisplayMaxY; y++) { - SD.lFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT; - SD.ddsCaps.lCaps = DDSCAPS_VIDEOMEMORY; - // SD.ddsCaps.lCaps = DDSCAPS_OFFSCREENPLAIN - SD.LWidth = Width; - SD.LHeight = Height; + for (x = DisplayMinX; x <= DisplayMaxX; x++) + { + if (x >= x1 && x <= x2 && y >= y1 && y <= y2) + { + DrawFieldNoAnimated(x, y); + DrawFieldAnimated(x, y); + } + } } - - // --- On Error Resume Next - Buffer = DDraw.CreateSurface(SD); - if (Err.Number != 0) - return CreateAtSize; - - // --- On Error GoTo 0 - - mWidth = Width; - mHeight = Height; - mScrollX = 0; - mScrollY = 0; - CreateAtSize = -1; - - return CreateAtSize; } -void DDScrollBuffer_Cls(int BackColor) +static void ScrollPlayfield(int dx, int dy) { - RECT EmptyRect; - - if (NoDisplayFlag) - return; - - Buffer.BltColorFill(EmptyRect, BackColor); + int x1 = mScrollX_last / TILEX - 2; + int y1 = mScrollY_last / TILEY - 2; + int x2 = mScrollX_last / TILEX + (SCR_FIELDX - 1) + 2; + int y2 = mScrollY_last / TILEY + (SCR_FIELDY - 1) + 2; + int x, y; + + BlitBitmap(bitmap_db_field_sp, bitmap_db_field_sp, + TILEX_VAR * (dx == -1), + TILEY_VAR * (dy == -1), + (MAX_BUF_XSIZE * TILEX_VAR) - TILEX_VAR * (dx != 0), + (MAX_BUF_YSIZE * TILEY_VAR) - TILEY_VAR * (dy != 0), + TILEX_VAR * (dx == 1), + TILEY_VAR * (dy == 1)); + + DrawFrameIfNeeded(); + + for (y = DisplayMinY; y <= DisplayMaxY; y++) + { + for (x = DisplayMinX; x <= DisplayMaxX; x++) + { + if (x >= x1 && x <= x2 && y >= y1 && y <= y2) + { + int sx = x - x1; + int sy = y - y1; + int tsi = GetSI(x, y); + int id = ((PlayField16[tsi]) | + (PlayField8[tsi] << 16) | + (DisPlayField[tsi] << 24)); + + if ((dx == -1 && x == x2) || + (dx == +1 && x == x1) || + (dy == -1 && y == y2) || + (dy == +1 && y == y1)) + { + DrawFieldNoAnimated(x, y); + DrawFieldAnimated(x, y); + } + + ScreenBuffer[sx][sy] = id; + } + } + } } -void DDScrollBuffer_Blt() +static void ScrollPlayfieldIfNeededExt(boolean reset) { - RECT DR, SR; - long tX, tY, L; - // RECT ERect; - // long Restore; + if (reset) + { + mScrollX_last = -1; + mScrollY_last = -1; - if (NoDisplayFlag) return; + } -#if 0 - // --- On Error GoTo BltEH - DirectX.GetWindowRect(mhWnd, DR); - // --- On Error GoTo 0 -#endif - + if (mScrollX_last == -1 || mScrollY_last == -1) { - tX = (DR.right - DR.left) / Stretch; - tY = (DR.bottom - DR.top) / Stretch; + mScrollX_last = (mScrollX / TILESIZE) * TILESIZE; + mScrollY_last = (mScrollY / TILESIZE) * TILESIZE; + + return; } + + /* check if scrolling the playfield requires redrawing the viewport bitmap */ + if ((mScrollX != mScrollX_last || + mScrollY != mScrollY_last) && + (ABS(mScrollX - mScrollX_last) >= TILEX || + ABS(mScrollY - mScrollY_last) >= TILEY)) { - SR.left = mScrollX + mDestXOff; - SR.top = mScrollY + mDestYOff; - SR.right = SR.left + tX; - SR.bottom = SR.top + tY; - // If mWidth < SR.right Then - // SR.right = mWidth - // DR.right = DR.left + Stretch * (SR.right - SR.left) - // End If - // If mHeight < SR.bottom Then - // SR.bottom = mHeight - // DR.bottom = DR.top + Stretch * (SR.bottom - SR.top) - // End If - // If (mScrollX + mDestXOff) < 0 Then - // SR.left = 0 - // DR.left = DR.left - Stretch * (mScrollX + mDestXOff) - // End If - // If (mScrollY + mDestYOff) < 0 Then - // SR.top = 0 - // DR.top = DR.top - Stretch * (mScrollY + mDestYOff) - // End If + int dx = (ABS(mScrollX - mScrollX_last) < TILEX ? 0 : + mScrollX < mScrollX_last ? 1 : mScrollX > mScrollX_last ? -1 : 0); + int dy = (ABS(mScrollY - mScrollY_last) < TILEY ? 0 : + mScrollY < mScrollY_last ? 1 : mScrollY > mScrollY_last ? -1 : 0); + + mScrollX_last -= dx * TILEX; + mScrollY_last -= dy * TILEY; + + ScrollPlayfield(dx, dy); } +} -#if 1 +static void ScrollPlayfieldIfNeeded(void) +{ + ScrollPlayfieldIfNeededExt(FALSE); +} -#if 0 - printf("::: DDScrollBuffer.c: DDScrollBuffer_Blt(): blit from %d, %d [%ld, %ld] [%ld, %ld]\n", - SR.left, SR.top, mScrollX, mScrollY, mDestXOff, mDestYOff); -#endif +void InitScrollPlayfield(void) +{ + ScrollPlayfieldIfNeededExt(TRUE); +} -#if 0 - BlitBitmap(screenBitmap, window, - 1600, 320, - SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY); -#else - BlitBitmap(screenBitmap, window, - SR.left, SR.top, - SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY); -#endif +#define DEBUG_REDRAW 0 + +void UpdatePlayfield(boolean force_redraw) +{ + int x, y; - return; +#if DEBUG_REDRAW + int num_redrawn = 0; #endif - // DDraw.WaitForVerticalBlank DDWAITVB_BLOCKBEGIN, 0 - if (IS_NOTHING(&Buffer, sizeof(Buffer))) - return; + if (force_redraw) + { + // force re-initialization of graphics status variables + for (y = DisplayMinY; y <= DisplayMaxY; y++) + for (x = DisplayMinX; x <= DisplayMaxX; x++) + GfxGraphic[x][y] = -1; - if (IS_NOTHING(&PrimarySurface, sizeof(PrimarySurface))) - return; + // force complete playfield redraw + DisplayLevel(); + } - L = PrimarySurface.Blt(DR, &Buffer, SR, DDBLT_WAIT); - if (L != DD_OK) + for (y = DisplayMinY; y <= DisplayMaxY; y++) { - switch (L) + for (x = DisplayMinX; x <= DisplayMaxX; x++) { -#if 0 - case DDERR_GENERIC: - Debug.Assert(False); - break; - - case DDERR_INVALIDCLIPLIST: - Debug.Assert(False); - break; - - case DDERR_INVALIDOBJECT: - Debug.Assert(False); - break; - - case DDERR_INVALIDPARAMS: - Debug.Assert(False); - break; - - case DDERR_INVALIDRECT: - Debug.Assert(False); - break; - - case DDERR_NOALPHAHW: - Debug.Assert(False); - break; - - case DDERR_NOBLTHW: - Debug.Assert(False); - break; - - case DDERR_NOCLIPLIST: - Debug.Assert(False); - break; - - case DDERR_NODDROPSHW: - Debug.Assert(False); - break; - - case DDERR_NOMIRRORHW: - Debug.Assert(False); - break; - - case DDERR_NORASTEROPHW: - Debug.Assert(False); - break; - - case DDERR_NOROTATIONHW: - Debug.Assert(False); - break; - - case DDERR_NOSTRETCHHW: - Debug.Assert(False); - break; - - case DDERR_NOZBUFFERHW: - Debug.Assert(False); - break; - - case DDERR_SURFACEBUSY: - Debug.Assert(False); - break; -#endif - - case DDERR_SURFACELOST: - DDraw.RestoreAllSurfaces(); - if (! PrimarySurface.isLost()) - { - subDisplayLevel(); - // Blt(); - } - - // RestorePrimarySurface - // ClipToWindow 0 - break; - -#if 0 - case DDERR_UNSUPPORTED: - Debug.Assert(False); - break; - - case DDERR_WASSTILLDRAWING: - Debug.Assert(False); - break; - - default: - Debug.Assert(False); - break; + int element = LowByte(PlayField16[GetSI(x, y)]); + int graphic = GfxGraphic[x][y]; + int sync_frame = GfxFrame[x][y]; + boolean redraw = force_redraw; + + if (graphic < 0) + { + GfxGraphicLast[x][y] = GfxGraphic[x][y]; + + continue; + } + + if (element != GfxElementLast[x][y] && + graphic == GfxGraphicLast[x][y]) + { + /* element changed, but not graphic => disable updating graphic */ + + GfxElementLast[x][y] = element; + GfxGraphicLast[x][y] = GfxGraphic[x][y] = -1; + + continue; + } + + if (graphic != GfxGraphicLast[x][y]) // new graphic + { + redraw = TRUE; + + GfxElementLast[x][y] = element; + GfxGraphicLast[x][y] = GfxGraphic[x][y]; + sync_frame = GfxFrame[x][y] = 0; + } + else if (isNextAnimationFrame_SP(graphic, sync_frame)) // new frame + { + redraw = TRUE; + } + + if (redraw) + { + int sx = x * StretchWidth; + int sy = y * StretchWidth; + + DDSpriteBuffer_BltImg(sx, sy, graphic, sync_frame); + +#if DEBUG_REDRAW + num_redrawn++; #endif + } } } -#if 0 - // Buffer.UpdateOverlay SR, PrimarySurface, DR, DDOVER_SHOW - if (EditFlag) - FMark.RefreshMarker(); +#if DEBUG_REDRAW + printf("::: FRAME %d: %d redrawn\n", FrameCounter, num_redrawn); #endif +} - // BltEH: +void BlitScreenToBitmap_SP(Bitmap *target_bitmap) +{ + /* copy playfield buffer to target bitmap at scroll position */ + + int px = getFieldbufferOffsetX_SP(); + int py = getFieldbufferOffsetY_SP(); + int xsize = SXSIZE; + int ysize = SYSIZE; + int full_xsize = (FieldWidth - (menBorder ? 0 : 1)) * TILEX_VAR; + int full_ysize = (FieldHeight - (menBorder ? 0 : 1)) * TILEY_VAR; + 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); + + BlitBitmap(bitmap_db_field_sp, target_bitmap, px, py, sxsize, sysize, sx, sy); } void DDScrollBuffer_ScrollTo(int X, int Y) @@ -310,17 +261,10 @@ void DDScrollBuffer_ScrollTo(int X, int Y) if (NoDisplayFlag) return; - X = X / Stretch; - Y = Y / Stretch; - mScrollX = X; - mScrollY = Y; - ScrollX = mScrollX; - ScrollY = mScrollY; + ScrollX = mScrollX = X; + ScrollY = mScrollY = Y; -#if 0 - printf("::: DDScrollBuffer.c: DDScrollBuffer_ScrollTo(): mScroll: %ld, %ld [%d, %d]\n", - mScrollX, mScrollY, X, Y); -#endif + ScrollPlayfieldIfNeeded(); } void DDScrollBuffer_ScrollTowards(int X, int Y, double Step) @@ -330,17 +274,11 @@ void DDScrollBuffer_ScrollTowards(int X, int Y, double Step) if (NoDisplayFlag) return; -#if 0 - printf("::: DDScrollBuffer.c: DDScrollBuffer_ScrollTowards(): (1) mScroll: %ld, %ld [%d, %d, %f]\n", - mScrollX, mScrollY, X, Y, Step); -#endif - - X = X / Stretch; - Y = Y / Stretch; dx = X - mScrollX; dY = Y - mScrollY; + r = Sqr(dx * dx + dY * dY); - if (r == 0) // we are there already + if (r == 0) // we are there already return; if (Step < r) @@ -348,42 +286,32 @@ void DDScrollBuffer_ScrollTowards(int X, int Y, double Step) else r = 1; - mScrollX = mScrollX + dx * r; - mScrollY = mScrollY + dY * r; - ScrollX = mScrollX; - ScrollY = mScrollY; + ScrollX = mScrollX = mScrollX + dx * r; + ScrollY = mScrollY = mScrollY + dY * r; -#if 0 - printf("::: DDScrollBuffer.c: DDScrollBuffer_ScrollTowards(): (2) mScroll: %ld, %ld [%d, %d, %f]\n", - mScrollX, mScrollY, X, Y, Step); -#endif + ScrollPlayfieldIfNeeded(); } -void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS) +void DDScrollBuffer_SoftScrollTo(int X, int Y, int TimeMS, int FPS) { double dx, dY; -#if 0 - TickCountObject Tick; -#endif - long dT, StepCount; + int StepCount; double T, tStep; - long oldX, oldY, maxD; + int oldX, oldY, maxD; static boolean AlreadyRunning = False; if (NoDisplayFlag) return; if (AlreadyRunning) - { return; - } AlreadyRunning = True; - X = X / Stretch; - Y = Y / Stretch; + dx = X - mScrollX; dY = Y - mScrollY; - maxD = (Abs(dx) < Abs(dY) ? Abs(dY) : Abs(dY)); + maxD = (Abs(dx) < Abs(dY) ? Abs(dY) : Abs(dx)); + StepCount = FPS * (TimeMS / (double)1000); if (StepCount > maxD) StepCount = maxD; @@ -391,48 +319,20 @@ void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS) if (StepCount == 0) StepCount = 1; - dT = 1000 / FPS; tStep = (double)1 / StepCount; oldX = mScrollX; oldY = mScrollY; - // R = Sqr(dX * dX + dY * dY) - // If R = 0 Then Exit Sub 'we are there already + for (T = (double)tStep; T <= (double)1; T += tStep) { - if (UserDragFlag) - goto SoftScrollEH; - - // If Claim Then Exit For - -#if 0 - Tick.DelayMS(dT, False); -#endif - - mScrollX = oldX + T * dx; - mScrollY = oldY + T * dY; - ScrollX = mScrollX; - ScrollY = mScrollY; - // Blt(); + ScrollX = mScrollX = oldX + T * dx; + ScrollY = mScrollY = oldY + T * dY; } - if (UserDragFlag) - goto SoftScrollEH; + ScrollX = mScrollX = X; + ScrollY = mScrollY = Y; -#if 0 - Tick.DelayMS(dT, False); -#endif - - mScrollX = X; - mScrollY = Y; - ScrollX = mScrollX; - ScrollY = mScrollY; - // Blt(); - -SoftScrollEH: AlreadyRunning = False; -#if 0 - printf("::: DDScrollBuffer.c: DDScrollBuffer_SoftScrollTo(): mScroll: %ld, %ld\n", - mScrollX, mScrollY); -#endif + ScrollPlayfieldIfNeeded(); }