/* 2000-08-13T14:36:17Z * * graphics manipulation crap */ #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)) #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; /* 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]; static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; #if 0 #if 1 int centered_player_nr; #else static int centered_player_nr; #endif #endif /* copy the entire screen to the window at the scroll position */ void BlitScreenToBitmap_EM(Bitmap *target_bitmap) { 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, target_bitmap, x, y, SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, 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); 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, target_bitmap, x, y, MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY, SX, SY); BlitBitmap(screenBitmap, target_bitmap, 0, y, x - 2 * TILEX, SCR_FIELDY * TILEY, 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); BlitBitmap(screenBitmap, target_bitmap, 0, y, x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y, 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, 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 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; 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) { 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) { struct GraphicInfo_EM *g = getObjectGraphic(x, y); 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; #if 0 if (x == 3 && y == 3 && frame == 0) printf("::: %d, %d\n", graphic_info_em_object[207][0].crumbled_src_x, graphic_info_em_object[207][0].crumbled_src_y); #endif 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); } 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 = 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; 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 */ static void animscreen(void) { 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++) { 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; 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); } } redraw_screen_tile = (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm); #if 0 /* !!! TEST ONLY -- CHANGE THIS !!! */ if (!game.use_native_emc_graphics_engine) redraw_screen_tile = TRUE; #endif /* only redraw screen tiles if they (or their crumbled state) changed */ 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++; } } } } /* blit players to the screen * * handles transparency and movement */ static void blitplayer(struct PLAYER *ply) { int x1, y1, x2, y2; if (!ply->alive) return; /* 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 ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) && (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * 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 (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); /* 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); /* 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; /* 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; } } 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; 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)); 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; } } DrawAllGameValues(lev.required, dynamite_state, lev.score, lev.time, all_keys_state); } #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; 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); } 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 */ while (scroll_xx != scroll_x || scroll_yy != scroll_y) { 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(); /* 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); /* 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) { 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)) { max_dx = MAX(max_dx, ABS(sx - center_x)); max_dy = MAX(max_dy, ABS(sy - center_y)); player_nr = i; } } } 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 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() { int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0; setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); 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; 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) { #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; 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; } /* 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_new_player_location = TRUE; force_redraw = TRUE; game.set_centered_player = FALSE; } } 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 (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 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 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 #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; animscreen(); for (i = 0; i < MAX_PLAYERS; i++) blitplayer(&ply[i]); blitscreen(); Delay(wait_delay_value); /* scroll second step to align at full tile size */ screen_x -= dxx; screen_y -= dyy; #if 0 SyncDisplay(); #endif animscreen(); for (i = 0; i < MAX_PLAYERS; i++) blitplayer(&ply[i]); blitscreen(); Delay(wait_delay_value); } screen_x_old = screen_x; screen_y_old = screen_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; } } } /* 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 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 #if 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); 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_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); screen_x = screen_x_old + dx * 2 * stepsize; screen_y = screen_y_old + dy * 2 * stepsize; } #endif #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); 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 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 */ if (!game_em.any_player_moving) { screen_x = screen_x_old; screen_y = screen_y_old; } else { /* 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 blitscreen(); #endif } void game_animscreen(void) { RedrawPlayfield_EM(FALSE); } 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 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; } #else 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; 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 DrawAllGameValues(lev.required, ply1.dynamite, lev.score, DISPLAY_TIME(lev.time), ply1.keys | ply2.keys); #endif }