#include "libgame/libgame.h"
#include "tools.h"
+#include "init.h"
#include "game.h"
#include "events.h"
#include "cartoons.h"
if (redraw_mask & REDRAW_FIELD)
{
+#if 0
+ printf("::: REDRAW_FIELD\n");
+#endif
+
if (game_status != GAME_MODE_PLAYING ||
redraw_mask & REDRAW_FROM_BACKBUFFER)
{
if (redraw_mask & REDRAW_TILES)
{
+#if 0
+ printf("::: REDRAW_TILES\n");
+#endif
+
for (x = 0; x < SCR_FIELDX; x++)
for (y = 0 ; y < SCR_FIELDY; y++)
if (redraw[redraw_x1 + x][redraw_y1 + y])
(e) == EL_QUICKSAND_EMPTYING || \
(e) == EL_QUICKSAND_FAST_EMPTYING))
-static void DrawLevelFieldCrumbledSandExtBlitInner(int x, int y, int dx, int dy,
- int graphic)
+static void DrawLevelFieldCrumbledInnerCorners(int x, int y, int dx, int dy,
+ int graphic)
{
Bitmap *src_bitmap;
int src_x, src_y;
width, height, FX + sx * TILEX + cx, FY + sy * TILEY + cy);
}
-static void DrawLevelFieldCrumbledSandExtBlit(int x, int y,
- int graphic, int frame, int dir)
+static void DrawLevelFieldCrumbledBorders(int x, int y, int graphic, int frame,
+ int dir)
{
Bitmap *src_bitmap;
int src_x, src_y;
/* draw simple, sloppy, non-corner-accurate crumbled border */
-#if 0
+#if 1
width = (dir == 1 || dir == 2 ? crumbled_border_size : TILEX);
height = (dir == 0 || dir == 3 ? crumbled_border_size : TILEY);
cx = (dir == 2 ? TILEX - crumbled_border_size : 0);
/* correct corners of crumbled border, if needed */
-#if 0
+#if 1
for (i = -1; i <= 1; i+=2)
{
int xx = x + (dir == 0 || dir == 3 ? i : 0);
int element = (IN_LEV_FIELD(xx, yy) ? TILE_GFX_ELEMENT(xx, yy) :
BorderElement);
- /* ... */
-
/* check if neighbour field is of same crumble type */
if (IS_CRUMBLED_TILE(xx, yy, element) &&
graphic_info[graphic].class ==
{
/* no crumbled corner, but continued crumbled border */
+ int c1 = (dir == 2 || dir == 3 ? TILESIZE - crumbled_border_size : 0);
+ int c2 = (i == 1 ? TILESIZE - crumbled_border_size : 0);
+ int b1 = (i == 1 ? crumbled_border_size :
+ TILESIZE - 2 * crumbled_border_size);
+
width = crumbled_border_size;
height = crumbled_border_size;
- cx = (dir == 2 ? TILEX - crumbled_border_size : 0);
- cy = (i == 1 ? TILEX - crumbled_border_size : 0);
- bx = cx;
- by = (i == 1 ? crumbled_border_size :
- TILEY - 2 * crumbled_border_size);
+
+ if (dir == 1 || dir == 2)
+ {
+ cx = c1;
+ cy = c2;
+ bx = cx;
+ by = b1;
+ }
+ else
+ {
+ cx = c2;
+ cy = c1;
+ bx = b1;
+ by = cy;
+ }
BlitBitmap(src_bitmap, drawto_field, src_x + bx, src_y + by,
width, height, FX + sx * TILEX + cx, FY + sy * TILEY + cy);
width = crumbled_border_size;
height = crumbled_border_size;
cx = (dir == 2 ? TILEX - crumbled_border_size : 0);
- cy = (i == 1 ? TILEX - crumbled_border_size : 0);
+ cy = (i == 1 ? TILEY - crumbled_border_size : 0);
bx = cx;
by = (i == 1 ? crumbled_border_size :
TILEY - 2 * crumbled_border_size);
cx = (i == 1 ? TILEX - crumbled_border_size : 0);
cy = (dir == 3 ? TILEY - crumbled_border_size : 0);
bx = (i == 1 ? crumbled_border_size :
- TILEY - 2 * crumbled_border_size);
+ TILEX - 2 * crumbled_border_size);
by = cy;
BlitBitmap(src_bitmap, drawto_field, src_x + bx, src_y + by,
#endif
}
-static void DrawLevelFieldCrumbledSandExt(int x, int y, int graphic, int frame)
+static void DrawLevelFieldCrumbledExt(int x, int y, int graphic, int frame)
{
int sx = SCREENX(x), sy = SCREENY(y);
int element;
continue;
#endif
- DrawLevelFieldCrumbledSandExtBlit(x, y, graphic, frame, i);
+ DrawLevelFieldCrumbledBorders(x, y, graphic, frame, i);
}
- if ((graphic_info[graphic].style & STYLE_WITH_INNER_CORNERS) &&
+ if ((graphic_info[graphic].style & STYLE_INNER_CORNERS) &&
graphic_info[graphic].anim_frames == 2)
{
for (i = 0; i < 4; i++)
int dx = (i & 1 ? +1 : -1);
int dy = (i & 2 ? +1 : -1);
- DrawLevelFieldCrumbledSandExtBlitInner(x, y, dx, dy, graphic);
+ DrawLevelFieldCrumbledInnerCorners(x, y, dx, dy, graphic);
}
}
graphic = el_act2crm(element, ACTION_DEFAULT);
- DrawLevelFieldCrumbledSandExtBlit(xx, yy, graphic, 0, 3 - i);
+ DrawLevelFieldCrumbledBorders(xx, yy, graphic, 0, 3 - i);
MarkTileDirty(sxx, syy);
}
}
}
-void DrawLevelFieldCrumbledSand(int x, int y)
+void DrawLevelFieldCrumbled(int x, int y)
{
int graphic;
GfxElement[x][y] != EL_UNDEFINED &&
GFX_CRUMBLED(GfxElement[x][y]))
{
- DrawLevelFieldCrumbledSandDigging(x, y, GfxDir[x][y], GfxFrame[x][y]);
+ DrawLevelFieldCrumbledDigging(x, y, GfxDir[x][y], GfxFrame[x][y]);
return;
}
graphic = el_act2crm(Feld[x][y], ACTION_DEFAULT);
#endif
- DrawLevelFieldCrumbledSandExt(x, y, graphic, 0);
+ DrawLevelFieldCrumbledExt(x, y, graphic, 0);
}
-void DrawLevelFieldCrumbledSandDigging(int x, int y, int direction,
- int step_frame)
+void DrawLevelFieldCrumbledDigging(int x, int y, int direction,
+ int step_frame)
{
int graphic1 = el_act_dir2img(GfxElement[x][y], ACTION_DIGGING, direction);
int graphic2 = el_act_dir2crm(GfxElement[x][y], ACTION_DIGGING, direction);
int sx = SCREENX(x), sy = SCREENY(y);
DrawGraphic(sx, sy, graphic1, frame1);
- DrawLevelFieldCrumbledSandExt(x, y, graphic2, frame2);
+ DrawLevelFieldCrumbledExt(x, y, graphic2, frame2);
}
-void DrawLevelFieldCrumbledSandNeighbours(int x, int y)
+void DrawLevelFieldCrumbledNeighbours(int x, int y)
{
int sx = SCREENX(x), sy = SCREENY(y);
static int xy[4][2] =
};
int i;
-#if 0
- int element = TILE_GFX_ELEMENT(x, y);
- int graphic = el_act2crm(element, ACTION_DEFAULT);
-
- if (graphic_info[graphic].style & STYLE_WITH_INNER_CORNERS)
- {
- int dx, dy;
-
- for (dy = -1; dy < 2; dy++)
- {
- for (dx = -1; dx < 2; dx++)
- {
- if (dx != 0 || dy != 0)
- {
- int xx = x + dx;
- int yy = y + dy;
- int sxx = sx + dx;
- int syy = sy + dy;
-
- if (!IN_LEV_FIELD(xx, yy) ||
- !IN_SCR_FIELD(sxx, syy) ||
- !GFX_CRUMBLED(Feld[xx][yy]) ||
- IS_MOVING(xx, yy))
- continue;
-
- DrawLevelField(xx, yy);
- }
- }
- }
- }
- else
- {
- for (i = 0; i < 4; i++)
- {
- int xx = x + xy[i][0];
- int yy = y + xy[i][1];
- int sxx = sx + xy[i][0];
- int syy = sy + xy[i][1];
-
- if (!IN_LEV_FIELD(xx, yy) ||
- !IN_SCR_FIELD(sxx, syy) ||
- !GFX_CRUMBLED(Feld[xx][yy]) ||
- IS_MOVING(xx, yy))
- continue;
-
- DrawLevelField(xx, yy);
- }
- }
-#else
for (i = 0; i < 4; i++)
{
int xx = x + xy[i][0];
DrawLevelField(xx, yy);
}
-#endif
}
static int getBorderElement(int x, int y)
void DrawScreenElement(int x, int y, int element)
{
DrawScreenElementExt(x, y, 0, 0, element, NO_CUTTING, NO_MASKING);
- DrawLevelFieldCrumbledSand(LEVELX(x), LEVELY(y));
+ DrawLevelFieldCrumbled(LEVELX(x), LEVELY(y));
}
void DrawLevelElement(int x, int y, int element)
}
}
+void AnimateEnvelopeDoor(char *text, int anim_mode, int action)
+{
+#if 1
+ int envelope_nr = 0;
+#endif
+ int graphic = IMG_BACKGROUND_ENVELOPE_1 + envelope_nr;
+ Bitmap *src_bitmap = graphic_info[graphic].bitmap;
+ int mask_mode = (src_bitmap != NULL ? BLIT_MASKED : BLIT_ON_BACKGROUND);
+ boolean ffwd_delay = (tape.playing && tape.fast_forward);
+ boolean no_delay = (tape.warp_forward);
+ unsigned long anim_delay = 0;
+ int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+ int anim_delay_value = (no_delay ? 0 : frame_delay_value);
+ int font_nr = FONT_ENVELOPE_1 + envelope_nr;
+ int font_width = getFontWidth(font_nr);
+ int font_height = getFontHeight(font_nr);
+#if 1
+ int max_xsize = 7; /* tools.c: MAX_REQUEST_LINE_FONT1_LEN == 7 */
+ int max_ysize = 13; /* tools.c: MAX_REQUEST_LINES == 13 */
+#else
+ int max_xsize = level.envelope[envelope_nr].xsize;
+ int max_ysize = level.envelope[envelope_nr].ysize;
+#endif
+ int xstart = (anim_mode & ANIM_VERTICAL ? max_xsize : 0);
+ int ystart = (anim_mode & ANIM_HORIZONTAL ? max_ysize : 0);
+ int xend = max_xsize;
+ int yend = (anim_mode != ANIM_DEFAULT ? max_ysize : 0);
+ int xstep = (xstart < xend ? 1 : 0);
+ int ystep = (ystart < yend || xstep == 0 ? 1 : 0);
+ int x, y;
+
+#if 1
+ int max_word_len = 0;
+ char *text_ptr;
+ char *text_copy = getStringCopy(text);
+
+ font_nr = FONT_TEXT_2;
+
+ for (text_ptr = text; *text_ptr; text_ptr++)
+ {
+ max_word_len = (*text_ptr != ' ' ? max_word_len + 1 : 0);
+
+ if (max_word_len > 7) /* tools.c: MAX_REQUEST_LINE_FONT1_LEN == 7 */
+ {
+ max_xsize = 10; /* tools.c: MAX_REQUEST_LINE_FONT2_LEN == 10 */
+ font_nr = FONT_TEXT_1;
+
+ break;
+ }
+ }
+
+ for (text_ptr = text_copy; *text_ptr; text_ptr++)
+ if (*text_ptr == ' ')
+ *text_ptr = '\n';
+#endif
+
+ for (x = xstart, y = ystart; x <= xend && y <= yend; x += xstep, y += ystep)
+ {
+ int xsize = (action == ACTION_CLOSING ? xend - (x - xstart) : x) + 2;
+ int ysize = (action == ACTION_CLOSING ? yend - (y - ystart) : y) + 2;
+ int sx = (SXSIZE - xsize * font_width) / 2;
+ int sy = (SYSIZE - ysize * font_height) / 2;
+ int xx, yy;
+
+#if 1
+ BlitBitmap(bitmap_db_store, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+#else
+ SetDrawtoField(DRAW_BUFFERED);
+
+ BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+
+ SetDrawtoField(DRAW_BACKBUFFER);
+#endif
+
+ for (yy = 0; yy < ysize; yy++) for (xx = 0; xx < xsize; xx++)
+ DrawEnvelopeBackground(envelope_nr, sx,sy, xx,yy, xsize, ysize, font_nr);
+
+#if 1
+
+#if 1
+ DrawTextBuffer(SX + sx + font_width, SY + sy + font_height,
+ text_copy, font_nr, max_xsize,
+ xsize - 2, ysize - 2, mask_mode,
+ FALSE, TRUE, FALSE);
+#else
+ DrawTextBuffer(SX + sx + font_width, SY + sy + font_height,
+ level.envelope[envelope_nr].text, font_nr, max_xsize,
+ xsize - 2, ysize - 2, mask_mode,
+ level.envelope[envelope_nr].autowrap,
+ level.envelope[envelope_nr].centered, FALSE);
+#endif
+
+#else
+ DrawTextToTextArea(SX + sx + font_width, SY + sy + font_height,
+ level.envelope[envelope_nr].text, font_nr, max_xsize,
+ xsize - 2, ysize - 2, mask_mode);
+#endif
+
+#if 1
+ redraw_mask |= REDRAW_ALL | REDRAW_FROM_BACKBUFFER;
+#else
+ redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
+#endif
+
+#if 1
+ DoAnimation();
+ BackToFront();
+#else
+ BackToFront();
+#endif
+
+ WaitUntilDelayReached(&anim_delay, anim_delay_value / 2);
+ }
+
+ free(text_copy);
+}
+
void ShowEnvelope(int envelope_nr)
{
int element = EL_ENVELOPE_1 + envelope_nr;
BackToFront();
}
+void ShowEnvelopeDoor(char *text)
+{
+#if 1
+ int last_game_status = game_status; /* save current game status */
+ int envelope_nr = 0;
+#endif
+ int element = EL_ENVELOPE_1 + envelope_nr;
+ int graphic = IMG_BACKGROUND_ENVELOPE_1 + envelope_nr;
+ int sound_opening = element_info[element].sound[ACTION_OPENING];
+ int sound_closing = element_info[element].sound[ACTION_CLOSING];
+ boolean ffwd_delay = (tape.playing && tape.fast_forward);
+ boolean no_delay = (tape.warp_forward);
+ int normal_delay_value = ONE_SECOND_DELAY / (ffwd_delay ? 2 : 1);
+ int wait_delay_value = (no_delay ? 0 : normal_delay_value);
+ int anim_mode = graphic_info[graphic].anim_mode;
+ int main_anim_mode = (anim_mode == ANIM_NONE ? ANIM_VERTICAL|ANIM_HORIZONTAL:
+ anim_mode == ANIM_DEFAULT ? ANIM_VERTICAL : anim_mode);
+
+#if 1
+ if (game_status == GAME_MODE_PLAYING)
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ BlitScreenToBitmap_EM(backbuffer);
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ BlitScreenToBitmap_SP(backbuffer);
+ else
+ {
+ BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+ }
+ }
+
+ SetDrawtoField(DRAW_BACKBUFFER);
+
+ BlitBitmap(backbuffer, bitmap_db_store, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+
+ if (game_status != GAME_MODE_MAIN)
+ InitAnimation();
+
+ /* force DOOR font inside door area */
+ game_status = GAME_MODE_PSEUDO_DOOR;
+#endif
+
+ game.envelope_active = TRUE; /* needed for RedrawPlayfield() events */
+
+ PlayMenuSoundStereo(sound_opening, SOUND_MIDDLE);
+
+ if (anim_mode == ANIM_DEFAULT)
+ AnimateEnvelopeDoor(text, ANIM_DEFAULT, ACTION_OPENING);
+
+ AnimateEnvelopeDoor(text, main_anim_mode, ACTION_OPENING);
+
+ if (tape.playing)
+ Delay(wait_delay_value);
+ else
+ WaitForEventToContinue();
+
+ PlayMenuSoundStereo(sound_closing, SOUND_MIDDLE);
+
+ if (anim_mode != ANIM_NONE)
+ AnimateEnvelopeDoor(text, main_anim_mode, ACTION_CLOSING);
+
+ if (anim_mode == ANIM_DEFAULT)
+ AnimateEnvelopeDoor(text, ANIM_DEFAULT, ACTION_CLOSING);
+
+ game.envelope_active = FALSE;
+
+#if 1
+ game_status = last_game_status; /* restore current game status */
+
+ if (game_status != GAME_MODE_MAIN)
+ StopAnimation();
+
+ BlitBitmap(bitmap_db_store, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+#else
+ SetDrawtoField(DRAW_BUFFERED);
+#endif
+
+#if 1
+ redraw_mask |= REDRAW_ALL;
+#else
+ redraw_mask |= REDRAW_FIELD;
+#endif
+
+#if 1
+ if (game_status == GAME_MODE_MAIN)
+ DoAnimation();
+
+ BackToFront();
+
+ if (game_status == GAME_MODE_PLAYING &&
+ level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ SetDrawtoField(DRAW_BUFFERED);
+#else
+ BackToFront();
+#endif
+}
+
void DrawPreviewElement(int dst_x, int dst_y, int element, int tilesize)
{
Bitmap *src_bitmap;
#if 1
if (GFX_CRUMBLED(TILE_GFX_ELEMENT(x, y)))
- DrawLevelFieldCrumbledSand(x, y);
+ DrawLevelFieldCrumbled(x, y);
#else
if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSand(x, y);
+ DrawLevelFieldCrumbled(x, y);
#endif
}
DrawGraphicAnimation(sx, sy, graphic);
if (GFX_CRUMBLED(element))
- DrawLevelFieldCrumbledSand(x, y);
+ DrawLevelFieldCrumbled(x, y);
}
static int getPlayerGraphic(struct PlayerInfo *player, int move_dir)
int frame = getGraphicAnimationFrame(old_graphic, player->StepFrame);
if (GFX_CRUMBLED(old_element))
- DrawLevelFieldCrumbledSandDigging(jx, jy, move_dir, player->StepFrame);
+ DrawLevelFieldCrumbledDigging(jx, jy, move_dir, player->StepFrame);
else
DrawGraphic(sx, sy, old_graphic, frame);
int max_word_len = 0;
char *text_ptr;
+#if 1
+ ShowEnvelopeDoor(text);
+#endif
+
for (text_ptr = text; *text_ptr; text_ptr++)
{
max_word_len = (*text_ptr != ' ' ? max_word_len + 1 : 0);
if (!video.fullscreen_available)
return;
-#if 1
if (change_fullscreen || change_fullscreen_mode)
-#else
- if (setup.fullscreen != video.fullscreen_enabled ||
- setup.fullscreen_mode != video.fullscreen_mode_current)
-#endif
{
Bitmap *tmp_backbuffer = CreateBitmap(WIN_XSIZE, WIN_YSIZE, DEFAULT_DEPTH);
/* save backbuffer content which gets lost when toggling fullscreen mode */
BlitBitmap(backbuffer, tmp_backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
-#if 1
if (change_fullscreen_mode)
-#else
- if (setup.fullscreen && video.fullscreen_enabled)
-#endif
{
/* keep fullscreen, but change fullscreen mode (screen resolution) */
-#if 1
- /* (this is now set in sdl.c) */
-#else
- video.fullscreen_mode_current = setup.fullscreen_mode;
-#endif
video.fullscreen_enabled = FALSE; /* force new fullscreen mode */
}
#endif
}
}
+
+void ChangeViewportPropertiesIfNeeded()
+{
+ int *door_1_x = &DX;
+ int *door_1_y = &DY;
+ int *door_2_x = (game_status == GAME_MODE_EDITOR ? &EX : &VX);
+ int *door_2_y = (game_status == GAME_MODE_EDITOR ? &EY : &VY);
+ int gfx_game_mode = (game_status == GAME_MODE_PLAYING ||
+ game_status == GAME_MODE_EDITOR ? game_status :
+ GAME_MODE_MAIN);
+ struct RectWithBorder *vp_playfield = &viewport.playfield[gfx_game_mode];
+ struct RectWithBorder *vp_door_1 = &viewport.door_1[gfx_game_mode];
+ struct RectWithBorder *vp_door_2 = &viewport.door_2[gfx_game_mode];
+ int border_size = vp_playfield->border_size;
+ int new_sx = vp_playfield->x + border_size;
+ int new_sy = vp_playfield->y + border_size;
+ int new_scr_fieldx = (vp_playfield->width - 2 * border_size) / TILESIZE;
+ int new_scr_fieldy = (vp_playfield->height - 2 * border_size) / TILESIZE;
+
+#if 0
+ /* !!! TEST ONLY !!! */
+ // InitGfxBuffers();
+ return;
+#endif
+
+ if (viewport.window.width != WIN_XSIZE ||
+ viewport.window.height != WIN_YSIZE)
+ {
+ WIN_XSIZE = viewport.window.width;
+ WIN_YSIZE = viewport.window.height;
+
+ InitVideoBuffer(WIN_XSIZE, WIN_YSIZE, DEFAULT_DEPTH, setup.fullscreen);
+ InitGfxBuffers();
+
+#if 1
+ SetDrawDeactivationMask(REDRAW_NONE);
+ SetDrawBackgroundMask(REDRAW_FIELD);
+
+ // RedrawBackground();
+#endif
+ }
+
+ if (new_scr_fieldx != SCR_FIELDX ||
+ new_scr_fieldy != SCR_FIELDY ||
+ new_sx != SX ||
+ new_sy != SY ||
+ vp_playfield->x != REAL_SX ||
+ vp_playfield->y != REAL_SY ||
+ vp_door_1->x != *door_1_x ||
+ vp_door_1->y != *door_1_y ||
+ vp_door_2->x != *door_2_x ||
+ vp_door_2->y != *door_2_y)
+ {
+ SCR_FIELDX = new_scr_fieldx;
+ SCR_FIELDY = new_scr_fieldy;
+ SX = new_sx;
+ SY = new_sy;
+ REAL_SX = vp_playfield->x;
+ REAL_SY = vp_playfield->y;
+
+ *door_1_x = vp_door_1->x;
+ *door_1_y = vp_door_1->y;
+ *door_2_x = vp_door_2->x;
+ *door_2_y = vp_door_2->y;
+
+ InitGfxBuffers();
+
+ if (gfx_game_mode == GAME_MODE_MAIN)
+ {
+ InitGadgets();
+ InitToons();
+ }
+ }
+
+#if 0
+ printf("::: %d, %d / %d, %d [%d]\n", VX, VY, EX, EY, game_status);
+#endif
+}