2 * Copyright (c) 2007, 2008, 2009, Czirkos Zoltan <cirix@fw.hu>
4 * Permission to use, copy, modify, and distribute this software for any
5 * purpose with or without fee is hereby granted, provided that the above
6 * copyright notice and this permission notice appear in all copies.
8 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
9 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
10 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
11 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
12 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
13 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
14 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
22 // !!! (can be removed later) !!!
23 #define DO_GFX_SANITY_CHECK TRUE
25 /* distance to screen edge in cells when scrolling the screen */
26 #define SCROLL_EDGE_DISTANCE 4
28 /* these can't be larger than 31, or they mess up utf8 coding or are the same
29 as some ascii letter */
30 #define GD_DOWN_CHAR 1
31 #define GD_LEFT_CHAR 2
33 #define GD_RIGHT_CHAR 4
35 #define GD_BALL_CHAR 5
36 #define GD_UNCHECKED_BOX_CHAR 6
37 #define GD_CHECKED_BOX_CHAR 7
39 #define GD_PLAYER_CHAR 8
40 #define GD_DIAMOND_CHAR 9
41 #define GD_SKELETON_CHAR 11
42 #define GD_KEY_CHAR 12
43 #define GD_COMMENT_CHAR 13
46 Bitmap *gd_screen_bitmap = NULL;
48 static int play_area_w = 0;
49 static int play_area_h = 0;
51 static int scroll_x, scroll_y;
53 /* quit, global variable which is set to true if the application should quit */
54 boolean gd_quit = FALSE;
56 const guint8 *gd_keystate;
58 static int cell_size = 0;
60 /* graphic info for game objects/frames and players/actions/frames */
61 struct GraphicInfo_BD graphic_info_bd_object[O_MAX_ALL][8];
63 void set_cell_size(int s)
68 void set_play_area(int w, int h)
74 void gd_init_keystate(void)
76 set_play_area(SXSIZE, SYSIZE);
78 gd_keystate = SDL_GetKeyboardState(NULL);
82 logical_size: logical pixel size of playfield, usually larger than the screen.
83 physical_size: visible part. (remember: player_x-x1!)
85 center: the coordinates to scroll to.
87 start: start scrolling if difference is larger than
88 to: scroll to, if started, until difference is smaller than
91 desired: the function stores its data here
92 speed: the function stores its data here
94 cell_size: size of one cell. used to determine if the play field is only a
95 slightly larger than the screen, in that case no scrolling is desirable
97 static boolean cave_scroll(int logical_size, int physical_size, int center, boolean exact,
98 int *current, int *desired, int speed)
100 int max = MAX(0, logical_size - physical_size);
101 int edge_distance = SCROLL_EDGE_DISTANCE;
102 int cell_size = TILESIZE_VAR;
103 boolean changed = FALSE;
105 /* start scrolling when player reaches certain distance to screen edge */
106 int start = physical_size / 2 - cell_size * edge_distance;
108 /* scroll so that the player is at the center; the allowed difference is this */
111 /* if cave size smaller than the screen, no scrolling req'd */
112 if (logical_size < physical_size)
125 if (logical_size <= physical_size + cell_size)
127 /* if cave size is only a slightly larger than the screen, also no scrolling */
128 /* scroll to the middle of the cell */
135 /* if exact scrolling, just go exactly to the center. */
140 /* hystheresis function.
141 * when scrolling left, always go a bit less left than player being at the middle.
142 * when scrolling right, always go a bit less to the right. */
143 if (*current < center - start)
144 *desired = center - to;
145 if (*current > center + start)
146 *desired = center + to;
150 *desired = MIN(MAX(0, *desired), max);
152 if (*current < *desired)
154 *current = MIN(*current + speed, *desired);
159 if (*current > *desired)
161 *current = MAX(*current - speed, *desired);
169 /* just set current viewport to upper left. */
170 void gd_scroll_to_origin(void)
176 int get_scroll_x(void)
178 return scroll_x / cell_size;
181 int get_scroll_y(void)
183 return scroll_y / cell_size;
186 int get_play_area_w(void)
188 return play_area_w / cell_size;
191 int get_play_area_h(void)
193 return play_area_h / cell_size;
198 * scrolls to the player during game play.
200 * returns true, if player is not visible-ie it is out of the visible size in the drawing area.
202 boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate)
204 static int scroll_desired_x = 0, scroll_desired_y = 0;
205 boolean out_of_window;
206 int player_x, player_y, visible_x, visible_y;
210 /* max scrolling speed depends on the speed of the cave. */
211 /* game moves cell_size_game * 1s / cave time pixels in a second. */
212 /* scrolling moves scroll speed * 1s / scroll_time in a second. */
213 /* these should be almost equal; scrolling speed a little slower. */
214 /* that way, the player might reach the border with a small probability, */
215 /* but the scrolling will not "oscillate", ie. turn on for little intervals as it has */
216 /* caught up with the desired position. smaller is better. */
217 int scroll_speed = cell_size * 20 / game->cave->speed;
219 if (!setup.bd_scroll_delay)
223 scroll_speed = cell_size * MAX(game->cave->w, game->cave->h);
225 player_x = game->cave->player_x - game->cave->x1; /* cell coordinates of player */
226 player_y = game->cave->player_y - game->cave->y1;
228 /* pixel size of visible part of the cave (may be smaller in intermissions) */
229 visible_x = (game->cave->x2 - game->cave->x1 + 1) * cell_size;
230 visible_y = (game->cave->y2 - game->cave->y1 + 1) * cell_size;
232 /* cell_size contains the scaled size, but we need the original. */
235 /* some sort of scrolling speed.
236 with larger cells, the divisor must be smaller, so the scrolling faster. */
237 scroll_divisor = 256 / cell_size;
239 /* fine scrolling is 50hz (normal would be 25hz only) */
242 if (cave_scroll(visible_x, play_area_w, player_x * cell_size + cell_size / 2 - play_area_w / 2,
243 exact_scroll, &scroll_x, &scroll_desired_x, scroll_speed))
246 if (cave_scroll(visible_y, play_area_h, player_y * cell_size + cell_size / 2 - play_area_h / 2,
247 exact_scroll, &scroll_y, &scroll_desired_y, scroll_speed))
250 /* if scrolling, we should update entire screen. */
255 for (y = 0; y < game->cave->h; y++)
256 for (x = 0; x < game->cave->w; x++)
257 game->gfx_buffer[y][x] |= GD_REDRAW;
260 /* check if active player is visible at the moment. */
261 out_of_window = FALSE;
263 /* check if active player is outside drawing area. if yes, we should wait for scrolling */
264 if ((player_x * cell_size) < scroll_x ||
265 (player_x * cell_size + cell_size - 1) > scroll_x + play_area_w)
267 /* but only do the wait, if the player SHOULD BE visible, ie. he is inside
268 the defined visible area of the cave */
269 if (game->cave->player_x >= game->cave->x1 &&
270 game->cave->player_x <= game->cave->x2)
271 out_of_window = TRUE;
274 if ((player_y * cell_size) < scroll_y ||
275 (player_y * cell_size + cell_size - 1) > scroll_y + play_area_h)
276 /* but only do the wait, if the player SHOULD BE visible, ie. he is inside
277 the defined visible area of the cave */
278 if (game->cave->player_y >= game->cave->y1 &&
279 game->cave->player_y <= game->cave->y2)
280 out_of_window = TRUE;
282 /* if not yet born, we treat as visible. so cave will run.
283 the user is unable to control an unborn player, so this is the right behaviour. */
284 if (game->cave->player_state == GD_PL_NOT_YET)
287 return out_of_window;
290 #if DO_GFX_SANITY_CHECK
291 /* workaround to prevent variable name scope problem */
292 static boolean use_native_bd_graphics_engine(void)
294 return game.use_native_bd_graphics_engine;
298 /* returns true if the element is a player */
299 static inline boolean is_player(const int element)
301 return (gd_elements[element & O_MASK].properties & P_PLAYER) != 0;
304 /* returns true if the element is collectible */
305 static inline boolean is_collectible(const int element)
307 return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0;
310 /* returns true if the element is exploding */
311 static inline boolean is_explosion(const int element)
313 return (gd_elements[element & O_MASK].properties & P_EXPLOSION) != 0;
316 static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean draw_masked)
318 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
319 (draw_masked ? BlitBitmapMasked : BlitBitmap);
320 GdCave *cave = game->cave;
321 int sx = x * cell_size - scroll_x;
322 int sy = y * cell_size - scroll_y;
323 int dir = game->dir_buffer[y][x];
324 int tile = game->element_buffer[y][x];
325 int frame = game->animcycle;
326 struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
327 boolean use_smooth_movements =
328 ((setup.bd_smooth_movements == TRUE) ||
329 (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine()));
331 // do not use smooth movement animation for exploding game elements (like player)
332 if (is_explosion(tile) && dir != GD_MV_STILL)
333 use_smooth_movements = FALSE;
335 #if DO_GFX_SANITY_CHECK
336 if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
338 int old_x = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) % GD_NUM_OF_CELLS_X;
339 int old_y = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) / GD_NUM_OF_CELLS_X;
340 int new_x = g->src_x / g->width;
341 int new_y = g->src_y / g->height;
343 if (new_x != old_x || new_y != old_y)
345 printf("::: BAD ANIMATION FOR TILE %d, FRAME %d [NEW(%d, %d) != OLD(%d, %d)] ['%s']\n",
349 gd_elements[tile].name);
354 /* if game element not moving (or no smooth movements requested), simply draw tile */
355 if (dir == GD_MV_STILL || !use_smooth_movements)
357 blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
362 /* draw smooth animation for game element moving between two cave tiles */
364 if (!(game->last_element_buffer[y][x] & SKIPPED))
366 /* redraw previous game element on the cave field the new element is moving to */
367 int tile_last = game->last_element_buffer[y][x];
369 /* only redraw previous game element if it is not collectible (like dirt etc.) */
370 if (is_collectible(tile_last))
373 struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
375 blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, cell_size, cell_size, sx, sy);
378 /* get cave field position the game element is moving from */
379 int dx = (dir == GD_MV_LEFT ? +1 : dir == GD_MV_RIGHT ? -1 : 0);
380 int dy = (dir == GD_MV_UP ? +1 : dir == GD_MV_DOWN ? -1 : 0);
381 int old_x = cave->getx(cave, x + dx, y + dy);
382 int old_y = cave->gety(cave, x + dx, y + dy);
383 int tile_from = game->element_buffer[old_y][old_x];
384 struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame];
385 boolean old_is_player = is_player(tile_from);
386 boolean old_is_moving = (game->dir_buffer[old_y][old_x] != GD_MV_STILL);
387 boolean old_is_visible = (old_x >= cave->x1 &&
394 if (!old_is_moving && !old_is_player)
396 /* redraw game element on the cave field the element is moving from */
397 blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
398 sx + dx * cell_size, sy + dy * cell_size);
400 game->element_buffer[old_y][old_x] |= SKIPPED;
404 /* if old tile also moving (like pushing player), do not redraw tile background */
405 game->last_element_buffer[old_y][old_x] |= SKIPPED;
409 /* get shifted position between cave fields the game element is moving from/to */
410 int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
411 int shift = cell_size * itercycle / game->itermax;
413 blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size,
414 sx + dx * shift, sy + dy * shift);
416 /* special case: redraw player snapping a game element */
417 if (old_is_visible && old_is_player && !old_is_moving)
419 /* redraw game element on the cave field the element is moving from */
420 blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
421 sx + dx * cell_size, sy + dy * cell_size);
425 int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
427 GdCave *cave = game->cave;
428 static int show_flash_count = 0;
429 boolean show_flash = FALSE;
430 boolean draw_masked = FALSE;
431 boolean redraw_all = force_redraw;
434 /* force redraw if maximum number of cycles has changed (to redraw moving elements) */
435 if (game->itermax != game->itermax_last)
438 if (!cave->gate_open_flash)
440 show_flash_count = 0;
444 if (show_flash_count++ < 4)
452 FillRectangle(dest, 0, 0, SXSIZE, SYSIZE, WHITE_PIXEL);
458 /* here we draw all cells to be redrawn. we do not take scrolling area into
459 consideration - sdl will do the clipping. */
460 for (y = cave->y1; y <= cave->y2; y++)
462 for (x = cave->x1; x <= cave->x2; x++)
465 game->gfx_buffer[y][x] & GD_REDRAW ||
466 game->dir_buffer[y][x] != GD_MV_STILL)
468 /* skip redrawing already drawn element with movement */
469 if (game->element_buffer[y][x] & SKIPPED)
472 /* now we have drawn it */
473 game->gfx_buffer[y][x] = game->gfx_buffer[y][x] & ~GD_REDRAW;
475 gd_drawcave_tile(dest, game, x, y, draw_masked);