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.
20 // !!! (can be removed later) !!!
21 #define DO_GFX_SANITY_CHECK TRUE
23 // distance to screen edge in cells when scrolling the screen
24 #define SCROLL_EDGE_DISTANCE 4
26 // these can't be larger than 31, or they mess up utf8 coding or are the same as some ascii letter
27 #define GD_DOWN_CHAR 1
28 #define GD_LEFT_CHAR 2
30 #define GD_RIGHT_CHAR 4
32 #define GD_BALL_CHAR 5
33 #define GD_UNCHECKED_BOX_CHAR 6
34 #define GD_CHECKED_BOX_CHAR 7
36 #define GD_PLAYER_CHAR 8
37 #define GD_DIAMOND_CHAR 9
38 #define GD_SKELETON_CHAR 11
39 #define GD_KEY_CHAR 12
40 #define GD_COMMENT_CHAR 13
42 // pointer to tile bitmap (which may be prepared with level-specific colors)
43 static Bitmap *gd_tile_bitmap = NULL;
44 // pointer to reference tile bitmap (without level-specific colors)
45 static Bitmap *gd_tile_bitmap_reference = NULL;
47 // optional title screen bitmap
48 static Bitmap *gd_title_screen_bitmap = NULL;
51 Bitmap *gd_screen_bitmap = NULL;
53 static int play_area_w = 0;
54 static int play_area_h = 0;
56 static int scroll_x, scroll_y;
58 // quit, global variable which is set to true if the application should quit
59 boolean gd_quit = FALSE;
61 const byte *gd_keystate;
63 static int cell_size = 0;
65 // graphic info for game objects/frames and players/actions/frames
66 struct GraphicInfo_BD graphic_info_bd_object[O_MAX_ALL][8];
67 // graphic info for game graphics template for level-specific colors
68 struct GraphicInfo_BD graphic_info_bd_color_template;
70 static inline int c64_png_colors(int r, int g, int b, int a)
72 static const int c64_png_cols[] =
76 /* 0000 */ 0, // transparent
84 /* 1000 */ 1, // black - background
85 /* 1001 */ 2, // red - foreg1
86 /* 1010 */ 5, // green - amoeba
87 /* 1011 */ 4, // yellow - foreg3
88 /* 1100 */ 6, // blue - slime
89 /* 1101 */ 3, // purple - foreg2
90 /* 1110 */ 7, // black around arrows (used in editor) is coded as cyan
91 /* 1111 */ 8, // white is the arrow
94 int c = ((a >> 7) * 8 +
99 return c64_png_cols[c];
102 void set_cell_size(int s)
107 void set_play_area(int w, int h)
113 void gd_init_keystate(void)
115 set_play_area(SXSIZE, SYSIZE);
117 gd_keystate = SDL_GetKeyboardState(NULL);
121 logical_size: logical pixel size of playfield, usually larger than the screen.
122 physical_size: visible part. (remember: player_x-x1!)
124 center: the coordinates to scroll to.
125 exact: scroll exactly
126 start: start scrolling if difference is larger than
127 to: scroll to, if started, until difference is smaller than
130 desired: the function stores its data here
131 speed: the function stores its data here
133 cell_size: size of one cell. used to determine if the play field is only a
134 slightly larger than the screen, in that case no scrolling is desirable
136 static boolean cave_scroll(int logical_size, int physical_size, int center, boolean exact,
137 int *current, int *desired, int speed)
139 int max = MAX(0, logical_size - physical_size);
140 int edge_distance = SCROLL_EDGE_DISTANCE;
141 int cell_size = TILESIZE_VAR;
142 boolean changed = FALSE;
144 // start scrolling when player reaches certain distance to screen edge
145 int start = physical_size / 2 - cell_size * edge_distance;
147 // scroll so that the player is at the center; the allowed difference is this
150 // if cave size smaller than the screen, no scrolling req'd
151 if (logical_size < physical_size)
164 if (logical_size <= physical_size + cell_size)
166 // if cave size is only a slightly larger than the screen, also no scrolling
167 // scroll to the middle of the cell
174 // if exact scrolling, just go exactly to the center.
179 // hystheresis function.
180 // when scrolling left, always go a bit less left than player being at the middle.
181 // when scrolling right, always go a bit less to the right.
182 if (*current < center - start)
183 *desired = center - to;
184 if (*current > center + start)
185 *desired = center + to;
189 *desired = MIN(MAX(0, *desired), max);
191 if (*current < *desired)
193 *current = MIN(*current + speed, *desired);
198 if (*current > *desired)
200 *current = MAX(*current - speed, *desired);
208 // just set current viewport to upper left.
209 void gd_scroll_to_origin(void)
215 int get_scroll_x(void)
217 return scroll_x / cell_size;
220 int get_scroll_y(void)
222 return scroll_y / cell_size;
225 int get_play_area_w(void)
227 return play_area_w / cell_size;
230 int get_play_area_h(void)
232 return play_area_h / cell_size;
235 static boolean player_out_of_window(GdGame *game, int player_x, int player_y)
237 // if not yet born, we treat as visible. so cave will run.
238 // the user is unable to control an unborn player, so this is the right behaviour.
239 if (game->cave->player_state == GD_PL_NOT_YET)
242 // check if active player is outside drawing area. if yes, we should wait for scrolling
243 if ((player_x * cell_size) < scroll_x ||
244 (player_x * cell_size + cell_size - 1) > scroll_x + play_area_w)
246 // but only do the wait, if the player SHOULD BE visible, ie. he is inside
247 // the defined visible area of the cave
248 if (game->cave->player_x >= game->cave->x1 &&
249 game->cave->player_x <= game->cave->x2)
253 if ((player_y * cell_size) < scroll_y ||
254 (player_y * cell_size + cell_size - 1) > scroll_y + play_area_h)
256 // but only do the wait, if the player SHOULD BE visible, ie. he is inside
257 // the defined visible area of the cave
258 if (game->cave->player_y >= game->cave->y1 &&
259 game->cave->player_y <= game->cave->y2)
263 // player is inside visible window
270 scrolls to the player during game play.
272 returns true, if player is not visible-ie it is out of the visible size in the drawing area.
274 boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate)
276 static int scroll_desired_x = 0, scroll_desired_y = 0;
277 static int scroll_speed_last = -1;
278 int player_x, player_y, visible_x, visible_y;
281 // max scrolling speed depends on the speed of the cave.
282 // game moves cell_size_game * 1s / cave time pixels in a second.
283 // scrolling moves scroll speed * 1s / scroll_time in a second.
284 // these should be almost equal; scrolling speed a little slower.
285 // that way, the player might reach the border with a small probability,
286 // but the scrolling will not "oscillate", ie. turn on for little intervals as it has
287 // caught up with the desired position. smaller is better.
288 int scroll_speed = cell_size * 20 / game->cave->speed;
290 if (!setup.bd_scroll_delay)
294 scroll_speed = cell_size * MAX(game->cave->w, game->cave->h);
296 player_x = game->cave->player_x - game->cave->x1; // cell coordinates of player
297 player_y = game->cave->player_y - game->cave->y1;
299 // if player is outside visible playfield area, use faster scrolling
300 // (might happen when wrapping around the playfield, teleporting etc.)
301 if (player_out_of_window(game, player_x, player_y))
304 // if scrolling started with player outside visible playfield area, keep faster scrolling
305 if (scroll_speed_last > scroll_speed)
306 scroll_speed = scroll_speed_last;
308 // store current (potentially faster) scrolling speed for next time
309 scroll_speed_last = scroll_speed;
311 // pixel size of visible part of the cave (may be smaller in intermissions)
312 visible_x = (game->cave->x2 - game->cave->x1 + 1) * cell_size;
313 visible_y = (game->cave->y2 - game->cave->y1 + 1) * cell_size;
315 // cell_size contains the scaled size, but we need the original.
318 if (cave_scroll(visible_x, play_area_w, player_x * cell_size + cell_size / 2 - play_area_w / 2,
319 exact_scroll, &scroll_x, &scroll_desired_x, scroll_speed))
322 if (cave_scroll(visible_y, play_area_h, player_y * cell_size + cell_size / 2 - play_area_h / 2,
323 exact_scroll, &scroll_y, &scroll_desired_y, scroll_speed))
326 // if scrolling, we should update entire screen.
331 for (y = 0; y < game->cave->h; y++)
332 for (x = 0; x < game->cave->w; x++)
333 game->gfx_buffer[y][x] |= GD_REDRAW;
336 // if no scrolling required, reset last (potentially faster) scrolling speed
338 scroll_speed_last = -1;
340 // check if active player is visible at the moment.
341 return player_out_of_window(game, player_x, player_y);
344 // returns true, if the given surface seems to be a c64 imported image.
345 static boolean surface_has_c64_colors(SDL_Surface *surface)
347 boolean has_c64_colors = TRUE; // default: assume C64 colors
348 const unsigned char *p;
351 if (surface->format->BytesPerPixel != 4)
354 SDL_LockSurface(surface);
356 for (y = 0; y < surface->h && has_c64_colors; y++)
358 p = ((unsigned char *)surface->pixels) + y * surface->pitch;
360 for (x = 0; x < surface->w * surface->format->BytesPerPixel && has_c64_colors; x++)
361 if (p[x] != 0 && p[x] != 255)
362 has_c64_colors = FALSE;
365 SDL_UnlockSurface(surface);
367 return has_c64_colors;
370 // sets one of the colors in the indexed palette of an sdl surface to a GdColor.
371 static void set_surface_palette_color(SDL_Surface *surface, int index, GdColor col)
373 if (surface->format->BytesPerPixel != 1)
378 c.r = gd_color_get_r(col);
379 c.g = gd_color_get_g(col);
380 c.b = gd_color_get_b(col);
382 SDL_SetPaletteColors(surface->format->palette, &c, index, 1);
385 // takes a c64_gfx.png-coded 32-bit surface, and creates a paletted surface in our internal format.
386 static SDL_Surface *get_tile_surface_c64(SDL_Surface *surface, int scale_down_factor)
388 static SDL_Surface *tile_surface_c64 = NULL;
389 static unsigned char *pixels = NULL;
390 int width = surface->w;
391 int height = surface->h;
395 if (!surface_has_c64_colors(surface))
398 if (surface->format->BytesPerPixel != 4)
399 Fail("C64 style surface has wrong color depth -- should not happen");
401 if (tile_surface_c64 != NULL)
402 SDL_FreeSurface(tile_surface_c64);
404 checked_free(pixels);
406 pixels = checked_malloc(width * height);
408 SDL_LockSurface(surface);
410 for (y = 0; y < height; y++)
412 unsigned int *p = (unsigned int *)((char *)surface->pixels + y * surface->pitch);
414 for (x = 0; x < width; x++)
416 int r = (p[x] & surface->format->Rmask) >> surface->format->Rshift << surface->format->Rloss;
417 int g = (p[x] & surface->format->Gmask) >> surface->format->Gshift << surface->format->Gloss;
418 int b = (p[x] & surface->format->Bmask) >> surface->format->Bshift << surface->format->Bloss;
420 // a = (p[x]&surface->format->Amask) >> surface->format->Ashift << surface->format->Aloss;
421 // but we do not use the alpha channel in sdash, so we just use 255 (max alpha)
423 pixels[out++] = c64_png_colors(r, g, b, 255);
427 SDL_UnlockSurface(surface);
429 // create new surface from pixel data
431 SDL_CreateRGBSurfaceFrom((void *)pixels, width, height, 8, width, 0, 0, 0, 0);
433 if (tile_surface_c64 == NULL)
434 Fail("SDL_CreateRGBSurfaceFrom() failed: %s", SDL_GetError());
436 if (scale_down_factor > 1)
438 SDL_Surface *surface_old = tile_surface_c64;
439 int width_scaled = width / scale_down_factor;
440 int height_scaled = height / scale_down_factor;
442 // replace surface with scaled-down variant
443 tile_surface_c64 = SDLZoomSurface(surface_old, width_scaled, height_scaled);
445 // free previous (non-scaled) surface
446 SDL_FreeSurface(surface_old);
449 return tile_surface_c64;
452 static Bitmap *get_tile_bitmap_c64(GdCave *cave, SDL_Surface *surface)
454 static Bitmap *tile_bitmap_c64 = NULL;
459 if (tile_bitmap_c64 != NULL)
460 FreeBitmap(tile_bitmap_c64);
462 // set surface color palette to cave colors
463 set_surface_palette_color(surface, 0, 0);
464 set_surface_palette_color(surface, 1, gd_color_get_rgb(cave->color0));
465 set_surface_palette_color(surface, 2, gd_color_get_rgb(cave->color1));
466 set_surface_palette_color(surface, 3, gd_color_get_rgb(cave->color2));
467 set_surface_palette_color(surface, 4, gd_color_get_rgb(cave->color3));
468 set_surface_palette_color(surface, 5, gd_color_get_rgb(cave->color4));
469 set_surface_palette_color(surface, 6, gd_color_get_rgb(cave->color5));
470 set_surface_palette_color(surface, 7, 0);
471 set_surface_palette_color(surface, 8, 0);
473 // create bitmap from C64 surface
474 tile_bitmap_c64 = SDLGetBitmapFromSurface(surface);
476 return tile_bitmap_c64;
479 void gd_prepare_tile_bitmap(GdCave *cave, Bitmap *bitmap, int scale_down_factor)
481 static SDL_Surface *tile_surface_c64 = NULL;
482 static Bitmap *gd_tile_bitmap_original = NULL;
483 static int scale_down_factor_last = -1;
485 if (program.headless)
488 // check if tile bitmap has changed (different artwork or tile size selected)
489 if (bitmap != gd_tile_bitmap_original || scale_down_factor != scale_down_factor_last)
491 // check if tile bitmap has limited C64 style colors
492 tile_surface_c64 = get_tile_surface_c64(bitmap->surface, scale_down_factor);
494 // store original tile bitmap from current artwork set and scaling factor
495 gd_tile_bitmap_original = bitmap;
496 scale_down_factor_last = scale_down_factor;
498 // store reference tile bitmap from current artwork set (may be changed later)
499 gd_tile_bitmap_reference = bitmap;
502 // check if tile bitmap should be colored for next game
503 if (tile_surface_c64 != NULL)
505 // set tile bitmap to bitmap with level-specific colors
506 gd_tile_bitmap = get_tile_bitmap_c64(cave, tile_surface_c64);
510 // no special tile bitmap available for this artwork set
511 gd_tile_bitmap = NULL;
515 void gd_set_tile_bitmap_reference(Bitmap *bitmap)
517 gd_tile_bitmap_reference = bitmap;
520 Bitmap *gd_get_tile_bitmap(Bitmap *bitmap)
522 // if no special tile bitmap available, keep using default tile bitmap
523 if (gd_tile_bitmap == NULL)
526 // if default bitmap refers to tile bitmap, use special tile bitmap
527 if (bitmap == gd_tile_bitmap_reference)
528 return gd_tile_bitmap;
533 #if DO_GFX_SANITY_CHECK
534 // workaround to prevent variable name scope problem
535 static boolean use_native_bd_graphics_engine(void)
537 return game.use_native_bd_graphics_engine;
541 // returns true if the element is a player
542 static inline boolean is_player(const int element)
544 return (gd_elements[element & O_MASK].properties & P_PLAYER) != 0;
547 // returns true if the element is diggable
548 static inline boolean is_diggable(const int element)
550 return (gd_elements[element & O_MASK].properties & P_DIGGABLE) != 0;
553 // returns true if the element is collectible
554 static inline boolean is_collectible(const int element)
556 return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0;
559 // returns true if the element is pushable
560 static inline boolean is_pushable(const int element)
562 return (gd_elements[element & O_MASK].properties & P_PUSHABLE) != 0;
565 // returns true if the element can move
566 static inline boolean can_move(const int element)
568 return (gd_elements[element & O_MASK].properties & P_CAN_MOVE) != 0;
571 // returns true if the element can fall
572 static inline boolean can_fall(const int element)
574 return (gd_elements[element & O_MASK].properties & P_CAN_FALL) != 0;
577 // returns true if the element is exploding
578 static inline boolean is_explosion(const int element)
580 return (gd_elements[element & O_MASK].properties & P_EXPLOSION) != 0;
583 static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean draw_masked)
585 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
586 (draw_masked ? BlitBitmapMasked : BlitBitmap);
587 GdCave *cave = game->cave;
588 int sx = x * cell_size - scroll_x;
589 int sy = y * cell_size - scroll_y;
590 int dir = game->dir_buffer[y][x];
591 int tile = game->element_buffer[y][x];
592 int frame = game->animcycle;
593 struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
594 Bitmap *tile_bitmap = gd_get_tile_bitmap(g->bitmap);
595 boolean is_movable = (can_move(tile) || can_fall(tile) || is_pushable(tile) || is_player(tile));
596 boolean is_movable_or_diggable = (is_movable || is_diggable(game->last_element_buffer[y][x]));
597 boolean is_moving = (is_movable_or_diggable && dir != GD_MV_STILL);
598 boolean use_smooth_movements =
599 ((setup.bd_smooth_movements == TRUE) ||
600 (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine()));
602 // do not use smooth movement animation for exploding game elements (like player)
603 if (is_explosion(tile) && dir != GD_MV_STILL)
604 use_smooth_movements = FALSE;
606 // do not use smooth movement animation for player entering exit (engine stopped)
607 if (cave->player_state == GD_PL_EXITED)
608 use_smooth_movements = FALSE;
610 #if DO_GFX_SANITY_CHECK
611 if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
613 int old_x = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) % GD_NUM_OF_CELLS_X;
614 int old_y = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) / GD_NUM_OF_CELLS_X;
615 int new_x = g->src_x / g->width;
616 int new_y = g->src_y / g->height;
618 if (new_x != old_x || new_y != old_y)
620 printf("::: BAD ANIMATION FOR TILE %d, FRAME %d [NEW(%d, %d) != OLD(%d, %d)] ['%s']\n",
624 gd_elements[tile].name);
629 // if game element not moving (or no smooth movements requested), simply draw tile
630 if (!is_moving || !use_smooth_movements)
632 blit_bitmap(tile_bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
637 // draw smooth animation for game element moving between two cave tiles
639 if (!(game->last_element_buffer[y][x] & SKIPPED))
641 // redraw previous game element on the cave field the new element is moving to
642 int tile_last = game->last_element_buffer[y][x];
644 // only redraw previous game element if it is diggable (like dirt etc.)
645 if (!is_diggable(tile_last))
648 struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
649 Bitmap *tile_bitmap_old = gd_get_tile_bitmap(g_old->bitmap);
651 blit_bitmap(tile_bitmap_old, dest, g_old->src_x, g_old->src_y, cell_size, cell_size, sx, sy);
654 // get cave field position the game element is moving from
655 int dx = (dir == GD_MV_LEFT ? +1 : dir == GD_MV_RIGHT ? -1 : 0);
656 int dy = (dir == GD_MV_UP ? +1 : dir == GD_MV_DOWN ? -1 : 0);
657 int old_x = cave->getx(cave, x + dx, y + dy);
658 int old_y = cave->gety(cave, x + dx, y + dy);
659 int tile_from = game->element_buffer[old_y][old_x] & ~SKIPPED; // should never be skipped
660 struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame];
661 Bitmap *tile_bitmap_from = gd_get_tile_bitmap(g_from->bitmap);
662 boolean old_is_player = is_player(tile_from);
663 boolean old_is_moving = (game->dir_buffer[old_y][old_x] != GD_MV_STILL);
664 boolean old_is_visible = (old_x >= cave->x1 &&
670 if (!old_is_moving && !old_is_player)
672 // redraw game element on the cave field the element is moving from
673 blit_bitmap(tile_bitmap_from, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
674 sx + dx * cell_size, sy + dy * cell_size);
676 game->element_buffer[old_y][old_x] |= SKIPPED;
680 // if old tile also moving (like pushing player), do not redraw tile background
681 // (but redraw if tile and old tile are moving/falling into different directions)
682 if (game->dir_buffer[old_y][old_x] == game->dir_buffer[y][x])
683 game->last_element_buffer[old_y][old_x] |= SKIPPED;
687 // get shifted position between cave fields the game element is moving from/to
688 int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
689 int shift = cell_size * itercycle / game->itermax;
691 blit_bitmap(tile_bitmap, dest, g->src_x, g->src_y, cell_size, cell_size,
692 sx + dx * shift, sy + dy * shift);
694 // special case: redraw player snapping a game element
695 if (old_is_visible && old_is_player && !old_is_moving)
697 // redraw game element on the cave field the element is moving from
698 blit_bitmap(tile_bitmap_from, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
699 sx + dx * cell_size, sy + dy * cell_size);
703 int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
705 GdCave *cave = game->cave;
706 static int show_flash_count = 0;
707 boolean show_flash = FALSE;
708 boolean draw_masked = FALSE;
709 boolean redraw_all = force_redraw;
712 // force redraw if maximum number of cycles has changed (to redraw moving elements)
713 if (game->itermax != game->itermax_last)
716 if (!cave->gate_open_flash)
718 show_flash_count = 0;
722 if (show_flash_count++ < 4)
730 FillRectangle(dest, 0, 0, SXSIZE, SYSIZE, WHITE_PIXEL);
736 // here we draw all cells to be redrawn. we do not take scrolling area into
737 // consideration - sdl will do the clipping.
738 for (y = cave->y1; y <= cave->y2; y++)
740 for (x = cave->x1; x <= cave->x2; x++)
743 game->gfx_buffer[y][x] & GD_REDRAW ||
744 game->dir_buffer[y][x] != GD_MV_STILL)
746 // skip redrawing already drawn element with movement
747 if (game->element_buffer[y][x] & SKIPPED)
750 // now we have drawn it
751 game->gfx_buffer[y][x] = game->gfx_buffer[y][x] & ~GD_REDRAW;
753 gd_drawcave_tile(dest, game, x, y, draw_masked);
761 static SDL_Surface *get_surface_from_raw_data(const unsigned char *data, int size)
763 SDL_RWops *rwop = SDL_RWFromConstMem(data, size);
764 SDL_Surface *surface = IMG_Load_RW(rwop, 1); // 1 = automatically closes rwop
769 static SDL_Surface *get_surface_from_base64(const char *base64_data)
771 int decoded_data_size = base64_decoded_size(base64_data);
772 unsigned char *decoded_data = checked_malloc(decoded_data_size);
774 base64_decode(decoded_data, base64_data);
776 SDL_Surface *surface = get_surface_from_raw_data(decoded_data, decoded_data_size);
778 checked_free(decoded_data);
783 static SDL_Surface *get_title_screen_surface(void)
785 if (gd_caveset_data == NULL || gd_caveset_data->title_screen == NULL)
788 SDL_Surface *surface = get_surface_from_base64(gd_caveset_data->title_screen);
793 // create target surface
794 SDL_Surface *target = SDL_CreateRGBSurface(0, surface->w, surface->h, 32, 0, 0, 0, 0);
796 // check for transparency and background tile
797 if (surface->format->Amask != 0 && gd_caveset_data->title_screen_scroll != NULL)
799 SDL_Surface *tile = get_surface_from_base64(gd_caveset_data->title_screen_scroll);
805 // create background surface
806 SDL_Surface *back = SDL_CreateRGBSurface(0, surface->w, surface->h, 32, 0, 0, 0, 0);
808 // fill background surface with tile
809 for (y = 0; y < surface->h; y += tile->h)
810 for (x = 0; x < surface->w; x += tile->w)
811 SDLBlitSurface(tile, back, 0, 0, tile->w, tile->h, x, y);
813 // copy masked screen over background surface
814 SDLBlitSurface(back, target, 0, 0, surface->w, surface->h, 0, 0);
816 // free temporary surfaces
817 SDL_FreeSurface(tile);
818 SDL_FreeSurface(back);
822 SDLBlitSurface(surface, target, 0, 0, surface->w, surface->h, 0, 0);
824 SDL_FreeSurface(surface);
829 static void set_title_screen_bitmap(void)
831 if (gd_title_screen_bitmap != NULL)
832 FreeBitmap(gd_title_screen_bitmap);
834 gd_title_screen_bitmap = NULL;
836 SDL_Surface *surface = get_title_screen_surface();
841 int width_scaled = surface->w * 2;
842 int height_scaled = surface->h * 2;
843 SDL_Surface *surface_scaled = SDLZoomSurface(surface, width_scaled, height_scaled);
845 gd_title_screen_bitmap = SDLGetBitmapFromSurface(surface_scaled);
847 SDL_FreeSurface(surface);
848 SDL_FreeSurface(surface_scaled);
851 Bitmap *gd_get_title_screen_bitmap(void)
853 static char *levelset_subdir_last = NULL;
855 if (gd_caveset_data == NULL || gd_caveset_data->title_screen == NULL)
858 // check if stored cave set is used as current level set (may be outdated)
859 if (!strEqual(gd_caveset_data->levelset_subdir, leveldir_current->subdir))
862 // check if stored cave set has changed
863 if (!strEqual(gd_caveset_data->levelset_subdir, levelset_subdir_last))
864 set_title_screen_bitmap();
866 setString(&levelset_subdir_last, gd_caveset_data->levelset_subdir);
868 return gd_title_screen_bitmap;