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;
238 scrolls to the player during game play.
240 returns true, if player is not visible-ie it is out of the visible size in the drawing area.
242 boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate)
244 static int scroll_desired_x = 0, scroll_desired_y = 0;
245 boolean out_of_window;
246 int player_x, player_y, visible_x, visible_y;
249 // max scrolling speed depends on the speed of the cave.
250 // game moves cell_size_game * 1s / cave time pixels in a second.
251 // scrolling moves scroll speed * 1s / scroll_time in a second.
252 // these should be almost equal; scrolling speed a little slower.
253 // that way, the player might reach the border with a small probability,
254 // but the scrolling will not "oscillate", ie. turn on for little intervals as it has
255 // caught up with the desired position. smaller is better.
256 int scroll_speed = cell_size * 20 / game->cave->speed;
258 if (!setup.bd_scroll_delay)
262 scroll_speed = cell_size * MAX(game->cave->w, game->cave->h);
264 player_x = game->cave->player_x - game->cave->x1; // cell coordinates of player
265 player_y = game->cave->player_y - game->cave->y1;
267 // when wrapping around to opposite level border, use faster scrolling
268 if (game->cave->player_x == game->cave->x1 ||
269 game->cave->player_x == game->cave->x2 ||
270 game->cave->player_y == game->cave->y1 ||
271 game->cave->player_y == game->cave->y2)
274 // pixel size of visible part of the cave (may be smaller in intermissions)
275 visible_x = (game->cave->x2 - game->cave->x1 + 1) * cell_size;
276 visible_y = (game->cave->y2 - game->cave->y1 + 1) * cell_size;
278 // cell_size contains the scaled size, but we need the original.
281 if (cave_scroll(visible_x, play_area_w, player_x * cell_size + cell_size / 2 - play_area_w / 2,
282 exact_scroll, &scroll_x, &scroll_desired_x, scroll_speed))
285 if (cave_scroll(visible_y, play_area_h, player_y * cell_size + cell_size / 2 - play_area_h / 2,
286 exact_scroll, &scroll_y, &scroll_desired_y, scroll_speed))
289 // if scrolling, we should update entire screen.
294 for (y = 0; y < game->cave->h; y++)
295 for (x = 0; x < game->cave->w; x++)
296 game->gfx_buffer[y][x] |= GD_REDRAW;
299 // check if active player is visible at the moment.
300 out_of_window = FALSE;
302 // check if active player is outside drawing area. if yes, we should wait for scrolling
303 if ((player_x * cell_size) < scroll_x ||
304 (player_x * cell_size + cell_size - 1) > scroll_x + play_area_w)
306 // but only do the wait, if the player SHOULD BE visible, ie. he is inside
307 // the defined visible area of the cave
308 if (game->cave->player_x >= game->cave->x1 &&
309 game->cave->player_x <= game->cave->x2)
310 out_of_window = TRUE;
313 if ((player_y * cell_size) < scroll_y ||
314 (player_y * cell_size + cell_size - 1) > scroll_y + play_area_h)
315 // but only do the wait, if the player SHOULD BE visible, ie. he is inside
316 // the defined visible area of the cave
317 if (game->cave->player_y >= game->cave->y1 &&
318 game->cave->player_y <= game->cave->y2)
319 out_of_window = TRUE;
321 // if not yet born, we treat as visible. so cave will run.
322 // the user is unable to control an unborn player, so this is the right behaviour.
323 if (game->cave->player_state == GD_PL_NOT_YET)
326 return out_of_window;
329 // returns true, if the given surface seems to be a c64 imported image.
330 static boolean surface_has_c64_colors(SDL_Surface *surface)
332 boolean has_c64_colors = TRUE; // default: assume C64 colors
333 const unsigned char *p;
336 if (surface->format->BytesPerPixel != 4)
339 SDL_LockSurface(surface);
341 for (y = 0; y < surface->h && has_c64_colors; y++)
343 p = ((unsigned char *)surface->pixels) + y * surface->pitch;
345 for (x = 0; x < surface->w * surface->format->BytesPerPixel && has_c64_colors; x++)
346 if (p[x] != 0 && p[x] != 255)
347 has_c64_colors = FALSE;
350 SDL_UnlockSurface(surface);
352 return has_c64_colors;
355 // sets one of the colors in the indexed palette of an sdl surface to a GdColor.
356 static void set_surface_palette_color(SDL_Surface *surface, int index, GdColor col)
358 if (surface->format->BytesPerPixel != 1)
363 c.r = gd_color_get_r(col);
364 c.g = gd_color_get_g(col);
365 c.b = gd_color_get_b(col);
367 SDL_SetPaletteColors(surface->format->palette, &c, index, 1);
370 // takes a c64_gfx.png-coded 32-bit surface, and creates a paletted surface in our internal format.
371 static SDL_Surface *get_tile_surface_c64(SDL_Surface *surface, int scale_down_factor)
373 static SDL_Surface *tile_surface_c64 = NULL;
374 static unsigned char *pixels = NULL;
375 int width = surface->w;
376 int height = surface->h;
380 if (!surface_has_c64_colors(surface))
383 if (surface->format->BytesPerPixel != 4)
384 Fail("C64 style surface has wrong color depth -- should not happen");
386 if (tile_surface_c64 != NULL)
387 SDL_FreeSurface(tile_surface_c64);
389 checked_free(pixels);
391 pixels = checked_malloc(width * height);
393 SDL_LockSurface(surface);
395 for (y = 0; y < height; y++)
397 unsigned int *p = (unsigned int *)((char *)surface->pixels + y * surface->pitch);
399 for (x = 0; x < width; x++)
401 int r = (p[x] & surface->format->Rmask) >> surface->format->Rshift << surface->format->Rloss;
402 int g = (p[x] & surface->format->Gmask) >> surface->format->Gshift << surface->format->Gloss;
403 int b = (p[x] & surface->format->Bmask) >> surface->format->Bshift << surface->format->Bloss;
405 // a = (p[x]&surface->format->Amask) >> surface->format->Ashift << surface->format->Aloss;
406 // but we do not use the alpha channel in sdash, so we just use 255 (max alpha)
408 pixels[out++] = c64_png_colors(r, g, b, 255);
412 SDL_UnlockSurface(surface);
414 // create new surface from pixel data
416 SDL_CreateRGBSurfaceFrom((void *)pixels, width, height, 8, width, 0, 0, 0, 0);
418 if (tile_surface_c64 == NULL)
419 Fail("SDL_CreateRGBSurfaceFrom() failed: %s", SDL_GetError());
421 if (scale_down_factor > 1)
423 SDL_Surface *surface_old = tile_surface_c64;
424 int width_scaled = width / scale_down_factor;
425 int height_scaled = height / scale_down_factor;
427 // replace surface with scaled-down variant
428 tile_surface_c64 = SDLZoomSurface(surface_old, width_scaled, height_scaled);
430 // free previous (non-scaled) surface
431 SDL_FreeSurface(surface_old);
434 return tile_surface_c64;
437 static Bitmap *get_tile_bitmap_c64(GdCave *cave, SDL_Surface *surface)
439 static Bitmap *tile_bitmap_c64 = NULL;
444 if (tile_bitmap_c64 != NULL)
445 FreeBitmap(tile_bitmap_c64);
447 // set surface color palette to cave colors
448 set_surface_palette_color(surface, 0, 0);
449 set_surface_palette_color(surface, 1, gd_color_get_rgb(cave->color0));
450 set_surface_palette_color(surface, 2, gd_color_get_rgb(cave->color1));
451 set_surface_palette_color(surface, 3, gd_color_get_rgb(cave->color2));
452 set_surface_palette_color(surface, 4, gd_color_get_rgb(cave->color3));
453 set_surface_palette_color(surface, 5, gd_color_get_rgb(cave->color4));
454 set_surface_palette_color(surface, 6, gd_color_get_rgb(cave->color5));
455 set_surface_palette_color(surface, 7, 0);
456 set_surface_palette_color(surface, 8, 0);
458 // create bitmap from C64 surface
459 tile_bitmap_c64 = SDLGetBitmapFromSurface(surface);
461 return tile_bitmap_c64;
464 void gd_prepare_tile_bitmap(GdCave *cave, Bitmap *bitmap, int scale_down_factor)
466 static SDL_Surface *tile_surface_c64 = NULL;
467 static Bitmap *gd_tile_bitmap_original = NULL;
468 static int scale_down_factor_last = -1;
470 if (program.headless)
473 // check if tile bitmap has changed (different artwork or tile size selected)
474 if (bitmap != gd_tile_bitmap_original || scale_down_factor != scale_down_factor_last)
476 // check if tile bitmap has limited C64 style colors
477 tile_surface_c64 = get_tile_surface_c64(bitmap->surface, scale_down_factor);
479 // store original tile bitmap from current artwork set and scaling factor
480 gd_tile_bitmap_original = bitmap;
481 scale_down_factor_last = scale_down_factor;
483 // store reference tile bitmap from current artwork set (may be changed later)
484 gd_tile_bitmap_reference = bitmap;
487 // check if tile bitmap should be colored for next game
488 if (tile_surface_c64 != NULL)
490 // set tile bitmap to bitmap with level-specific colors
491 gd_tile_bitmap = get_tile_bitmap_c64(cave, tile_surface_c64);
495 // no special tile bitmap available for this artwork set
496 gd_tile_bitmap = NULL;
500 void gd_set_tile_bitmap_reference(Bitmap *bitmap)
502 gd_tile_bitmap_reference = bitmap;
505 Bitmap *gd_get_tile_bitmap(Bitmap *bitmap)
507 // if no special tile bitmap available, keep using default tile bitmap
508 if (gd_tile_bitmap == NULL)
511 // if default bitmap refers to tile bitmap, use special tile bitmap
512 if (bitmap == gd_tile_bitmap_reference)
513 return gd_tile_bitmap;
518 #if DO_GFX_SANITY_CHECK
519 // workaround to prevent variable name scope problem
520 static boolean use_native_bd_graphics_engine(void)
522 return game.use_native_bd_graphics_engine;
526 // returns true if the element is a player
527 static inline boolean is_player(const int element)
529 return (gd_elements[element & O_MASK].properties & P_PLAYER) != 0;
532 // returns true if the element is diggable
533 static inline boolean is_diggable(const int element)
535 return (gd_elements[element & O_MASK].properties & P_DIGGABLE) != 0;
538 // returns true if the element is collectible
539 static inline boolean is_collectible(const int element)
541 return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0;
544 // returns true if the element is pushable
545 static inline boolean is_pushable(const int element)
547 return (gd_elements[element & O_MASK].properties & P_PUSHABLE) != 0;
550 // returns true if the element can move
551 static inline boolean can_move(const int element)
553 return (gd_elements[element & O_MASK].properties & P_CAN_MOVE) != 0;
556 // returns true if the element can fall
557 static inline boolean can_fall(const int element)
559 return (gd_elements[element & O_MASK].properties & P_CAN_FALL) != 0;
562 // returns true if the element is exploding
563 static inline boolean is_explosion(const int element)
565 return (gd_elements[element & O_MASK].properties & P_EXPLOSION) != 0;
568 static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean draw_masked)
570 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
571 (draw_masked ? BlitBitmapMasked : BlitBitmap);
572 GdCave *cave = game->cave;
573 int sx = x * cell_size - scroll_x;
574 int sy = y * cell_size - scroll_y;
575 int dir = game->dir_buffer[y][x];
576 int tile = game->element_buffer[y][x];
577 int frame = game->animcycle;
578 struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
579 Bitmap *tile_bitmap = gd_get_tile_bitmap(g->bitmap);
580 boolean is_movable = (can_move(tile) || can_fall(tile) || is_pushable(tile) || is_player(tile));
581 boolean is_movable_or_diggable = (is_movable || is_diggable(game->last_element_buffer[y][x]));
582 boolean is_moving = (is_movable_or_diggable && dir != GD_MV_STILL);
583 boolean use_smooth_movements =
584 ((setup.bd_smooth_movements == TRUE) ||
585 (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine()));
587 // do not use smooth movement animation for exploding game elements (like player)
588 if (is_explosion(tile) && dir != GD_MV_STILL)
589 use_smooth_movements = FALSE;
591 // do not use smooth movement animation for player entering exit (engine stopped)
592 if (cave->player_state == GD_PL_EXITED)
593 use_smooth_movements = FALSE;
595 #if DO_GFX_SANITY_CHECK
596 if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
598 int old_x = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) % GD_NUM_OF_CELLS_X;
599 int old_y = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) / GD_NUM_OF_CELLS_X;
600 int new_x = g->src_x / g->width;
601 int new_y = g->src_y / g->height;
603 if (new_x != old_x || new_y != old_y)
605 printf("::: BAD ANIMATION FOR TILE %d, FRAME %d [NEW(%d, %d) != OLD(%d, %d)] ['%s']\n",
609 gd_elements[tile].name);
614 // if game element not moving (or no smooth movements requested), simply draw tile
615 if (!is_moving || !use_smooth_movements)
617 blit_bitmap(tile_bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
622 // draw smooth animation for game element moving between two cave tiles
624 if (!(game->last_element_buffer[y][x] & SKIPPED))
626 // redraw previous game element on the cave field the new element is moving to
627 int tile_last = game->last_element_buffer[y][x];
629 // only redraw previous game element if it is diggable (like dirt etc.)
630 if (!is_diggable(tile_last))
633 struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
634 Bitmap *tile_bitmap_old = gd_get_tile_bitmap(g_old->bitmap);
636 blit_bitmap(tile_bitmap_old, dest, g_old->src_x, g_old->src_y, cell_size, cell_size, sx, sy);
639 // get cave field position the game element is moving from
640 int dx = (dir == GD_MV_LEFT ? +1 : dir == GD_MV_RIGHT ? -1 : 0);
641 int dy = (dir == GD_MV_UP ? +1 : dir == GD_MV_DOWN ? -1 : 0);
642 int old_x = cave->getx(cave, x + dx, y + dy);
643 int old_y = cave->gety(cave, x + dx, y + dy);
644 int tile_from = game->element_buffer[old_y][old_x] & ~SKIPPED; // should never be skipped
645 struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame];
646 Bitmap *tile_bitmap_from = gd_get_tile_bitmap(g_from->bitmap);
647 boolean old_is_player = is_player(tile_from);
648 boolean old_is_moving = (game->dir_buffer[old_y][old_x] != GD_MV_STILL);
649 boolean old_is_visible = (old_x >= cave->x1 &&
655 if (!old_is_moving && !old_is_player)
657 // redraw game element on the cave field the element is moving from
658 blit_bitmap(tile_bitmap_from, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
659 sx + dx * cell_size, sy + dy * cell_size);
661 game->element_buffer[old_y][old_x] |= SKIPPED;
665 // if old tile also moving (like pushing player), do not redraw tile background
666 // (but redraw if tile and old tile are moving/falling into different directions)
667 if (game->dir_buffer[old_y][old_x] == game->dir_buffer[y][x])
668 game->last_element_buffer[old_y][old_x] |= SKIPPED;
672 // get shifted position between cave fields the game element is moving from/to
673 int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
674 int shift = cell_size * itercycle / game->itermax;
676 blit_bitmap(tile_bitmap, dest, g->src_x, g->src_y, cell_size, cell_size,
677 sx + dx * shift, sy + dy * shift);
679 // special case: redraw player snapping a game element
680 if (old_is_visible && old_is_player && !old_is_moving)
682 // redraw game element on the cave field the element is moving from
683 blit_bitmap(tile_bitmap_from, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
684 sx + dx * cell_size, sy + dy * cell_size);
688 int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
690 GdCave *cave = game->cave;
691 static int show_flash_count = 0;
692 boolean show_flash = FALSE;
693 boolean draw_masked = FALSE;
694 boolean redraw_all = force_redraw;
697 // force redraw if maximum number of cycles has changed (to redraw moving elements)
698 if (game->itermax != game->itermax_last)
701 if (!cave->gate_open_flash)
703 show_flash_count = 0;
707 if (show_flash_count++ < 4)
715 FillRectangle(dest, 0, 0, SXSIZE, SYSIZE, WHITE_PIXEL);
721 // here we draw all cells to be redrawn. we do not take scrolling area into
722 // consideration - sdl will do the clipping.
723 for (y = cave->y1; y <= cave->y2; y++)
725 for (x = cave->x1; x <= cave->x2; x++)
728 game->gfx_buffer[y][x] & GD_REDRAW ||
729 game->dir_buffer[y][x] != GD_MV_STILL)
731 // skip redrawing already drawn element with movement
732 if (game->element_buffer[y][x] & SKIPPED)
735 // now we have drawn it
736 game->gfx_buffer[y][x] = game->gfx_buffer[y][x] & ~GD_REDRAW;
738 gd_drawcave_tile(dest, game, x, y, draw_masked);
746 static SDL_Surface *get_surface_from_raw_data(const unsigned char *data, int size)
748 SDL_RWops *rwop = SDL_RWFromConstMem(data, size);
749 SDL_Surface *surface = IMG_Load_RW(rwop, 1); // 1 = automatically closes rwop
754 static SDL_Surface *get_surface_from_base64(const char *base64_data)
756 int decoded_data_size = base64_decoded_size(base64_data);
757 unsigned char *decoded_data = checked_malloc(decoded_data_size);
759 base64_decode(decoded_data, base64_data);
761 SDL_Surface *surface = get_surface_from_raw_data(decoded_data, decoded_data_size);
763 checked_free(decoded_data);
768 static SDL_Surface *get_title_screen_surface(void)
770 if (gd_caveset_data == NULL || gd_caveset_data->title_screen == NULL)
773 SDL_Surface *surface = get_surface_from_base64(gd_caveset_data->title_screen);
778 // create target surface
779 SDL_Surface *target = SDL_CreateRGBSurface(0, surface->w, surface->h, 32, 0, 0, 0, 0);
781 // check for transparency and background tile
782 if (surface->format->Amask != 0 && gd_caveset_data->title_screen_scroll != NULL)
784 SDL_Surface *tile = get_surface_from_base64(gd_caveset_data->title_screen_scroll);
790 // create background surface
791 SDL_Surface *back = SDL_CreateRGBSurface(0, surface->w, surface->h, 32, 0, 0, 0, 0);
793 // fill background surface with tile
794 for (y = 0; y < surface->h; y += tile->h)
795 for (x = 0; x < surface->w; x += tile->w)
796 SDLBlitSurface(tile, back, 0, 0, tile->w, tile->h, x, y);
798 // copy masked screen over background surface
799 SDLBlitSurface(back, target, 0, 0, surface->w, surface->h, 0, 0);
801 // free temporary surfaces
802 SDL_FreeSurface(tile);
803 SDL_FreeSurface(back);
807 SDLBlitSurface(surface, target, 0, 0, surface->w, surface->h, 0, 0);
809 SDL_FreeSurface(surface);
814 static void set_title_screen_bitmap(void)
816 if (gd_title_screen_bitmap != NULL)
817 FreeBitmap(gd_title_screen_bitmap);
819 gd_title_screen_bitmap = NULL;
821 SDL_Surface *surface = get_title_screen_surface();
826 int width_scaled = surface->w * 2;
827 int height_scaled = surface->h * 2;
828 SDL_Surface *surface_scaled = SDLZoomSurface(surface, width_scaled, height_scaled);
830 gd_title_screen_bitmap = SDLGetBitmapFromSurface(surface_scaled);
832 SDL_FreeSurface(surface);
833 SDL_FreeSurface(surface_scaled);
836 Bitmap *gd_get_title_screen_bitmap(void)
838 static char *levelset_subdir_last = NULL;
840 if (gd_caveset_data == NULL || gd_caveset_data->title_screen == NULL)
843 // check if stored cave set is used as current level set (may be outdated)
844 if (!strEqual(gd_caveset_data->levelset_subdir, leveldir_current->subdir))
847 // check if stored cave set has changed
848 if (!strEqual(gd_caveset_data->levelset_subdir, levelset_subdir_last))
849 set_title_screen_bitmap();
851 setString(&levelset_subdir_last, gd_caveset_data->levelset_subdir);
853 return gd_title_screen_bitmap;