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;
48 Bitmap *gd_screen_bitmap = NULL;
50 static int play_area_w = 0;
51 static int play_area_h = 0;
53 static int scroll_x, scroll_y;
55 // quit, global variable which is set to true if the application should quit
56 boolean gd_quit = FALSE;
58 const byte *gd_keystate;
60 static int cell_size = 0;
62 // graphic info for game objects/frames and players/actions/frames
63 struct GraphicInfo_BD graphic_info_bd_object[O_MAX_ALL][8];
64 // graphic info for game graphics template for level-specific colors
65 struct GraphicInfo_BD graphic_info_bd_color_template;
67 static inline int c64_png_colors(int r, int g, int b, int a)
69 static const int c64_png_cols[] =
73 /* 0000 */ 0, // transparent
81 /* 1000 */ 1, // black - background
82 /* 1001 */ 2, // red - foreg1
83 /* 1010 */ 5, // green - amoeba
84 /* 1011 */ 4, // yellow - foreg3
85 /* 1100 */ 6, // blue - slime
86 /* 1101 */ 3, // purple - foreg2
87 /* 1110 */ 7, // black around arrows (used in editor) is coded as cyan
88 /* 1111 */ 8, // white is the arrow
91 int c = ((a >> 7) * 8 +
96 return c64_png_cols[c];
99 void set_cell_size(int s)
104 void set_play_area(int w, int h)
110 void gd_init_keystate(void)
112 set_play_area(SXSIZE, SYSIZE);
114 gd_keystate = SDL_GetKeyboardState(NULL);
118 logical_size: logical pixel size of playfield, usually larger than the screen.
119 physical_size: visible part. (remember: player_x-x1!)
121 center: the coordinates to scroll to.
122 exact: scroll exactly
123 start: start scrolling if difference is larger than
124 to: scroll to, if started, until difference is smaller than
127 desired: the function stores its data here
128 speed: the function stores its data here
130 cell_size: size of one cell. used to determine if the play field is only a
131 slightly larger than the screen, in that case no scrolling is desirable
133 static boolean cave_scroll(int logical_size, int physical_size, int center, boolean exact,
134 int *current, int *desired, int speed)
136 int max = MAX(0, logical_size - physical_size);
137 int edge_distance = SCROLL_EDGE_DISTANCE;
138 int cell_size = TILESIZE_VAR;
139 boolean changed = FALSE;
141 // start scrolling when player reaches certain distance to screen edge
142 int start = physical_size / 2 - cell_size * edge_distance;
144 // scroll so that the player is at the center; the allowed difference is this
147 // if cave size smaller than the screen, no scrolling req'd
148 if (logical_size < physical_size)
161 if (logical_size <= physical_size + cell_size)
163 // if cave size is only a slightly larger than the screen, also no scrolling
164 // scroll to the middle of the cell
171 // if exact scrolling, just go exactly to the center.
176 // hystheresis function.
177 // when scrolling left, always go a bit less left than player being at the middle.
178 // when scrolling right, always go a bit less to the right.
179 if (*current < center - start)
180 *desired = center - to;
181 if (*current > center + start)
182 *desired = center + to;
186 *desired = MIN(MAX(0, *desired), max);
188 if (*current < *desired)
190 *current = MIN(*current + speed, *desired);
195 if (*current > *desired)
197 *current = MAX(*current - speed, *desired);
205 // just set current viewport to upper left.
206 void gd_scroll_to_origin(void)
212 int get_scroll_x(void)
214 return scroll_x / cell_size;
217 int get_scroll_y(void)
219 return scroll_y / cell_size;
222 int get_play_area_w(void)
224 return play_area_w / cell_size;
227 int get_play_area_h(void)
229 return play_area_h / cell_size;
235 scrolls to the player during game play.
237 returns true, if player is not visible-ie it is out of the visible size in the drawing area.
239 boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate)
241 static int scroll_desired_x = 0, scroll_desired_y = 0;
242 boolean out_of_window;
243 int player_x, player_y, visible_x, visible_y;
246 // max scrolling speed depends on the speed of the cave.
247 // game moves cell_size_game * 1s / cave time pixels in a second.
248 // scrolling moves scroll speed * 1s / scroll_time in a second.
249 // these should be almost equal; scrolling speed a little slower.
250 // that way, the player might reach the border with a small probability,
251 // but the scrolling will not "oscillate", ie. turn on for little intervals as it has
252 // caught up with the desired position. smaller is better.
253 int scroll_speed = cell_size * 20 / game->cave->speed;
255 if (!setup.bd_scroll_delay)
259 scroll_speed = cell_size * MAX(game->cave->w, game->cave->h);
261 player_x = game->cave->player_x - game->cave->x1; // cell coordinates of player
262 player_y = game->cave->player_y - game->cave->y1;
264 // when wrapping around to opposite level border, use faster scrolling
265 if (game->cave->player_x == game->cave->x1 ||
266 game->cave->player_x == game->cave->x2 ||
267 game->cave->player_y == game->cave->y1 ||
268 game->cave->player_y == game->cave->y2)
271 // pixel size of visible part of the cave (may be smaller in intermissions)
272 visible_x = (game->cave->x2 - game->cave->x1 + 1) * cell_size;
273 visible_y = (game->cave->y2 - game->cave->y1 + 1) * cell_size;
275 // cell_size contains the scaled size, but we need the original.
278 if (cave_scroll(visible_x, play_area_w, player_x * cell_size + cell_size / 2 - play_area_w / 2,
279 exact_scroll, &scroll_x, &scroll_desired_x, scroll_speed))
282 if (cave_scroll(visible_y, play_area_h, player_y * cell_size + cell_size / 2 - play_area_h / 2,
283 exact_scroll, &scroll_y, &scroll_desired_y, scroll_speed))
286 // if scrolling, we should update entire screen.
291 for (y = 0; y < game->cave->h; y++)
292 for (x = 0; x < game->cave->w; x++)
293 game->gfx_buffer[y][x] |= GD_REDRAW;
296 // check if active player is visible at the moment.
297 out_of_window = FALSE;
299 // check if active player is outside drawing area. if yes, we should wait for scrolling
300 if ((player_x * cell_size) < scroll_x ||
301 (player_x * cell_size + cell_size - 1) > scroll_x + play_area_w)
303 // but only do the wait, if the player SHOULD BE visible, ie. he is inside
304 // the defined visible area of the cave
305 if (game->cave->player_x >= game->cave->x1 &&
306 game->cave->player_x <= game->cave->x2)
307 out_of_window = TRUE;
310 if ((player_y * cell_size) < scroll_y ||
311 (player_y * cell_size + cell_size - 1) > scroll_y + play_area_h)
312 // but only do the wait, if the player SHOULD BE visible, ie. he is inside
313 // the defined visible area of the cave
314 if (game->cave->player_y >= game->cave->y1 &&
315 game->cave->player_y <= game->cave->y2)
316 out_of_window = TRUE;
318 // if not yet born, we treat as visible. so cave will run.
319 // the user is unable to control an unborn player, so this is the right behaviour.
320 if (game->cave->player_state == GD_PL_NOT_YET)
323 return out_of_window;
326 // returns true, if the given surface seems to be a c64 imported image.
327 static boolean surface_has_c64_colors(SDL_Surface *surface)
329 boolean has_c64_colors = TRUE; // default: assume C64 colors
330 const unsigned char *p;
333 if (surface->format->BytesPerPixel != 4)
336 SDL_LockSurface(surface);
338 for (y = 0; y < surface->h && has_c64_colors; y++)
340 p = ((unsigned char *)surface->pixels) + y * surface->pitch;
342 for (x = 0; x < surface->w * surface->format->BytesPerPixel && has_c64_colors; x++)
343 if (p[x] != 0 && p[x] != 255)
344 has_c64_colors = FALSE;
347 SDL_UnlockSurface(surface);
349 return has_c64_colors;
352 // sets one of the colors in the indexed palette of an sdl surface to a GdColor.
353 static void set_surface_palette_color(SDL_Surface *surface, int index, GdColor col)
355 if (surface->format->BytesPerPixel != 1)
360 c.r = gd_color_get_r(col);
361 c.g = gd_color_get_g(col);
362 c.b = gd_color_get_b(col);
364 SDL_SetPaletteColors(surface->format->palette, &c, index, 1);
367 // takes a c64_gfx.png-coded 32-bit surface, and creates a paletted surface in our internal format.
368 static SDL_Surface *get_tile_surface_c64(SDL_Surface *surface, int scale_down_factor)
370 static SDL_Surface *tile_surface_c64 = NULL;
371 static unsigned char *pixels = NULL;
372 int width = surface->w;
373 int height = surface->h;
377 if (!surface_has_c64_colors(surface))
380 if (surface->format->BytesPerPixel != 4)
381 Fail("C64 style surface has wrong color depth -- should not happen");
383 if (tile_surface_c64 != NULL)
384 SDL_FreeSurface(tile_surface_c64);
386 checked_free(pixels);
388 pixels = checked_malloc(width * height);
390 SDL_LockSurface(surface);
392 for (y = 0; y < height; y++)
394 unsigned int *p = (unsigned int *)((char *)surface->pixels + y * surface->pitch);
396 for (x = 0; x < width; x++)
398 int r = (p[x] & surface->format->Rmask) >> surface->format->Rshift << surface->format->Rloss;
399 int g = (p[x] & surface->format->Gmask) >> surface->format->Gshift << surface->format->Gloss;
400 int b = (p[x] & surface->format->Bmask) >> surface->format->Bshift << surface->format->Bloss;
402 // a = (p[x]&surface->format->Amask) >> surface->format->Ashift << surface->format->Aloss;
403 // but we do not use the alpha channel in sdash, so we just use 255 (max alpha)
405 pixels[out++] = c64_png_colors(r, g, b, 255);
409 SDL_UnlockSurface(surface);
411 // create new surface from pixel data
413 SDL_CreateRGBSurfaceFrom((void *)pixels, width, height, 8, width, 0, 0, 0, 0);
415 if (tile_surface_c64 == NULL)
416 Fail("SDL_CreateRGBSurfaceFrom() failed: %s", SDL_GetError());
418 if (scale_down_factor > 1)
420 SDL_Surface *surface_old = tile_surface_c64;
421 int width_scaled = width / scale_down_factor;
422 int height_scaled = height / scale_down_factor;
424 // replace surface with scaled-down variant
425 tile_surface_c64 = SDLZoomSurface(surface_old, width_scaled, height_scaled);
427 // free previous (non-scaled) surface
428 SDL_FreeSurface(surface_old);
431 return tile_surface_c64;
434 static Bitmap *get_tile_bitmap_c64(GdCave *cave, SDL_Surface *surface)
436 static Bitmap *tile_bitmap_c64 = NULL;
441 if (tile_bitmap_c64 != NULL)
442 FreeBitmap(tile_bitmap_c64);
444 // set surface color palette to cave colors
445 set_surface_palette_color(surface, 0, 0);
446 set_surface_palette_color(surface, 1, gd_color_get_rgb(cave->color0));
447 set_surface_palette_color(surface, 2, gd_color_get_rgb(cave->color1));
448 set_surface_palette_color(surface, 3, gd_color_get_rgb(cave->color2));
449 set_surface_palette_color(surface, 4, gd_color_get_rgb(cave->color3));
450 set_surface_palette_color(surface, 5, gd_color_get_rgb(cave->color4));
451 set_surface_palette_color(surface, 6, gd_color_get_rgb(cave->color5));
452 set_surface_palette_color(surface, 7, 0);
453 set_surface_palette_color(surface, 8, 0);
455 // create bitmap from C64 surface
456 tile_bitmap_c64 = SDLGetBitmapFromSurface(surface);
458 return tile_bitmap_c64;
461 void gd_prepare_tile_bitmap(GdCave *cave, Bitmap *bitmap, int scale_down_factor)
463 static SDL_Surface *tile_surface_c64 = NULL;
464 static Bitmap *gd_tile_bitmap_original = NULL;
465 static int scale_down_factor_last = -1;
467 if (program.headless)
470 // check if tile bitmap has changed (different artwork or tile size selected)
471 if (bitmap != gd_tile_bitmap_original || scale_down_factor != scale_down_factor_last)
473 // check if tile bitmap has limited C64 style colors
474 tile_surface_c64 = get_tile_surface_c64(bitmap->surface, scale_down_factor);
476 // store original tile bitmap from current artwork set and scaling factor
477 gd_tile_bitmap_original = bitmap;
478 scale_down_factor_last = scale_down_factor;
480 // store reference tile bitmap from current artwork set (may be changed later)
481 gd_tile_bitmap_reference = bitmap;
484 // check if tile bitmap should be colored for next game
485 if (tile_surface_c64 != NULL)
487 // set tile bitmap to bitmap with level-specific colors
488 gd_tile_bitmap = get_tile_bitmap_c64(cave, tile_surface_c64);
492 // no special tile bitmap available for this artwork set
493 gd_tile_bitmap = NULL;
497 void gd_set_tile_bitmap_reference(Bitmap *bitmap)
499 gd_tile_bitmap_reference = bitmap;
502 Bitmap *gd_get_tile_bitmap(Bitmap *bitmap)
504 // if no special tile bitmap available, keep using default tile bitmap
505 if (gd_tile_bitmap == NULL)
508 // if default bitmap refers to tile bitmap, use special tile bitmap
509 if (bitmap == gd_tile_bitmap_reference)
510 return gd_tile_bitmap;
515 #if DO_GFX_SANITY_CHECK
516 // workaround to prevent variable name scope problem
517 static boolean use_native_bd_graphics_engine(void)
519 return game.use_native_bd_graphics_engine;
523 // returns true if the element is a player
524 static inline boolean is_player(const int element)
526 return (gd_elements[element & O_MASK].properties & P_PLAYER) != 0;
529 // returns true if the element is diggable
530 static inline boolean is_diggable(const int element)
532 return (gd_elements[element & O_MASK].properties & P_DIGGABLE) != 0;
535 // returns true if the element is collectible
536 static inline boolean is_collectible(const int element)
538 return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0;
541 // returns true if the element is pushable
542 static inline boolean is_pushable(const int element)
544 return (gd_elements[element & O_MASK].properties & P_PUSHABLE) != 0;
547 // returns true if the element can move
548 static inline boolean can_move(const int element)
550 return (gd_elements[element & O_MASK].properties & P_CAN_MOVE) != 0;
553 // returns true if the element can fall
554 static inline boolean can_fall(const int element)
556 return (gd_elements[element & O_MASK].properties & P_CAN_FALL) != 0;
559 // returns true if the element is exploding
560 static inline boolean is_explosion(const int element)
562 return (gd_elements[element & O_MASK].properties & P_EXPLOSION) != 0;
565 static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean draw_masked)
567 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
568 (draw_masked ? BlitBitmapMasked : BlitBitmap);
569 GdCave *cave = game->cave;
570 int sx = x * cell_size - scroll_x;
571 int sy = y * cell_size - scroll_y;
572 int dir = game->dir_buffer[y][x];
573 int tile = game->element_buffer[y][x];
574 int frame = game->animcycle;
575 struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
576 Bitmap *tile_bitmap = gd_get_tile_bitmap(g->bitmap);
577 boolean is_movable = (can_move(tile) || can_fall(tile) || is_pushable(tile) || is_player(tile));
578 boolean is_movable_or_diggable = (is_movable || is_diggable(game->last_element_buffer[y][x]));
579 boolean is_moving = (is_movable_or_diggable && dir != GD_MV_STILL);
580 boolean use_smooth_movements =
581 ((setup.bd_smooth_movements == TRUE) ||
582 (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine()));
584 // do not use smooth movement animation for exploding game elements (like player)
585 if (is_explosion(tile) && dir != GD_MV_STILL)
586 use_smooth_movements = FALSE;
588 // do not use smooth movement animation for player entering exit (engine stopped)
589 if (cave->player_state == GD_PL_EXITED)
590 use_smooth_movements = FALSE;
592 #if DO_GFX_SANITY_CHECK
593 if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
595 int old_x = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) % GD_NUM_OF_CELLS_X;
596 int old_y = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) / GD_NUM_OF_CELLS_X;
597 int new_x = g->src_x / g->width;
598 int new_y = g->src_y / g->height;
600 if (new_x != old_x || new_y != old_y)
602 printf("::: BAD ANIMATION FOR TILE %d, FRAME %d [NEW(%d, %d) != OLD(%d, %d)] ['%s']\n",
606 gd_elements[tile].name);
611 // if game element not moving (or no smooth movements requested), simply draw tile
612 if (!is_moving || !use_smooth_movements)
614 blit_bitmap(tile_bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
619 // draw smooth animation for game element moving between two cave tiles
621 if (!(game->last_element_buffer[y][x] & SKIPPED))
623 // redraw previous game element on the cave field the new element is moving to
624 int tile_last = game->last_element_buffer[y][x];
626 // only redraw previous game element if it is diggable (like dirt etc.)
627 if (!is_diggable(tile_last))
630 struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
631 Bitmap *tile_bitmap_old = gd_get_tile_bitmap(g_old->bitmap);
633 blit_bitmap(tile_bitmap_old, dest, g_old->src_x, g_old->src_y, cell_size, cell_size, sx, sy);
636 // get cave field position the game element is moving from
637 int dx = (dir == GD_MV_LEFT ? +1 : dir == GD_MV_RIGHT ? -1 : 0);
638 int dy = (dir == GD_MV_UP ? +1 : dir == GD_MV_DOWN ? -1 : 0);
639 int old_x = cave->getx(cave, x + dx, y + dy);
640 int old_y = cave->gety(cave, x + dx, y + dy);
641 int tile_from = game->element_buffer[old_y][old_x] & ~SKIPPED; // should never be skipped
642 struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame];
643 Bitmap *tile_bitmap_from = gd_get_tile_bitmap(g_from->bitmap);
644 boolean old_is_player = is_player(tile_from);
645 boolean old_is_moving = (game->dir_buffer[old_y][old_x] != GD_MV_STILL);
646 boolean old_is_visible = (old_x >= cave->x1 &&
652 if (!old_is_moving && !old_is_player)
654 // redraw game element on the cave field the element is moving from
655 blit_bitmap(tile_bitmap_from, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
656 sx + dx * cell_size, sy + dy * cell_size);
658 game->element_buffer[old_y][old_x] |= SKIPPED;
662 // if old tile also moving (like pushing player), do not redraw tile background
663 // (but redraw if tile and old tile are moving/falling into different directions)
664 if (game->dir_buffer[old_y][old_x] == game->dir_buffer[y][x])
665 game->last_element_buffer[old_y][old_x] |= SKIPPED;
669 // get shifted position between cave fields the game element is moving from/to
670 int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
671 int shift = cell_size * itercycle / game->itermax;
673 blit_bitmap(tile_bitmap, dest, g->src_x, g->src_y, cell_size, cell_size,
674 sx + dx * shift, sy + dy * shift);
676 // special case: redraw player snapping a game element
677 if (old_is_visible && old_is_player && !old_is_moving)
679 // redraw game element on the cave field the element is moving from
680 blit_bitmap(tile_bitmap_from, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
681 sx + dx * cell_size, sy + dy * cell_size);
685 int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
687 GdCave *cave = game->cave;
688 static int show_flash_count = 0;
689 boolean show_flash = FALSE;
690 boolean draw_masked = FALSE;
691 boolean redraw_all = force_redraw;
694 // force redraw if maximum number of cycles has changed (to redraw moving elements)
695 if (game->itermax != game->itermax_last)
698 if (!cave->gate_open_flash)
700 show_flash_count = 0;
704 if (show_flash_count++ < 4)
712 FillRectangle(dest, 0, 0, SXSIZE, SYSIZE, WHITE_PIXEL);
718 // here we draw all cells to be redrawn. we do not take scrolling area into
719 // consideration - sdl will do the clipping.
720 for (y = cave->y1; y <= cave->y2; y++)
722 for (x = cave->x1; x <= cave->x2; x++)
725 game->gfx_buffer[y][x] & GD_REDRAW ||
726 game->dir_buffer[y][x] != GD_MV_STILL)
728 // skip redrawing already drawn element with movement
729 if (game->element_buffer[y][x] & SKIPPED)
732 // now we have drawn it
733 game->gfx_buffer[y][x] = game->gfx_buffer[y][x] & ~GD_REDRAW;
735 gd_drawcave_tile(dest, game, x, y, draw_masked);