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
43 Bitmap *gd_screen_bitmap = NULL;
45 static int play_area_w = 0;
46 static int play_area_h = 0;
48 static int scroll_x, scroll_y;
50 // quit, global variable which is set to true if the application should quit
51 boolean gd_quit = FALSE;
53 const byte *gd_keystate;
55 static int cell_size = 0;
57 // graphic info for game objects/frames and players/actions/frames
58 struct GraphicInfo_BD graphic_info_bd_object[O_MAX_ALL][8];
60 void set_cell_size(int s)
65 void set_play_area(int w, int h)
71 void gd_init_keystate(void)
73 set_play_area(SXSIZE, SYSIZE);
75 gd_keystate = SDL_GetKeyboardState(NULL);
79 logical_size: logical pixel size of playfield, usually larger than the screen.
80 physical_size: visible part. (remember: player_x-x1!)
82 center: the coordinates to scroll to.
84 start: start scrolling if difference is larger than
85 to: scroll to, if started, until difference is smaller than
88 desired: the function stores its data here
89 speed: the function stores its data here
91 cell_size: size of one cell. used to determine if the play field is only a
92 slightly larger than the screen, in that case no scrolling is desirable
94 static boolean cave_scroll(int logical_size, int physical_size, int center, boolean exact,
95 int *current, int *desired, int speed)
97 int max = MAX(0, logical_size - physical_size);
98 int edge_distance = SCROLL_EDGE_DISTANCE;
99 int cell_size = TILESIZE_VAR;
100 boolean changed = FALSE;
102 // start scrolling when player reaches certain distance to screen edge
103 int start = physical_size / 2 - cell_size * edge_distance;
105 // scroll so that the player is at the center; the allowed difference is this
108 // if cave size smaller than the screen, no scrolling req'd
109 if (logical_size < physical_size)
122 if (logical_size <= physical_size + cell_size)
124 // if cave size is only a slightly larger than the screen, also no scrolling
125 // scroll to the middle of the cell
132 // if exact scrolling, just go exactly to the center.
137 // hystheresis function.
138 // when scrolling left, always go a bit less left than player being at the middle.
139 // when scrolling right, always go a bit less to the right.
140 if (*current < center - start)
141 *desired = center - to;
142 if (*current > center + start)
143 *desired = center + to;
147 *desired = MIN(MAX(0, *desired), max);
149 if (*current < *desired)
151 *current = MIN(*current + speed, *desired);
156 if (*current > *desired)
158 *current = MAX(*current - speed, *desired);
166 // just set current viewport to upper left.
167 void gd_scroll_to_origin(void)
173 int get_scroll_x(void)
175 return scroll_x / cell_size;
178 int get_scroll_y(void)
180 return scroll_y / cell_size;
183 int get_play_area_w(void)
185 return play_area_w / cell_size;
188 int get_play_area_h(void)
190 return play_area_h / cell_size;
196 scrolls to the player during game play.
198 returns true, if player is not visible-ie it is out of the visible size in the drawing area.
200 boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate)
202 static int scroll_desired_x = 0, scroll_desired_y = 0;
203 boolean out_of_window;
204 int player_x, player_y, visible_x, visible_y;
207 // max scrolling speed depends on the speed of the cave.
208 // game moves cell_size_game * 1s / cave time pixels in a second.
209 // scrolling moves scroll speed * 1s / scroll_time in a second.
210 // these should be almost equal; scrolling speed a little slower.
211 // that way, the player might reach the border with a small probability,
212 // but the scrolling will not "oscillate", ie. turn on for little intervals as it has
213 // caught up with the desired position. smaller is better.
214 int scroll_speed = cell_size * 20 / game->cave->speed;
216 if (!setup.bd_scroll_delay)
220 scroll_speed = cell_size * MAX(game->cave->w, game->cave->h);
222 player_x = game->cave->player_x - game->cave->x1; // cell coordinates of player
223 player_y = game->cave->player_y - game->cave->y1;
225 // pixel size of visible part of the cave (may be smaller in intermissions)
226 visible_x = (game->cave->x2 - game->cave->x1 + 1) * cell_size;
227 visible_y = (game->cave->y2 - game->cave->y1 + 1) * cell_size;
229 // cell_size contains the scaled size, but we need the original.
232 if (cave_scroll(visible_x, play_area_w, player_x * cell_size + cell_size / 2 - play_area_w / 2,
233 exact_scroll, &scroll_x, &scroll_desired_x, scroll_speed))
236 if (cave_scroll(visible_y, play_area_h, player_y * cell_size + cell_size / 2 - play_area_h / 2,
237 exact_scroll, &scroll_y, &scroll_desired_y, scroll_speed))
240 // if scrolling, we should update entire screen.
245 for (y = 0; y < game->cave->h; y++)
246 for (x = 0; x < game->cave->w; x++)
247 game->gfx_buffer[y][x] |= GD_REDRAW;
250 // check if active player is visible at the moment.
251 out_of_window = FALSE;
253 // check if active player is outside drawing area. if yes, we should wait for scrolling
254 if ((player_x * cell_size) < scroll_x ||
255 (player_x * cell_size + cell_size - 1) > scroll_x + play_area_w)
257 // but only do the wait, if the player SHOULD BE visible, ie. he is inside
258 // the defined visible area of the cave
259 if (game->cave->player_x >= game->cave->x1 &&
260 game->cave->player_x <= game->cave->x2)
261 out_of_window = TRUE;
264 if ((player_y * cell_size) < scroll_y ||
265 (player_y * cell_size + cell_size - 1) > scroll_y + play_area_h)
266 // but only do the wait, if the player SHOULD BE visible, ie. he is inside
267 // the defined visible area of the cave
268 if (game->cave->player_y >= game->cave->y1 &&
269 game->cave->player_y <= game->cave->y2)
270 out_of_window = TRUE;
272 // if not yet born, we treat as visible. so cave will run.
273 // the user is unable to control an unborn player, so this is the right behaviour.
274 if (game->cave->player_state == GD_PL_NOT_YET)
277 return out_of_window;
280 #if DO_GFX_SANITY_CHECK
281 // workaround to prevent variable name scope problem
282 static boolean use_native_bd_graphics_engine(void)
284 return game.use_native_bd_graphics_engine;
288 // returns true if the element is a player
289 static inline boolean is_player(const int element)
291 return (gd_elements[element & O_MASK].properties & P_PLAYER) != 0;
294 // returns true if the element is diggable
295 static inline boolean is_diggable(const int element)
297 return (gd_elements[element & O_MASK].properties & P_DIGGABLE) != 0;
300 // returns true if the element is collectible
301 static inline boolean is_collectible(const int element)
303 return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0;
306 // returns true if the element is pushable
307 static inline boolean is_pushable(const int element)
309 return (gd_elements[element & O_MASK].properties & P_PUSHABLE) != 0;
312 // returns true if the element can move
313 static inline boolean can_move(const int element)
315 return (gd_elements[element & O_MASK].properties & P_CAN_MOVE) != 0;
318 // returns true if the element can fall
319 static inline boolean can_fall(const int element)
321 return (gd_elements[element & O_MASK].properties & P_CAN_FALL) != 0;
324 // returns true if the element is exploding
325 static inline boolean is_explosion(const int element)
327 return (gd_elements[element & O_MASK].properties & P_EXPLOSION) != 0;
330 static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean draw_masked)
332 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
333 (draw_masked ? BlitBitmapMasked : BlitBitmap);
334 GdCave *cave = game->cave;
335 int sx = x * cell_size - scroll_x;
336 int sy = y * cell_size - scroll_y;
337 int dir = game->dir_buffer[y][x];
338 int tile = game->element_buffer[y][x];
339 int frame = game->animcycle;
340 struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
341 boolean use_smooth_movements =
342 ((setup.bd_smooth_movements == TRUE) ||
343 (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine()));
345 // do not use smooth movement animation for exploding game elements (like player)
346 if (is_explosion(tile) && dir != GD_MV_STILL)
347 use_smooth_movements = FALSE;
349 // do not use smooth movement animation for player entering exit (engine stopped)
350 if (cave->player_state == GD_PL_EXITED)
351 use_smooth_movements = FALSE;
353 #if DO_GFX_SANITY_CHECK
354 if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
356 int old_x = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) % GD_NUM_OF_CELLS_X;
357 int old_y = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) / GD_NUM_OF_CELLS_X;
358 int new_x = g->src_x / g->width;
359 int new_y = g->src_y / g->height;
361 if (new_x != old_x || new_y != old_y)
363 printf("::: BAD ANIMATION FOR TILE %d, FRAME %d [NEW(%d, %d) != OLD(%d, %d)] ['%s']\n",
367 gd_elements[tile].name);
372 // if game element not moving (or no smooth movements requested), simply draw tile
373 if (dir == GD_MV_STILL || !use_smooth_movements)
375 blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
380 // draw smooth animation for game element moving between two cave tiles
382 if (!(game->last_element_buffer[y][x] & SKIPPED))
384 // redraw previous game element on the cave field the new element is moving to
385 int tile_last = game->last_element_buffer[y][x];
387 // only redraw previous game element if it is not collectible (like dirt etc.)
388 if (is_collectible(tile_last))
391 struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
393 blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, cell_size, cell_size, sx, sy);
396 // get cave field position the game element is moving from
397 int dx = (dir == GD_MV_LEFT ? +1 : dir == GD_MV_RIGHT ? -1 : 0);
398 int dy = (dir == GD_MV_UP ? +1 : dir == GD_MV_DOWN ? -1 : 0);
399 int old_x = cave->getx(cave, x + dx, y + dy);
400 int old_y = cave->gety(cave, x + dx, y + dy);
401 int tile_from = game->element_buffer[old_y][old_x];
402 struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame];
403 boolean old_is_player = is_player(tile_from);
404 boolean old_is_moving = (game->dir_buffer[old_y][old_x] != GD_MV_STILL);
405 boolean old_is_visible = (old_x >= cave->x1 &&
412 if (!old_is_moving && !old_is_player)
414 // redraw game element on the cave field the element is moving from
415 blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
416 sx + dx * cell_size, sy + dy * cell_size);
418 game->element_buffer[old_y][old_x] |= SKIPPED;
422 // if old tile also moving (like pushing player), do not redraw tile background
423 game->last_element_buffer[old_y][old_x] |= SKIPPED;
427 // get shifted position between cave fields the game element is moving from/to
428 int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
429 int shift = cell_size * itercycle / game->itermax;
431 blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size,
432 sx + dx * shift, sy + dy * shift);
434 // special case: redraw player snapping a game element
435 if (old_is_visible && old_is_player && !old_is_moving)
437 // redraw game element on the cave field the element is moving from
438 blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
439 sx + dx * cell_size, sy + dy * cell_size);
443 int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
445 GdCave *cave = game->cave;
446 static int show_flash_count = 0;
447 boolean show_flash = FALSE;
448 boolean draw_masked = FALSE;
449 boolean redraw_all = force_redraw;
452 // force redraw if maximum number of cycles has changed (to redraw moving elements)
453 if (game->itermax != game->itermax_last)
456 if (!cave->gate_open_flash)
458 show_flash_count = 0;
462 if (show_flash_count++ < 4)
470 FillRectangle(dest, 0, 0, SXSIZE, SYSIZE, WHITE_PIXEL);
476 // here we draw all cells to be redrawn. we do not take scrolling area into
477 // consideration - sdl will do the clipping.
478 for (y = cave->y1; y <= cave->y2; y++)
480 for (x = cave->x1; x <= cave->x2; x++)
483 game->gfx_buffer[y][x] & GD_REDRAW ||
484 game->dir_buffer[y][x] != GD_MV_STILL)
486 // skip redrawing already drawn element with movement
487 if (game->element_buffer[y][x] & SKIPPED)
490 // now we have drawn it
491 game->gfx_buffer[y][x] = game->gfx_buffer[y][x] & ~GD_REDRAW;
493 gd_drawcave_tile(dest, game, x, y, draw_masked);