* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
-#include <glib.h>
-
#include "main_bd.h"
// !!! (can be removed later) !!!
#define DO_GFX_SANITY_CHECK TRUE
-/* distance to screen edge in cells when scrolling the screen */
+// distance to screen edge in cells when scrolling the screen
#define SCROLL_EDGE_DISTANCE 4
-/* these can't be larger than 31, or they mess up utf8 coding or are the same
- as some ascii letter */
+// these can't be larger than 31, or they mess up utf8 coding or are the same as some ascii letter
#define GD_DOWN_CHAR 1
#define GD_LEFT_CHAR 2
#define GD_UP_CHAR 3
#define GD_KEY_CHAR 12
#define GD_COMMENT_CHAR 13
-/* screen area */
+// screen area
Bitmap *gd_screen_bitmap = NULL;
static int play_area_w = 0;
static int scroll_x, scroll_y;
-/* quit, global variable which is set to true if the application should quit */
+// quit, global variable which is set to true if the application should quit
boolean gd_quit = FALSE;
-const guint8 *gd_keystate;
+const byte *gd_keystate;
static int cell_size = 0;
-/* graphic info for game objects/frames and players/actions/frames */
+// graphic info for game objects/frames and players/actions/frames
struct GraphicInfo_BD graphic_info_bd_object[O_MAX_ALL][8];
void set_cell_size(int s)
int cell_size = TILESIZE_VAR;
boolean changed = FALSE;
- /* start scrolling when player reaches certain distance to screen edge */
+ // start scrolling when player reaches certain distance to screen edge
int start = physical_size / 2 - cell_size * edge_distance;
- /* scroll so that the player is at the center; the allowed difference is this */
+ // scroll so that the player is at the center; the allowed difference is this
int to = cell_size;
- /* if cave size smaller than the screen, no scrolling req'd */
+ // if cave size smaller than the screen, no scrolling req'd
if (logical_size < physical_size)
{
*desired = 0;
if (logical_size <= physical_size + cell_size)
{
- /* if cave size is only a slightly larger than the screen, also no scrolling */
- /* scroll to the middle of the cell */
+ // if cave size is only a slightly larger than the screen, also no scrolling
+ // scroll to the middle of the cell
*desired = max / 2;
}
else
{
if (exact)
{
- /* if exact scrolling, just go exactly to the center. */
+ // if exact scrolling, just go exactly to the center.
*desired = center;
}
else
{
- /* hystheresis function.
- * when scrolling left, always go a bit less left than player being at the middle.
- * when scrolling right, always go a bit less to the right. */
+ // hystheresis function.
+ // when scrolling left, always go a bit less left than player being at the middle.
+ // when scrolling right, always go a bit less to the right.
if (*current < center - start)
*desired = center - to;
if (*current > center + start)
return changed;
}
-/* just set current viewport to upper left. */
+// just set current viewport to upper left.
void gd_scroll_to_origin(void)
{
scroll_x = 0;
return play_area_h / cell_size;
}
-/* SCROLLING
- *
- * scrolls to the player during game play.
- * called by drawcave
- * returns true, if player is not visible-ie it is out of the visible size in the drawing area.
- */
+/*
+ SCROLLING
+
+ scrolls to the player during game play.
+ called by drawcave
+ returns true, if player is not visible-ie it is out of the visible size in the drawing area.
+*/
boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate)
{
static int scroll_desired_x = 0, scroll_desired_y = 0;
boolean out_of_window;
int player_x, player_y, visible_x, visible_y;
boolean changed;
- int scroll_divisor;
-
- /* max scrolling speed depends on the speed of the cave. */
- /* game moves cell_size_game * 1s / cave time pixels in a second. */
- /* scrolling moves scroll speed * 1s / scroll_time in a second. */
- /* these should be almost equal; scrolling speed a little slower. */
- /* that way, the player might reach the border with a small probability, */
- /* but the scrolling will not "oscillate", ie. turn on for little intervals as it has */
- /* caught up with the desired position. smaller is better. */
+
+ // max scrolling speed depends on the speed of the cave.
+ // game moves cell_size_game * 1s / cave time pixels in a second.
+ // scrolling moves scroll speed * 1s / scroll_time in a second.
+ // these should be almost equal; scrolling speed a little slower.
+ // that way, the player might reach the border with a small probability,
+ // but the scrolling will not "oscillate", ie. turn on for little intervals as it has
+ // caught up with the desired position. smaller is better.
int scroll_speed = cell_size * 20 / game->cave->speed;
+ if (!setup.bd_scroll_delay)
+ exact_scroll = TRUE;
+
if (immediate)
scroll_speed = cell_size * MAX(game->cave->w, game->cave->h);
- player_x = game->cave->player_x - game->cave->x1; /* cell coordinates of player */
+ player_x = game->cave->player_x - game->cave->x1; // cell coordinates of player
player_y = game->cave->player_y - game->cave->y1;
- /* pixel size of visible part of the cave (may be smaller in intermissions) */
+ // pixel size of visible part of the cave (may be smaller in intermissions)
visible_x = (game->cave->x2 - game->cave->x1 + 1) * cell_size;
visible_y = (game->cave->y2 - game->cave->y1 + 1) * cell_size;
- /* cell_size contains the scaled size, but we need the original. */
+ // cell_size contains the scaled size, but we need the original.
changed = FALSE;
- /* some sort of scrolling speed.
- with larger cells, the divisor must be smaller, so the scrolling faster. */
- scroll_divisor = 256 / cell_size;
-
- /* fine scrolling is 50hz (normal would be 25hz only) */
- scroll_divisor *= 2;
-
if (cave_scroll(visible_x, play_area_w, player_x * cell_size + cell_size / 2 - play_area_w / 2,
exact_scroll, &scroll_x, &scroll_desired_x, scroll_speed))
changed = TRUE;
exact_scroll, &scroll_y, &scroll_desired_y, scroll_speed))
changed = TRUE;
- /* if scrolling, we should update entire screen. */
+ // if scrolling, we should update entire screen.
if (changed)
{
int x, y;
game->gfx_buffer[y][x] |= GD_REDRAW;
}
- /* check if active player is visible at the moment. */
+ // check if active player is visible at the moment.
out_of_window = FALSE;
- /* check if active player is outside drawing area. if yes, we should wait for scrolling */
+ // check if active player is outside drawing area. if yes, we should wait for scrolling
if ((player_x * cell_size) < scroll_x ||
(player_x * cell_size + cell_size - 1) > scroll_x + play_area_w)
{
- /* but only do the wait, if the player SHOULD BE visible, ie. he is inside
- the defined visible area of the cave */
+ // but only do the wait, if the player SHOULD BE visible, ie. he is inside
+ // the defined visible area of the cave
if (game->cave->player_x >= game->cave->x1 &&
game->cave->player_x <= game->cave->x2)
out_of_window = TRUE;
if ((player_y * cell_size) < scroll_y ||
(player_y * cell_size + cell_size - 1) > scroll_y + play_area_h)
- /* but only do the wait, if the player SHOULD BE visible, ie. he is inside
- the defined visible area of the cave */
+ // but only do the wait, if the player SHOULD BE visible, ie. he is inside
+ // the defined visible area of the cave
if (game->cave->player_y >= game->cave->y1 &&
game->cave->player_y <= game->cave->y2)
out_of_window = TRUE;
- /* if not yet born, we treat as visible. so cave will run.
- the user is unable to control an unborn player, so this is the right behaviour. */
+ // if not yet born, we treat as visible. so cave will run.
+ // the user is unable to control an unborn player, so this is the right behaviour.
if (game->cave->player_state == GD_PL_NOT_YET)
return FALSE;
}
#if DO_GFX_SANITY_CHECK
-/* workaround to prevent variable name scope problem */
+// workaround to prevent variable name scope problem
static boolean use_native_bd_graphics_engine(void)
{
return game.use_native_bd_graphics_engine;
}
#endif
+// returns true if the element is a player
+static inline boolean is_player(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_PLAYER) != 0;
+}
+
+// returns true if the element is diggable
+static inline boolean is_diggable(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_DIGGABLE) != 0;
+}
+
+// returns true if the element is collectible
+static inline boolean is_collectible(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0;
+}
+
+// returns true if the element is pushable
+static inline boolean is_pushable(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_PUSHABLE) != 0;
+}
+
+// returns true if the element can move
+static inline boolean can_move(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_CAN_MOVE) != 0;
+}
+
+// returns true if the element can fall
+static inline boolean can_fall(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_CAN_FALL) != 0;
+}
+
+// returns true if the element is exploding
+static inline boolean is_explosion(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_EXPLOSION) != 0;
+}
+
+static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean draw_masked)
+{
+ void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
+ (draw_masked ? BlitBitmapMasked : BlitBitmap);
+ GdCave *cave = game->cave;
+ int sx = x * cell_size - scroll_x;
+ int sy = y * cell_size - scroll_y;
+ int dir = game->dir_buffer[y][x];
+ int tile = game->element_buffer[y][x];
+ int frame = game->animcycle;
+ struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
+ boolean is_movable = (can_move(tile) || can_fall(tile) || is_pushable(tile) || is_player(tile));
+ boolean is_movable_or_diggable = (is_movable || is_diggable(game->last_element_buffer[y][x]));
+ boolean is_moving = (is_movable_or_diggable && dir != GD_MV_STILL);
+ boolean use_smooth_movements =
+ ((setup.bd_smooth_movements == TRUE) ||
+ (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine()));
+
+ // do not use smooth movement animation for exploding game elements (like player)
+ if (is_explosion(tile) && dir != GD_MV_STILL)
+ use_smooth_movements = FALSE;
+
+ // do not use smooth movement animation for player entering exit (engine stopped)
+ if (cave->player_state == GD_PL_EXITED)
+ use_smooth_movements = FALSE;
+
+#if DO_GFX_SANITY_CHECK
+ if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
+ {
+ int old_x = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) % GD_NUM_OF_CELLS_X;
+ int old_y = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) / GD_NUM_OF_CELLS_X;
+ int new_x = g->src_x / g->width;
+ int new_y = g->src_y / g->height;
+
+ if (new_x != old_x || new_y != old_y)
+ {
+ printf("::: BAD ANIMATION FOR TILE %d, FRAME %d [NEW(%d, %d) != OLD(%d, %d)] ['%s']\n",
+ tile, frame,
+ new_x, new_y,
+ old_x, old_y,
+ gd_elements[tile].name);
+ }
+ }
+#endif
+
+ // if game element not moving (or no smooth movements requested), simply draw tile
+ if (!is_moving || !use_smooth_movements)
+ {
+ blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
+
+ return;
+ }
+
+ // draw smooth animation for game element moving between two cave tiles
+
+ if (!(game->last_element_buffer[y][x] & SKIPPED))
+ {
+ // redraw previous game element on the cave field the new element is moving to
+ int tile_last = game->last_element_buffer[y][x];
+
+ // only redraw previous game element if it is not collectible (like dirt etc.)
+ if (is_collectible(tile_last))
+ tile_last = O_SPACE;
+
+ struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
+
+ blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, cell_size, cell_size, sx, sy);
+ }
+
+ // get cave field position the game element is moving from
+ int dx = (dir == GD_MV_LEFT ? +1 : dir == GD_MV_RIGHT ? -1 : 0);
+ int dy = (dir == GD_MV_UP ? +1 : dir == GD_MV_DOWN ? -1 : 0);
+ int old_x = cave->getx(cave, x + dx, y + dy);
+ int old_y = cave->gety(cave, x + dx, y + dy);
+ int tile_from = game->element_buffer[old_y][old_x] & ~SKIPPED; // should never be skipped
+ struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame];
+ boolean old_is_player = is_player(tile_from);
+ boolean old_is_moving = (game->dir_buffer[old_y][old_x] != GD_MV_STILL);
+ boolean old_is_visible = (old_x >= cave->x1 &&
+ old_x <= cave->x2 &&
+ old_y >= cave->y1 &&
+ old_y <= cave->y2);
+ if (old_is_visible)
+ {
+ if (!old_is_moving && !old_is_player)
+ {
+ // redraw game element on the cave field the element is moving from
+ blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
+ sx + dx * cell_size, sy + dy * cell_size);
+
+ game->element_buffer[old_y][old_x] |= SKIPPED;
+ }
+ else
+ {
+ // if old tile also moving (like pushing player), do not redraw tile background
+ game->last_element_buffer[old_y][old_x] |= SKIPPED;
+ }
+ }
+
+ // get shifted position between cave fields the game element is moving from/to
+ int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
+ int shift = cell_size * itercycle / game->itermax;
+
+ blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size,
+ sx + dx * shift, sy + dy * shift);
+
+ // special case: redraw player snapping a game element
+ if (old_is_visible && old_is_player && !old_is_moving)
+ {
+ // redraw game element on the cave field the element is moving from
+ blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
+ sx + dx * cell_size, sy + dy * cell_size);
+ }
+}
+
int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
{
GdCave *cave = game->cave;
- void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) = BlitBitmap;
static int show_flash_count = 0;
boolean show_flash = FALSE;
+ boolean draw_masked = FALSE;
boolean redraw_all = force_redraw;
- int scroll_y_aligned = scroll_y;
int x, y;
- /* force redraw if maximum number of cycles has changed (to redraw moving elements) */
+ // force redraw if maximum number of cycles has changed (to redraw moving elements)
if (game->itermax != game->itermax_last)
redraw_all = TRUE;
{
FillRectangle(dest, 0, 0, SXSIZE, SYSIZE, WHITE_PIXEL);
- blit_bitmap = BlitBitmapMasked;
+ draw_masked = TRUE;
redraw_all = TRUE;
}
- /* here we draw all cells to be redrawn. we do not take scrolling area into
- consideration - sdl will do the clipping. */
+ // here we draw all cells to be redrawn. we do not take scrolling area into
+ // consideration - sdl will do the clipping.
for (y = cave->y1; y <= cave->y2; y++)
{
for (x = cave->x1; x <= cave->x2; x++)
{
- /* potential movement direction of game element */
- int dir = game->dir_buffer[y][x];
-
- if (redraw_all || game->gfx_buffer[y][x] & GD_REDRAW || dir != GD_MV_STILL)
+ if (redraw_all ||
+ game->gfx_buffer[y][x] & GD_REDRAW ||
+ game->dir_buffer[y][x] != GD_MV_STILL)
{
- /* skip redrawing already drawn element with movement */
+ // skip redrawing already drawn element with movement
if (game->element_buffer[y][x] & SKIPPED)
continue;
- /* now we have drawn it */
+ // now we have drawn it
game->gfx_buffer[y][x] = game->gfx_buffer[y][x] & ~GD_REDRAW;
- int sx = x * cell_size - scroll_x;
- int sy = y * cell_size - scroll_y_aligned;
- int tile = game->element_buffer[y][x];
- int frame = game->animcycle;
- struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
- boolean use_smooth_movements = TRUE;
-
- /* if game element is just moving, draw movement animation between two tiles */
- if (use_smooth_movements && dir != GD_MV_STILL)
- {
- if (!(game->last_element_buffer[y][x] & SKIPPED))
- {
- /* redraw previous game element on the cave field the new element is moving to */
- int tile_old = game->last_element_buffer[y][x];
- struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_old][frame];
-
- blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, cell_size, cell_size,
- sx, sy);
- }
-
- /* get cave field position the game element is moving from */
- int dx = (dir == GD_MV_LEFT ? +1 : dir == GD_MV_RIGHT ? -1 : 0);
- int dy = (dir == GD_MV_UP ? +1 : dir == GD_MV_DOWN ? -1 : 0);
- int old_x = cave->getx(cave, x + dx, y + dy);
- int old_y = cave->gety(cave, x + dx, y + dy);
-
- if (old_x >= cave->x1 &&
- old_x <= cave->x2 &&
- old_y >= cave->y1 &&
- old_y <= cave->y2)
- {
- if (game->dir_buffer[old_y][old_x] == GD_MV_STILL)
- {
- /* redraw game element on the cave field the element is moving from */
- int tile_from = game->element_buffer[old_y][old_x];
- struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][0];
-
- blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
- sx + dx * cell_size, sy + dy * cell_size);
-
- game->element_buffer[old_y][old_x] |= SKIPPED;
- }
- else
- {
- /* if old tile also moving (like pushing player), do not redraw it again */
- game->last_element_buffer[old_y][old_x] |= SKIPPED;
- }
- }
-
- /* get shifted position between cave fields the game element is moving from/to */
- int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
- int shift = cell_size * itercycle / game->itermax;
-
- sx += dx * shift;
- sy += dy * shift;
- }
-
- blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
-
-#if DO_GFX_SANITY_CHECK
- if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
- {
- int old_x = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) % GD_NUM_OF_CELLS_X;
- int old_y = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) / GD_NUM_OF_CELLS_X;
- int new_x = g->src_x / g->width;
- int new_y = g->src_y / g->height;
-
- if (new_x != old_x || new_y != old_y)
- {
- printf("::: BAD ANIMATION FOR TILE %d, FRAME %d [NEW(%d, %d) != OLD(%d, %d)] ['%s']\n",
- tile, frame,
- new_x, new_y,
- old_x, old_y,
- gd_elements[tile].name);
- }
- }
-#endif
+ gd_drawcave_tile(dest, game, x, y, draw_masked);
}
}
}