// pointer to reference tile bitmap (without level-specific colors)
static Bitmap *gd_tile_bitmap_reference = NULL;
+// optional title screen bitmap
+static Bitmap *gd_title_screen_bitmap = NULL;
+
// screen area
Bitmap *gd_screen_bitmap = NULL;
// graphic info for game objects/frames and players/actions/frames
struct GraphicInfo_BD graphic_info_bd_object[O_MAX_ALL][8];
+// graphic info for game graphics template for level-specific colors
+struct GraphicInfo_BD graphic_info_bd_color_template;
static inline int c64_png_colors(int r, int g, int b, int a)
{
return play_area_h / cell_size;
}
+static boolean player_out_of_window(GdGame *game, int player_x, int player_y)
+{
+ // 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;
+
+ // 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
+ if (game->cave->player_x >= game->cave->x1 &&
+ game->cave->player_x <= game->cave->x2)
+ return 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
+ if (game->cave->player_y >= game->cave->y1 &&
+ game->cave->player_y <= game->cave->y2)
+ return TRUE;
+ }
+
+ // player is inside visible window
+ return FALSE;
+}
+
/*
SCROLLING
boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate)
{
static int scroll_desired_x = 0, scroll_desired_y = 0;
- boolean out_of_window;
+ static int scroll_speed_last = -1;
int player_x, player_y, visible_x, visible_y;
boolean changed;
player_x = game->cave->player_x - game->cave->x1; // cell coordinates of player
player_y = game->cave->player_y - game->cave->y1;
+ // if player is outside visible playfield area, use faster scrolling
+ // (might happen when wrapping around the playfield, teleporting etc.)
+ if (player_out_of_window(game, player_x, player_y))
+ scroll_speed *= 4;
+
+ // if scrolling started with player outside visible playfield area, keep faster scrolling
+ if (scroll_speed_last > scroll_speed)
+ scroll_speed = scroll_speed_last;
+
+ // store current (potentially faster) scrolling speed for next time
+ scroll_speed_last = scroll_speed;
+
// 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;
game->gfx_buffer[y][x] |= GD_REDRAW;
}
- // 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
- 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
- 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
- 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 (game->cave->player_state == GD_PL_NOT_YET)
- return FALSE;
+ // if no scrolling required, reset last (potentially faster) scrolling speed
+ if (!changed)
+ scroll_speed_last = -1;
- return out_of_window;
+ // check if active player is visible at the moment.
+ return player_out_of_window(game, player_x, player_y);
}
// returns true, if the given surface seems to be a c64 imported image.
{
static SDL_Surface *tile_surface_c64 = NULL;
static Bitmap *gd_tile_bitmap_original = NULL;
+ static int scale_down_factor_last = -1;
+
+ if (program.headless)
+ return;
// check if tile bitmap has changed (different artwork or tile size selected)
- if (bitmap != gd_tile_bitmap_original)
+ if (bitmap != gd_tile_bitmap_original || scale_down_factor != scale_down_factor_last)
{
// check if tile bitmap has limited C64 style colors
tile_surface_c64 = get_tile_surface_c64(bitmap->surface, scale_down_factor);
- // store original tile bitmap from current artwork set
+ // store original tile bitmap from current artwork set and scaling factor
gd_tile_bitmap_original = bitmap;
+ scale_down_factor_last = scale_down_factor;
// store reference tile bitmap from current artwork set (may be changed later)
gd_tile_bitmap_reference = bitmap;
// 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))
+ // only redraw previous game element if it is diggable (like dirt etc.)
+ if (!is_diggable(tile_last))
tile_last = O_SPACE;
struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
else
{
// if old tile also moving (like pushing player), do not redraw tile background
- game->last_element_buffer[old_y][old_x] |= SKIPPED;
+ // (but redraw if tile and old tile are moving/falling into different directions)
+ if (game->dir_buffer[old_y][old_x] == game->dir_buffer[y][x])
+ game->last_element_buffer[old_y][old_x] |= SKIPPED;
}
}
return 0;
}
+
+static SDL_Surface *get_surface_from_raw_data(const unsigned char *data, int size)
+{
+ SDL_RWops *rwop = SDL_RWFromConstMem(data, size);
+ SDL_Surface *surface = IMG_Load_RW(rwop, 1); // 1 = automatically closes rwop
+
+ return surface;
+}
+
+static SDL_Surface *get_surface_from_base64(const char *base64_data)
+{
+ int decoded_data_size = base64_decoded_size(base64_data);
+ unsigned char *decoded_data = checked_malloc(decoded_data_size);
+
+ base64_decode(decoded_data, base64_data);
+
+ SDL_Surface *surface = get_surface_from_raw_data(decoded_data, decoded_data_size);
+
+ checked_free(decoded_data);
+
+ return surface;
+}
+
+static SDL_Surface *get_title_screen_surface(void)
+{
+ if (gd_caveset_data == NULL || gd_caveset_data->title_screen == NULL)
+ return NULL;
+
+ SDL_Surface *surface = get_surface_from_base64(gd_caveset_data->title_screen);
+
+ if (surface == NULL)
+ return NULL;
+
+ // create target surface
+ SDL_Surface *target = SDL_CreateRGBSurface(0, surface->w, surface->h, 32, 0, 0, 0, 0);
+
+ // check for transparency and background tile
+ if (surface->format->Amask != 0 && gd_caveset_data->title_screen_scroll != NULL)
+ {
+ SDL_Surface *tile = get_surface_from_base64(gd_caveset_data->title_screen_scroll);
+
+ if (tile != NULL)
+ {
+ int x, y;
+
+ // create background surface
+ SDL_Surface *back = SDL_CreateRGBSurface(0, surface->w, surface->h, 32, 0, 0, 0, 0);
+
+ // fill background surface with tile
+ for (y = 0; y < surface->h; y += tile->h)
+ for (x = 0; x < surface->w; x += tile->w)
+ SDLBlitSurface(tile, back, 0, 0, tile->w, tile->h, x, y);
+
+ // copy masked screen over background surface
+ SDLBlitSurface(back, target, 0, 0, surface->w, surface->h, 0, 0);
+
+ // free temporary surfaces
+ SDL_FreeSurface(tile);
+ SDL_FreeSurface(back);
+ }
+ }
+
+ SDLBlitSurface(surface, target, 0, 0, surface->w, surface->h, 0, 0);
+
+ SDL_FreeSurface(surface);
+
+ return target;
+}
+
+static void set_title_screen_bitmap(void)
+{
+ if (gd_title_screen_bitmap != NULL)
+ FreeBitmap(gd_title_screen_bitmap);
+
+ gd_title_screen_bitmap = NULL;
+
+ SDL_Surface *surface = get_title_screen_surface();
+
+ if (surface == NULL)
+ return;
+
+ int width_scaled = surface->w * 2;
+ int height_scaled = surface->h * 2;
+ SDL_Surface *surface_scaled = SDLZoomSurface(surface, width_scaled, height_scaled);
+
+ gd_title_screen_bitmap = SDLGetBitmapFromSurface(surface_scaled);
+
+ SDL_FreeSurface(surface);
+ SDL_FreeSurface(surface_scaled);
+}
+
+Bitmap *gd_get_title_screen_bitmap(void)
+{
+ static char *levelset_subdir_last = NULL;
+
+ if (gd_caveset_data == NULL || gd_caveset_data->title_screen == NULL)
+ return NULL;
+
+ // check if stored cave set is used as current level set (may be outdated)
+ if (!strEqual(gd_caveset_data->levelset_subdir, leveldir_current->subdir))
+ return NULL;
+
+ // check if stored cave set has changed
+ if (!strEqual(gd_caveset_data->levelset_subdir, levelset_subdir_last))
+ set_title_screen_bitmap();
+
+ setString(&levelset_subdir_last, gd_caveset_data->levelset_subdir);
+
+ return gd_title_screen_bitmap;
+}