/* 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);
}
#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 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 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 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 (dir == GD_MV_STILL || !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];
+ 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, xd, yd;
+ int x, y;
/* force redraw if maximum number of cycles has changed (to redraw moving elements) */
if (game->itermax != game->itermax_last)
{
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. */
- for (y = cave->y1, yd = 0; y <= cave->y2; y++, yd++)
+ for (y = cave->y1; y <= cave->y2; y++)
{
- for (x = cave->x1, xd = 0; x <= cave->x2; x++, xd++)
+ 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 */
if (game->element_buffer[y][x] & SKIPPED)
continue;
- /* if it needs to be redrawn */
- SDL_Rect offset;
-
- /* sdl_blitsurface destroys offset, so we have to set y here, too.
- (ie. in every iteration) */
- offset.y = y * cell_size - scroll_y_aligned;
- offset.x = x * cell_size - scroll_x;
-
/* now we have drawn it */
game->gfx_buffer[y][x] = game->gfx_buffer[y][x] & ~GD_REDRAW;
- int tile = game->element_buffer[y][x];
- int frame = game->animcycle;
- struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
- int width = g->width * TILESIZE_VAR / TILESIZE;
- int height = g->height * TILESIZE_VAR / TILESIZE;
- 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] & ~SKIPPED;
- 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, width, height,
- offset.x, offset.y);
- }
-
- /* 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, width, height,
- offset.x + dx * cell_size, offset.y + 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;
-
- offset.x += dx * shift;
- offset.y += dy * shift;
- }
-
- blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, width, height, offset.x, offset.y);
-
-#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);
}
}
}