* 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 */
+// pointer to tile bitmap (which may be prepared with level-specific colors)
+static Bitmap *gd_tile_bitmap = NULL;
+// pointer to reference tile bitmap (without level-specific colors)
+static Bitmap *gd_tile_bitmap_reference = NULL;
+
+// optional title screen bitmaps (foreground and background)
+static Bitmap *gd_title_screen_bitmaps[2] = { NULL, NULL };
+
+// 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;
-
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];
+// 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)
+{
+ static const int c64_png_cols[] =
+ {
+ // ABGR
+
+ /* 0000 */ 0, // transparent
+ /* 0001 */ 0,
+ /* 0010 */ 0,
+ /* 0011 */ 0,
+ /* 0100 */ 0,
+ /* 0101 */ 0,
+ /* 0110 */ 0,
+ /* 0111 */ 0,
+ /* 1000 */ 1, // black - background
+ /* 1001 */ 2, // red - foreg1
+ /* 1010 */ 5, // green - amoeba
+ /* 1011 */ 4, // yellow - foreg3
+ /* 1100 */ 6, // blue - slime
+ /* 1101 */ 3, // purple - foreg2
+ /* 1110 */ 7, // black around arrows (used in editor) is coded as cyan
+ /* 1111 */ 8, // white is the arrow
+ };
+
+ int c = ((a >> 7) * 8 +
+ (b >> 7) * 4 +
+ (g >> 7) * 2 +
+ (r >> 7) * 1);
+
+ return c64_png_cols[c];
+}
void set_cell_size(int s)
{
play_area_h = h;
}
-void gd_init_keystate(void)
+void gd_init_play_area(void)
{
set_play_area(SXSIZE, SYSIZE);
-
- gd_keystate = SDL_GetKeyboardState(NULL);
}
/*
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.
- */
+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
+
+ 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;
+ static int scroll_speed_last = -1;
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)
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) */
+ // 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;
- /* 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. */
- out_of_window = FALSE;
+ // if no scrolling required, reset last (potentially faster) scrolling speed
+ if (!changed)
+ scroll_speed_last = -1;
- /* 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)
+ // 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 boolean surface_has_c64_colors(SDL_Surface *surface)
+{
+ boolean has_c64_colors = TRUE; // default: assume C64 colors
+ const unsigned char *p;
+ int x, y;
+
+ if (surface->format->BytesPerPixel != 4)
+ return FALSE;
+
+ SDL_LockSurface(surface);
+
+ for (y = 0; y < surface->h && has_c64_colors; y++)
{
- /* 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;
+ p = ((unsigned char *)surface->pixels) + y * surface->pitch;
+
+ for (x = 0; x < surface->w * surface->format->BytesPerPixel && has_c64_colors; x++)
+ if (p[x] != 0 && p[x] != 255)
+ has_c64_colors = FALSE;
}
- 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;
+ SDL_UnlockSurface(surface);
- /* 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;
+ return has_c64_colors;
+}
+
+// sets one of the colors in the indexed palette of an sdl surface to a GdColor.
+static void set_surface_palette_color(SDL_Surface *surface, int index, GdColor col)
+{
+ if (surface->format->BytesPerPixel != 1)
+ return;
+
+ SDL_Color c;
+
+ c.r = gd_color_get_r(col);
+ c.g = gd_color_get_g(col);
+ c.b = gd_color_get_b(col);
- return out_of_window;
+ SDL_SetPaletteColors(surface->format->palette, &c, index, 1);
}
-#if DO_GFX_SANITY_CHECK
-/* workaround to prevent variable name scope problem */
-static boolean use_native_bd_graphics_engine(void)
+// takes a c64_gfx.png-coded 32-bit surface, and creates a paletted surface in our internal format.
+static SDL_Surface *get_tile_surface_c64(SDL_Surface *surface, int scale_down_factor)
+{
+ static SDL_Surface *tile_surface_c64 = NULL;
+ static unsigned char *pixels = NULL;
+ int width = surface->w;
+ int height = surface->h;
+ int out = 0;
+ int x, y;
+
+ if (!surface_has_c64_colors(surface))
+ return NULL;
+
+ if (surface->format->BytesPerPixel != 4)
+ Fail("C64 style surface has wrong color depth -- should not happen");
+
+ if (tile_surface_c64 != NULL)
+ SDL_FreeSurface(tile_surface_c64);
+
+ checked_free(pixels);
+
+ pixels = checked_malloc(width * height);
+
+ SDL_LockSurface(surface);
+
+ for (y = 0; y < height; y++)
+ {
+ unsigned int *p = (unsigned int *)((char *)surface->pixels + y * surface->pitch);
+
+ for (x = 0; x < width; x++)
+ {
+ int r = (p[x] & surface->format->Rmask) >> surface->format->Rshift << surface->format->Rloss;
+ int g = (p[x] & surface->format->Gmask) >> surface->format->Gshift << surface->format->Gloss;
+ int b = (p[x] & surface->format->Bmask) >> surface->format->Bshift << surface->format->Bloss;
+ // should be:
+ // a = (p[x]&surface->format->Amask) >> surface->format->Ashift << surface->format->Aloss;
+ // but we do not use the alpha channel in sdash, so we just use 255 (max alpha)
+
+ pixels[out++] = c64_png_colors(r, g, b, 255);
+ }
+ }
+
+ SDL_UnlockSurface(surface);
+
+ // create new surface from pixel data
+ tile_surface_c64 =
+ SDL_CreateRGBSurfaceFrom((void *)pixels, width, height, 8, width, 0, 0, 0, 0);
+
+ if (tile_surface_c64 == NULL)
+ Fail("SDL_CreateRGBSurfaceFrom() failed: %s", SDL_GetError());
+
+ if (scale_down_factor > 1)
+ {
+ SDL_Surface *surface_old = tile_surface_c64;
+ int width_scaled = width / scale_down_factor;
+ int height_scaled = height / scale_down_factor;
+
+ // replace surface with scaled-down variant
+ tile_surface_c64 = SDLZoomSurface(surface_old, width_scaled, height_scaled);
+
+ // free previous (non-scaled) surface
+ SDL_FreeSurface(surface_old);
+ }
+
+ return tile_surface_c64;
+}
+
+static Bitmap *get_tile_bitmap_c64(GdCave *cave, SDL_Surface *surface)
{
- return game.use_native_bd_graphics_engine;
+ static Bitmap *tile_bitmap_c64 = NULL;
+
+ if (surface == NULL)
+ return NULL;
+
+ if (tile_bitmap_c64 != NULL)
+ FreeBitmap(tile_bitmap_c64);
+
+ // set surface color palette to cave colors
+ set_surface_palette_color(surface, 0, 0);
+ set_surface_palette_color(surface, 1, gd_color_get_rgb(cave->color0));
+ set_surface_palette_color(surface, 2, gd_color_get_rgb(cave->color1));
+ set_surface_palette_color(surface, 3, gd_color_get_rgb(cave->color2));
+ set_surface_palette_color(surface, 4, gd_color_get_rgb(cave->color3));
+ set_surface_palette_color(surface, 5, gd_color_get_rgb(cave->color4));
+ set_surface_palette_color(surface, 6, gd_color_get_rgb(cave->color5));
+ set_surface_palette_color(surface, 7, 0);
+ set_surface_palette_color(surface, 8, 0);
+
+ // set background color to be transparent for masked tile bitmap
+ int bg_color = gd_color_get_rgb(cave->color0);
+ int bg_r = gd_color_get_r(bg_color);
+ int bg_g = gd_color_get_g(bg_color);
+ int bg_b = gd_color_get_b(bg_color);
+
+ // create bitmap from C64 surface
+ tile_bitmap_c64 = SDLGetBitmapFromSurface_WithMaskedColor(surface, bg_r, bg_g, bg_b);
+
+ return tile_bitmap_c64;
}
-#endif
-/* returns true if the element is a player */
-static inline boolean is_player(const int element)
+void gd_prepare_tile_bitmap(GdCave *cave, Bitmap *bitmap, int scale_down_factor)
+{
+ 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 || 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 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;
+ }
+
+ // check if tile bitmap should be colored for next game
+ if (tile_surface_c64 != NULL)
+ {
+ // set tile bitmap to bitmap with level-specific colors
+ gd_tile_bitmap = get_tile_bitmap_c64(cave, tile_surface_c64);
+ }
+ else
+ {
+ // no special tile bitmap available for this artwork set
+ gd_tile_bitmap = NULL;
+ }
+}
+
+void gd_set_tile_bitmap_reference(Bitmap *bitmap)
+{
+ gd_tile_bitmap_reference = bitmap;
+}
+
+Bitmap *gd_get_tile_bitmap(Bitmap *bitmap)
+{
+ // if no special tile bitmap available, keep using default tile bitmap
+ if (gd_tile_bitmap == NULL)
+ return bitmap;
+
+ // if default bitmap refers to tile bitmap, use special tile bitmap
+ if (bitmap == gd_tile_bitmap_reference)
+ return gd_tile_bitmap;
+
+ return bitmap;
+}
+
+// returns true if the element is a player
+static inline boolean el_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)
+// returns true if the element is diggable
+static inline boolean el_diggable(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_DIGGABLE) != 0;
+}
+
+#if 0
+// returns true if the element is collectible
+static inline boolean el_collectible(const int element)
{
return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0;
}
+#endif
+
+// returns true if the element is pushable
+static inline boolean el_pushable(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_PUSHABLE) != 0;
+}
+
+// returns true if the element can move
+static inline boolean el_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 el_falling(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_FALLING) != 0;
+}
+
+// returns true if the element is growing
+static inline boolean el_growing(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_GROWING) != 0;
+}
-/* returns true if the element is exploding */
-static inline boolean is_explosion(const int element)
+// returns true if the element is exploding
+static inline boolean el_explosion(const int element)
{
return (gd_elements[element & O_MASK].properties & P_EXPLOSION) != 0;
}
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()));
+ Bitmap *tile_bitmap = gd_get_tile_bitmap(g->bitmap);
+ boolean is_movable = (el_can_move(tile) || el_falling(tile) || el_pushable(tile) ||
+ el_player(tile));
+ boolean is_movable_or_diggable = (is_movable || el_diggable(game->last_element_buffer[y][x]));
+ boolean is_moving = (is_movable_or_diggable && dir != GD_MV_STILL);
+ boolean use_smooth_movements = use_bd_smooth_movements();
+
+ // do not use smooth movement animation for growing or exploding game elements
+ if ((el_growing(tile) || el_explosion(tile)) && dir != GD_MV_STILL)
+ {
+ 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 last_tile_from = game->last_element_buffer[old_y][old_x] & ~SKIPPED;
+ boolean old_is_player = el_player(last_tile_from);
+
+ // check special case of player running into enemy from top or left side
+ if (old_is_player)
+ {
+ game->element_buffer[y][x] = (dir == GD_MV_LEFT ? O_PLAYER_LEFT :
+ dir == GD_MV_RIGHT ? O_PLAYER_RIGHT :
+ dir == GD_MV_UP ? O_PLAYER_UP :
+ dir == GD_MV_DOWN ? O_PLAYER_DOWN : O_PLAYER);
- // do not use smooth movement animation for exploding game elements (like player)
- if (is_explosion(tile) && dir != GD_MV_STILL)
+ // draw player running into explosion (else player would disappear immediately)
+ gd_drawcave_tile(dest, game, x, y, draw_masked);
+
+ game->element_buffer[y][x] = tile;
+ }
+
+ 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
}
#endif
- /* if game element not moving (or no smooth movements requested), simply draw tile */
- if (dir == GD_MV_STILL || !use_smooth_movements)
+ // 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);
+ blit_bitmap(tile_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 */
+ // 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 */
+ // 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 (!el_diggable(tile_last))
tile_last = O_SPACE;
struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
+ Bitmap *tile_bitmap_old = gd_get_tile_bitmap(g_old->bitmap);
- blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, cell_size, cell_size, sx, sy);
+ blit_bitmap(tile_bitmap_old, 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 */
+ // 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];
+ 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);
+ Bitmap *tile_bitmap_from = gd_get_tile_bitmap(g_from->bitmap);
+ boolean old_is_player = el_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,
+ // redraw game element on the cave field the element is moving from
+ blit_bitmap(tile_bitmap_from, 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;
+ // if old tile also moving (like pushing player), do not redraw tile background
+ // (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;
}
}
- /* get shifted position between cave fields the game element is moving from/to */
+ // 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,
+ blit_bitmap(tile_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 */
+ // 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,
+ // redraw game element on the cave field the element is moving from
+ blit_bitmap(tile_bitmap_from, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
sx + dx * cell_size, sy + dy * cell_size);
}
}
boolean redraw_all = force_redraw;
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;
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++)
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;
gd_drawcave_tile(dest, game, x, y, draw_masked);
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_background_surface(SDL_Surface *tile)
+{
+ if (tile == NULL)
+ return NULL;
+
+ SDL_Surface *foreground_surface = gd_title_screen_bitmaps[0]->surface_masked;
+
+ // if foreground image has no transparency, no background image needed
+ if (foreground_surface->format->Amask == 0)
+ return NULL;
+
+ // use foreground image size for background image size
+ int w = foreground_surface->w;
+ int h = foreground_surface->h + tile->h; // background is one scrolling tile higher
+
+ // create background surface
+ SDL_Surface *back = SDL_CreateRGBSurface(0, w, h, 32, 0, 0, 0, 0);
+ int x, y;
+
+ // fill background surface with tile
+ for (y = 0; y < h; y += tile->h)
+ for (x = 0; x < w; x += tile->w)
+ SDLBlitSurface(tile, back, 0, 0, tile->w, tile->h, x, y);
+
+ // background tile surface not needed anymore
+ SDL_FreeSurface(tile);
+
+ return back;
+}
+
+static SDL_Surface *get_title_screen_surface(int nr)
+{
+ if (gd_caveset_data == NULL)
+ return NULL;
+
+ // do not use title screen background without foreground image
+ if (nr == 1 && gd_title_screen_bitmaps[0] == NULL)
+ return NULL;
+
+ char *data = (nr == 0 ? gd_caveset_data->title_screen : gd_caveset_data->title_screen_scroll);
+
+ if (data == NULL)
+ return NULL;
+
+ SDL_Surface *surface = get_surface_from_base64(data);
+
+ if (surface == NULL)
+ return NULL;
+
+ return (nr == 0 ? surface : get_title_screen_background_surface(surface));
+}
+
+static void set_title_screen_bitmap(int nr)
+{
+ if (gd_title_screen_bitmaps[nr] != NULL)
+ FreeBitmap(gd_title_screen_bitmaps[nr]);
+
+ gd_title_screen_bitmaps[nr] = NULL;
+
+ SDL_Surface *surface = get_title_screen_surface(nr);
+
+ 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_bitmaps[nr] = SDLGetBitmapFromSurface(surface_scaled);
+
+ SDL_FreeSurface(surface);
+ SDL_FreeSurface(surface_scaled);
+}
+
+static void set_title_screen_bitmaps(void)
+{
+ int i;
+
+ for (i = 0; i < 2; i++)
+ set_title_screen_bitmap(i);
+}
+
+Bitmap **gd_get_title_screen_bitmaps(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_bitmaps();
+
+ setString(&levelset_subdir_last, gd_caveset_data->levelset_subdir);
+
+ return gd_title_screen_bitmaps;
+}