// 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;
// quit, global variable which is set to true if the application should quit
boolean gd_quit = FALSE;
-const byte *gd_keystate;
-
static int cell_size = 0;
// graphic info for game objects/frames and players/actions/frames
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);
}
/*
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 no scrolling required, reset last (potentially faster) scrolling speed
+ if (!changed)
+ scroll_speed_last = -1;
- // 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 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.
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(surface);
+ tile_bitmap_c64 = SDLGetBitmapFromSurface_WithMaskedColor(surface, bg_r, bg_g, bg_b);
return tile_bitmap_c64;
}
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)
{
return bitmap;
}
-#if DO_GFX_SANITY_CHECK
-// 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)
+static inline boolean el_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)
+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 is_collectible(const int element)
+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 is_pushable(const int element)
+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 can_move(const int element)
+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 can_fall(const int element)
+static inline boolean el_falling(const int element)
{
- return (gd_elements[element & O_MASK].properties & P_CAN_FALL) != 0;
+ 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)
+static inline boolean el_explosion(const int element)
{
return (gd_elements[element & O_MASK].properties & P_EXPLOSION) != 0;
}
int frame = game->animcycle;
struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
Bitmap *tile_bitmap = gd_get_tile_bitmap(g->bitmap);
- 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_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 =
- ((setup.bd_smooth_movements == TRUE) ||
- (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine()));
+ 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);
+
+ // 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;
+ }
- // 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)
// 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];
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];
Bitmap *tile_bitmap_from = gd_get_tile_bitmap(g_from->bitmap);
- boolean old_is_player = is_player(tile_from);
+ 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 &&
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_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;
+}