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added setup option to show invisible exit in BD engine
[rocksndiamonds.git]
/
src
/
game_bd
/
bd_graphics.c
diff --git
a/src/game_bd/bd_graphics.c
b/src/game_bd/bd_graphics.c
index cafd9b212702f21874062a70fed75987311e8d53..4ae1390a8aef30fc25c3a6451476af10e4ae76b2 100644
(file)
--- a/
src/game_bd/bd_graphics.c
+++ b/
src/game_bd/bd_graphics.c
@@
-44,8
+44,8
@@
static Bitmap *gd_tile_bitmap = NULL;
// pointer to reference tile bitmap (without level-specific colors)
static Bitmap *gd_tile_bitmap_reference = NULL;
// 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
;
+// optional title screen bitmap
s (foreground and background)
+static Bitmap *gd_title_screen_bitmap
s[2] = { NULL, NULL }
;
// screen area
Bitmap *gd_screen_bitmap = NULL;
// screen area
Bitmap *gd_screen_bitmap = NULL;
@@
-274,6
+274,7
@@
static boolean player_out_of_window(GdGame *game, int player_x, int player_y)
boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate)
{
static int scroll_desired_x = 0, scroll_desired_y = 0;
boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate)
{
static int scroll_desired_x = 0, scroll_desired_y = 0;
+ static int scroll_speed_last = -1;
int player_x, player_y, visible_x, visible_y;
boolean changed;
int player_x, player_y, visible_x, visible_y;
boolean changed;
@@
-295,13
+296,18
@@
boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate)
player_x = game->cave->player_x - game->cave->x1; // cell coordinates of player
player_y = game->cave->player_y - game->cave->y1;
player_x = game->cave->player_x - game->cave->x1; // cell coordinates of player
player_y = game->cave->player_y - game->cave->y1;
- // when wrapping around to opposite level border, use faster scrolling
- if (game->cave->player_x == game->cave->x1 ||
- game->cave->player_x == game->cave->x2 ||
- game->cave->player_y == game->cave->y1 ||
- game->cave->player_y == game->cave->y2)
+ // 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;
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;
// 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;
@@
-327,6
+333,10
@@
boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate)
game->gfx_buffer[y][x] |= GD_REDRAW;
}
game->gfx_buffer[y][x] |= GD_REDRAW;
}
+ // if no scrolling required, reset last (potentially faster) scrolling speed
+ if (!changed)
+ scroll_speed_last = -1;
+
// check if active player is visible at the moment.
return player_out_of_window(game, player_x, player_y);
}
// check if active player is visible at the moment.
return player_out_of_window(game, player_x, player_y);
}
@@
-520,52
+530,44
@@
Bitmap *gd_get_tile_bitmap(Bitmap *bitmap)
return bitmap;
}
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
// 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
{
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;
}
// returns true if the element is collectible
{
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)
+static inline boolean
el
_collectible(const int element)
{
return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0;
}
// returns true if the element is pushable
{
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)
+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
{
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
{
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 exploding
}
// 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;
}
{
return (gd_elements[element & O_MASK].properties & P_EXPLOSION) != 0;
}
@@
-582,15
+584,14
@@
static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d
int frame = game->animcycle;
struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
Bitmap *tile_bitmap = gd_get_tile_bitmap(g->bitmap);
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 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 exploding game elements (like player)
// do not use smooth movement animation for exploding game elements (like player)
- if (
is
_explosion(tile) && dir != GD_MV_STILL)
+ if (
el
_explosion(tile) && dir != GD_MV_STILL)
use_smooth_movements = FALSE;
// do not use smooth movement animation for player entering exit (engine stopped)
use_smooth_movements = FALSE;
// do not use smooth movement animation for player entering exit (engine stopped)
@@
-632,7
+633,7
@@
static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d
int tile_last = game->last_element_buffer[y][x];
// only redraw previous game element if it is diggable (like dirt etc.)
int tile_last = game->last_element_buffer[y][x];
// only redraw previous game element if it is diggable (like dirt etc.)
- if (!
is
_diggable(tile_last))
+ if (!
el
_diggable(tile_last))
tile_last = O_SPACE;
struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
tile_last = O_SPACE;
struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
@@
-649,7
+650,7
@@
static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d
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);
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 &&
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 &&
@@
-770,60
+771,66
@@
static SDL_Surface *get_surface_from_base64(const char *base64_data)
return surface;
}
return surface;
}
-static SDL_Surface *get_title_screen_
surface(void
)
+static SDL_Surface *get_title_screen_
background_surface(SDL_Surface *tile
)
{
{
- if (
gd_caveset_data == NULL || gd_caveset_data->title_screen
== NULL)
+ if (
tile
== NULL)
return NULL;
return NULL;
- SDL_Surface *
surface = get_surface_from_base64(gd_caveset_data->title_screen)
;
+ SDL_Surface *
foreground_surface = gd_title_screen_bitmaps[0]->surface_masked
;
- if (surface == NULL)
+ // if foreground image has no transparency, no background image needed
+ if (foreground_surface->format->Amask == 0)
return NULL;
return NULL;
- // create target surface
- SDL_Surface *target = SDL_CreateRGBSurface(0, surface->w, surface->h, 32, 0, 0, 0, 0);
+ // 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
- // 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);
+ // create background surface
+ SDL_Surface *back = SDL_CreateRGBSurface(0, w, h, 32, 0, 0, 0, 0);
+ int x, y;
- if (tile != NULL)
- {
- 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);
-
// create background surfac
e
-
SDL_Surface *back = SDL_CreateRGBSurface(0, surface->w, surface->h, 32, 0, 0, 0, 0
);
+
// background tile surface not needed anymor
e
+
SDL_FreeSurface(tile
);
- // 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);
+ return back;
+}
- // copy masked screen over background surface
- SDLBlitSurface(back, target, 0, 0, surface->w, surface->h, 0, 0);
+static SDL_Surface *get_title_screen_surface(int nr)
+{
+ if (gd_caveset_data == NULL)
+ return NULL;
- // free temporary surfaces
- SDL_FreeSurface(tile);
- SDL_FreeSurface(back);
- }
- }
+ // do not use title screen background without foreground image
+ if (nr == 1 && gd_title_screen_bitmaps[0] == NULL)
+ return NULL;
-
SDLBlitSurface(surface, target, 0, 0, surface->w, surface->h, 0, 0
);
+
char *data = (nr == 0 ? gd_caveset_data->title_screen : gd_caveset_data->title_screen_scroll
);
- SDL_FreeSurface(surface);
+ if (data == NULL)
+ return NULL;
+
+ SDL_Surface *surface = get_surface_from_base64(data);
- return target;
+ if (surface == NULL)
+ return NULL;
+
+ return (nr == 0 ? surface : get_title_screen_background_surface(surface));
}
}
-static void set_title_screen_bitmap(
void
)
+static void set_title_screen_bitmap(
int nr
)
{
{
- if (gd_title_screen_bitmap != NULL)
- FreeBitmap(gd_title_screen_bitmap);
+ if (gd_title_screen_bitmap
s[nr]
!= NULL)
+ FreeBitmap(gd_title_screen_bitmap
s[nr]
);
- gd_title_screen_bitmap = NULL;
+ gd_title_screen_bitmap
s[nr]
= NULL;
- SDL_Surface *surface = get_title_screen_surface();
+ SDL_Surface *surface = get_title_screen_surface(
nr
);
if (surface == NULL)
return;
if (surface == NULL)
return;
@@
-832,13
+839,21
@@
static void set_title_screen_bitmap(void)
int height_scaled = surface->h * 2;
SDL_Surface *surface_scaled = SDLZoomSurface(surface, width_scaled, height_scaled);
int height_scaled = surface->h * 2;
SDL_Surface *surface_scaled = SDLZoomSurface(surface, width_scaled, height_scaled);
- gd_title_screen_bitmap = SDLGetBitmapFromSurface(surface_scaled);
+ gd_title_screen_bitmap
s[nr]
= SDLGetBitmapFromSurface(surface_scaled);
SDL_FreeSurface(surface);
SDL_FreeSurface(surface_scaled);
}
SDL_FreeSurface(surface);
SDL_FreeSurface(surface_scaled);
}
-Bitmap *gd_get_title_screen_bitmap(void)
+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;
{
static char *levelset_subdir_last = NULL;
@@
-851,9
+866,9
@@
Bitmap *gd_get_title_screen_bitmap(void)
// check if stored cave set has changed
if (!strEqual(gd_caveset_data->levelset_subdir, levelset_subdir_last))
// check if stored cave set has changed
if (!strEqual(gd_caveset_data->levelset_subdir, levelset_subdir_last))
- set_title_screen_bitmap();
+ set_title_screen_bitmap
s
();
setString(&levelset_subdir_last, gd_caveset_data->levelset_subdir);
setString(&levelset_subdir_last, gd_caveset_data->levelset_subdir);
- return gd_title_screen_bitmap;
+ return gd_title_screen_bitmap
s
;
}
}