added using faster scrolling speed also for teleporting
[rocksndiamonds.git] / src / game_bd / bd_graphics.c
index ef87fc0f9465267ed2e79db8d00c5f2c8eb91147..2dce22248f7dbf09cbd0900d58cbd8f8f4c3460e 100644 (file)
@@ -44,6 +44,9 @@ 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 bitmap
+static Bitmap *gd_title_screen_bitmap = NULL;
+
 // screen area
 Bitmap *gd_screen_bitmap = NULL;
 
@@ -229,6 +232,38 @@ int get_play_area_h(void)
   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
   
@@ -239,7 +274,7 @@ int get_play_area_h(void)
 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;
 
@@ -261,13 +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;
 
-  // 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;
 
+  // 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;
@@ -293,34 +333,12 @@ boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate)
        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 no scrolling required, reset last (potentially faster) scrolling speed
+  if (!changed)
+    scroll_speed_last = -1;
 
-  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;
-
-  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.
@@ -739,3 +757,113 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
 
   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;
+}