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 redraw_all = force_redraw;
int scroll_y_aligned = scroll_y;
- int x, y, xd, yd;
+ int x, y;
- if (!game->cave->gate_open_flash)
+ /* force redraw if maximum number of cycles has changed (to redraw moving elements) */
+ if (game->itermax != game->itermax_last)
+ redraw_all = TRUE;
+
+ if (!cave->gate_open_flash)
{
show_flash_count = 0;
}
/* here we draw all cells to be redrawn. we do not take scrolling area into
consideration - sdl will do the clipping. */
- for (y = game->cave->y1, yd = 0; y <= game->cave->y2; y++, yd++)
+ for (y = cave->y1; y <= cave->y2; y++)
{
- for (x = game->cave->x1, xd = 0; x <= game->cave->x2; x++, xd++)
+ for (x = cave->x1; x <= cave->x2; x++)
{
- if (redraw_all || game->gfx_buffer[y][x] & GD_REDRAW)
- {
- /* if it needs to be redrawn */
- SDL_Rect offset;
+ /* potential movement direction of game element */
+ int dir = game->dir_buffer[y][x];
- /* 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;
+ if (redraw_all || game->gfx_buffer[y][x] & GD_REDRAW || dir != GD_MV_STILL)
+ {
+ /* skip redrawing already drawn element with movement */
+ if (game->element_buffer[y][x] & SKIPPED)
+ continue;
/* now we have drawn it */
game->gfx_buffer[y][x] = game->gfx_buffer[y][x] & ~GD_REDRAW;
+ int sx = x * cell_size - scroll_x;
+ int sy = y * cell_size - scroll_y_aligned;
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];
+ 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, 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);
+
+ 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, 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 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;
+
+ sx += dx * shift;
+ sy += dy * shift;
+ }
- blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, width, height, offset.x, offset.y);
+ blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
#if DO_GFX_SANITY_CHECK
if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)