// 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 bitmaps (foreground and background)
+static Bitmap *gd_title_screen_bitmaps[2] = { NULL, NULL };
// screen area
Bitmap *gd_screen_bitmap = 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;
- // 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;
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.
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;
- 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;
- // 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 surface
- SDL_Surface *back = SDL_CreateRGBSurface(0, surface->w, surface->h, 32, 0, 0, 0, 0);
+ // background tile surface not needed anymore
+ 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);
+
+ if (surface == NULL)
+ return NULL;
- return target;
+ 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_bitmaps[nr] != NULL)
+ FreeBitmap(gd_title_screen_bitmaps[nr]);
- gd_title_screen_bitmap = NULL;
+ gd_title_screen_bitmaps[nr] = NULL;
- SDL_Surface *surface = get_title_screen_surface();
+ SDL_Surface *surface = get_title_screen_surface(nr);
if (surface == NULL)
return;
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_bitmaps[nr] = SDLGetBitmapFromSurface(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;
// check if stored cave set has changed
if (!strEqual(gd_caveset_data->levelset_subdir, levelset_subdir_last))
- set_title_screen_bitmap();
+ set_title_screen_bitmaps();
setString(&levelset_subdir_last, gd_caveset_data->levelset_subdir);
- return gd_title_screen_bitmap;
+ return gd_title_screen_bitmaps;
}