return s;
}
-void DumpTile(int x, int y)
+int correctLevelPosX_EM(int lx)
{
- int sx = SCREENX(x);
- int sy = SCREENY(y);
+ lx -= 1;
+ lx -= (BorderElement != EL_EMPTY ? 1 : 0);
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ return lx;
+}
+
+int correctLevelPosY_EM(int ly)
+{
+ ly -= 1;
+ ly -= (BorderElement != EL_EMPTY ? 1 : 0);
+
+ return ly;
+}
+
+static int getFieldbufferOffsetX_RND()
+{
+ int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
+ int dx = (ScreenMovDir & (MV_LEFT | MV_RIGHT) ? ScreenGfxPos : 0);
+ int dx_var = dx * TILESIZE_VAR / TILESIZE;
+ int fx = FX;
+
+ if (EVEN(SCR_FIELDX))
+ {
+ int ffx = (scroll_x - SBX_Left) * TILEX_VAR + dx_var;
+
+ if (ffx < SBX_Right * TILEX_VAR + TILEX_VAR / 2 + TILEX_VAR)
+ fx += dx_var - MIN(ffx, TILEX_VAR / 2) + TILEX_VAR;
+ else
+ fx += (dx_var > 0 ? TILEX_VAR : 0);
+ }
+ else
+ {
+ fx += dx_var;
+ }
+
+ if (full_lev_fieldx <= SCR_FIELDX)
+ {
+ if (EVEN(SCR_FIELDX))
+ fx = 2 * TILEX_VAR - (ODD(lev_fieldx) ? TILEX_VAR / 2 : 0);
+ else
+ fx = 2 * TILEX_VAR - (EVEN(lev_fieldx) ? TILEX_VAR / 2 : 0);
+ }
+
+ return fx;
+}
+
+static int getFieldbufferOffsetY_RND()
+{
+ int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
+ int dy = (ScreenMovDir & (MV_UP | MV_DOWN) ? ScreenGfxPos : 0);
+ int dy_var = dy * TILESIZE_VAR / TILESIZE;
+ int fy = FY;
+
+ if (EVEN(SCR_FIELDY))
+ {
+ int ffy = (scroll_y - SBY_Upper) * TILEY_VAR + dy_var;
+
+ if (ffy < SBY_Lower * TILEY_VAR + TILEY_VAR / 2 + TILEY_VAR)
+ fy += dy_var - MIN(ffy, TILEY_VAR / 2) + TILEY_VAR;
+ else
+ fy += (dy_var > 0 ? TILEY_VAR : 0);
+ }
+ else
+ {
+ fy += dy_var;
+ }
+
+ if (full_lev_fieldy <= SCR_FIELDY)
{
- x--;
- y--;
+ if (EVEN(SCR_FIELDY))
+ fy = 2 * TILEY_VAR - (ODD(lev_fieldy) ? TILEY_VAR / 2 : 0);
+ else
+ fy = 2 * TILEY_VAR - (EVEN(lev_fieldy) ? TILEY_VAR / 2 : 0);
}
+ return fy;
+}
+
+static int getLevelFromScreenX_RND(int sx)
+{
+ int fx = getFieldbufferOffsetX_RND();
+ int dx = fx - FX;
+ int px = sx - SX;
+ int lx = LEVELX((px + dx) / TILESIZE_VAR);
+
+ return lx;
+}
+
+static int getLevelFromScreenY_RND(int sy)
+{
+ int fy = getFieldbufferOffsetY_RND();
+ int dy = fy - FY;
+ int py = sy - SY;
+ int ly = LEVELY((py + dy) / TILESIZE_VAR);
+
+ return ly;
+}
+
+static int getLevelFromScreenX_EM(int sx)
+{
+ int level_xsize = level.native_em_level->lev->width;
+ int full_xsize = level_xsize * TILESIZE_VAR;
+
+ sx -= (full_xsize < SXSIZE ? (SXSIZE - full_xsize) / 2 : 0);
+
+ int fx = getFieldbufferOffsetX_EM();
+ int dx = fx;
+ int px = sx - SX;
+ int lx = LEVELX((px + dx) / TILESIZE_VAR);
+
+ lx = correctLevelPosX_EM(lx);
+
+ return lx;
+}
+
+static int getLevelFromScreenY_EM(int sy)
+{
+ int level_ysize = level.native_em_level->lev->height;
+ int full_ysize = level_ysize * TILESIZE_VAR;
+
+ sy -= (full_ysize < SYSIZE ? (SYSIZE - full_ysize) / 2 : 0);
+
+ int fy = getFieldbufferOffsetY_EM();
+ int dy = fy;
+ int py = sy - SY;
+ int ly = LEVELY((py + dy) / TILESIZE_VAR);
+
+ ly = correctLevelPosY_EM(ly);
+
+ return ly;
+}
+
+static int getLevelFromScreenX_SP(int sx)
+{
+ int menBorder = setup.sp_show_border_elements;
+ int level_xsize = level.native_sp_level->width;
+ int full_xsize = (level_xsize - (menBorder ? 0 : 1)) * TILESIZE_VAR;
+
+ sx += (full_xsize < SXSIZE ? (SXSIZE - full_xsize) / 2 : 0);
+
+ int fx = getFieldbufferOffsetX_SP();
+ int dx = fx - FX;
+ int px = sx - SX;
+ int lx = LEVELX((px + dx) / TILESIZE_VAR);
+
+ return lx;
+}
+
+static int getLevelFromScreenY_SP(int sy)
+{
+ int menBorder = setup.sp_show_border_elements;
+ int level_ysize = level.native_sp_level->height;
+ int full_ysize = (level_ysize - (menBorder ? 0 : 1)) * TILESIZE_VAR;
+
+ sy += (full_ysize < SYSIZE ? (SYSIZE - full_ysize) / 2 : 0);
+
+ int fy = getFieldbufferOffsetY_SP();
+ int dy = fy - FY;
+ int py = sy - SY;
+ int ly = LEVELY((py + dy) / TILESIZE_VAR);
+
+ return ly;
+}
+
+int getLevelFromScreenX(int x)
+{
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ return getLevelFromScreenX_EM(x);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ return getLevelFromScreenX_SP(x);
+ else
+ return getLevelFromScreenX_RND(x);
+}
+
+int getLevelFromScreenY(int y)
+{
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ return getLevelFromScreenY_EM(y);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ return getLevelFromScreenY_SP(y);
+ else
+ return getLevelFromScreenY_RND(y);
+}
+
+void DumpTile(int x, int y)
+{
+ int sx = SCREENX(x);
+ int sy = SCREENY(y);
+
printf_line("-", 79);
printf("Field Info: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y);
printf_line("-", 79);
printf(" GfxElement: %d\n", GfxElement[x][y]);
printf(" GfxAction: %d\n", GfxAction[x][y]);
printf(" GfxFrame: %d [%d]\n", GfxFrame[x][y], FrameCounter);
+ printf(" Player x/y: %d, %d\n", local_player->jx, local_player->jy);
printf("\n");
}
+void DumpTileFromScreen(int sx, int sy)
+{
+ int lx = getLevelFromScreenX(sx);
+ int ly = getLevelFromScreenY(sy);
+
+ DumpTile(lx, ly);
+}
+
void SetDrawtoField(int mode)
{
if (mode == DRAW_TO_FIELDBUFFER)
void BlitScreenToBitmap_RND(Bitmap *target_bitmap)
{
- int fx = FX, fy = FY;
- int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
- int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
-
- int dx = (ScreenMovDir & (MV_LEFT | MV_RIGHT) ? ScreenGfxPos : 0);
- int dy = (ScreenMovDir & (MV_UP | MV_DOWN) ? ScreenGfxPos : 0);
- int dx_var = dx * TILESIZE_VAR / TILESIZE;
- int dy_var = dy * TILESIZE_VAR / TILESIZE;
- int ffx, ffy;
-
- ffx = (scroll_x - SBX_Left) * TILEX_VAR + dx_var;
- ffy = (scroll_y - SBY_Upper) * TILEY_VAR + dy_var;
-
- if (EVEN(SCR_FIELDX))
- {
- if (ffx < SBX_Right * TILEX_VAR + TILEX_VAR / 2 + TILEX_VAR)
- fx += dx_var - MIN(ffx, TILEX_VAR / 2) + TILEX_VAR;
- else
- fx += (dx_var > 0 ? TILEX_VAR : 0);
- }
- else
- {
- fx += dx_var;
- }
-
- if (EVEN(SCR_FIELDY))
- {
- if (ffy < SBY_Lower * TILEY_VAR + TILEY_VAR / 2 + TILEY_VAR)
- fy += dy_var - MIN(ffy, TILEY_VAR / 2) + TILEY_VAR;
- else
- fy += (dy_var > 0 ? TILEY_VAR : 0);
- }
- else
- {
- fy += dy_var;
- }
-
- if (full_lev_fieldx <= SCR_FIELDX)
- {
- if (EVEN(SCR_FIELDX))
- fx = 2 * TILEX_VAR - (ODD(lev_fieldx) ? TILEX_VAR / 2 : 0);
- else
- fx = 2 * TILEX_VAR - (EVEN(lev_fieldx) ? TILEX_VAR / 2 : 0);
- }
-
- if (full_lev_fieldy <= SCR_FIELDY)
- {
- if (EVEN(SCR_FIELDY))
- fy = 2 * TILEY_VAR - (ODD(lev_fieldy) ? TILEY_VAR / 2 : 0);
- else
- fy = 2 * TILEY_VAR - (EVEN(lev_fieldy) ? TILEY_VAR / 2 : 0);
- }
+ int fx = getFieldbufferOffsetX_RND();
+ int fy = getFieldbufferOffsetY_RND();
BlitBitmap(drawto_field, target_bitmap, fx, fy, SXSIZE, SYSIZE, SX, SY);
}
y2 = MAX(y2, EY + EYSIZE);
}
+ // make sure that at least one pixel is blitted, and inside the screen
+ // (else nothing is blitted, causing the animations not to be updated)
+ x1 = MIN(MAX(0, x1), WIN_XSIZE - 1);
+ y1 = MIN(MAX(0, y1), WIN_YSIZE - 1);
+ x2 = MIN(MAX(1, x2), WIN_XSIZE);
+ y2 = MIN(MAX(1, y2), WIN_YSIZE);
+
BlitBitmap(backbuffer, window, x1, y1, x2 - x1, y2 - y1, x1, y1);
}
FADE_SXSIZE = FULL_SXSIZE;
FADE_SYSIZE = FULL_SYSIZE;
+ if (game_status == GAME_MODE_PLAYING &&
+ strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
+ SetOverlayActive(TRUE);
+
SetScreenStates_AfterFadingIn();
// force update of global animation status in case of rapid screen changes
SetScreenStates_BeforeFadingOut();
+ SetOverlayActive(FALSE);
+
#if 0
DrawMaskedBorder(REDRAW_ALL);
#endif
int newly = ly + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
DrawLevelElementThruMask(newlx, newly, EL_ACID);
+
+ // prevent target field from being drawn again (but without masking)
+ // (this would happen if target field is scanned after moving element)
+ Stop[newlx][newly] = TRUE;
}
}
else if (IS_BLOCKED(lx, ly))
boolean Request(char *text, unsigned int req_state)
{
+ boolean overlay_active = GetOverlayActive();
+ boolean result;
+
+ SetOverlayActive(FALSE);
+
if (global.use_envelope_request)
- return RequestEnvelope(text, req_state);
+ result = RequestEnvelope(text, req_state);
else
- return RequestDoor(text, req_state);
+ result = RequestDoor(text, req_state);
+
+ SetOverlayActive(overlay_active);
+
+ return result;
}
static int compareDoorPartOrderInfo(const void *object1, const void *object2)
void PlayMenuMusic()
{
- PlayMenuMusicExt(menu.music[game_status]);
+ char *curr_music = getCurrentlyPlayingMusicFilename();
+ char *next_music = getMusicListEntry(menu.music[game_status])->filename;
+
+ if (!strEqual(curr_music, next_music))
+ PlayMenuMusicExt(menu.music[game_status]);
+}
+
+void PlayMenuSoundsAndMusic()
+{
+ PlayMenuSound();
+ PlayMenuMusic();
+}
+
+static void FadeMenuSounds()
+{
+ FadeSounds();
+}
+
+static void FadeMenuMusic()
+{
+ char *curr_music = getCurrentlyPlayingMusicFilename();
+ char *next_music = getMusicListEntry(menu.music[game_status])->filename;
+
+ if (!strEqual(curr_music, next_music))
+ FadeMusic();
+}
+
+void FadeMenuSoundsAndMusic()
+{
+ FadeMenuSounds();
+ FadeMenuMusic();
}
void PlaySoundActivating()
void SetGameStatus(int game_status_new)
{
+ if (game_status_new != game_status)
+ game_status_last_screen = game_status;
+
game_status = game_status_new;
SetAnimStatus(game_status_new);