/***********************************************************
* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* (c) 1995-2002 Artsoft Entertainment *
+* (c) 1995-2006 Artsoft Entertainment *
* Holger Schemel *
* Detmolder Strasse 189 *
* 33604 Bielefeld *
#include "cartoons.h"
#include "network.h"
#include "tape.h"
+#include "screens.h"
/* select level set with EMC X11 graphics before activating EM GFX debugging */
level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
/* currently there is no partial redraw -- always redraw whole playfield */
-
RedrawPlayfield_EM(TRUE);
+
+ /* blit playfield from scroll buffer to normal back buffer for fading in */
+ BlitScreenToBitmap_EM(backbuffer);
}
else if (game_status == GAME_MODE_PLAYING && !game.envelope_active)
{
}
}
+ if (force_redraw)
+ {
+ x = gfx.sx;
+ y = gfx.sy;
+ width = gfx.sxsize;
+ height = gfx.sysize;
+ }
+
BlitBitmap(drawto, window, x, y, width, height, x, y);
}
+void DrawMaskedBorder_Rect(int x, int y, int width, int height)
+{
+ Bitmap *bitmap = graphic_info[IMG_GLOBAL_BORDER].bitmap;
+
+ SetClipOrigin(bitmap, bitmap->stored_clip_gc, 0, 0);
+ BlitBitmapMasked(bitmap, backbuffer, x, y, width, height, x, y);
+}
+
+void DrawMaskedBorder_FIELD()
+{
+ if (game_status >= GAME_MODE_TITLE &&
+ game_status <= GAME_MODE_PLAYING &&
+ border.draw_masked[game_status])
+ DrawMaskedBorder_Rect(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE);
+}
+
+void DrawMaskedBorder_DOOR_1()
+{
+ if (border.draw_masked[GFX_SPECIAL_ARG_DOOR] &&
+ (game_status != GAME_MODE_EDITOR ||
+ border.draw_masked[GFX_SPECIAL_ARG_EDITOR]))
+ DrawMaskedBorder_Rect(DX, DY, DXSIZE, DYSIZE);
+}
+
+void DrawMaskedBorder_DOOR_2()
+{
+ if (border.draw_masked[GFX_SPECIAL_ARG_DOOR] &&
+ game_status != GAME_MODE_EDITOR)
+ DrawMaskedBorder_Rect(VX, VY, VXSIZE, VYSIZE);
+}
+
+void DrawMaskedBorder_DOOR_3()
+{
+ /* currently not available */
+}
+
+void DrawMaskedBorder_ALL()
+{
+ DrawMaskedBorder_FIELD();
+ DrawMaskedBorder_DOOR_1();
+ DrawMaskedBorder_DOOR_2();
+ DrawMaskedBorder_DOOR_3();
+}
+
+void DrawMaskedBorder(int redraw_mask)
+{
+ /* do not draw masked screen borders when displaying title screens */
+ if (effectiveGameStatus() == GAME_MODE_TITLE ||
+ effectiveGameStatus() == GAME_MODE_MESSAGE)
+ return;
+
+ if (redraw_mask & REDRAW_ALL)
+ DrawMaskedBorder_ALL();
+ else
+ {
+ if (redraw_mask & REDRAW_FIELD)
+ DrawMaskedBorder_FIELD();
+ if (redraw_mask & REDRAW_DOOR_1)
+ DrawMaskedBorder_DOOR_1();
+ if (redraw_mask & REDRAW_DOOR_2)
+ DrawMaskedBorder_DOOR_2();
+ if (redraw_mask & REDRAW_DOOR_3)
+ DrawMaskedBorder_DOOR_3();
+ }
+}
+
void BackToFront()
{
int x,y;
if (redraw_mask == REDRAW_NONE)
return;
+ if (redraw_mask & REDRAW_TILES &&
+ game_status == GAME_MODE_PLAYING &&
+ border.draw_masked[GAME_MODE_PLAYING])
+ redraw_mask |= REDRAW_FIELD;
+
if (global.fps_slowdown && game_status == GAME_MODE_PLAYING)
{
static boolean last_frame_skipped = FALSE;
SyncDisplay();
+ /* prevent drawing masked border to backbuffer when using playfield buffer */
+ if (game_status != GAME_MODE_PLAYING ||
+ redraw_mask & REDRAW_FROM_BACKBUFFER ||
+ buffer == backbuffer)
+ DrawMaskedBorder(redraw_mask);
+ else
+ DrawMaskedBorder(redraw_mask & REDRAW_DOORS);
+
if (redraw_mask & REDRAW_ALL)
{
BlitBitmap(backbuffer, window, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
ABS(ScreenMovPos) == ScrollStepSize ||
redraw_tiles > REDRAWTILES_THRESHOLD)
{
- BlitBitmap(buffer, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ if (border.draw_masked[GAME_MODE_PLAYING])
+ {
+ if (buffer != backbuffer)
+ {
+ /* copy playfield buffer to backbuffer to add masked border */
+ BlitBitmap(buffer, backbuffer, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ DrawMaskedBorder(REDRAW_FIELD);
+ }
+
+ BlitBitmap(backbuffer, window,
+ REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE,
+ REAL_SX, REAL_SY);
+ }
+ else
+ {
+ BlitBitmap(buffer, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ }
#if 0
#ifdef DEBUG
BackToFront();
}
-#define FADE_MODE_FADE_IN 0
-#define FADE_MODE_FADE_OUT 1
-#define FADE_MODE_CROSSFADE 2
-
-static void FadeExt(Bitmap *bitmap_cross, int fade_ms, int fade_mode)
+void FadeExt(int fade_mask, int fade_mode)
{
- SDL_Surface *surface_screen = backbuffer->surface;
- SDL_Surface *surface_screen_copy = NULL;
- SDL_Surface *surface_black = NULL;
- SDL_Surface *surface_cross; /* initialized later */
- boolean fade_reverse; /* initialized later */
- unsigned int flags = SDL_SRCALPHA;
- unsigned int time_last, time_current;
- float alpha;
- int alpha_final;
+ void (*draw_border_function)(void) = NULL;
+ Bitmap *bitmap = (fade_mode == FADE_MODE_CROSSFADE ? bitmap_db_cross : NULL);
+ int x, y, width, height;
+ int fade_delay, post_delay;
- /* use same surface type as screen surface */
- if ((surface_screen->flags & SDL_HWSURFACE))
- flags |= SDL_HWSURFACE;
- else
- flags |= SDL_SWSURFACE;
-
- /* create surface for copy of screen buffer */
- if ((surface_screen_copy =
- SDL_CreateRGBSurface(flags,
- surface_screen->w,
- surface_screen->h,
- surface_screen->format->BitsPerPixel,
- surface_screen->format->Rmask,
- surface_screen->format->Gmask,
- surface_screen->format->Bmask,
- surface_screen->format->Amask)) == NULL)
- Error(ERR_EXIT, "SDL_CreateRGBSurface() failed: %s", SDL_GetError());
-
- SDL_BlitSurface(surface_screen, NULL, surface_screen_copy, NULL);
-
- /* create black surface for fading from/to black */
- if ((surface_black =
- SDL_CreateRGBSurface(flags,
- surface_screen->w,
- surface_screen->h,
- surface_screen->format->BitsPerPixel,
- surface_screen->format->Rmask,
- surface_screen->format->Gmask,
- surface_screen->format->Bmask,
- surface_screen->format->Amask)) == NULL)
- Error(ERR_EXIT, "SDL_CreateRGBSurface() failed: %s", SDL_GetError());
-
- SDL_FillRect(surface_black, NULL, SDL_MapRGB(surface_screen->format, 0,0,0));
-
- fade_reverse = (fade_mode == FADE_MODE_FADE_IN ? TRUE : FALSE);
- surface_cross = (fade_mode == FADE_MODE_CROSSFADE ? bitmap_cross->surface :
- surface_black);
-
- time_current = SDL_GetTicks();
-
- for (alpha = 0.0; alpha < 255.0;)
- {
- time_last = time_current;
- time_current = SDL_GetTicks();
- alpha += 255 * ((float)(time_current - time_last) / fade_ms);
- alpha_final = (int)(fade_reverse ? 255.0 - alpha : alpha);
- alpha_final = MIN(MAX(0, alpha_final), 255);
-
- /* draw existing image to screen buffer */
- SDL_BlitSurface(surface_screen_copy, NULL, surface_screen, NULL);
-
- /* draw new image to screen buffer using alpha blending */
- SDL_SetAlpha(surface_cross, SDL_SRCALPHA, alpha_final);
- SDL_BlitSurface(surface_cross, NULL, surface_screen, NULL);
-
- /* draw screen buffer to visible display */
- SDL_Flip(surface_screen);
+ if (fade_mask & REDRAW_FIELD)
+ {
+ x = REAL_SX;
+ y = REAL_SY;
+ width = FULL_SXSIZE;
+ height = FULL_SYSIZE;
+
+ fade_delay = menu.fade_delay;
+ post_delay = (fade_mode == FADE_MODE_FADE_OUT ? menu.post_delay : 0);
+
+ draw_border_function = DrawMaskedBorder_FIELD;
+ }
+ else /* REDRAW_ALL */
+ {
+ x = 0;
+ y = 0;
+ width = WIN_XSIZE;
+ height = WIN_YSIZE;
+
+ fade_delay = title.fade_delay_final;
+ post_delay = (fade_mode == FADE_MODE_FADE_OUT ? title.post_delay_final : 0);
}
- SDL_FreeSurface(surface_screen_copy);
- SDL_FreeSurface(surface_black);
+ redraw_mask |= fade_mask;
- redraw_mask = REDRAW_NONE;
+ if (!setup.fade_screens || fade_delay == 0)
+ {
+ if (fade_mode == FADE_MODE_FADE_OUT)
+ ClearRectangle(backbuffer, x, y, width, height);
+
+ BackToFront();
+
+ return;
+ }
+
+ FadeRectangle(bitmap, x, y, width, height, fade_mode, fade_delay, post_delay,
+ draw_border_function);
+
+ redraw_mask &= ~fade_mask;
}
-void FadeIn(int fade_ms)
+void FadeIn(int fade_mask)
{
-#ifdef TARGET_SDL
- FadeExt(NULL, fade_ms, FADE_MODE_FADE_IN);
-#else
- BackToFront();
-#endif
+ FadeExt(fade_mask, FADE_MODE_FADE_IN);
}
-void FadeOut(int fade_ms)
+void FadeOut(int fade_mask)
{
-#ifdef TARGET_SDL
- FadeExt(NULL, fade_ms, FADE_MODE_FADE_OUT);
-#else
- BackToFront();
-#endif
+ FadeExt(fade_mask, FADE_MODE_FADE_OUT);
}
-void FadeCross(Bitmap *bitmap, int fade_ms)
+void FadeCross(int fade_mask)
{
-#ifdef TARGET_SDL
- FadeExt(bitmap, fade_ms, FADE_MODE_CROSSFADE);
-#else
- BackToFront();
-#endif
+ FadeExt(fade_mask, FADE_MODE_CROSSFADE);
+}
+
+void FadeCrossSaveBackbuffer()
+{
+ BlitBitmap(backbuffer, bitmap_db_cross, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+}
+
+void SetWindowBackgroundImageIfDefined(int graphic)
+{
+ if (graphic_info[graphic].bitmap)
+ SetWindowBackgroundBitmap(graphic_info[graphic].bitmap);
}
void SetMainBackgroundImageIfDefined(int graphic)
{
if (graphic_info[graphic].bitmap)
- SetMainBackgroundImage(graphic);
+ SetMainBackgroundBitmap(graphic_info[graphic].bitmap);
+}
+
+void SetDoorBackgroundImageIfDefined(int graphic)
+{
+ if (graphic_info[graphic].bitmap)
+ SetDoorBackgroundBitmap(graphic_info[graphic].bitmap);
+}
+
+void SetWindowBackgroundImage(int graphic)
+{
+ SetWindowBackgroundBitmap(graphic == IMG_UNDEFINED ? NULL :
+ graphic_info[graphic].bitmap ?
+ graphic_info[graphic].bitmap :
+ graphic_info[IMG_BACKGROUND].bitmap);
}
void SetMainBackgroundImage(int graphic)
graphic_info[IMG_BACKGROUND].bitmap);
}
-void DrawBackground(int dst_x, int dst_y, int width, int height)
+void SetPanelBackground()
{
- ClearRectangleOnBackground(backbuffer, dst_x, dst_y, width, height);
+ BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, bitmap_db_panel,
+ DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, 0, 0);
+
+ SetDoorBackgroundBitmap(bitmap_db_panel);
+}
+
+void DrawBackground(int x, int y, int width, int height)
+{
+ /* !!! "drawto" might still point to playfield buffer here (see below) !!! */
+ /* (when entering hall of fame after playing) */
+#if 0
+ ClearRectangleOnBackground(drawto, x, y, width, height);
+#else
+ ClearRectangleOnBackground(backbuffer, x, y, width, height);
+#endif
redraw_mask |= REDRAW_FIELD;
}
+void DrawBackgroundForFont(int x, int y, int width, int height, int font_nr)
+{
+ struct FontBitmapInfo *font = getFontBitmapInfo(font_nr);
+
+ if (font->bitmap == NULL)
+ return;
+
+ DrawBackground(x, y, width, height);
+}
+
+void DrawBackgroundForGraphic(int x, int y, int width, int height, int graphic)
+{
+ struct GraphicInfo *g = &graphic_info[graphic];
+
+ if (g->bitmap == NULL)
+ return;
+
+ DrawBackground(x, y, width, height);
+}
+
void ClearWindow()
{
+ /* !!! "drawto" might still point to playfield buffer here (see above) !!! */
+ /* (when entering hall of fame after playing) */
DrawBackground(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE);
+ /* !!! maybe this should be done before clearing the background !!! */
if (setup.soft_scrolling && game_status == GAME_MODE_PLAYING)
{
ClearRectangle(fieldbuffer, 0, 0, FXSIZE, FYSIZE);
}
}
+void FloodFillLevel(int from_x, int from_y, int fill_element,
+ short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY],
+ int max_fieldx, int max_fieldy)
+{
+ int i,x,y;
+ int old_element;
+ static int check[4][2] = { { -1, 0 }, { 0, -1 }, { 1, 0 }, { 0, 1 } };
+ static int safety = 0;
+
+ /* check if starting field still has the desired content */
+ if (field[from_x][from_y] == fill_element)
+ return;
+
+ safety++;
+
+ if (safety > max_fieldx * max_fieldy)
+ Error(ERR_EXIT, "Something went wrong in 'FloodFill()'. Please debug.");
+
+ old_element = field[from_x][from_y];
+ field[from_x][from_y] = fill_element;
+
+ for (i = 0; i < 4; i++)
+ {
+ x = from_x + check[i][0];
+ y = from_y + check[i][1];
+
+ if (IN_FIELD(x, y, max_fieldx, max_fieldy) && field[x][y] == old_element)
+ FloodFillLevel(x, y, fill_element, field, max_fieldx, max_fieldy);
+ }
+
+ safety--;
+}
+
void SetRandomAnimationValue(int x, int y)
{
gfx.anim_random_frame = GfxRandom[x][y];
if (graphic_info[graphic].anim_global_sync || sync_frame < 0)
sync_frame = FrameCounter;
-#if 0
- if (graphic == element_info[EL_CUSTOM_START + 255].graphic[ACTION_DEFAULT] &&
- sync_frame == 0 &&
- FrameCounter > 10)
- {
- int x = 1 / 0;
-
- printf("::: FOO!\n");
- }
-#endif
-
return getAnimationFrame(graphic_info[graphic].anim_frames,
graphic_info[graphic].anim_delay,
graphic_info[graphic].anim_mode,
int sxx = sx + xy[i][0];
int syy = sy + xy[i][1];
-#if 1
if (!IN_LEV_FIELD(xx, yy) ||
!IN_SCR_FIELD(sxx, syy) ||
IS_MOVING(xx, yy))
continue;
-#if 1
if (Feld[xx][yy] == EL_ELEMENT_SNAPPING)
continue;
-#endif
element = TILE_GFX_ELEMENT(xx, yy);
if (!GFX_CRUMBLED(element))
continue;
-#else
- if (!IN_LEV_FIELD(xx, yy) ||
- !IN_SCR_FIELD(sxx, syy) ||
- !GFX_CRUMBLED(Feld[xx][yy]) ||
- IS_MOVING(xx, yy))
- continue;
-#endif
-#if 1
graphic = el_act2crm(element, ACTION_DEFAULT);
-#else
- graphic = el_act2crm(Feld[xx][yy], ACTION_DEFAULT);
-#endif
crumbled_border_size = graphic_info[graphic].border_size;
getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
boolean cut_mode = NO_CUTTING;
if (element == EL_QUICKSAND_EMPTYING ||
+ element == EL_QUICKSAND_FAST_EMPTYING ||
element == EL_MAGIC_WALL_EMPTYING ||
element == EL_BD_MAGIC_WALL_EMPTYING ||
+ element == EL_DC_MAGIC_WALL_EMPTYING ||
element == EL_AMOEBA_DROPPING)
cut_mode = CUT_ABOVE;
else if (element == EL_QUICKSAND_FILLING ||
+ element == EL_QUICKSAND_FAST_FILLING ||
element == EL_MAGIC_WALL_FILLING ||
- element == EL_BD_MAGIC_WALL_FILLING)
+ element == EL_BD_MAGIC_WALL_FILLING ||
+ element == EL_DC_MAGIC_WALL_FILLING)
cut_mode = CUT_BELOW;
if (cut_mode == CUT_ABOVE)
content_old = Store[oldx][oldy];
if (element_old == EL_QUICKSAND_EMPTYING ||
+ element_old == EL_QUICKSAND_FAST_EMPTYING ||
element_old == EL_MAGIC_WALL_EMPTYING ||
element_old == EL_BD_MAGIC_WALL_EMPTYING ||
+ element_old == EL_DC_MAGIC_WALL_EMPTYING ||
element_old == EL_AMOEBA_DROPPING)
cut_mode = CUT_ABOVE;
int font_nr = FONT_ENVELOPE_1 + envelope_nr;
int font_width = getFontWidth(font_nr);
int font_height = getFontHeight(font_nr);
- int max_xsize = level.envelope_xsize[envelope_nr];
- int max_ysize = level.envelope_ysize[envelope_nr];
+ int max_xsize = level.envelope[envelope_nr].xsize;
+ int max_ysize = level.envelope[envelope_nr].ysize;
int xstart = (anim_mode & ANIM_VERTICAL ? max_xsize : 0);
int ystart = (anim_mode & ANIM_HORIZONTAL ? max_ysize : 0);
int xend = max_xsize;
for (yy = 0; yy < ysize; yy++) for (xx = 0; xx < xsize; xx++)
DrawEnvelopeBackground(envelope_nr, sx,sy, xx,yy, xsize, ysize, font_nr);
+#if 1
+ DrawTextBuffer(SX + sx + font_width, SY + sy + font_height,
+ level.envelope[envelope_nr].text, font_nr, max_xsize,
+ xsize - 2, ysize - 2, mask_mode,
+ level.envelope[envelope_nr].autowrap,
+ level.envelope[envelope_nr].centered, FALSE);
+#else
DrawTextToTextArea(SX + sx + font_width, SY + sy + font_height,
- level.envelope_text[envelope_nr], font_nr, max_xsize,
+ level.envelope[envelope_nr].text, font_nr, max_xsize,
xsize - 2, ysize - 2, mask_mode);
+#endif
redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
BackToFront();
game.envelope_active = TRUE; /* needed for RedrawPlayfield() events */
- PlaySoundStereo(sound_opening, SOUND_MIDDLE);
+ PlayMenuSoundStereo(sound_opening, SOUND_MIDDLE);
if (anim_mode == ANIM_DEFAULT)
AnimateEnvelope(envelope_nr, ANIM_DEFAULT, ACTION_OPENING);
else
WaitForEventToContinue();
- PlaySoundStereo(sound_closing, SOUND_MIDDLE);
+ PlayMenuSoundStereo(sound_closing, SOUND_MIDDLE);
if (anim_mode != ANIM_NONE)
AnimateEnvelope(envelope_nr, main_anim_mode, ACTION_CLOSING);
BackToFront();
}
-void getMicroGraphicSource(int graphic, Bitmap **bitmap, int *x, int *y)
+void getPreviewGraphicSource(int graphic, Bitmap **bitmap, int *x, int *y,
+ int tilesize)
{
+ struct
+ {
+ int width_mult, width_div;
+ int height_mult, height_div;
+ } offset_calc[4] =
+ {
+ { 0, 1, 0, 1 },
+ { 0, 1, 2, 3 },
+ { 1, 2, 2, 3 },
+ { 3, 4, 2, 3 },
+ };
+ int offset_calc_pos = (tilesize < MICRO_TILESIZE || tilesize > TILESIZE ? 3 :
+ 5 - log_2(tilesize));
Bitmap *src_bitmap = graphic_info[graphic].bitmap;
- int mini_startx = src_bitmap->width * 3 / 4;
- int mini_starty = src_bitmap->height * 2 / 3;
- int src_x = mini_startx + graphic_info[graphic].src_x / 8;
- int src_y = mini_starty + graphic_info[graphic].src_y / 8;
+ int width_mult = offset_calc[offset_calc_pos].width_mult;
+ int width_div = offset_calc[offset_calc_pos].width_div;
+ int height_mult = offset_calc[offset_calc_pos].height_mult;
+ int height_div = offset_calc[offset_calc_pos].height_div;
+ int mini_startx = src_bitmap->width * width_mult / width_div;
+ int mini_starty = src_bitmap->height * height_mult / height_div;
+ int src_x = mini_startx + graphic_info[graphic].src_x * tilesize / TILESIZE;
+ int src_y = mini_starty + graphic_info[graphic].src_y * tilesize / TILESIZE;
*bitmap = src_bitmap;
*x = src_x;
*y = src_y;
}
-void DrawMicroElement(int xpos, int ypos, int element)
+void DrawPreviewElement(int dst_x, int dst_y, int element, int tilesize)
{
Bitmap *src_bitmap;
int src_x, src_y;
int graphic = el2preimg(element);
- getMicroGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
- BlitBitmap(src_bitmap, drawto, src_x, src_y, MICRO_TILEX, MICRO_TILEY,
- xpos, ypos);
+ getPreviewGraphicSource(graphic, &src_bitmap, &src_x, &src_y, tilesize);
+ BlitBitmap(src_bitmap, drawto, src_x, src_y, tilesize, tilesize, dst_x,dst_y);
}
void DrawLevel()
redraw_mask |= REDRAW_FIELD;
}
-static void DrawMicroLevelExt(int xpos, int ypos, int from_x, int from_y)
+static void DrawPreviewLevelExt(int from_x, int from_y)
{
+ boolean show_level_border = (BorderElement != EL_EMPTY);
+ int level_xsize = lev_fieldx + (show_level_border ? 2 : 0);
+ int level_ysize = lev_fieldy + (show_level_border ? 2 : 0);
+ int tile_size = preview.tile_size;
+ int preview_width = preview.xsize * tile_size;
+ int preview_height = preview.ysize * tile_size;
+ int real_preview_xsize = MIN(level_xsize, preview.xsize);
+ int real_preview_ysize = MIN(level_ysize, preview.ysize);
+ int dst_x = SX + ALIGNED_XPOS(preview.x, preview_width, preview.align);
+ int dst_y = SY + preview.y;
int x, y;
- DrawBackground(xpos, ypos, MICROLEVEL_XSIZE, MICROLEVEL_YSIZE);
-
- if (lev_fieldx < STD_LEV_FIELDX)
- xpos += (STD_LEV_FIELDX - lev_fieldx) / 2 * MICRO_TILEX;
- if (lev_fieldy < STD_LEV_FIELDY)
- ypos += (STD_LEV_FIELDY - lev_fieldy) / 2 * MICRO_TILEY;
+ DrawBackground(dst_x, dst_y, preview_width, preview_height);
- xpos += MICRO_TILEX;
- ypos += MICRO_TILEY;
+ dst_x += (preview_width - real_preview_xsize * tile_size) / 2;
+ dst_y += (preview_height - real_preview_ysize * tile_size) / 2;
- for (x = -1; x <= STD_LEV_FIELDX; x++)
+ for (x = 0; x < real_preview_xsize; x++)
{
- for (y = -1; y <= STD_LEV_FIELDY; y++)
+ for (y = 0; y < real_preview_ysize; y++)
{
- int lx = from_x + x, ly = from_y + y;
-
- if (lx >= 0 && lx < lev_fieldx && ly >= 0 && ly < lev_fieldy)
- DrawMicroElement(xpos + x * MICRO_TILEX, ypos + y * MICRO_TILEY,
- level.field[lx][ly]);
- else if (lx >= -1 && lx < lev_fieldx+1 && ly >= -1 && ly < lev_fieldy+1
- && BorderElement != EL_EMPTY)
- DrawMicroElement(xpos + x * MICRO_TILEX, ypos + y * MICRO_TILEY,
- getBorderElement(lx, ly));
+ int lx = from_x + x + (show_level_border ? -1 : 0);
+ int ly = from_y + y + (show_level_border ? -1 : 0);
+ int element = (IN_LEV_FIELD(lx, ly) ? level.field[lx][ly] :
+ getBorderElement(lx, ly));
+
+ DrawPreviewElement(dst_x + x * tile_size, dst_y + y * tile_size,
+ element, tile_size);
}
}
#define MICROLABEL_IMPORTED_BY_HEAD 6
#define MICROLABEL_IMPORTED_BY 7
-static void DrawMicroLevelLabelExt(int mode)
+static int getMaxTextLength(struct TextPosInfo *pos, int font_nr)
{
+ int max_text_width = SXSIZE;
+ int font_width = getFontWidth(font_nr);
+
+ if (pos->align == ALIGN_CENTER)
+ max_text_width = (pos->x < SXSIZE / 2 ? pos->x * 2 : (SXSIZE - pos->x) * 2);
+ else if (pos->align == ALIGN_RIGHT)
+ max_text_width = pos->x;
+ else
+ max_text_width = SXSIZE - pos->x;
+
+ return max_text_width / font_width;
+}
+
+static void DrawPreviewLevelLabelExt(int mode)
+{
+ struct TextPosInfo *pos = &menu.main.text.level_info_2;
char label_text[MAX_OUTPUT_LINESIZE + 1];
int max_len_label_text;
+#if 1
+ int font_nr = pos->font;
+ int i;
+
+ if (mode == MICROLABEL_LEVEL_AUTHOR_HEAD ||
+ mode == MICROLABEL_IMPORTED_FROM_HEAD ||
+ mode == MICROLABEL_IMPORTED_BY_HEAD)
+ font_nr = pos->font_alt;
+#else
int font_nr = FONT_TEXT_2;
int i;
mode == MICROLABEL_IMPORTED_FROM_HEAD ||
mode == MICROLABEL_IMPORTED_BY_HEAD)
font_nr = FONT_TEXT_3;
+#endif
+#if 1
+ max_len_label_text = getMaxTextLength(pos, font_nr);
+#else
max_len_label_text = SXSIZE / getFontWidth(font_nr);
+#endif
+
+#if 1
+ if (pos->chars != -1)
+ max_len_label_text = pos->chars;
+#endif
for (i = 0; i < max_len_label_text; i++)
label_text[i] = ' ';
if (strlen(label_text) > 0)
{
+#if 1
+ DrawTextSAligned(pos->x, pos->y, label_text, font_nr, pos->align);
+#else
int lxpos = SX + (SXSIZE - getTextWidth(label_text, font_nr)) / 2;
int lypos = MICROLABEL2_YPOS;
DrawText(lxpos, lypos, label_text, font_nr);
+#endif
}
strncpy(label_text,
if (strlen(label_text) > 0)
{
+#if 1
+ DrawTextSAligned(pos->x, pos->y, label_text, font_nr, pos->align);
+#else
int lxpos = SX + (SXSIZE - getTextWidth(label_text, font_nr)) / 2;
int lypos = MICROLABEL2_YPOS;
DrawText(lxpos, lypos, label_text, font_nr);
+#endif
}
redraw_mask |= REDRAW_MICROLEVEL;
}
-void DrawMicroLevel(int xpos, int ypos, boolean restart)
+void DrawPreviewLevel(boolean restart)
{
static unsigned long scroll_delay = 0;
static unsigned long label_delay = 0;
static int from_x, from_y, scroll_direction;
static int label_state, label_counter;
- int last_game_status = game_status; /* save current game status */
+ unsigned long scroll_delay_value = preview.step_delay;
+ boolean show_level_border = (BorderElement != EL_EMPTY);
+ int level_xsize = lev_fieldx + (show_level_border ? 2 : 0);
+ int level_ysize = lev_fieldy + (show_level_border ? 2 : 0);
+ int last_game_status = game_status; /* save current game status */
+#if 0
/* force PREVIEW font on preview level */
game_status = GAME_MODE_PSEUDO_PREVIEW;
+#endif
if (restart)
{
- from_x = from_y = 0;
+ from_x = 0;
+ from_y = 0;
+
+ if (preview.anim_mode == ANIM_CENTERED)
+ {
+ if (level_xsize > preview.xsize)
+ from_x = (level_xsize - preview.xsize) / 2;
+ if (level_ysize > preview.ysize)
+ from_y = (level_ysize - preview.ysize) / 2;
+ }
+
+ from_x += preview.xoffset;
+ from_y += preview.yoffset;
+
scroll_direction = MV_RIGHT;
label_state = 1;
label_counter = 0;
- DrawMicroLevelExt(xpos, ypos, from_x, from_y);
- DrawMicroLevelLabelExt(label_state);
+ DrawPreviewLevelExt(from_x, from_y);
+ DrawPreviewLevelLabelExt(label_state);
/* initialize delay counters */
DelayReached(&scroll_delay, 0);
if (leveldir_current->name)
{
+ struct TextPosInfo *pos = &menu.main.text.level_info_1;
char label_text[MAX_OUTPUT_LINESIZE + 1];
+#if 1
+ int font_nr = pos->font;
+#else
int font_nr = FONT_TEXT_1;
+#endif
+#if 1
+ int max_len_label_text = getMaxTextLength(pos, font_nr);
+#else
int max_len_label_text = SXSIZE / getFontWidth(font_nr);
+#endif
+#if 0
+ int text_width;
int lxpos, lypos;
+#endif
+
+#if 1
+ if (pos->chars != -1)
+ max_len_label_text = pos->chars;
+#endif
strncpy(label_text, leveldir_current->name, max_len_label_text);
label_text[max_len_label_text] = '\0';
+#if 1
+ DrawTextSAligned(pos->x, pos->y, label_text, font_nr, pos->align);
+#else
lxpos = SX + (SXSIZE - getTextWidth(label_text, font_nr)) / 2;
lypos = SY + MICROLABEL1_YPOS;
DrawText(lxpos, lypos, label_text, font_nr);
+#endif
}
game_status = last_game_status; /* restore current game status */
return;
}
- /* scroll micro level, if needed */
- if ((lev_fieldx > STD_LEV_FIELDX || lev_fieldy > STD_LEV_FIELDY) &&
- DelayReached(&scroll_delay, MICROLEVEL_SCROLL_DELAY))
+ /* scroll preview level, if needed */
+ if (preview.anim_mode != ANIM_NONE &&
+ (level_xsize > preview.xsize || level_ysize > preview.ysize) &&
+ DelayReached(&scroll_delay, scroll_delay_value))
{
switch (scroll_direction)
{
case MV_LEFT:
if (from_x > 0)
- from_x--;
+ {
+ from_x -= preview.step_offset;
+ from_x = (from_x < 0 ? 0 : from_x);
+ }
else
scroll_direction = MV_UP;
break;
case MV_RIGHT:
- if (from_x < lev_fieldx - STD_LEV_FIELDX)
- from_x++;
+ if (from_x < level_xsize - preview.xsize)
+ {
+ from_x += preview.step_offset;
+ from_x = (from_x > level_xsize - preview.xsize ?
+ level_xsize - preview.xsize : from_x);
+ }
else
scroll_direction = MV_DOWN;
break;
case MV_UP:
if (from_y > 0)
- from_y--;
+ {
+ from_y -= preview.step_offset;
+ from_y = (from_y < 0 ? 0 : from_y);
+ }
else
scroll_direction = MV_RIGHT;
break;
case MV_DOWN:
- if (from_y < lev_fieldy - STD_LEV_FIELDY)
- from_y++;
+ if (from_y < level_ysize - preview.ysize)
+ {
+ from_y += preview.step_offset;
+ from_y = (from_y > level_ysize - preview.ysize ?
+ level_ysize - preview.ysize : from_y);
+ }
else
scroll_direction = MV_LEFT;
break;
break;
}
- DrawMicroLevelExt(xpos, ypos, from_x, from_y);
+ DrawPreviewLevelExt(from_x, from_y);
}
/* !!! THIS ALL SUCKS -- SHOULD BE CLEANLY REWRITTEN !!! */
label_state = (label_state == MICROLABEL_IMPORTED_FROM_HEAD ?
MICROLABEL_IMPORTED_BY_HEAD : MICROLABEL_IMPORTED_BY);
- DrawMicroLevelLabelExt(label_state);
+ DrawPreviewLevelLabelExt(label_state);
}
game_status = last_game_status; /* restore current game status */
int last_player_frame = player->Frame;
int frame = 0;
-#if 1
/* GfxElement[][] is set to the element the player is digging or collecting;
remove also for off-screen player if the player is not moving anymore */
if (IN_LEV_FIELD(jx, jy) && !player_is_moving)
GfxElement[jx][jy] = EL_UNDEFINED;
-#endif
if (!player->active || !IN_SCR_FIELD(SCREENX(last_jx), SCREENY(last_jy)))
return;
player->is_dropping ? ACTION_DROPPING :
player->is_waiting ? player->action_waiting : ACTION_DEFAULT);
-#if 1
if (player->is_waiting)
move_dir = player->dir_waiting;
-#endif
InitPlayerGfxAnimation(player, action, move_dir);
last_element == EL_EM_DYNAMITE_ACTIVE ||
last_element == EL_SP_DISK_RED_ACTIVE)
DrawDynamite(last_jx, last_jy);
+#if 0
+ /* !!! this is not enough to prevent flickering of players which are
+ moving next to each others without a free tile between them -- this
+ can only be solved by drawing all players layer by layer (first the
+ background, then the foreground etc.) !!! => TODO */
+ else if (!IS_PLAYER(last_jx, last_jy))
+ DrawLevelField(last_jx, last_jy);
+#else
else
DrawLevelField(last_jx, last_jy);
+#endif
if (player->is_pushing && IN_SCR_FIELD(SCREENX(next_jx), SCREENY(next_jy)))
DrawLevelElement(next_jx, next_jy, EL_EMPTY);
GfxElement[jx][jy] = EL_UNDEFINED;
/* make sure that pushed elements are drawn with correct frame rate */
+#if 1
+ graphic = el_act_dir2img(element, ACTION_PUSHING, move_dir);
+
+ if (player->is_pushing && player->is_moving && !IS_ANIM_MODE_CE(graphic))
+ GfxFrame[jx][jy] = player->StepFrame;
+#else
if (player->is_pushing && player->is_moving)
GfxFrame[jx][jy] = player->StepFrame;
+#endif
DrawLevelField(jx, jy);
}
int px = SCREENX(jx), py = SCREENY(jy);
int pxx = (TILEX - ABS(sxx)) * dx;
int pyy = (TILEY - ABS(syy)) * dy;
+ int gfx_frame = GfxFrame[jx][jy];
int graphic;
+ int sync_frame;
int frame;
if (!IS_MOVING(jx, jy)) /* push movement already finished */
+ {
element = Feld[next_jx][next_jy];
+ gfx_frame = GfxFrame[next_jx][next_jy];
+ }
graphic = el_act_dir2img(element, ACTION_PUSHING, move_dir);
+
+#if 1
+ sync_frame = (IS_ANIM_MODE_CE(graphic) ? gfx_frame : player->StepFrame);
+ frame = getGraphicAnimationFrame(graphic, sync_frame);
+#else
frame = getGraphicAnimationFrame(graphic, player->StepFrame);
+#endif
/* draw background element under pushed element (like the Sokoban field) */
if (Back[next_jx][next_jy])
button_status = MB_RELEASED;
+#if 1
+ ClearEventQueue();
+#endif
+
while (still_wait)
{
if (PendingEvent())
if (max_word_len > MAX_REQUEST_LINE_FONT1_LEN)
{
max_request_line_len = MAX_REQUEST_LINE_FONT2_LEN;
+#if 1
+ font_nr = FONT_TEXT_1;
+#else
font_nr = FONT_LEVEL_NUMBER;
+#endif
break;
}
DOOR_GFX_PAGEX2, DOOR_GFX_PAGEY1);
}
+#if 1
+ SetDoorBackgroundImage(IMG_BACKGROUND_DOOR);
+#endif
+
SetDrawBackgroundMask(REDRAW_FIELD | REDRAW_DOOR_1);
/* clear door drawing field */
DrawBackground(DX, DY, DXSIZE, DYSIZE);
- /* force DOOR font on preview level */
+ /* force DOOR font inside door area */
game_status = GAME_MODE_PSEUDO_DOOR;
/* write text for request */
if (!(req_state & REQUEST_WAIT_FOR_INPUT))
{
- SetDrawBackgroundMask(REDRAW_FIELD);
+ if (game_status == GAME_MODE_PLAYING)
+ {
+ SetPanelBackground();
+ SetDrawBackgroundMask(REDRAW_DOOR_1);
+ }
+ else
+ {
+ SetDrawBackgroundMask(REDRAW_FIELD);
+ }
return FALSE;
}
NextEvent(&event);
- switch(event.type)
+ switch (event.type)
{
case EVENT_BUTTONPRESS:
case EVENT_BUTTONRELEASE:
/* this sets 'request_gadget_id' */
HandleGadgets(mx, my, button_status);
- switch(request_gadget_id)
+ switch (request_gadget_id)
{
case TOOL_CTRL_ID_YES:
result = TRUE;
}
case EVENT_KEYPRESS:
- switch(GetEventKey((KeyEvent *)&event, TRUE))
+ switch (GetEventKey((KeyEvent *)&event, TRUE))
{
case KSYM_Return:
result = 1;
result = 0;
}
+#if 1
+
+ if (game_status == GAME_MODE_PLAYING && local_player->LevelSolved_GameEnd)
+ {
+ HandleGameActions();
+ BackToFront();
+ }
+ else
+ {
+ DoAnimation();
+
+ if (!PendingEvent()) /* delay only if no pending events */
+ Delay(10);
+ }
+
+#else
+
DoAnimation();
+#if 1
+ if (!PendingEvent()) /* delay only if no pending events */
+ Delay(10);
+#else
/* don't eat all CPU time */
Delay(10);
+#endif
+
+#endif
}
if (game_status != GAME_MODE_MAIN)
RemapAllGadgets();
- SetDrawBackgroundMask(REDRAW_FIELD);
+ if (game_status == GAME_MODE_PLAYING)
+ {
+ SetPanelBackground();
+ SetDrawBackgroundMask(REDRAW_DOOR_1);
+ }
+ else
+ {
+ SetDrawBackgroundMask(REDRAW_FIELD);
+ }
#if defined(NETWORK_AVALIABLE)
/* continue network game after request */
return (door1 | door2);
}
- if (door1 == DOOR_OPEN_1 && door_state & DOOR_OPEN_1)
- door_state &= ~DOOR_OPEN_1;
- else if (door1 == DOOR_CLOSE_1 && door_state & DOOR_CLOSE_1)
- door_state &= ~DOOR_CLOSE_1;
- if (door2 == DOOR_OPEN_2 && door_state & DOOR_OPEN_2)
- door_state &= ~DOOR_OPEN_2;
- else if (door2 == DOOR_CLOSE_2 && door_state & DOOR_CLOSE_2)
- door_state &= ~DOOR_CLOSE_2;
+ if (!(door_state & DOOR_FORCE_REDRAW))
+ {
+ if (door1 == DOOR_OPEN_1 && door_state & DOOR_OPEN_1)
+ door_state &= ~DOOR_OPEN_1;
+ else if (door1 == DOOR_CLOSE_1 && door_state & DOOR_CLOSE_1)
+ door_state &= ~DOOR_CLOSE_1;
+ if (door2 == DOOR_OPEN_2 && door_state & DOOR_OPEN_2)
+ door_state &= ~DOOR_OPEN_2;
+ else if (door2 == DOOR_CLOSE_2 && door_state & DOOR_CLOSE_2)
+ door_state &= ~DOOR_CLOSE_2;
+ }
door_delay_value = (door_state & DOOR_ACTION_1 ? door_1.step_delay :
door_2.step_delay);
int door_size = (handle_door_1 ? door_size_1 : door_size_2);
int max_door_size = (handle_door_1 ? max_door_size_1 : max_door_size_2);
int door_skip = max_door_size - door_size;
-#if 1
int end = door_size;
-#else
- int end = (door_state & DOOR_ACTION_1 &&
- door_1.anim_mode & ANIM_VERTICAL ? DYSIZE : DXSIZE);
-#endif
-#if 1
int start = ((door_state & DOOR_NO_DELAY) ? end : 0);
-#else
- int start = ((door_state & DOOR_NO_DELAY) ? end : offset_skip);
-#endif
int k;
if (!(door_state & DOOR_NO_DELAY) && !setup.quick_doors)
{
/* opening door sound has priority over simultaneously closing door */
if (door_state & (DOOR_OPEN_1 | DOOR_OPEN_2))
- PlaySoundStereo(SND_DOOR_OPENING, SOUND_MIDDLE);
+ PlayMenuSoundStereo(SND_DOOR_OPENING, SOUND_MIDDLE);
else if (door_state & (DOOR_CLOSE_1 | DOOR_CLOSE_2))
- PlaySoundStereo(SND_DOOR_CLOSING, SOUND_MIDDLE);
+ PlayMenuSoundStereo(SND_DOOR_CLOSING, SOUND_MIDDLE);
}
for (k = start; k <= end && !(door_1_done && door_2_done); k += stepsize)
if (door_state & DOOR_ACTION_2)
{
- int a = MIN(x * door_2.step_offset, door_size_2);
- int p = (door_state & DOOR_OPEN_2 ? door_size_2 - a : a);
+ int a = MIN(x * door_2.step_offset, door_size);
+ int p = (door_state & DOOR_OPEN_2 ? door_size - a : a);
int i = p + door_skip;
if (door_2.anim_mode & ANIM_STATIC_PANEL)
GDI_DECORATION_POSITION, deco_xpos, deco_ypos,
GDI_DECORATION_SIZE, MINI_TILEX, MINI_TILEY,
GDI_DECORATION_SHIFTING, 1, 1,
+ GDI_DIRECT_DRAW, FALSE,
GDI_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleToolButtons,
GDI_END);
},
{
Xexit, TRUE, FALSE,
- EL_EXIT_CLOSED, -1, -1
+ EL_EM_EXIT_CLOSED, -1, -1
},
{
Xexit_1, TRUE, FALSE,
- EL_EXIT_OPEN, -1, -1
+ EL_EM_EXIT_OPEN, -1, -1
},
{
Xexit_2, FALSE, FALSE,
- EL_EXIT_OPEN, -1, -1
+ EL_EM_EXIT_OPEN, -1, -1
},
{
Xexit_3, FALSE, FALSE,
- EL_EXIT_OPEN, -1, -1
+ EL_EM_EXIT_OPEN, -1, -1
},
{
Xdynamite, TRUE, FALSE,
int get_next_element(int element)
{
- switch(element)
+ switch (element)
{
case EL_QUICKSAND_FILLING: return EL_QUICKSAND_FULL;
case EL_QUICKSAND_EMPTYING: return EL_QUICKSAND_EMPTY;
+ case EL_QUICKSAND_FAST_FILLING: return EL_QUICKSAND_FAST_FULL;
+ case EL_QUICKSAND_FAST_EMPTYING: return EL_QUICKSAND_FAST_EMPTY;
case EL_MAGIC_WALL_FILLING: return EL_MAGIC_WALL_FULL;
case EL_MAGIC_WALL_EMPTYING: return EL_MAGIC_WALL_ACTIVE;
case EL_BD_MAGIC_WALL_FILLING: return EL_BD_MAGIC_WALL_FULL;
case EL_BD_MAGIC_WALL_EMPTYING: return EL_BD_MAGIC_WALL_ACTIVE;
+ case EL_DC_MAGIC_WALL_FILLING: return EL_DC_MAGIC_WALL_FULL;
+ case EL_DC_MAGIC_WALL_EMPTYING: return EL_DC_MAGIC_WALL_ACTIVE;
case EL_AMOEBA_DROPPING: return EL_AMOEBA_WET;
default: return element;
return font_info[font_nr].special_graphic[GFX_SPECIAL_ARG_DEFAULT];
}
-#if 0
-void setCenteredPlayerNr_EM(int centered_player_nr)
+int getBeltNrFromBeltElement(int element)
{
- game.centered_player_nr = game.centered_player_nr_next = centered_player_nr;
+ return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
+ element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
+ element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
}
-int getCenteredPlayerNr_EM()
+int getBeltNrFromBeltActiveElement(int element)
{
-#if 0
- if (game.centered_player_nr_next >= 0 &&
- !native_em_level.ply[game.centered_player_nr_next]->alive)
- game.centered_player_nr_next = game.centered_player_nr;
-#endif
+ return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
+ element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
+ element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
+}
+
+int getBeltNrFromBeltSwitchElement(int element)
+{
+ return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
+ element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
+ element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
+}
+
+int getBeltDirNrFromBeltElement(int element)
+{
+ static int belt_base_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_LEFT,
+ EL_CONVEYOR_BELT_2_LEFT,
+ EL_CONVEYOR_BELT_3_LEFT,
+ EL_CONVEYOR_BELT_4_LEFT
+ };
- if (game.centered_player_nr != game.centered_player_nr_next)
- game.centered_player_nr = game.centered_player_nr_next;
+ int belt_nr = getBeltNrFromBeltElement(element);
+ int belt_dir_nr = element - belt_base_element[belt_nr];
- return game.centered_player_nr;
+ return (belt_dir_nr % 3);
}
-void setSetCenteredPlayer_EM(boolean set_centered_player)
+int getBeltDirNrFromBeltSwitchElement(int element)
{
- game.set_centered_player = set_centered_player;
+ static int belt_base_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_4_SWITCH_LEFT
+ };
+
+ int belt_nr = getBeltNrFromBeltSwitchElement(element);
+ int belt_dir_nr = element - belt_base_element[belt_nr];
+
+ return (belt_dir_nr % 3);
}
-boolean getSetCenteredPlayer_EM()
+int getBeltDirFromBeltElement(int element)
{
- return game.set_centered_player;
+ static int belt_move_dir[3] =
+ {
+ MV_LEFT,
+ MV_NONE,
+ MV_RIGHT
+ };
+
+ int belt_dir_nr = getBeltDirNrFromBeltElement(element);
+
+ return belt_move_dir[belt_dir_nr];
+}
+
+int getBeltDirFromBeltSwitchElement(int element)
+{
+ static int belt_move_dir[3] =
+ {
+ MV_LEFT,
+ MV_NONE,
+ MV_RIGHT
+ };
+
+ int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
+
+ return belt_move_dir[belt_dir_nr];
+}
+
+int getBeltElementFromBeltNrAndBeltDir(int belt_nr, int belt_dir)
+{
+ static int belt_base_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_LEFT,
+ EL_CONVEYOR_BELT_2_LEFT,
+ EL_CONVEYOR_BELT_3_LEFT,
+ EL_CONVEYOR_BELT_4_LEFT
+ };
+ int belt_dir_nr = (belt_dir == MV_LEFT ? 0 : belt_dir == MV_RIGHT ? 2 : 1);
+
+ return belt_base_element[belt_nr] + belt_dir_nr;
+}
+
+int getBeltSwitchElementFromBeltNrAndBeltDir(int belt_nr, int belt_dir)
+{
+ static int belt_base_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_4_SWITCH_LEFT
+ };
+ int belt_dir_nr = (belt_dir == MV_LEFT ? 0 : belt_dir == MV_RIGHT ? 2 : 1);
+
+ return belt_base_element[belt_nr] + belt_dir_nr;
}
-#endif
int getNumActivePlayers_EM()
{
return num_players;
}
-#if 1
int getGameFrameDelay_EM(int native_em_game_frame_delay)
{
int game_frame_delay_value;
return game_frame_delay_value;
}
-#endif
unsigned int InitRND(long seed)
{
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- return InitEngineRND_EM(seed);
+ return InitEngineRandom_EM(seed);
else
- return InitEngineRND(seed);
+ return InitEngineRandom_RND(seed);
+}
+
+#if 1
+static struct Mapping_EM_to_RND_object object_mapping[TILE_MAX];
+static struct Mapping_EM_to_RND_player player_mapping[MAX_PLAYERS][SPR_MAX];
+#endif
+
+void ResetGfxAnimation_EM(int x, int y, int tile)
+{
+ GfxFrame[x][y] = 0;
+}
+
+void getGraphicSourceObjectExt_EM(int tile, int frame_em,
+ Bitmap **src_bitmap, int *src_x, int *src_y,
+ int x, int y)
+{
+ int element = object_mapping[tile].element_rnd;
+ int action = object_mapping[tile].action;
+ int direction = object_mapping[tile].direction;
+ boolean is_backside = object_mapping[tile].is_backside;
+ boolean action_removing = (action == ACTION_DIGGING ||
+ action == ACTION_SNAPPING ||
+ action == ACTION_COLLECTING);
+ int effective_element = (frame_em > 0 ? element :
+ is_backside ? EL_EMPTY :
+ action_removing ? EL_EMPTY :
+ element);
+ int graphic = (direction == MV_NONE ?
+ el_act2img(effective_element, action) :
+ el_act_dir2img(effective_element, action, direction));
+ struct GraphicInfo *g = &graphic_info[graphic];
+ int sync_frame;
+
+ if (graphic_info[graphic].anim_global_sync)
+ sync_frame = FrameCounter;
+ else
+ sync_frame = 7 - frame_em;
+
+ SetRandomAnimationValue(x, y);
+
+ int frame = getAnimationFrame(g->anim_frames,
+ g->anim_delay,
+ g->anim_mode,
+ g->anim_start_frame,
+ sync_frame);
+
+ getGraphicSourceExt(graphic, frame, src_bitmap, src_x, src_y, FALSE);
+}
+
+void getGraphicSourcePlayerExt_EM(int player_nr, int anim, int frame_em,
+ Bitmap **src_bitmap, int *src_x, int *src_y)
+{
+ int element = player_mapping[player_nr][anim].element_rnd;
+ int action = player_mapping[player_nr][anim].action;
+ int direction = player_mapping[player_nr][anim].direction;
+ int graphic = (direction == MV_NONE ?
+ el_act2img(element, action) :
+ el_act_dir2img(element, action, direction));
+ struct GraphicInfo *g = &graphic_info[graphic];
+ int sync_frame;
+
+ InitPlayerGfxAnimation(&stored_player[player_nr], action, direction);
+
+ stored_player[player_nr].StepFrame = 7 - frame_em;
+
+ sync_frame = stored_player[player_nr].Frame;
+
+#if 0
+ printf("::: %d: %d, %d [%d]\n",
+ player_nr,
+ stored_player[player_nr].Frame,
+ stored_player[player_nr].StepFrame,
+ FrameCounter);
+#endif
+
+ int frame = getAnimationFrame(g->anim_frames,
+ g->anim_delay,
+ g->anim_mode,
+ g->anim_start_frame,
+ sync_frame);
+
+ getGraphicSourceExt(graphic, frame, src_bitmap, src_x, src_y, FALSE);
}
void InitGraphicInfo_EM(void)
{
+#if 0
struct Mapping_EM_to_RND_object object_mapping[TILE_MAX];
struct Mapping_EM_to_RND_player player_mapping[MAX_PLAYERS][SPR_MAX];
+#endif
int i, j, p;
#if DEBUG_EM_GFX
g_em->height = TILEY - cy * step;
}
-#if 1
/* create unique graphic identifier to decide if tile must be redrawn */
/* bit 31 - 16 (16 bit): EM style graphic
bit 15 - 12 ( 4 bit): EM style frame
bit 5 - 0 ( 6 bit): graphic height */
g_em->unique_identifier =
(graphic << 16) | (frame << 12) | (g_em->width << 6) | g_em->height;
-#else
- /* create unique graphic identifier to decide if tile must be redrawn */
- /* bit 31 - 16 (16 bit): EM style element
- bit 15 - 12 ( 4 bit): EM style frame
- bit 11 - 6 ( 6 bit): graphic width
- bit 5 - 0 ( 6 bit): graphic height */
- g_em->unique_identifier =
- (i << 16) | (j << 12) | (g_em->width << 6) | g_em->height;
-#endif
-
-#if 0
- if (effective_element == EL_ROCK)
- printf("::: EL_ROCK(%d, %d): %d, %d => %d\n",
- effective_action, j, graphic, frame, g_em->unique_identifier);
-#endif
#if DEBUG_EM_GFX
-#if 1
/* skip check for EMC elements not contained in original EMC artwork */
if (element == EL_EMC_FAKE_ACID)
continue;
-#endif
if (g_em->bitmap != debug_bitmap ||
g_em->src_x != debug_src_x ||
int action = object_mapping[i].action;
int direction = object_mapping[i].direction;
boolean is_backside = object_mapping[i].is_backside;
-#if 1
int graphic_action = el_act_dir2img(element, action, direction);
int graphic_default = el_act_dir2img(element, ACTION_DEFAULT, direction);
-#else
- int graphic_action = element_info[element].graphic[action];
- int graphic_default = element_info[element].graphic[ACTION_DEFAULT];
-#endif
if ((action == ACTION_SMASHED_BY_ROCK ||
action == ACTION_SMASHED_BY_SPRING ||
g_em->dst_offset_y = g_xx->dst_offset_y;
g_em->width = g_xx->width;
g_em->height = g_xx->height;
-#if 1
g_em->unique_identifier = g_xx->unique_identifier;
-#endif
if (!is_backside)
g_em->preserve_background = TRUE;
g->anim_start_frame,
sync_frame);
- getGraphicSourceExt(graphic, frame, &src_bitmap, &src_x,&src_y, FALSE);
+ getGraphicSourceExt(graphic, frame, &src_bitmap, &src_x, &src_y, FALSE);
g_em->bitmap = src_bitmap;
g_em->src_x = src_x;
#if DEBUG_EM_GFX
-#if 1
/* skip check for EMC elements not contained in original EMC artwork */
if (element == EL_PLAYER_3 ||
element == EL_PLAYER_4)
continue;
-#endif
if (g_em->bitmap != debug_bitmap ||
g_em->src_x != debug_src_x ||
exit(0);
#endif
}
+
+void PlayMenuSound()
+{
+ int sound = menu.sound[game_status];
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
+ (!setup.sound_loops && IS_LOOP_SOUND(sound)))
+ return;
+
+ if (IS_LOOP_SOUND(sound))
+ PlaySoundLoop(sound);
+ else
+ PlaySound(sound);
+}
+
+void PlayMenuSoundStereo(int sound, int stereo_position)
+{
+ if (sound == SND_UNDEFINED)
+ return;
+
+ if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
+ (!setup.sound_loops && IS_LOOP_SOUND(sound)))
+ return;
+
+ if (IS_LOOP_SOUND(sound))
+ PlaySoundExt(sound, SOUND_MAX_VOLUME, stereo_position, SND_CTRL_PLAY_LOOP);
+ else
+ PlaySoundStereo(sound, stereo_position);
+}
+
+void PlayMenuSoundIfLoop()
+{
+ int sound = menu.sound[game_status];
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
+ (!setup.sound_loops && IS_LOOP_SOUND(sound)))
+ return;
+
+ if (IS_LOOP_SOUND(sound))
+ PlaySoundLoop(sound);
+}
+
+void PlayMenuMusic()
+{
+ int music = menu.music[game_status];
+
+ if (music == MUS_UNDEFINED)
+ return;
+
+ if (!setup.sound_music)
+ return;
+
+ PlayMusic(music);
+}
+
+void PlaySoundActivating()
+{
+#if 0
+ PlaySound(SND_MENU_ITEM_ACTIVATING);
+#endif
+}
+
+void PlaySoundSelecting()
+{
+#if 0
+ PlaySound(SND_MENU_ITEM_SELECTING);
+#endif
+}
+
+void ToggleFullscreenIfNeeded()
+{
+ boolean change_fullscreen = (setup.fullscreen !=
+ video.fullscreen_enabled);
+ boolean change_fullscreen_mode = (video.fullscreen_enabled &&
+ !strEqual(setup.fullscreen_mode,
+ video.fullscreen_mode_current));
+
+ if (!video.fullscreen_available)
+ return;
+
+#if 1
+ if (change_fullscreen || change_fullscreen_mode)
+#else
+ if (setup.fullscreen != video.fullscreen_enabled ||
+ setup.fullscreen_mode != video.fullscreen_mode_current)
+#endif
+ {
+ Bitmap *tmp_backbuffer = CreateBitmap(WIN_XSIZE, WIN_YSIZE, DEFAULT_DEPTH);
+
+ /* save backbuffer content which gets lost when toggling fullscreen mode */
+ BlitBitmap(backbuffer, tmp_backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+
+#if 1
+ if (change_fullscreen_mode)
+#else
+ if (setup.fullscreen && video.fullscreen_enabled)
+#endif
+ {
+ /* keep fullscreen, but change fullscreen mode (screen resolution) */
+#if 1
+ /* (this is now set in sdl.c) */
+#else
+ video.fullscreen_mode_current = setup.fullscreen_mode;
+#endif
+ video.fullscreen_enabled = FALSE; /* force new fullscreen mode */
+ }
+
+ /* toggle fullscreen */
+ ChangeVideoModeIfNeeded(setup.fullscreen);
+
+ setup.fullscreen = video.fullscreen_enabled;
+
+ /* restore backbuffer content from temporary backbuffer backup bitmap */
+ BlitBitmap(tmp_backbuffer, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+
+ FreeBitmap(tmp_backbuffer);
+
+#if 1
+ /* update visible window/screen */
+ BlitBitmap(backbuffer, window, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+#else
+ redraw_mask = REDRAW_ALL;
+#endif
+ }
+}