/***********************************************************
* 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 */
drawto_field = fieldbuffer;
}
- else /* DRAW_DIRECT, DRAW_BACKBUFFER */
+ else /* DRAW_BACKBUFFER */
{
FX = SX;
FY = SY;
redraw_x1 = 0;
redraw_y1 = 0;
- drawto_field = (mode == DRAW_DIRECT ? window : backbuffer);
+ drawto_field = backbuffer;
}
}
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)
{
height = gfx.sysize + 2 * TILEY;
}
- if (force_redraw || setup.direct_draw)
+ if (force_redraw)
{
int xx, yy;
int x1 = (x - SX) / TILEX, y1 = (y - SY) / TILEY;
int x2 = (x - SX + width) / TILEX, y2 = (y - SY + height) / TILEY;
- if (setup.direct_draw)
- SetDrawtoField(DRAW_BACKBUFFER);
-
for (xx = BX1; xx <= BX2; xx++)
for (yy = BY1; yy <= BY2; yy++)
if (xx >= x1 && xx <= x2 && yy >= y1 && yy <= y2)
DrawScreenField(xx, yy);
DrawAllPlayers();
-
- if (setup.direct_draw)
- SetDrawtoField(DRAW_DIRECT);
}
if (setup.soft_scrolling)
}
}
+ 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 (global.border_status >= GAME_MODE_TITLE &&
+ global.border_status <= GAME_MODE_PLAYING &&
+ border.draw_masked[global.border_status])
+ DrawMaskedBorder_Rect(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE);
+}
+
+void DrawMaskedBorder_DOOR_1()
+{
+ if (border.draw_masked[GFX_SPECIAL_ARG_DOOR] &&
+ (global.border_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] &&
+ global.border_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)
+{
+ /* never draw masked screen borders on borderless screens */
+ if (effectiveGameStatus() == GAME_MODE_LOADING ||
+ effectiveGameStatus() == GAME_MODE_TITLE)
+ 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;
DrawBuffer *buffer = (drawto_field == window ? backbuffer : drawto_field);
- if (setup.direct_draw && game_status == GAME_MODE_PLAYING)
- redraw_mask &= ~REDRAW_MAIN;
-
if (redraw_mask & REDRAW_TILES && redraw_tiles > REDRAWTILES_THRESHOLD)
redraw_mask |= REDRAW_FIELD;
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
redraw_mask = REDRAW_NONE;
}
-void FadeToFront()
+static void FadeCrossSaveBackbuffer()
{
-#if 0
- long fading_delay = 300;
+ BlitBitmap(backbuffer, bitmap_db_cross, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+}
+
+static void FadeExt(int fade_mask, int fade_mode, int fade_type)
+{
+ static int fade_type_skip = FADE_TYPE_NONE;
+ void (*draw_border_function)(void) = NULL;
+ Bitmap *bitmap = (fade_mode & FADE_TYPE_TRANSFORM ? bitmap_db_cross : NULL);
+ int x, y, width, height;
+ int fade_delay, post_delay;
- if (setup.fading && (redraw_mask & REDRAW_FIELD))
+ if (fade_type == FADE_TYPE_FADE_OUT)
{
+ if (fade_type_skip != FADE_TYPE_NONE)
+ {
+#if 0
+ printf("::: skipping %d ... [%d] (X)\n", fade_mode, fade_type_skip);
#endif
-#if 0
- int x,y;
+ /* skip all fade operations until specified fade operation */
+ if (fade_type & fade_type_skip)
+ fade_type_skip = FADE_TYPE_NONE;
- ClearRectangle(window, REAL_SX,REAL_SY,FULL_SXSIZE,FULL_SYSIZE);
- FlushDisplay();
+ return;
+ }
- for (i = 0; i < 2 * FULL_SYSIZE; i++)
+ if (fading.fade_mode & FADE_TYPE_TRANSFORM)
{
- for (y = 0; y < FULL_SYSIZE; y++)
- {
- BlitBitmap(backbuffer, window,
- REAL_SX,REAL_SY+i, FULL_SXSIZE,1, REAL_SX,REAL_SY+i);
- }
- FlushDisplay();
- Delay(10);
+ FadeCrossSaveBackbuffer();
+
+ return;
}
+ }
+
+ redraw_mask |= fade_mask;
+
+ if (fade_type == FADE_TYPE_SKIP)
+ {
+#if 0
+ printf("::: will skip %d ... [%d]\n", fade_mode, fade_type_skip);
#endif
+ fade_type_skip = fade_mode;
+
+ return;
+ }
+
+ if (fade_type_skip != FADE_TYPE_NONE)
+ {
#if 0
- for (i = 1; i < FULL_SYSIZE; i+=2)
- BlitBitmap(backbuffer, window,
- REAL_SX,REAL_SY+i, FULL_SXSIZE,1, REAL_SX,REAL_SY+i);
- FlushDisplay();
- Delay(fading_delay);
+ printf("::: skipping %d ... [%d]\n", fade_mode, fade_type_skip);
+#endif
+
+ /* skip all fade operations until specified fade operation */
+ if (fade_type & fade_type_skip)
+ fade_type_skip = FADE_TYPE_NONE;
+
+ return;
+ }
+
+#if 1
+ if (global.autoplay_leveldir)
+ {
+ // fading.fade_mode = FADE_MODE_NONE;
+
+ return;
+ }
#endif
#if 0
- SetClipOrigin(clip_gc[PIX_FADEMASK], 0, 0);
- BlitBitmapMasked(backbuffer, window,
- REAL_SX,REAL_SY, FULL_SXSIZE,FULL_SYSIZE,
- REAL_SX,REAL_SY);
- FlushDisplay();
- Delay(fading_delay);
-
- SetClipOrigin(clip_gc[PIX_FADEMASK], -1, -1);
- BlitBitmapMasked(backbuffer, window,
- REAL_SX,REAL_SY, FULL_SXSIZE,FULL_SYSIZE,
- REAL_SX,REAL_SY);
- FlushDisplay();
- Delay(fading_delay);
-
- SetClipOrigin(clip_gc[PIX_FADEMASK], 0, -1);
- BlitBitmapMasked(backbuffer, window,
- REAL_SX,REAL_SY, FULL_SXSIZE,FULL_SYSIZE,
- REAL_SX,REAL_SY);
- FlushDisplay();
- Delay(fading_delay);
-
- SetClipOrigin(clip_gc[PIX_FADEMASK], -1, 0);
- BlitBitmapMasked(backbuffer, window,
- REAL_SX,REAL_SY, FULL_SXSIZE,FULL_SYSIZE,
- REAL_SX,REAL_SY);
- FlushDisplay();
- Delay(fading_delay);
+ if (fading.fade_mode == FADE_MODE_NONE)
+ {
+ BackToFront();
- redraw_mask &= ~REDRAW_MAIN;
+ return;
}
#endif
- BackToFront();
-}
+ /* !!! what abount fade_mask == REDRAW_FIELD | REDRAW_ALL ??? !!! */
-#define FADE_MODE_FADE_IN 0
-#define FADE_MODE_FADE_OUT 1
-#define FADE_MODE_CROSSFADE 2
+#if 0
+ printf("::: NOW FADING %d ... [%d]\n", fade_mode, fade_type);
+#endif
-static void FadeExt(Bitmap *bitmap_cross, int fade_ms, int fade_mode)
-{
- static boolean initialization_needed = TRUE;
- static SDL_Surface *surface_screen_copy = NULL;
- static SDL_Surface *surface_black = NULL;
- SDL_Surface *surface_screen = backbuffer->surface;
- SDL_Surface *surface_cross; /* initialized later */
- boolean fade_reverse; /* initialized later */
- unsigned int time_last, time_current;
- float alpha;
- int alpha_final;
+#if 0
+ if (fade_mask == REDRAW_NONE)
+ fade_mask = REDRAW_FIELD;
+#endif
- if (initialization_needed)
+ // if (fade_mask & REDRAW_FIELD)
+ if (fade_mask == REDRAW_FIELD)
{
- unsigned int flags = SDL_SRCALPHA;
+ x = REAL_SX;
+ y = REAL_SY;
+ width = FULL_SXSIZE;
+ height = FULL_SYSIZE;
+
+ fade_delay = fading.fade_delay;
+ post_delay = (fade_mode == FADE_MODE_FADE_OUT ? fading.post_delay : 0);
- /* use same surface type as screen surface */
- if ((surface_screen->flags & SDL_HWSURFACE))
- flags |= SDL_HWSURFACE;
+ if (border.draw_masked_when_fading)
+ draw_border_function = DrawMaskedBorder_FIELD; /* update when fading */
else
- flags |= SDL_SWSURFACE;
-
- /* create surface for temporary 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());
-
- /* 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());
-
- /* completely fill the surface with black color pixels */
- SDL_FillRect(surface_black, NULL,
- SDL_MapRGB(surface_screen->format, 0, 0, 0));
-
- initialization_needed = FALSE;
+ DrawMaskedBorder_FIELD(); /* draw once */
}
+ else /* REDRAW_ALL */
+ {
+ x = 0;
+ y = 0;
+ width = WIN_XSIZE;
+ height = WIN_YSIZE;
- /* copy the current screen backbuffer to the temporary screen copy buffer */
- SDL_BlitSurface(surface_screen, NULL, surface_screen_copy, NULL);
-
- 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();
+ fade_delay = fading.fade_delay;
+ post_delay = (fade_mode == FADE_MODE_FADE_OUT ? fading.post_delay : 0);
+ }
- for (alpha = 0.0; alpha < 255.0;)
+#if 1
+ if (!setup.fade_screens ||
+ fade_delay == 0 ||
+ fading.fade_mode == FADE_MODE_NONE)
+#else
+ if (!setup.fade_screens || fade_delay == 0)
+#endif
{
- 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);
+ if (fade_mode == FADE_MODE_FADE_OUT)
+ return;
- /* draw existing image to screen buffer */
- SDL_BlitSurface(surface_screen_copy, NULL, surface_screen, NULL);
+#if 0
+ if (fade_mode == FADE_MODE_FADE_OUT &&
+ fading.fade_mode != FADE_MODE_NONE)
+ ClearRectangle(backbuffer, x, y, width, height);
+#endif
- /* 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);
+#if 1
+ BlitBitmap(backbuffer, window, x, y, width, height, x, y);
+ redraw_mask = REDRAW_NONE;
+#else
+ BackToFront();
+#endif
- /* draw screen buffer to visible display */
- SDL_Flip(surface_screen);
+ return;
}
- redraw_mask = REDRAW_NONE;
+ 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();
+ if (fading.fade_mode & FADE_TYPE_TRANSFORM)
+ FadeExt(fade_mask, fading.fade_mode, FADE_TYPE_FADE_IN);
+ else
+ FadeExt(fade_mask, FADE_MODE_FADE_IN, FADE_TYPE_FADE_IN);
+}
+
+void FadeOut(int fade_mask)
+{
+ if (fading.fade_mode & FADE_TYPE_TRANSFORM)
+ FadeExt(fade_mask, fading.fade_mode, FADE_TYPE_FADE_OUT);
+ else
+ FadeExt(fade_mask, FADE_MODE_FADE_OUT, FADE_TYPE_FADE_OUT);
+
+ global.border_status = game_status;
+}
+
+static void FadeSetLeaveNext(struct TitleFadingInfo fading_leave, boolean set)
+{
+ static struct TitleFadingInfo fading_leave_stored;
+
+ if (set)
+ fading_leave_stored = fading_leave;
+ else
+ fading = fading_leave_stored;
+}
+
+void FadeSetEnterMenu()
+{
+ fading = menu.enter_menu;
+
+#if 0
+ printf("::: storing enter_menu\n");
#endif
+
+ FadeSetLeaveNext(fading, TRUE); /* (keep same fade mode) */
}
-void FadeOut(int fade_ms)
+void FadeSetLeaveMenu()
{
-#ifdef TARGET_SDL
- FadeExt(NULL, fade_ms, FADE_MODE_FADE_OUT);
-#else
- BackToFront();
+ fading = menu.leave_menu;
+
+#if 0
+ printf("::: storing leave_menu\n");
#endif
+
+ FadeSetLeaveNext(fading, TRUE); /* (keep same fade mode) */
}
-void FadeCross(Bitmap *bitmap, int fade_ms)
+void FadeSetEnterScreen()
{
-#ifdef TARGET_SDL
- FadeExt(bitmap, fade_ms, FADE_MODE_CROSSFADE);
-#else
- BackToFront();
+ fading = menu.enter_screen[game_status];
+
+#if 0
+ printf("::: storing leave_screen[%d]\n", game_status);
+#endif
+
+ FadeSetLeaveNext(menu.leave_screen[game_status], TRUE); /* store */
+}
+
+void FadeSetNextScreen()
+{
+ fading = menu.next_screen;
+
+#if 0
+ printf("::: storing next_screen\n");
+#endif
+
+ // (do not overwrite fade mode set by FadeSetEnterScreen)
+ // FadeSetLeaveNext(fading, TRUE); /* (keep same fade mode) */
+}
+
+void FadeSetLeaveScreen()
+{
+#if 0
+ printf("::: recalling last stored value\n");
#endif
+
+ FadeSetLeaveNext(menu.leave_screen[game_status], FALSE); /* recall */
+}
+
+void FadeSetFromType(int type)
+{
+ if (type & TYPE_ENTER_SCREEN)
+ FadeSetEnterScreen();
+ else if (type & TYPE_ENTER)
+ FadeSetEnterMenu();
+ else if (type & TYPE_LEAVE)
+ FadeSetLeaveMenu();
+}
+
+void FadeSetDisabled()
+{
+ static struct TitleFadingInfo fading_none = { FADE_MODE_NONE, -1, -1, -1 };
+
+ fading = fading_none;
+}
+
+void FadeSkipNextFadeIn()
+{
+ FadeExt(0, FADE_MODE_SKIP_FADE_IN, FADE_TYPE_SKIP);
+}
+
+void FadeSkipNextFadeOut()
+{
+ FadeExt(0, FADE_MODE_SKIP_FADE_OUT, FADE_TYPE_SKIP);
+}
+
+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()
+{
+ 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)
{
- ClearRectangleOnBackground(backbuffer, dst_x, dst_y, width, 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 ClearWindow()
+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 ClearField()
{
+ /* !!! "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);
}
else
SetDrawtoField(DRAW_BACKBUFFER);
-
- if (setup.direct_draw && game_status == GAME_MODE_PLAYING)
- {
- ClearRectangle(window, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE);
- SetDrawtoField(DRAW_DIRECT);
- }
}
void MarkTileDirty(int x, int y)
}
}
+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,
sync_frame);
}
+void getSizedGraphicSource(int graphic, int frame, int tilesize_raw,
+ Bitmap **bitmap, int *x, int *y)
+{
+ struct
+ {
+ int width_mult, width_div;
+ int height_mult, height_div;
+ }
+ offset_calc[6] =
+ {
+ { 15, 16, 2, 3 }, /* 1 x 1 */
+ { 7, 8, 2, 3 }, /* 2 x 2 */
+ { 3, 4, 2, 3 }, /* 4 x 4 */
+ { 1, 2, 2, 3 }, /* 8 x 8 */
+ { 0, 1, 2, 3 }, /* 16 x 16 */
+ { 0, 1, 0, 1 }, /* 32 x 32 */
+ };
+ struct GraphicInfo *g = &graphic_info[graphic];
+ Bitmap *src_bitmap = g->bitmap;
+ int tilesize = MIN(MAX(1, tilesize_raw), TILESIZE);
+ int offset_calc_pos = log_2(tilesize);
+ 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 startx = src_bitmap->width * width_mult / width_div;
+ int starty = src_bitmap->height * height_mult / height_div;
+ int src_x = g->src_x * tilesize / TILESIZE;
+ int src_y = g->src_y * tilesize / TILESIZE;
+ int width = g->width * tilesize / TILESIZE;
+ int height = g->height * tilesize / TILESIZE;
+ int offset_x = g->offset_x * tilesize / TILESIZE;
+ int offset_y = g->offset_y * tilesize / TILESIZE;
+
+ if (g->offset_y == 0) /* frames are ordered horizontally */
+ {
+ int max_width = g->anim_frames_per_line * width;
+ int pos = (src_y / height) * max_width + src_x + frame * offset_x;
+
+ src_x = pos % max_width;
+ src_y = src_y % height + pos / max_width * height;
+ }
+ else if (g->offset_x == 0) /* frames are ordered vertically */
+ {
+ int max_height = g->anim_frames_per_line * height;
+ int pos = (src_x / width) * max_height + src_y + frame * offset_y;
+
+ src_x = src_x % width + pos / max_height * width;
+ src_y = pos % max_height;
+ }
+ else /* frames are ordered diagonally */
+ {
+ src_x = src_x + frame * offset_x;
+ src_y = src_y + frame * offset_y;
+ }
+
+ *bitmap = src_bitmap;
+ *x = startx + src_x;
+ *y = starty + src_y;
+}
+
+void getMiniGraphicSource(int graphic, Bitmap **bitmap, int *x, int *y)
+{
+#if 1
+ getSizedGraphicSource(graphic, 0, MINI_TILESIZE, bitmap, x, y);
+#else
+ struct GraphicInfo *g = &graphic_info[graphic];
+ int mini_startx = 0;
+ int mini_starty = g->bitmap->height * 2 / 3;
+
+ *bitmap = g->bitmap;
+ *x = mini_startx + g->src_x / 2;
+ *y = mini_starty + g->src_y / 2;
+#endif
+}
+
inline void getGraphicSourceExt(int graphic, int frame, Bitmap **bitmap,
int *x, int *y, boolean get_backside)
{
BlitBitmapMasked(src_bitmap, d, src_x, src_y, TILEX, TILEY, dst_x, dst_y);
}
-void DrawMiniGraphic(int x, int y, int graphic)
+void DrawSizedGraphic(int x, int y, int graphic, int frame, int tilesize)
{
- DrawMiniGraphicExt(drawto, SX + x * MINI_TILEX,SY + y * MINI_TILEY, graphic);
- MarkTileDirty(x / 2, y / 2);
+ DrawSizedGraphicExt(drawto, SX + x * tilesize, SY + y * tilesize, graphic,
+ frame, tilesize);
+ MarkTileDirty(x / tilesize, y / tilesize);
}
-void getMiniGraphicSource(int graphic, Bitmap **bitmap, int *x, int *y)
+void DrawSizedGraphicExt(DrawBuffer *d, int x, int y, int graphic, int frame,
+ int tilesize)
{
- struct GraphicInfo *g = &graphic_info[graphic];
- int mini_startx = 0;
- int mini_starty = g->bitmap->height * 2 / 3;
+ Bitmap *src_bitmap;
+ int src_x, src_y;
- *bitmap = g->bitmap;
- *x = mini_startx + g->src_x / 2;
- *y = mini_starty + g->src_y / 2;
+ getSizedGraphicSource(graphic, frame, tilesize, &src_bitmap, &src_x, &src_y);
+ BlitBitmap(src_bitmap, d, src_x, src_y, tilesize, tilesize, x, y);
+}
+
+void DrawMiniGraphic(int x, int y, int graphic)
+{
+ DrawMiniGraphicExt(drawto, SX + x * MINI_TILEX,SY + y * MINI_TILEY, graphic);
+ MarkTileDirty(x / 2, y / 2);
}
void DrawMiniGraphicExt(DrawBuffer *d, int x, int y, int graphic)
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)
-{
- 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;
-
- *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);
+ getSizedGraphicSource(graphic, 0, tilesize, &src_bitmap, &src_x, &src_y);
+ BlitBitmap(src_bitmap, drawto, src_x, src_y, tilesize, tilesize, dst_x,dst_y);
}
void DrawLevel()
int x,y;
SetDrawBackgroundMask(REDRAW_NONE);
- ClearWindow();
+ ClearField();
for (x = BX1; x <= BX2; x++)
for (y = BY1; y <= BY2; y++)
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 + ALIGNED_YPOS(preview.y, preview_height, preview.valign);
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->size != -1)
+ max_len_label_text = pos->size;
+#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->size != -1)
+ max_len_label_text = pos->size;
+#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);
if (!IN_SCR_FIELD(sx, sy))
return;
- if (setup.direct_draw)
- SetDrawtoField(DRAW_BUFFERED);
-
/* ----------------------------------------------------------------------- */
/* draw things behind the player, if needed */
/* ----------------------------------------------------------------------- */
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])
DrawLevelFieldThruMask(jx, jy);
}
- if (setup.direct_draw)
- {
- int dst_x = SX + SCREENX(MIN(jx, last_jx)) * TILEX;
- int dst_y = SY + SCREENY(MIN(jy, last_jy)) * TILEY;
- int x_size = TILEX * (1 + ABS(jx - last_jx));
- int y_size = TILEY * (1 + ABS(jy - last_jy));
-
- BlitBitmap(drawto_field, window,
- dst_x, dst_y, x_size, y_size, dst_x, dst_y);
- SetDrawtoField(DRAW_DIRECT);
- }
-
MarkTileDirty(sx, sy);
}
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_space:
+ if (req_state & REQ_CONFIRM)
+ result = 1;
+ break;
+
case KSYM_Return:
result = 1;
break;
default:
break;
}
+
if (req_state & REQ_PLAYER)
result = 0;
break;
result = 0;
}
+#if 1
+
+ if (game_status == GAME_MODE_PLAYING && local_player->LevelSolved_GameEnd)
+ {
+ HandleGameActions();
+ }
+ else
+ {
+ DoAnimation();
+
+ if (!PendingEvent()) /* delay only if no pending events */
+ Delay(10);
+ }
+
+ BackToFront();
+
+#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);
if (setup.quick_doors)
{
- stepsize = 20; /* must be choosen to always draw last frame */
+ stepsize = 20; /* must be chosen to always draw last frame */
door_delay_value = 0;
}
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,
Xsand_stonein_4, FALSE, TRUE,
EL_ROCK, ACTION_FILLING, -1
},
+#if 1
+ {
+ Xsand_stonesand_1, FALSE, FALSE,
+ EL_QUICKSAND_EMPTYING, -1, -1
+ },
+ {
+ Xsand_stonesand_2, FALSE, FALSE,
+ EL_QUICKSAND_EMPTYING, -1, -1
+ },
+ {
+ Xsand_stonesand_3, FALSE, FALSE,
+ EL_QUICKSAND_EMPTYING, -1, -1
+ },
+ {
+ Xsand_stonesand_4, FALSE, FALSE,
+ EL_QUICKSAND_EMPTYING, -1, -1
+ },
+#else
{
Xsand_stonesand_1, FALSE, FALSE,
EL_QUICKSAND_FULL, -1, -1
Xsand_stonesand_4, FALSE, FALSE,
EL_QUICKSAND_FULL, -1, -1
},
+#endif
{
Xsand_stoneout_1, FALSE, FALSE,
EL_ROCK, ACTION_EMPTYING, -1
Xsand_stoneout_2, FALSE, FALSE,
EL_ROCK, ACTION_EMPTYING, -1
},
+#if 1
+ {
+ Xsand_sandstone_1, FALSE, FALSE,
+ EL_QUICKSAND_FILLING, -1, -1
+ },
+ {
+ Xsand_sandstone_2, FALSE, FALSE,
+ EL_QUICKSAND_FILLING, -1, -1
+ },
+ {
+ Xsand_sandstone_3, FALSE, FALSE,
+ EL_QUICKSAND_FILLING, -1, -1
+ },
+ {
+ Xsand_sandstone_4, FALSE, FALSE,
+ EL_QUICKSAND_FILLING, -1, -1
+ },
+#else
{
Xsand_sandstone_1, FALSE, FALSE,
EL_QUICKSAND_FULL, -1, -1
Xsand_sandstone_4, FALSE, FALSE,
EL_QUICKSAND_FULL, -1, -1
},
+#endif
{
Xplant, TRUE, FALSE,
EL_EMC_PLANT, -1, -1
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;
{
element = GFX_ELEMENT(element);
- return element_info[element].special_graphic[GFX_SPECIAL_ARG_EDITOR];
+ return element_info[element].special_graphic[GFX_SPECIAL_ARG_EDITOR];
+}
+
+int el2preimg(int element)
+{
+ element = GFX_ELEMENT(element);
+
+ return element_info[element].special_graphic[GFX_SPECIAL_ARG_PREVIEW];
+}
+
+int el2panelimg(int element)
+{
+ element = GFX_ELEMENT(element);
+
+ return element_info[element].special_graphic[GFX_SPECIAL_ARG_PANEL];
+}
+
+int font2baseimg(int font_nr)
+{
+ return font_info[font_nr].special_graphic[GFX_SPECIAL_ARG_DEFAULT];
+}
+
+int getBeltNrFromBeltElement(int element)
+{
+ return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
+ element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
+ element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
+}
+
+int getBeltNrFromBeltActiveElement(int element)
+{
+ 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
+ };
+
+ int belt_nr = getBeltNrFromBeltElement(element);
+ int belt_dir_nr = element - belt_base_element[belt_nr];
+
+ return (belt_dir_nr % 3);
+}
+
+int getBeltDirNrFromBeltSwitchElement(int element)
+{
+ 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);
}
-int el2preimg(int element)
+int getBeltDirFromBeltElement(int element)
{
- element = GFX_ELEMENT(element);
+ static int belt_move_dir[3] =
+ {
+ MV_LEFT,
+ MV_NONE,
+ MV_RIGHT
+ };
- return element_info[element].special_graphic[GFX_SPECIAL_ARG_PREVIEW];
+ int belt_dir_nr = getBeltDirNrFromBeltElement(element);
+
+ return belt_move_dir[belt_dir_nr];
}
-int font2baseimg(int font_nr)
+int getBeltDirFromBeltSwitchElement(int element)
{
- return font_info[font_nr].special_graphic[GFX_SPECIAL_ARG_DEFAULT];
+ 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];
}
-#if 0
-void setCenteredPlayerNr_EM(int centered_player_nr)
+int getBeltElementFromBeltNrAndBeltDirNr(int belt_nr, int belt_dir_nr)
{
- game.centered_player_nr = game.centered_player_nr_next = centered_player_nr;
+ 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
+ };
+
+ return belt_base_element[belt_nr] + belt_dir_nr;
}
-int getCenteredPlayerNr_EM()
+int getBeltElementFromBeltNrAndBeltDir(int belt_nr, int belt_dir)
{
-#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
-
- if (game.centered_player_nr != game.centered_player_nr_next)
- game.centered_player_nr = game.centered_player_nr_next;
+ int belt_dir_nr = (belt_dir == MV_LEFT ? 0 : belt_dir == MV_RIGHT ? 2 : 1);
- return game.centered_player_nr;
+ return getBeltElementFromBeltNrAndBeltDirNr(belt_nr, belt_dir_nr);
}
-void setSetCenteredPlayer_EM(boolean set_centered_player)
+int getBeltSwitchElementFromBeltNrAndBeltDirNr(int belt_nr, int belt_dir_nr)
{
- 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
+ };
+
+ return belt_base_element[belt_nr] + belt_dir_nr;
}
-boolean getSetCenteredPlayer_EM()
+int getBeltSwitchElementFromBeltNrAndBeltDir(int belt_nr, int belt_dir)
{
- return game.set_centered_player;
+ int belt_dir_nr = (belt_dir == MV_LEFT ? 0 : belt_dir == MV_RIGHT ? 2 : 1);
+
+ return getBeltSwitchElementFromBeltNrAndBeltDirNr(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 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
+
+inline static int get_effective_element_EM(int tile, int frame_em)
+{
+ int element = object_mapping[tile].element_rnd;
+ int action = object_mapping[tile].action;
+ boolean is_backside = object_mapping[tile].is_backside;
+ boolean action_removing = (action == ACTION_DIGGING ||
+ action == ACTION_SNAPPING ||
+ action == ACTION_COLLECTING);
+
+ if (frame_em < 7)
+ {
+ switch (tile)
+ {
+ case Yacid_splash_eB:
+ case Yacid_splash_wB:
+ return (frame_em > 5 ? EL_EMPTY : element);
+
+ default:
+ return element;
+ }
+ }
+ else /* frame_em == 7 */
+ {
+ switch (tile)
+ {
+ case Yacid_splash_eB:
+ case Yacid_splash_wB:
+ return EL_EMPTY;
+
+ case Yemerald_stone:
+ return EL_EMERALD;
+
+ case Ydiamond_stone:
+ return EL_ROCK;
+
+ case Xdrip_stretch:
+ case Xdrip_stretchB:
+ case Ydrip_s1:
+ case Ydrip_s1B:
+ case Xball_1B:
+ case Xball_2:
+ case Xball_2B:
+ case Yball_eat:
+ case Ykey_1_eat:
+ case Ykey_2_eat:
+ case Ykey_3_eat:
+ case Ykey_4_eat:
+ case Ykey_5_eat:
+ case Ykey_6_eat:
+ case Ykey_7_eat:
+ case Ykey_8_eat:
+ case Ylenses_eat:
+ case Ymagnify_eat:
+ case Ygrass_eat:
+ case Ydirt_eat:
+ case Xsand_stonein_1:
+ case Xsand_stonein_2:
+ case Xsand_stonein_3:
+ case Xsand_stonein_4:
+ return element;
+
+ default:
+ return (is_backside || action_removing ? EL_EMPTY : element);
+ }
+ }
+}
+
+inline static boolean check_linear_animation_EM(int tile)
+{
+ switch (tile)
+ {
+ case Xsand_stonesand_1:
+ case Xsand_sandstone_1:
+ case Xboom_1:
+ case Xdynamite_1:
+ case Ybug_w_n:
+ case Ybug_n_e:
+ case Ybug_e_s:
+ case Ybug_s_w:
+ case Ybug_e_n:
+ case Ybug_s_e:
+ case Ybug_w_s:
+ case Ybug_n_w:
+ case Ytank_w_n:
+ case Ytank_n_e:
+ case Ytank_e_s:
+ case Ytank_s_w:
+ case Ytank_e_n:
+ case Ytank_s_e:
+ case Ytank_w_s:
+ case Ytank_n_w:
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+inline static void set_crumbled_graphics_EM(struct GraphicInfo_EM *g_em,
+ boolean has_crumbled_graphics,
+ int crumbled, int sync_frame)
+{
+ /* if element can be crumbled, but certain action graphics are just empty
+ space (like instantly snapping sand to empty space in 1 frame), do not
+ treat these empty space graphics as crumbled graphics in EMC engine */
+ if (crumbled == IMG_EMPTY_SPACE)
+ has_crumbled_graphics = FALSE;
+
+ if (has_crumbled_graphics)
+ {
+ struct GraphicInfo *g_crumbled = &graphic_info[crumbled];
+ int frame_crumbled = getAnimationFrame(g_crumbled->anim_frames,
+ g_crumbled->anim_delay,
+ g_crumbled->anim_mode,
+ g_crumbled->anim_start_frame,
+ sync_frame);
+
+ getGraphicSource(crumbled, frame_crumbled, &g_em->crumbled_bitmap,
+ &g_em->crumbled_src_x, &g_em->crumbled_src_y);
+
+ g_em->crumbled_border_size = graphic_info[crumbled].border_size;
+
+ g_em->has_crumbled_graphics = TRUE;
+ }
+ else
+ {
+ g_em->crumbled_bitmap = NULL;
+ g_em->crumbled_src_x = 0;
+ g_em->crumbled_src_y = 0;
+ g_em->crumbled_border_size = 0;
+
+ g_em->has_crumbled_graphics = FALSE;
+ }
+}
+
+void ResetGfxAnimation_EM(int x, int y, int tile)
+{
+ GfxFrame[x][y] = 0;
+}
+
+void SetGfxAnimation_EM(struct GraphicInfo_EM *g_em,
+ int tile, int frame_em, int x, int y)
+{
+ int action = object_mapping[tile].action;
+#if 1
+ int direction = object_mapping[tile].direction;
+ int effective_element = get_effective_element_EM(tile, frame_em);
+ 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;
+#endif
+ boolean action_removing = (action == ACTION_DIGGING ||
+ action == ACTION_SNAPPING ||
+ action == ACTION_COLLECTING);
+ boolean action_moving = (action == ACTION_FALLING ||
+ action == ACTION_MOVING ||
+ action == ACTION_PUSHING ||
+ action == ACTION_EATING ||
+ action == ACTION_FILLING ||
+ action == ACTION_EMPTYING);
+ boolean action_falling = (action == ACTION_FALLING ||
+ action == ACTION_FILLING ||
+ action == ACTION_EMPTYING);
+
+ if (action_removing || check_linear_animation_EM(tile))
+ {
+ GfxFrame[x][y] = frame_em;
+ }
+ else if (action_moving)
+ {
+ boolean is_backside = object_mapping[tile].is_backside;
+
+ if (is_backside)
+ {
+ int direction = object_mapping[tile].direction;
+ int move_dir = (action_falling ? MV_DOWN : direction);
+
+ GfxFrame[x][y]++;
+
+ if (move_dir == MV_LEFT)
+ GfxFrame[x - 1][y] = GfxFrame[x][y];
+ else if (move_dir == MV_RIGHT)
+ GfxFrame[x + 1][y] = GfxFrame[x][y];
+ else if (move_dir == MV_UP)
+ GfxFrame[x][y - 1] = GfxFrame[x][y];
+ else if (move_dir == MV_DOWN)
+ GfxFrame[x][y + 1] = GfxFrame[x][y];
+ }
+ }
+ else
+ {
+ GfxFrame[x][y]++;
+ }
+
+#if 1
+ if (graphic_info[graphic].anim_global_sync)
+ sync_frame = FrameCounter;
+ else if (IN_FIELD(x, y, MAX_LEV_FIELDX, MAX_LEV_FIELDY))
+ sync_frame = GfxFrame[x][y];
+ else
+ sync_frame = 0; /* playfield border (pseudo steel) */
+
+ SetRandomAnimationValue(x, y);
+
+ int frame = getAnimationFrame(g->anim_frames,
+ g->anim_delay,
+ g->anim_mode,
+ g->anim_start_frame,
+ sync_frame);
+
+ g_em->unique_identifier =
+ (graphic << 16) | ((frame % 8) << 12) | (g_em->width << 6) | g_em->height;
+#endif
+}
+
+void getGraphicSourceObjectExt_EM(struct GraphicInfo_EM *g_em,
+ int tile, int frame_em, int x, int y)
+{
+ int action = object_mapping[tile].action;
+ int direction = object_mapping[tile].direction;
+ int effective_element = get_effective_element_EM(tile, frame_em);
+ int graphic = (direction == MV_NONE ?
+ el_act2img(effective_element, action) :
+ el_act_dir2img(effective_element, action, direction));
+ int crumbled = (direction == MV_NONE ?
+ el_act2crm(effective_element, action) :
+ el_act_dir2crm(effective_element, action, direction));
+ int base_graphic = el_act2img(effective_element, ACTION_DEFAULT);
+ int base_crumbled = el_act2crm(effective_element, ACTION_DEFAULT);
+ boolean has_crumbled_graphics = (base_crumbled != base_graphic);
+ struct GraphicInfo *g = &graphic_info[graphic];
+#if 0
+ struct GraphicInfo *g_crumbled = &graphic_info[crumbled];
+#endif
+ int sync_frame;
+
+#if 0
+ if (frame_em == 0) /* reset animation frame for certain elements */
+ {
+ if (check_linear_animation_EM(tile))
+ GfxFrame[x][y] = 0;
+ }
+#endif
+
+ if (graphic_info[graphic].anim_global_sync)
+ sync_frame = FrameCounter;
+ else if (IN_FIELD(x, y, MAX_LEV_FIELDX, MAX_LEV_FIELDY))
+ sync_frame = GfxFrame[x][y];
else
- return InitEngineRND(seed);
+ sync_frame = 0; /* playfield border (pseudo steel) */
+
+ SetRandomAnimationValue(x, y);
+
+ int frame = getAnimationFrame(g->anim_frames,
+ g->anim_delay,
+ g->anim_mode,
+ g->anim_start_frame,
+ sync_frame);
+
+ getGraphicSourceExt(graphic, frame, &g_em->bitmap,
+ &g_em->src_x, &g_em->src_y, FALSE);
+
+ /* (updating the "crumbled" graphic definitions is probably not really needed,
+ as animations for crumbled graphics can't be longer than one EMC cycle) */
+#if 1
+ set_crumbled_graphics_EM(g_em, has_crumbled_graphics, crumbled,
+ sync_frame);
+
+#else
+
+ g_em->crumbled_bitmap = NULL;
+ g_em->crumbled_src_x = 0;
+ g_em->crumbled_src_y = 0;
+
+ g_em->has_crumbled_graphics = FALSE;
+
+ if (has_crumbled_graphics && crumbled != IMG_EMPTY_SPACE)
+ {
+ int frame_crumbled = getAnimationFrame(g_crumbled->anim_frames,
+ g_crumbled->anim_delay,
+ g_crumbled->anim_mode,
+ g_crumbled->anim_start_frame,
+ sync_frame);
+
+ getGraphicSource(crumbled, frame_crumbled, &g_em->crumbled_bitmap,
+ &g_em->crumbled_src_x, &g_em->crumbled_src_y);
+
+ g_em->has_crumbled_graphics = TRUE;
+ }
+#endif
+}
+
+void getGraphicSourcePlayerExt_EM(struct GraphicInfo_EM *g_em,
+ int player_nr, int anim, int frame_em)
+{
+ 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 = frame_em;
+
+ sync_frame = stored_player[player_nr].Frame;
+
+ int frame = getAnimationFrame(g->anim_frames,
+ g->anim_delay,
+ g->anim_mode,
+ g->anim_start_frame,
+ sync_frame);
+
+ getGraphicSourceExt(graphic, frame, &g_em->bitmap,
+ &g_em->src_x, &g_em->src_y, FALSE);
+
+#if 0
+ printf("::: %d: %d, %d [%d]\n",
+ player_nr,
+ stored_player[player_nr].Frame,
+ stored_player[player_nr].StepFrame,
+ FrameCounter);
+#endif
}
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
int action = object_mapping[i].action;
int direction = object_mapping[i].direction;
boolean is_backside = object_mapping[i].is_backside;
+#if 0
boolean action_removing = (action == ACTION_DIGGING ||
action == ACTION_SNAPPING ||
action == ACTION_COLLECTING);
+#endif
boolean action_exploding = ((action == ACTION_EXPLODING ||
action == ACTION_SMASHED_BY_ROCK ||
action == ACTION_SMASHED_BY_SPRING) &&
for (j = 0; j < 8; j++)
{
+#if 1
+ int effective_element = get_effective_element_EM(i, j);
+#else
int effective_element = (j > 5 && i == Yacid_splash_eB ? EL_EMPTY :
j > 5 && i == Yacid_splash_wB ? EL_EMPTY :
j < 7 ? element :
is_backside ? EL_EMPTY :
action_removing ? EL_EMPTY :
element);
+#endif
int effective_action = (j < 7 ? action :
i == Xdrip_stretch ? action :
i == Xdrip_stretchB ? action :
boolean has_action_graphics = (graphic != base_graphic);
boolean has_crumbled_graphics = (base_crumbled != base_graphic);
struct GraphicInfo *g = &graphic_info[graphic];
+#if 0
+ struct GraphicInfo *g_crumbled = &graphic_info[crumbled];
+#endif
struct GraphicInfo_EM *g_em = &graphic_info_em_object[i][7 - j];
Bitmap *src_bitmap;
int src_x, src_y;
g_em->width = TILEX;
g_em->height = TILEY;
+ g_em->preserve_background = FALSE;
+
+#if 1
+ set_crumbled_graphics_EM(g_em, has_crumbled_graphics, crumbled,
+ sync_frame);
+
+#else
+
g_em->crumbled_bitmap = NULL;
g_em->crumbled_src_x = 0;
g_em->crumbled_src_y = 0;
g_em->crumbled_border_size = 0;
g_em->has_crumbled_graphics = FALSE;
- g_em->preserve_background = FALSE;
#if 0
if (has_crumbled_graphics && crumbled == IMG_EMPTY_SPACE)
#endif
/* if element can be crumbled, but certain action graphics are just empty
- space (like snapping sand with the original R'n'D graphics), do not
+ space (like instantly snapping sand to empty space in 1 frame), do not
treat these empty space graphics as crumbled graphics in EMC engine */
if (has_crumbled_graphics && crumbled != IMG_EMPTY_SPACE)
{
- getGraphicSource(crumbled, frame, &src_bitmap, &src_x, &src_y);
+ int frame_crumbled = getAnimationFrame(g_crumbled->anim_frames,
+ g_crumbled->anim_delay,
+ g_crumbled->anim_mode,
+ g_crumbled->anim_start_frame,
+ sync_frame);
+
+ getGraphicSource(crumbled, frame_crumbled, &src_bitmap, &src_x, &src_y);
g_em->has_crumbled_graphics = TRUE;
g_em->crumbled_bitmap = src_bitmap;
g_em->crumbled_src_x = src_x;
g_em->crumbled_src_y = src_y;
g_em->crumbled_border_size = graphic_info[crumbled].border_size;
+
+
+#if 0
+ if (g_em == &graphic_info_em_object[207][0])
+ printf("... %d, %d [%d, %d, %d, %d] [%d, %d, %d, %d, %d, %d => %d]\n",
+ graphic_info_em_object[207][0].crumbled_src_x,
+ graphic_info_em_object[207][0].crumbled_src_y,
+
+ crumbled, frame, src_x, src_y,
+
+ g->anim_frames,
+ g->anim_delay,
+ g->anim_mode,
+ g->anim_start_frame,
+ sync_frame,
+ gfx.anim_random_frame,
+ frame);
+#endif
+
+#if 0
+ printf("::: EMC tile %d is crumbled\n", i);
+#endif
}
+#endif
#if 0
if (element == EL_ROCK &&
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 PlayMenuSoundExt(int sound)
+{
+ 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 PlayMenuSound()
+{
+ PlayMenuSoundExt(menu.sound[game_status]);
+}
+
+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 PlayMenuSoundIfLoopExt(int sound)
+{
+ 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 PlayMenuSoundIfLoop()
+{
+ PlayMenuSoundIfLoopExt(menu.sound[game_status]);
+}
+
+void PlayMenuMusicExt(int music)
+{
+ if (music == MUS_UNDEFINED)
+ return;
+
+ if (!setup.sound_music)
+ return;
+
+ PlayMusic(music);
+}
+
+void PlayMenuMusic()
+{
+ PlayMenuMusicExt(menu.music[game_status]);
+}
+
+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
+ }
+}