return s;
}
-void DumpTile(int x, int y)
+int correctLevelPosX_EM(int lx)
{
- int sx = SCREENX(x);
- int sy = SCREENY(y);
+ lx -= 1;
+ lx -= (BorderElement != EL_EMPTY ? 1 : 0);
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ return lx;
+}
+
+int correctLevelPosY_EM(int ly)
+{
+ ly -= 1;
+ ly -= (BorderElement != EL_EMPTY ? 1 : 0);
+
+ return ly;
+}
+
+static int getFieldbufferOffsetX_RND()
+{
+ int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
+ int dx = (ScreenMovDir & (MV_LEFT | MV_RIGHT) ? ScreenGfxPos : 0);
+ int dx_var = dx * TILESIZE_VAR / TILESIZE;
+ int fx = FX;
+
+ if (EVEN(SCR_FIELDX))
{
- x--;
- y--;
+ int ffx = (scroll_x - SBX_Left) * TILEX_VAR + dx_var;
+
+ if (ffx < SBX_Right * TILEX_VAR + TILEX_VAR / 2 + TILEX_VAR)
+ fx += dx_var - MIN(ffx, TILEX_VAR / 2) + TILEX_VAR;
+ else
+ fx += (dx_var > 0 ? TILEX_VAR : 0);
+ }
+ else
+ {
+ fx += dx_var;
+ }
+
+ if (full_lev_fieldx <= SCR_FIELDX)
+ {
+ if (EVEN(SCR_FIELDX))
+ fx = 2 * TILEX_VAR - (ODD(lev_fieldx) ? TILEX_VAR / 2 : 0);
+ else
+ fx = 2 * TILEX_VAR - (EVEN(lev_fieldx) ? TILEX_VAR / 2 : 0);
+ }
+
+ return fx;
+}
+
+static int getFieldbufferOffsetY_RND()
+{
+ int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
+ int dy = (ScreenMovDir & (MV_UP | MV_DOWN) ? ScreenGfxPos : 0);
+ int dy_var = dy * TILESIZE_VAR / TILESIZE;
+ int fy = FY;
+
+ if (EVEN(SCR_FIELDY))
+ {
+ int ffy = (scroll_y - SBY_Upper) * TILEY_VAR + dy_var;
+
+ if (ffy < SBY_Lower * TILEY_VAR + TILEY_VAR / 2 + TILEY_VAR)
+ fy += dy_var - MIN(ffy, TILEY_VAR / 2) + TILEY_VAR;
+ else
+ fy += (dy_var > 0 ? TILEY_VAR : 0);
+ }
+ else
+ {
+ fy += dy_var;
+ }
+
+ if (full_lev_fieldy <= SCR_FIELDY)
+ {
+ if (EVEN(SCR_FIELDY))
+ fy = 2 * TILEY_VAR - (ODD(lev_fieldy) ? TILEY_VAR / 2 : 0);
+ else
+ fy = 2 * TILEY_VAR - (EVEN(lev_fieldy) ? TILEY_VAR / 2 : 0);
}
+ return fy;
+}
+
+static int getLevelFromScreenX_RND(int sx)
+{
+ int fx = getFieldbufferOffsetX_RND();
+ int dx = fx - FX;
+ int px = sx - SX;
+ int lx = LEVELX((px + dx) / TILESIZE_VAR);
+
+ return lx;
+}
+
+static int getLevelFromScreenY_RND(int sy)
+{
+ int fy = getFieldbufferOffsetY_RND();
+ int dy = fy - FY;
+ int py = sy - SY;
+ int ly = LEVELY((py + dy) / TILESIZE_VAR);
+
+ return ly;
+}
+
+static int getLevelFromScreenX_EM(int sx)
+{
+ int level_xsize = level.native_em_level->lev->width;
+ int full_xsize = level_xsize * TILESIZE_VAR;
+
+ sx -= (full_xsize < SXSIZE ? (SXSIZE - full_xsize) / 2 : 0);
+
+ int fx = getFieldbufferOffsetX_EM();
+ int dx = fx;
+ int px = sx - SX;
+ int lx = LEVELX((px + dx) / TILESIZE_VAR);
+
+ lx = correctLevelPosX_EM(lx);
+
+ return lx;
+}
+
+static int getLevelFromScreenY_EM(int sy)
+{
+ int level_ysize = level.native_em_level->lev->height;
+ int full_ysize = level_ysize * TILESIZE_VAR;
+
+ sy -= (full_ysize < SYSIZE ? (SYSIZE - full_ysize) / 2 : 0);
+
+ int fy = getFieldbufferOffsetY_EM();
+ int dy = fy;
+ int py = sy - SY;
+ int ly = LEVELY((py + dy) / TILESIZE_VAR);
+
+ ly = correctLevelPosY_EM(ly);
+
+ return ly;
+}
+
+static int getLevelFromScreenX_SP(int sx)
+{
+ int menBorder = setup.sp_show_border_elements;
+ int level_xsize = level.native_sp_level->width;
+ int full_xsize = (level_xsize - (menBorder ? 0 : 1)) * TILESIZE_VAR;
+
+ sx += (full_xsize < SXSIZE ? (SXSIZE - full_xsize) / 2 : 0);
+
+ int fx = getFieldbufferOffsetX_SP();
+ int dx = fx - FX;
+ int px = sx - SX;
+ int lx = LEVELX((px + dx) / TILESIZE_VAR);
+
+ return lx;
+}
+
+static int getLevelFromScreenY_SP(int sy)
+{
+ int menBorder = setup.sp_show_border_elements;
+ int level_ysize = level.native_sp_level->height;
+ int full_ysize = (level_ysize - (menBorder ? 0 : 1)) * TILESIZE_VAR;
+
+ sy += (full_ysize < SYSIZE ? (SYSIZE - full_ysize) / 2 : 0);
+
+ int fy = getFieldbufferOffsetY_SP();
+ int dy = fy - FY;
+ int py = sy - SY;
+ int ly = LEVELY((py + dy) / TILESIZE_VAR);
+
+ return ly;
+}
+
+int getLevelFromScreenX(int x)
+{
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ return getLevelFromScreenX_EM(x);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ return getLevelFromScreenX_SP(x);
+ else
+ return getLevelFromScreenX_RND(x);
+}
+
+int getLevelFromScreenY(int y)
+{
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ return getLevelFromScreenY_EM(y);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ return getLevelFromScreenY_SP(y);
+ else
+ return getLevelFromScreenY_RND(y);
+}
+
+void DumpTile(int x, int y)
+{
+ int sx = SCREENX(x);
+ int sy = SCREENY(y);
+
printf_line("-", 79);
printf("Field Info: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y);
printf_line("-", 79);
printf(" GfxElement: %d\n", GfxElement[x][y]);
printf(" GfxAction: %d\n", GfxAction[x][y]);
printf(" GfxFrame: %d [%d]\n", GfxFrame[x][y], FrameCounter);
+ printf(" Player x/y: %d, %d\n", local_player->jx, local_player->jy);
printf("\n");
}
+void DumpTileFromScreen(int sx, int sy)
+{
+ int lx = getLevelFromScreenX(sx);
+ int ly = getLevelFromScreenY(sy);
+
+ DumpTile(lx, ly);
+}
+
void SetDrawtoField(int mode)
{
if (mode == DRAW_TO_FIELDBUFFER)
void BlitScreenToBitmap_RND(Bitmap *target_bitmap)
{
- int fx = FX, fy = FY;
- int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
- int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
-
- int dx = (ScreenMovDir & (MV_LEFT | MV_RIGHT) ? ScreenGfxPos : 0);
- int dy = (ScreenMovDir & (MV_UP | MV_DOWN) ? ScreenGfxPos : 0);
- int dx_var = dx * TILESIZE_VAR / TILESIZE;
- int dy_var = dy * TILESIZE_VAR / TILESIZE;
- int ffx, ffy;
-
- ffx = (scroll_x - SBX_Left) * TILEX_VAR + dx_var;
- ffy = (scroll_y - SBY_Upper) * TILEY_VAR + dy_var;
-
- if (EVEN(SCR_FIELDX))
- {
- if (ffx < SBX_Right * TILEX_VAR + TILEX_VAR / 2 + TILEX_VAR)
- fx += dx_var - MIN(ffx, TILEX_VAR / 2) + TILEX_VAR;
- else
- fx += (dx_var > 0 ? TILEX_VAR : 0);
- }
- else
- {
- fx += dx_var;
- }
-
- if (EVEN(SCR_FIELDY))
- {
- if (ffy < SBY_Lower * TILEY_VAR + TILEY_VAR / 2 + TILEY_VAR)
- fy += dy_var - MIN(ffy, TILEY_VAR / 2) + TILEY_VAR;
- else
- fy += (dy_var > 0 ? TILEY_VAR : 0);
- }
- else
- {
- fy += dy_var;
- }
-
- if (full_lev_fieldx <= SCR_FIELDX)
- {
- if (EVEN(SCR_FIELDX))
- fx = 2 * TILEX_VAR - (ODD(lev_fieldx) ? TILEX_VAR / 2 : 0);
- else
- fx = 2 * TILEX_VAR - (EVEN(lev_fieldx) ? TILEX_VAR / 2 : 0);
- }
-
- if (full_lev_fieldy <= SCR_FIELDY)
- {
- if (EVEN(SCR_FIELDY))
- fy = 2 * TILEY_VAR - (ODD(lev_fieldy) ? TILEY_VAR / 2 : 0);
- else
- fy = 2 * TILEY_VAR - (EVEN(lev_fieldy) ? TILEY_VAR / 2 : 0);
- }
+ int fx = getFieldbufferOffsetX_RND();
+ int fy = getFieldbufferOffsetY_RND();
BlitBitmap(drawto_field, target_bitmap, fx, fy, SXSIZE, SYSIZE, SX, SY);
}
char text[100];
int font_nr = FONT_TEXT_2;
int font_width = getFontWidth(font_nr);
+ int draw_deactivation_mask = GetDrawDeactivationMask();
+ boolean draw_masked = (draw_deactivation_mask == REDRAW_NONE);
+
+ /* draw FPS with leading space (needed if field buffer deactivated) */
+ sprintf(text, " %04.1f fps", global.frames_per_second);
- sprintf(text, "%04.1f fps", global.frames_per_second);
+ /* override draw deactivation mask (required for invisible warp mode) */
+ SetDrawDeactivationMask(REDRAW_NONE);
- DrawTextExt(backbuffer, WIN_XSIZE - font_width * strlen(text), 0, text,
- font_nr, BLIT_OPAQUE);
+ /* draw opaque FPS if field buffer deactivated, else draw masked FPS */
+ DrawTextExt(backbuffer, SX + SXSIZE - font_width * strlen(text), SY, text,
+ font_nr, (draw_masked ? BLIT_MASKED : BLIT_OPAQUE));
+
+ /* set draw deactivation mask to previous value */
+ SetDrawDeactivationMask(draw_deactivation_mask);
+
+ /* force full-screen redraw in this frame */
+ redraw_mask = REDRAW_ALL;
}
#if DEBUG_FRAME_TIME
y2 = MAX(y2, EY + EYSIZE);
}
+ // make sure that at least one pixel is blitted, and inside the screen
+ // (else nothing is blitted, causing the animations not to be updated)
+ x1 = MIN(MAX(0, x1), WIN_XSIZE - 1);
+ y1 = MIN(MAX(0, y1), WIN_YSIZE - 1);
+ x2 = MIN(MAX(1, x2), WIN_XSIZE);
+ y2 = MIN(MAX(1, y2), WIN_YSIZE);
+
BlitBitmap(backbuffer, window, x1, y1, x2 - x1, y2 - y1, x1, y1);
}
FADE_SXSIZE = FULL_SXSIZE;
FADE_SYSIZE = FULL_SYSIZE;
+ if (game_status == GAME_MODE_PLAYING &&
+ strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
+ SetOverlayActive(TRUE);
+
SetScreenStates_AfterFadingIn();
// force update of global animation status in case of rapid screen changes
SetScreenStates_BeforeFadingOut();
+ SetOverlayActive(FALSE);
+
#if 0
DrawMaskedBorder(REDRAW_ALL);
#endif
*y = *y * tilesize / g->tile_size;
}
-void getFixedGraphicSourceExt(int graphic, int frame, Bitmap **bitmap,
- int *x, int *y, boolean get_backside)
-{
- getSizedGraphicSourceExt(graphic, frame, TILESIZE, bitmap, x, y,
- get_backside);
-}
-
void getSizedGraphicSource(int graphic, int frame, int tilesize,
Bitmap **bitmap, int *x, int *y)
{
int newly = ly + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
DrawLevelElementThruMask(newlx, newly, EL_ACID);
+
+ // prevent target field from being drawn again (but without masking)
+ // (this would happen if target field is scanned after moving element)
+ Stop[newlx][newly] = TRUE;
}
}
else if (IS_BLOCKED(lx, ly))
redraw_mask |= REDRAW_FIELD;
}
-static void DrawPreviewLevelPlayfieldExt(int from_x, int from_y)
+static void DrawPreviewLevelPlayfield(int from_x, int from_y)
{
boolean show_level_border = (BorderElement != EL_EMPTY);
int level_xsize = lev_fieldx + (show_level_border ? 2 : 0);
return max_text_width / font_width;
}
-static void DrawPreviewLevelLabelExt(int mode)
+static void DrawPreviewLevelLabelExt(int mode, struct TextPosInfo *pos)
{
- struct TextPosInfo *pos = &menu.main.text.level_info_2;
char label_text[MAX_OUTPUT_LINESIZE + 1];
int max_len_label_text;
int font_nr = pos->font;
redraw_mask |= REDRAW_FIELD;
}
+static void DrawPreviewLevelLabel(int mode)
+{
+ DrawPreviewLevelLabelExt(mode, &menu.main.text.level_info_2);
+}
+
+static void DrawPreviewLevelInfo(int mode)
+{
+ if (mode == MICROLABEL_LEVEL_NAME)
+ DrawPreviewLevelLabelExt(mode, &menu.main.text.level_name);
+ else if (mode == MICROLABEL_LEVEL_AUTHOR)
+ DrawPreviewLevelLabelExt(mode, &menu.main.text.level_author);
+}
+
static void DrawPreviewLevelExt(boolean restart)
{
static unsigned int scroll_delay = 0;
label_state = 1;
label_counter = 0;
- DrawPreviewLevelPlayfieldExt(from_x, from_y);
- DrawPreviewLevelLabelExt(label_state);
+ DrawPreviewLevelPlayfield(from_x, from_y);
+ DrawPreviewLevelLabel(label_state);
+
+ DrawPreviewLevelInfo(MICROLABEL_LEVEL_NAME);
+ DrawPreviewLevelInfo(MICROLABEL_LEVEL_AUTHOR);
/* initialize delay counters */
DelayReached(&scroll_delay, 0);
break;
}
- DrawPreviewLevelPlayfieldExt(from_x, from_y);
+ DrawPreviewLevelPlayfield(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);
- DrawPreviewLevelLabelExt(label_state);
+ DrawPreviewLevelLabel(label_state);
}
}
{
boolean still_wait = TRUE;
+ if (program.headless)
+ return;
+
/* simulate releasing mouse button over last gadget, if still pressed */
if (button_status)
HandleGadgets(-1, -1, 0);
while (still_wait)
{
- if (PendingEvent())
- {
- Event event;
-
- NextEvent(&event);
+ Event event;
+ if (NextValidEvent(&event))
+ {
switch (event.type)
{
case EVENT_BUTTONPRESS:
case EVENT_KEYPRESS:
+#if defined(TARGET_SDL2)
+ case SDL_CONTROLLERBUTTONDOWN:
+#endif
+ case SDL_JOYBUTTONDOWN:
still_wait = FALSE;
break;
break;
}
+#if defined(TARGET_SDL2)
+ case SDL_WINDOWEVENT:
+ HandleWindowEvent((WindowEvent *) &event);
+ break;
+
+ case SDL_APP_WILLENTERBACKGROUND:
+ case SDL_APP_DIDENTERBACKGROUND:
+ case SDL_APP_WILLENTERFOREGROUND:
+ case SDL_APP_DIDENTERFOREGROUND:
+ HandlePauseResumeEvent((PauseResumeEvent *) &event);
+ break;
+#endif
+
case EVENT_KEYPRESS:
{
Key key = GetEventKey((KeyEvent *)&event, TRUE);
case KSYM_Return:
#if defined(TARGET_SDL2)
+ case KSYM_Select:
case KSYM_Menu:
+#if defined(KSYM_Rewind)
+ case KSYM_Rewind: /* for Amazon Fire TV remote */
+#endif
#endif
result = 1;
break;
case KSYM_Escape:
#if defined(TARGET_SDL2)
case KSYM_Back:
+#if defined(KSYM_FastForward)
+ case KSYM_FastForward: /* for Amazon Fire TV remote */
+#endif
#endif
result = 0;
break;
ClearPlayerAction();
break;
+#if defined(TARGET_SDL2)
+ case SDL_CONTROLLERBUTTONDOWN:
+ switch (event.cbutton.button)
+ {
+ case SDL_CONTROLLER_BUTTON_A:
+ case SDL_CONTROLLER_BUTTON_X:
+ case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
+ result = 1;
+ break;
+
+ case SDL_CONTROLLER_BUTTON_B:
+ case SDL_CONTROLLER_BUTTON_Y:
+ case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
+ case SDL_CONTROLLER_BUTTON_BACK:
+ result = 0;
+ break;
+ }
+
+ if (req_state & REQ_PLAYER)
+ result = 0;
+
+ break;
+
+ case SDL_CONTROLLERBUTTONUP:
+ HandleJoystickEvent(&event);
+ ClearPlayerAction();
+ break;
+#endif
+
default:
HandleOtherEvents(&event);
break;
boolean Request(char *text, unsigned int req_state)
{
+ boolean overlay_active = GetOverlayActive();
+ boolean result;
+
+ SetOverlayActive(FALSE);
+
if (global.use_envelope_request)
- return RequestEnvelope(text, req_state);
+ result = RequestEnvelope(text, req_state);
else
- return RequestDoor(text, req_state);
+ result = RequestDoor(text, req_state);
+
+ SetOverlayActive(overlay_active);
+
+ return result;
}
static int compareDoorPartOrderInfo(const void *object1, const void *object2)
SkipUntilDelayReached(&door_delay, door_delay_value, &k, last_frame);
current_move_delay += max_step_delay;
+
+ /* prevent OS (Windows) from complaining about program not responding */
+ CheckQuitEvent();
}
if (door_part_done_all)
void CheckSingleStepMode_SP(boolean murphy_is_waiting,
boolean murphy_is_dropping)
{
+ boolean murphy_starts_dropping = FALSE;
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].force_dropping)
+ murphy_starts_dropping = TRUE;
+
if (tape.single_step && tape.recording && !tape.pausing)
- if (murphy_is_waiting)
+ if (murphy_is_waiting && !murphy_starts_dropping)
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
CheckSaveEngineSnapshot_SP(murphy_is_waiting, murphy_is_dropping);
void PlayMenuMusic()
{
- PlayMenuMusicExt(menu.music[game_status]);
+ char *curr_music = getCurrentlyPlayingMusicFilename();
+ char *next_music = getMusicInfoEntryFilename(menu.music[game_status]);
+
+ if (!strEqual(curr_music, next_music))
+ PlayMenuMusicExt(menu.music[game_status]);
+}
+
+void PlayMenuSoundsAndMusic()
+{
+ PlayMenuSound();
+ PlayMenuMusic();
+}
+
+static void FadeMenuSounds()
+{
+ FadeSounds();
+}
+
+static void FadeMenuMusic()
+{
+ char *curr_music = getCurrentlyPlayingMusicFilename();
+ char *next_music = getMusicInfoEntryFilename(menu.music[game_status]);
+
+ if (!strEqual(curr_music, next_music))
+ FadeMusic();
+}
+
+void FadeMenuSoundsAndMusic()
+{
+ FadeMenuSounds();
+ FadeMenuMusic();
}
void PlaySoundActivating()
{
if (anim_status_new == GAME_MODE_MAIN)
anim_status_new = GAME_MODE_PSEUDO_MAINONLY;
+ else if (anim_status_new == GAME_MODE_SCORES)
+ anim_status_new = GAME_MODE_PSEUDO_SCORESOLD;
global.anim_status_next = anim_status_new;
void SetGameStatus(int game_status_new)
{
+ if (game_status_new != game_status)
+ game_status_last_screen = game_status;
+
game_status = game_status_new;
SetAnimStatus(game_status_new);