return;
}
- FadeScreen(NULL, FADE_MODE_FADE_IN, fade_delay, 0);
+ FadeRectangle(NULL, 0, 0, WIN_XSIZE, WIN_YSIZE,
+ FADE_MODE_FADE_IN, fade_delay, 0);
redraw_mask = REDRAW_NONE;
}
return;
}
- FadeScreen(NULL, FADE_MODE_FADE_OUT, fade_delay, post_delay);
+ FadeRectangle(NULL, 0, 0, WIN_XSIZE, WIN_YSIZE,
+ FADE_MODE_FADE_OUT, fade_delay, post_delay);
redraw_mask = REDRAW_NONE;
}
return;
}
- FadeScreen(bitmap_db_title, FADE_MODE_CROSSFADE, fade_delay, 0);
+ FadeRectangle(bitmap_db_title, 0, 0, WIN_XSIZE, WIN_YSIZE,
+ FADE_MODE_CROSSFADE, fade_delay, 0);
redraw_mask = REDRAW_NONE;
}
+void FadeInField(int fade_delay)
+{
+ if (fade_delay == 0)
+ {
+ BackToFront();
+
+ return;
+ }
+
+ FadeRectangle(NULL, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE,
+ FADE_MODE_FADE_IN, fade_delay, 0);
+
+ redraw_mask &= ~REDRAW_FIELD;
+}
+
+void FadeOutField(int fade_delay, int post_delay)
+{
+ if (fade_delay == 0)
+ {
+ ClearRectangle(backbuffer, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE);
+ BackToFront();
+
+ return;
+ }
+
+ FadeRectangle(NULL, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE,
+ FADE_MODE_FADE_OUT, fade_delay, post_delay);
+
+ redraw_mask &= ~REDRAW_FIELD;
+}
+
+void FadeCrossField(int fade_delay)
+{
+ if (fade_delay == 0)
+ {
+ BlitBitmap(bitmap_db_title, backbuffer, REAL_SX, REAL_SY,
+ FULL_SXSIZE, FULL_SYSIZE, REAL_SX, REAL_SY);
+ BackToFront();
+
+ return;
+ }
+
+ FadeRectangle(bitmap_db_title, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE,
+ FADE_MODE_CROSSFADE, fade_delay, 0);
+
+ redraw_mask &= ~REDRAW_FIELD;
+}
+
void SetMainBackgroundImageIfDefined(int graphic)
{
if (graphic_info[graphic].bitmap)
graphic_info[IMG_BACKGROUND].bitmap);
}
+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 dst_x, int dst_y, int width, int height)
{
+#if 1
+ ClearRectangleOnBackground(drawto, dst_x, dst_y, width, height);
+#else
ClearRectangleOnBackground(backbuffer, dst_x, dst_y, width, height);
+#endif
redraw_mask |= REDRAW_FIELD;
}
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;
DrawEnvelopeBackground(envelope_nr, sx,sy, xx,yy, xsize, ysize, font_nr);
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);
redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
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 dst_x = preview.x;
+ int dst_y = preview.y;
+ 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 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 void DrawPreviewLevelLabelExt(int mode)
{
char label_text[MAX_OUTPUT_LINESIZE + 1];
int max_len_label_text;
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 */
/* force PREVIEW font on preview level */
game_status = GAME_MODE_PSEUDO_PREVIEW;
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);
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 ((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 */
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])
DOOR_GFX_PAGEX2, DOOR_GFX_PAGEY1);
}
+#if 1
+ SetDoorBackgroundImage(IMG_BACKGROUND_DOOR);
+#endif
+
SetDrawBackgroundMask(REDRAW_FIELD | REDRAW_DOOR_1);
/* clear door drawing field */
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;
}
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 */
#if 1
int end = door_size;
#else
- int end = (door_state & DOOR_ACTION_1 &&
- door_1.anim_mode & ANIM_VERTICAL ? DYSIZE : DXSIZE);
+ 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);
if (door_state & DOOR_ACTION_2)
{
+#if 1
+ 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;
+#else
int a = MIN(x * door_2.step_offset, door_size_2);
int p = (door_state & DOOR_OPEN_2 ? door_size_2 - a : a);
int i = p + door_skip;
+#endif
if (door_2.anim_mode & ANIM_STATIC_PANEL)
{
PlayMusic(music);
}
+
+void ToggleFullscreenIfNeeded()
+{
+ if (setup.fullscreen != video.fullscreen_enabled ||
+ setup.fullscreen_mode != video.fullscreen_mode_current)
+ {
+ 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 (setup.fullscreen && video.fullscreen_enabled)
+ {
+ /* keep fullscreen mode, but change screen mode */
+ video.fullscreen_mode_current = setup.fullscreen_mode;
+ video.fullscreen_enabled = FALSE;
+ }
+
+ /* 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);
+
+ redraw_mask = REDRAW_ALL;
+ }
+}