added graphics config option for level-specific colors for BD engine
[rocksndiamonds.git] / src / tools.c
index cdb7b4cb70bc20bf5a75af60be8df3387c9f7890..b92cf01b747cd3dbd61a90c4d85790f88f2b7001 100644 (file)
@@ -500,7 +500,9 @@ void RedrawPlayfield(void)
   if (game_status != GAME_MODE_PLAYING)
     return;
 
-  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+    RedrawPlayfield_BD(TRUE);
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
     RedrawPlayfield_EM(TRUE);
   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
     RedrawPlayfield_SP(TRUE);
@@ -668,7 +670,9 @@ void BlitScreenToBitmap_RND(Bitmap *target_bitmap)
 
 void BlitScreenToBitmap(Bitmap *target_bitmap)
 {
-  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+    BlitScreenToBitmap_BD(target_bitmap);
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
     BlitScreenToBitmap_EM(target_bitmap);
   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
     BlitScreenToBitmap_SP(target_bitmap);
@@ -1026,6 +1030,10 @@ void FadeOut(int fade_mask)
       fade_type_skip != FADE_MODE_SKIP_FADE_OUT)
     BackToFront();
 
+  // when using BD game engine, cover playfield before fading out after a game
+  if (game_bd.cover_screen)
+    CoverScreen_BD();
+
   SetScreenStates_BeforeFadingOut();
 
   SetTileCursorActive(FALSE);
@@ -3388,6 +3396,14 @@ static void ShowEnvelopeRequest(char *text, unsigned int req_state, int action)
   game.envelope_active = FALSE;
 }
 
+static Bitmap *GetPreviewTileBitmap(Bitmap *bitmap)
+{
+  if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+    return GetPreviewTileBitmap_BD(bitmap);
+
+  return bitmap;
+}
+
 static void DrawPreviewElement(int dst_x, int dst_y, int element, int tilesize)
 {
   if (IS_MM_WALL(element))
@@ -3401,6 +3417,10 @@ static void DrawPreviewElement(int dst_x, int dst_y, int element, int tilesize)
     int graphic = el2preimg(element);
 
     getSizedGraphicSource(graphic, 0, tilesize, &src_bitmap, &src_x, &src_y);
+
+    // for BD style levels, maybe use bitmap with level-specific colors
+    src_bitmap = GetPreviewTileBitmap(src_bitmap);
+
     BlitBitmap(src_bitmap, drawto, src_x, src_y, tilesize, tilesize,
               dst_x, dst_y);
   }
@@ -3807,8 +3827,35 @@ void DrawPreviewPlayers(void)
   }
 }
 
+static void PreparePreviewTileBitmap(void)
+{
+  // check if special preview bitmap with level-specific colors should be created
+  if (level.game_engine_type != GAME_ENGINE_TYPE_BD)
+    return;
+
+  // use original sized bitmap (else reduced color palette is lost by downscaling)
+  int original_tilesize = MAX(MINI_TILESIZE, preview.tile_size);
+  int scale_down_factor = original_tilesize / preview.tile_size;
+  Bitmap *src_bitmap;
+  int src_x, src_y;
+  int element_template = EL_BD_GAME_GRAPHICS_COLOR_TEMPLATE;
+  int graphic_template = el2preimg(element_template);
+  int element_default = EL_BD_ROCK;
+  int graphic_default = el2preimg(element_default);
+
+  // create special preview bitmap and scale it down to preview tile size
+  getSizedGraphicSource(graphic_template, 0, original_tilesize, &src_bitmap, &src_x, &src_y);
+  PreparePreviewTileBitmap_BD(src_bitmap, scale_down_factor);
+
+  // force using special preview bitmap to replace original preview bitmap
+  getSizedGraphicSource(graphic_default, 0, preview.tile_size, &src_bitmap, &src_x, &src_y);
+  SetPreviewTileBitmapReference_BD(src_bitmap);
+}
+
 void DrawPreviewLevelInitial(void)
 {
+  PreparePreviewTileBitmap();  // only needed for native BD style levels
+
   DrawPreviewLevelExt(TRUE);
   DrawPreviewPlayers();
 }
@@ -9678,7 +9725,9 @@ boolean isActivePlayer_EM(int player_nr)
 
 unsigned int InitRND(int seed)
 {
-  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+    return InitEngineRandom_BD(seed);
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
     return InitEngineRandom_EM(seed);
   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
     return InitEngineRandom_SP(seed);
@@ -10108,6 +10157,20 @@ void InitGraphicInfo_BD(void)
       g_bd->height = TILEY;
     }
   }
+
+  // game graphics template for level-specific colors for native BD levels
+  int graphic = IMG_BD_GAME_GRAPHICS_COLOR_TEMPLATE;
+  struct GraphicInfo_BD *g_bd = &graphic_info_bd_color_template;
+  Bitmap *src_bitmap;
+  int src_x, src_y;
+
+  getGraphicSourceExt(graphic, 0, &src_bitmap, &src_x, &src_y, FALSE);
+
+  g_bd->bitmap = src_bitmap;
+  g_bd->src_x  = src_x;
+  g_bd->src_y  = src_y;
+  g_bd->width  = TILEX;
+  g_bd->height = TILEY;
 }
 
 void InitGraphicInfo_EM(void)
@@ -11211,6 +11274,11 @@ void OpenURLFromHash(SetupFileHash *hash, int hash_key)
   OpenURL(getHashEntry(hash, int2str(hash_key, 0)));
 }
 
+char *getCurrentLevelsetName(void)
+{
+  return leveldir_current->name;
+}
+
 
 // ============================================================================
 // tests
@@ -11306,10 +11374,10 @@ static unsigned int test_uuid_random_function_better(int max)
 
 static void TestGeneratingUUIDs_RunTest(int nr, int always_seed, int num_uuids)
 {
-  struct hashtable *hash_seeds =
-    create_hashtable(16, 0.75, get_hash_from_key, hash_keys_are_equal);
-  struct hashtable *hash_uuids =
-    create_hashtable(16, 0.75, get_hash_from_key, hash_keys_are_equal);
+  HashTable *hash_seeds =
+    create_hashtable(get_hash_from_string, hash_key_strings_are_equal, free, NULL);
+  HashTable *hash_uuids =
+    create_hashtable(get_hash_from_string, hash_key_strings_are_equal, free, NULL);
   static char message[100];
   int i;
 
@@ -11388,8 +11456,8 @@ static void TestGeneratingUUIDs_RunTest(int nr, int always_seed, int num_uuids)
 
   Request(message, REQ_CONFIRM);
 
-  hashtable_destroy(hash_seeds, 0);
-  hashtable_destroy(hash_uuids, 0);
+  hashtable_destroy(hash_seeds);
+  hashtable_destroy(hash_uuids);
 }
 
 void TestGeneratingUUIDs(void)