#include "init.h"
#include "game.h"
#include "events.h"
-#include "cartoons.h"
+#include "anim.h"
#include "network.h"
#include "tape.h"
#include "screens.h"
{
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_1,
+ IMG_GFX_DOOR_1_PART_1,
&door_1.part_1
},
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_2,
+ IMG_GFX_DOOR_1_PART_2,
&door_1.part_2
},
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_3,
+ IMG_GFX_DOOR_1_PART_3,
&door_1.part_3
},
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_4,
+ IMG_GFX_DOOR_1_PART_4,
&door_1.part_4
},
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_5,
+ IMG_GFX_DOOR_1_PART_5,
&door_1.part_5
},
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_6,
+ IMG_GFX_DOOR_1_PART_6,
&door_1.part_6
},
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_7,
+ IMG_GFX_DOOR_1_PART_7,
&door_1.part_7
},
{
DOOR_1,
- IMG_DOOR_1_GFX_PART_8,
+ IMG_GFX_DOOR_1_PART_8,
&door_1.part_8
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_1,
+ IMG_GFX_DOOR_2_PART_1,
&door_2.part_1
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_2,
+ IMG_GFX_DOOR_2_PART_2,
&door_2.part_2
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_3,
+ IMG_GFX_DOOR_2_PART_3,
&door_2.part_3
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_4,
+ IMG_GFX_DOOR_2_PART_4,
&door_2.part_4
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_5,
+ IMG_GFX_DOOR_2_PART_5,
&door_2.part_5
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_6,
+ IMG_GFX_DOOR_2_PART_6,
&door_2.part_6
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_7,
+ IMG_GFX_DOOR_2_PART_7,
&door_2.part_7
},
{
DOOR_2,
- IMG_DOOR_2_GFX_PART_8,
+ IMG_GFX_DOOR_2_PART_8,
&door_2.part_8
},
static struct GadgetInfo *tool_gadget[NUM_TOOL_BUTTONS];
static int request_gadget_id = -1;
-static unsigned int sync_frame_delay = 0;
-static unsigned int sync_frame_delay_value = GAME_FRAME_DELAY;
-
static char *print_if_not_empty(int element)
{
static char *s = NULL;
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))
+ {
+ 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)
{
- x--;
- y--;
+ 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;
+}
+
+static int getLevelFromScreenX_MM(int sx)
+{
+#if 0
+ int level_xsize = level.native_mm_level->fieldx;
+ int full_xsize = level_xsize * TILESIZE_VAR;
+
+ sx -= (full_xsize < SXSIZE ? (SXSIZE - full_xsize) / 2 : 0);
+#endif
+
+ int px = sx - SX;
+ int lx = px / TILESIZE_VAR;
+
+ return lx;
+}
+
+static int getLevelFromScreenY_MM(int sy)
+{
+#if 0
+ int level_ysize = level.native_mm_level->fieldy;
+ int full_ysize = level_ysize * TILESIZE_VAR;
+
+ sy -= (full_ysize < SYSIZE ? (SYSIZE - full_ysize) / 2 : 0);
+#endif
+
+ int py = sy - SY;
+ int ly = py / 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);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ return getLevelFromScreenX_MM(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);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ return getLevelFromScreenY_MM(y);
+ else
+ return getLevelFromScreenY_RND(y);
+}
+
+void DumpTile(int x, int y)
+{
+ int sx = SCREENX(x);
+ int sy = SCREENY(y);
+ char *token_name;
+
printf_line("-", 79);
printf("Field Info: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y);
printf_line("-", 79);
return;
}
- printf(" Feld: %d\t['%s']\n", Feld[x][y],
- element_info[Feld[x][y]].token_name);
+ token_name = element_info[Feld[x][y]].token_name;
+
+ printf(" Feld: %d\t['%s']\n", Feld[x][y], token_name);
printf(" Back: %s\n", print_if_not_empty(Back[x][y]));
printf(" Store: %s\n", print_if_not_empty(Store[x][y]));
printf(" Store2: %s\n", print_if_not_empty(Store2[x][y]));
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_FIELDBUFFER)
+ if (mode == DRAW_TO_FIELDBUFFER)
{
FX = 2 * TILEX_VAR;
FY = 2 * TILEY_VAR;
drawto_field = fieldbuffer;
}
- else /* DRAW_BACKBUFFER */
+ else /* DRAW_TO_BACKBUFFER */
{
FX = SX;
FY = SY;
RedrawPlayfield_EM(TRUE);
else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
RedrawPlayfield_SP(TRUE);
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ RedrawPlayfield_MM();
else if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
RedrawPlayfield_RND();
if (x == -1 && y == -1)
return;
- if (draw_target == DRAW_BORDER_TO_SCREEN)
+ if (draw_target == DRAW_TO_SCREEN)
BlitToScreenMasked(src_bitmap, x, y, width, height, x, y);
else
BlitBitmapMasked(src_bitmap, dst_bitmap, x, y, width, height, x, y);
static void DrawMaskedBorderExt_DOOR_1(int draw_target)
{
// when drawing to backbuffer, never draw border over open doors
- if (draw_target == DRAW_BORDER_TO_BACKBUFFER &&
+ if (draw_target == DRAW_TO_BACKBUFFER &&
(GetDoorState() & DOOR_OPEN_1))
return;
static void DrawMaskedBorderExt_DOOR_2(int draw_target)
{
// when drawing to backbuffer, never draw border over open doors
- if (draw_target == DRAW_BORDER_TO_BACKBUFFER &&
+ if (draw_target == DRAW_TO_BACKBUFFER &&
(GetDoorState() & DOOR_OPEN_2))
return;
void DrawMaskedBorder_FIELD()
{
- DrawMaskedBorderExt_FIELD(DRAW_BORDER_TO_BACKBUFFER);
+ DrawMaskedBorderExt_FIELD(DRAW_TO_BACKBUFFER);
}
void DrawMaskedBorder(int redraw_mask)
{
- DrawMaskedBorderExt(redraw_mask, DRAW_BORDER_TO_BACKBUFFER);
+ DrawMaskedBorderExt(redraw_mask, DRAW_TO_BACKBUFFER);
}
void DrawMaskedBorderToTarget(int draw_target)
{
- if (draw_target == DRAW_BORDER_TO_BACKBUFFER ||
- draw_target == DRAW_BORDER_TO_SCREEN)
+ if (draw_target == DRAW_TO_BACKBUFFER ||
+ draw_target == DRAW_TO_SCREEN)
{
DrawMaskedBorderExt(REDRAW_ALL, draw_target);
}
{
int last_border_status = global.border_status;
- if (draw_target == DRAW_BORDER_TO_FADE_SOURCE)
+ if (draw_target == DRAW_TO_FADE_SOURCE)
{
global.border_status = gfx.fade_border_source_status;
gfx.masked_border_bitmap_ptr = gfx.fade_bitmap_source;
}
- else if (draw_target == DRAW_BORDER_TO_FADE_TARGET)
+ else if (draw_target == DRAW_TO_FADE_TARGET)
{
global.border_status = gfx.fade_border_target_status;
gfx.masked_border_bitmap_ptr = gfx.fade_bitmap_target;
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);
}
BlitScreenToBitmap_EM(target_bitmap);
else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
BlitScreenToBitmap_SP(target_bitmap);
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ BlitScreenToBitmap_MM(target_bitmap);
else if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
BlitScreenToBitmap_RND(target_bitmap);
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);
+
+ /* override draw deactivation mask (required for invisible warp mode) */
+ SetDrawDeactivationMask(REDRAW_NONE);
- sprintf(text, "%04.1f fps", global.frames_per_second);
+ /* 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));
- DrawTextExt(backbuffer, WIN_XSIZE - font_width * strlen(text), 0, text,
- font_nr, 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
}
#endif
+static int unifiedRedrawMask(int mask)
+{
+ if (mask & REDRAW_ALL)
+ return REDRAW_ALL;
+
+ if (mask & REDRAW_FIELD && mask & REDRAW_DOORS)
+ return REDRAW_ALL;
+
+ return mask;
+}
+
+static boolean equalRedrawMasks(int mask_1, int mask_2)
+{
+ return unifiedRedrawMask(mask_1) == unifiedRedrawMask(mask_2);
+}
+
void BackToFront()
{
static int last_redraw_mask = REDRAW_NONE;
if (redraw_mask & REDRAW_FPS)
DrawFramesPerSecond();
+ // remove playfield redraw before potentially merging with doors redraw
+ if (DrawingDeactivated(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE))
+ redraw_mask &= ~REDRAW_FIELD;
+
// redraw complete window if both playfield and (some) doors need redraw
if (redraw_mask & REDRAW_FIELD && redraw_mask & REDRAW_DOORS)
redraw_mask = REDRAW_ALL;
}
else if (redraw_mask & REDRAW_DOORS)
{
+ // merge door areas to prevent calling screen redraw more than once
+ int x1 = WIN_XSIZE;
+ int y1 = WIN_YSIZE;
+ int x2 = 0;
+ int y2 = 0;
+
if (redraw_mask & REDRAW_DOOR_1)
- BlitBitmap(backbuffer, window, DX, DY, DXSIZE, DYSIZE, DX, DY);
+ {
+ x1 = MIN(x1, DX);
+ y1 = MIN(y1, DY);
+ x2 = MAX(x2, DX + DXSIZE);
+ y2 = MAX(y2, DY + DYSIZE);
+ }
if (redraw_mask & REDRAW_DOOR_2)
- BlitBitmap(backbuffer, window, VX, VY, VXSIZE, VYSIZE, VX, VY);
+ {
+ x1 = MIN(x1, VX);
+ y1 = MIN(y1, VY);
+ x2 = MAX(x2, VX + VXSIZE);
+ y2 = MAX(y2, VY + VYSIZE);
+ }
if (redraw_mask & REDRAW_DOOR_3)
- BlitBitmap(backbuffer, window, EX, EY, EXSIZE, EYSIZE, EX, EY);
+ {
+ x1 = MIN(x1, EX);
+ y1 = MIN(y1, EY);
+ x2 = MAX(x2, EX + EXSIZE);
+ 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);
}
redraw_mask = REDRAW_NONE;
#endif
}
-static void FadeCrossSaveBackbuffer()
+void BackToFront_WithFrameDelay(unsigned int frame_delay_value)
{
- BlitBitmap(backbuffer, bitmap_db_cross, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
-}
+ unsigned int frame_delay_value_old = GetVideoFrameDelay();
-static void FadeCrossRestoreBackbuffer()
-{
- int redraw_mask_last = redraw_mask;
+ SetVideoFrameDelay(frame_delay_value);
- BlitBitmap(bitmap_db_cross, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ BackToFront();
- // do not change redraw mask when restoring backbuffer after cross-fading
- redraw_mask = redraw_mask_last;
+ SetVideoFrameDelay(frame_delay_value_old);
}
+static int fade_type_skip = FADE_TYPE_NONE;
+
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;
return;
}
-#if 1
- FadeCrossSaveBackbuffer();
-#endif
-
if (fading.fade_mode & FADE_TYPE_TRANSFORM)
- {
-#if 0
- FadeCrossSaveBackbuffer();
-#endif
-
return;
- }
}
redraw_mask |= fade_mask;
return;
}
- FadeRectangle(bitmap, x, y, width, height, fade_mode, fade_delay, post_delay,
+ FadeRectangle(x, y, width, height, fade_mode, fade_delay, post_delay,
draw_border_function);
- if (fade_type == FADE_TYPE_FADE_OUT)
- FadeCrossRestoreBackbuffer();
-
redraw_mask &= ~fade_mask;
}
static void SetScreenStates_BeforeFadingIn()
{
+ // temporarily set screen mode for animations to screen after fading in
+ global.anim_status = global.anim_status_next;
+
+ // store backbuffer with all animations that will be started after fading in
+ if (fade_type_skip != FADE_MODE_SKIP_FADE_IN)
+ PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
+
+ // set screen mode for animations back to fading
+ global.anim_status = GAME_MODE_PSEUDO_FADING;
}
static void SetScreenStates_AfterFadingIn()
gfx.fade_border_source_status = global.border_status;
global.anim_status = global.anim_status_next;
-
- // force update of global animation status in case of rapid screen changes
- redraw_mask = REDRAW_ALL;
- BackToFront();
}
static void SetScreenStates_BeforeFadingOut()
// store new target screen (to use correct masked border for fading)
gfx.fade_border_target_status = game_status;
+ // set screen mode for animations to fading
global.anim_status = GAME_MODE_PSEUDO_FADING;
+
+ // store backbuffer with all animations that will be stopped for fading out
+ if (fade_type_skip != FADE_MODE_SKIP_FADE_OUT)
+ PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
}
static void SetScreenStates_AfterFadingOut()
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
+ redraw_mask = REDRAW_ALL;
+ BackToFront();
}
void FadeOut(int fade_mask)
{
+ // update screen if areas covered by "fade_mask" and "redraw_mask" differ
+ if (!equalRedrawMasks(fade_mask, redraw_mask))
+ BackToFront();
+
SetScreenStates_BeforeFadingOut();
+ SetOverlayActive(FALSE);
+
#if 0
DrawMaskedBorder(REDRAW_ALL);
#endif
// copy current draw buffer to later copy back areas that have not changed
if (game_status_last != GAME_MODE_TITLE)
- BlitBitmap(backbuffer, bitmap_db_store, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ BlitBitmap(backbuffer, bitmap_db_store_1, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
if (CheckIfGlobalBorderRedrawIsNeeded())
{
if (real_sx_last != -1 && real_sy_last != -1 &&
REAL_SX != -1 && REAL_SY != -1 &&
full_sxsize_last == FULL_SXSIZE && full_sysize_last == FULL_SYSIZE)
- BlitBitmap(bitmap_db_store, backbuffer,
+ BlitBitmap(bitmap_db_store_1, backbuffer,
real_sx_last, real_sy_last, FULL_SXSIZE, FULL_SYSIZE,
REAL_SX, REAL_SY);
if (dx_last != -1 && dy_last != -1 &&
DX != -1 && DY != -1 &&
dxsize_last == DXSIZE && dysize_last == DYSIZE)
- BlitBitmap(bitmap_db_store, backbuffer,
+ BlitBitmap(bitmap_db_store_1, backbuffer,
dx_last, dy_last, DXSIZE, DYSIZE, DX, DY);
if (vx_last != -1 && vy_last != -1 &&
VX != -1 && VY != -1 &&
vxsize_last == VXSIZE && vysize_last == VYSIZE)
- BlitBitmap(bitmap_db_store, backbuffer,
+ BlitBitmap(bitmap_db_store_1, backbuffer,
vx_last, vy_last, VXSIZE, VYSIZE, VX, VY);
redraw_mask = REDRAW_ALL;
if (game_status == GAME_MODE_PLAYING)
{
ClearRectangle(fieldbuffer, 0, 0, FXSIZE, FYSIZE);
- SetDrawtoField(DRAW_FIELDBUFFER);
+ SetDrawtoField(DRAW_TO_FIELDBUFFER);
}
else
{
- SetDrawtoField(DRAW_BACKBUFFER);
+ SetDrawtoField(DRAW_TO_BACKBUFFER);
}
}
BorderElement = EL_EMPTY;
+ /* the MM game engine does not use a visible border element */
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ return;
+
for (y = 0; y < lev_fieldy && BorderElement == EL_EMPTY; y++)
{
for (x = 0; x < lev_fieldx; x++)
}
}
-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)
+void FloodFillLevelExt(int from_x, int from_y, int fill_element,
+ int max_array_fieldx, int max_array_fieldy,
+ short field[max_array_fieldx][max_array_fieldy],
+ int max_fieldx, int max_fieldy)
{
int i,x,y;
int old_element;
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);
+ FloodFillLevelExt(x, y, fill_element, max_array_fieldx, max_array_fieldy,
+ field, max_fieldx, max_fieldy);
}
safety--;
}
+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)
+{
+ FloodFillLevelExt(from_x, from_y, fill_element,
+ MAX_LEV_FIELDX, MAX_LEV_FIELDY, field,
+ max_fieldx, max_fieldy);
+}
+
void SetRandomAnimationValue(int x, int y)
{
gfx.anim_random_frame = GfxRandom[x][y];
sync_frame);
}
-void getSizedGraphicSourceExt(int graphic, int frame, int tilesize,
- Bitmap **bitmap, int *x, int *y,
- boolean get_backside)
+void getGraphicSourceBitmap(int graphic, int tilesize, Bitmap **bitmap)
{
struct GraphicInfo *g = &graphic_info[graphic];
- Bitmap *src_bitmap = g->bitmap;
- int src_x = g->src_x + (get_backside ? g->offset2_x : 0);
- int src_y = g->src_y + (get_backside ? g->offset2_y : 0);
int tilesize_capped = MIN(MAX(1, tilesize), TILESIZE);
- // if no in-game graphics defined, always use standard graphic size
- if (g->bitmaps[IMG_BITMAP_GAME] == NULL)
- tilesize = TILESIZE;
-
if (tilesize == gfx.standard_tile_size)
- src_bitmap = g->bitmaps[IMG_BITMAP_STANDARD];
+ *bitmap = g->bitmaps[IMG_BITMAP_STANDARD];
else if (tilesize == game.tile_size)
- src_bitmap = g->bitmaps[IMG_BITMAP_GAME];
+ *bitmap = g->bitmaps[IMG_BITMAP_GAME];
else
- src_bitmap = g->bitmaps[IMG_BITMAP_1x1 - log_2(tilesize_capped)];
+ *bitmap = g->bitmaps[IMG_BITMAP_1x1 - log_2(tilesize_capped)];
+}
+
+void getGraphicSourceXY(int graphic, int frame, int *x, int *y,
+ boolean get_backside)
+{
+ struct GraphicInfo *g = &graphic_info[graphic];
+ int src_x = g->src_x + (get_backside ? g->offset2_x : 0);
+ int src_y = g->src_y + (get_backside ? g->offset2_y : 0);
if (g->offset_y == 0) /* frames are ordered horizontally */
{
int max_width = g->anim_frames_per_line * g->width;
int pos = (src_y / g->height) * max_width + src_x + frame * g->offset_x;
- src_x = pos % max_width;
- src_y = src_y % g->height + pos / max_width * g->height;
+ *x = pos % max_width;
+ *y = src_y % g->height + pos / max_width * g->height;
}
else if (g->offset_x == 0) /* frames are ordered vertically */
{
int max_height = g->anim_frames_per_line * g->height;
int pos = (src_x / g->width) * max_height + src_y + frame * g->offset_y;
- src_x = src_x % g->width + pos / max_height * g->width;
- src_y = pos % max_height;
+ *x = src_x % g->width + pos / max_height * g->width;
+ *y = pos % max_height;
}
else /* frames are ordered diagonally */
{
- src_x = src_x + frame * g->offset_x;
- src_y = src_y + frame * g->offset_y;
+ *x = src_x + frame * g->offset_x;
+ *y = src_y + frame * g->offset_y;
}
-
- *bitmap = src_bitmap;
- *x = src_x * tilesize / g->tile_size;
- *y = src_y * tilesize / g->tile_size;
}
-void getFixedGraphicSourceExt(int graphic, int frame, Bitmap **bitmap,
- int *x, int *y, boolean get_backside)
+void getSizedGraphicSourceExt(int graphic, int frame, int tilesize,
+ Bitmap **bitmap, int *x, int *y,
+ boolean get_backside)
{
- getSizedGraphicSourceExt(graphic, frame, TILESIZE, bitmap, x, y,
- get_backside);
+ struct GraphicInfo *g = &graphic_info[graphic];
+
+ // if no in-game graphics defined, always use standard graphic size
+ if (g->bitmaps[IMG_BITMAP_GAME] == NULL)
+ tilesize = TILESIZE;
+
+ getGraphicSourceBitmap(graphic, tilesize, bitmap);
+ getGraphicSourceXY(graphic, frame, x, y, get_backside);
+
+ *x = *x * tilesize / g->tile_size;
+ *y = *y * tilesize / g->tile_size;
}
void getSizedGraphicSource(int graphic, int frame, int tilesize,
void getFixedGraphicSource(int graphic, int frame,
Bitmap **bitmap, int *x, int *y)
-{
- getSizedGraphicSourceExt(graphic, frame, TILESIZE, bitmap, x, y, FALSE);
-}
-
-void getMiniGraphicSource(int graphic, Bitmap **bitmap, int *x, int *y)
-{
- getSizedGraphicSource(graphic, 0, MINI_TILESIZE, bitmap, x, y);
-}
-
-inline static void getGraphicSourceExt(int graphic, int frame, Bitmap **bitmap,
- int *x, int *y, boolean get_backside)
-{
- struct GraphicInfo *g = &graphic_info[graphic];
- int src_x = g->src_x + (get_backside ? g->offset2_x : 0);
- int src_y = g->src_y + (get_backside ? g->offset2_y : 0);
-
- if (TILESIZE_VAR != TILESIZE)
- return getSizedGraphicSourceExt(graphic, frame, TILESIZE_VAR, bitmap, x, y,
- get_backside);
-
- *bitmap = g->bitmap;
-
- if (g->offset_y == 0) /* frames are ordered horizontally */
- {
- int max_width = g->anim_frames_per_line * g->width;
- int pos = (src_y / g->height) * max_width + src_x + frame * g->offset_x;
-
- *x = pos % max_width;
- *y = src_y % g->height + pos / max_width * g->height;
- }
- else if (g->offset_x == 0) /* frames are ordered vertically */
- {
- int max_height = g->anim_frames_per_line * g->height;
- int pos = (src_x / g->width) * max_height + src_y + frame * g->offset_y;
-
- *x = src_x % g->width + pos / max_height * g->width;
- *y = pos % max_height;
- }
- else /* frames are ordered diagonally */
- {
- *x = src_x + frame * g->offset_x;
- *y = src_y + frame * g->offset_y;
- }
+{
+ getSizedGraphicSourceExt(graphic, frame, TILESIZE, bitmap, x, y, FALSE);
+}
+
+void getMiniGraphicSource(int graphic, Bitmap **bitmap, int *x, int *y)
+{
+ getSizedGraphicSource(graphic, 0, MINI_TILESIZE, bitmap, x, y);
+}
- *x = *x * TILESIZE_VAR / g->tile_size;
- *y = *y * TILESIZE_VAR / g->tile_size;
+inline static void getGraphicSourceExt(int graphic, int frame, Bitmap **bitmap,
+ int *x, int *y, boolean get_backside)
+{
+ getSizedGraphicSourceExt(graphic, frame, TILESIZE_VAR, bitmap, x, y,
+ get_backside);
}
void getGraphicSource(int graphic, int frame, Bitmap **bitmap, int *x, int *y)
MarkTileDirty(x / tilesize, y / tilesize);
}
+void DrawSizedGraphicThruMask(int x, int y, int graphic, int frame,
+ int tilesize)
+{
+ DrawSizedGraphicThruMaskExt(drawto, SX + x * tilesize, SY + y * tilesize,
+ graphic, frame, tilesize);
+ MarkTileDirty(x / tilesize, y / tilesize);
+}
+
void DrawSizedGraphicExt(DrawBuffer *d, int x, int y, int graphic, int frame,
int tilesize)
{
BlitBitmap(src_bitmap, d, src_x, src_y, tilesize, tilesize, x, y);
}
+void DrawSizedGraphicThruMaskExt(DrawBuffer *d, int x, int y, int graphic,
+ int frame, int tilesize)
+{
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+
+ getSizedGraphicSource(graphic, frame, tilesize, &src_bitmap, &src_x, &src_y);
+ BlitBitmapMasked(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);
int width, height, cx, cy;
int sx = SCREENX(x), sy = SCREENY(y);
int crumbled_border_size = graphic_info[graphic].border_size;
+ int crumbled_tile_size = graphic_info[graphic].tile_size;
+ int crumbled_border_size_var =
+ crumbled_border_size * TILESIZE_VAR / crumbled_tile_size;
int i;
getGraphicSource(graphic, 0, &src_bitmap, &src_x, &src_y);
getGraphicSource(graphic, 1, &src_bitmap, &src_x, &src_y);
- width = crumbled_border_size * TILESIZE_VAR / TILESIZE;
- height = crumbled_border_size * TILESIZE_VAR / TILESIZE;
+ width = crumbled_border_size_var;
+ height = crumbled_border_size_var;
cx = (dx > 0 ? TILESIZE_VAR - width : 0);
cy = (dy > 0 ? TILESIZE_VAR - height : 0);
int width, height, bx, by, cx, cy;
int sx = SCREENX(x), sy = SCREENY(y);
int crumbled_border_size = graphic_info[graphic].border_size;
- int crumbled_border_size_var = crumbled_border_size * TILESIZE_VAR / TILESIZE;
+ int crumbled_tile_size = graphic_info[graphic].tile_size;
+ int crumbled_border_size_var =
+ crumbled_border_size * TILESIZE_VAR / crumbled_tile_size;
int crumbled_border_pos_var = TILESIZE_VAR - crumbled_border_size_var;
int i;
/* (remaining middle border part must be at least as big as corner part) */
if (!(graphic_info[graphic].style & STYLE_ACCURATE_BORDERS) ||
- crumbled_border_size >= TILESIZE / 3)
+ crumbled_border_size_var >= TILESIZE_VAR / 3)
return;
/* correct corners of crumbled border, if needed */
element = TILE_GFX_ELEMENT(x, y);
- /* crumble field itself */
- if (IS_CRUMBLED_TILE(x, y, element))
+ if (IS_CRUMBLED_TILE(x, y, element)) /* crumble field itself */
{
if (!IN_SCR_FIELD(sx, sy))
return;
+ /* crumble field borders towards direct neighbour fields */
for (i = 0; i < 4; i++)
{
int xx = x + xy[i][0];
DrawLevelFieldCrumbledBorders(x, y, graphic, frame, i);
}
+ /* crumble inner field corners towards corner neighbour fields */
if ((graphic_info[graphic].style & STYLE_INNER_CORNERS) &&
graphic_info[graphic].anim_frames == 2)
{
MarkTileDirty(sx, sy);
}
- else /* center field not crumbled -- crumble neighbour fields */
+ else /* center field is not crumbled -- crumble neighbour fields */
{
+ /* crumble field borders of direct neighbour fields */
for (i = 0; i < 4; i++)
{
int xx = x + xy[i][0];
MarkTileDirty(sxx, syy);
}
+
+ /* crumble inner field corners of corner neighbour fields */
+ for (i = 0; i < 4; i++)
+ {
+ int dx = (i & 1 ? +1 : -1);
+ int dy = (i & 2 ? +1 : -1);
+ int xx = x + dx;
+ int yy = y + dy;
+ int sxx = sx + dx;
+ int syy = sy + dy;
+
+ if (!IN_LEV_FIELD(xx, yy) ||
+ !IN_SCR_FIELD(sxx, syy))
+ continue;
+
+ if (Feld[xx][yy] == EL_ELEMENT_SNAPPING)
+ continue;
+
+ element = TILE_GFX_ELEMENT(xx, yy);
+
+ if (!IS_CRUMBLED_TILE(xx, yy, element))
+ continue;
+
+ graphic = el_act2crm(element, ACTION_DEFAULT);
+
+ if ((graphic_info[graphic].style & STYLE_INNER_CORNERS) &&
+ graphic_info[graphic].anim_frames == 2)
+ DrawLevelFieldCrumbledInnerCorners(xx, yy, -dx, -dy, graphic);
+
+ MarkTileDirty(sxx, syy);
+ }
}
}
};
int i;
+ /* crumble direct neighbour fields (required for field borders) */
for (i = 0; i < 4; i++)
{
int xx = x + xy[i][0];
DrawLevelField(xx, yy);
}
+
+ /* crumble corner neighbour fields (required for inner field corners) */
+ for (i = 0; i < 4; i++)
+ {
+ int dx = (i & 1 ? +1 : -1);
+ int dy = (i & 2 ? +1 : -1);
+ int xx = x + dx;
+ int yy = y + dy;
+ int sxx = sx + dx;
+ int syy = sy + dy;
+
+ if (!IN_LEV_FIELD(xx, yy) ||
+ !IN_SCR_FIELD(sxx, syy) ||
+ !GFX_CRUMBLED(Feld[xx][yy]) ||
+ IS_MOVING(xx, yy))
+ continue;
+
+ int element = TILE_GFX_ELEMENT(xx, yy);
+ int graphic = el_act2crm(element, ACTION_DEFAULT);
+
+ if ((graphic_info[graphic].style & STYLE_INNER_CORNERS) &&
+ graphic_info[graphic].anim_frames == 2)
+ DrawLevelField(xx, yy);
+ }
}
static int getBorderElement(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))
}
}
+static void DrawSizedWallExt_MM(int dst_x, int dst_y, int element, int tilesize,
+ int (*el2img_function)(int), boolean masked)
+{
+ int element_base = map_mm_wall_element(element);
+ int element_bits = (IS_DF_WALL(element) ?
+ element - EL_DF_WALL_START :
+ element - EL_MM_WALL_START) & 0x000f;
+ int graphic = el2img_function(element_base);
+ int tilesize_draw = tilesize / 2;
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+ int i;
+
+ getSizedGraphicSource(graphic, 0, tilesize_draw, &src_bitmap, &src_x, &src_y);
+
+ for (i = 0; i < 4; i++)
+ {
+ int dst_draw_x = dst_x + (i % 2) * tilesize_draw;
+ int dst_draw_y = dst_y + (i / 2) * tilesize_draw;
+
+ if (element_bits & (1 << i))
+ {
+ if (masked)
+ BlitBitmapMasked(src_bitmap, drawto, src_x, src_y,
+ tilesize_draw, tilesize_draw, dst_draw_x, dst_draw_y);
+ else
+ BlitBitmap(src_bitmap, drawto, src_x, src_y,
+ tilesize_draw, tilesize_draw, dst_draw_x, dst_draw_y);
+ }
+ else
+ {
+ if (!masked)
+ ClearRectangle(drawto, dst_draw_x, dst_draw_y,
+ tilesize_draw, tilesize_draw);
+ }
+ }
+}
+
+void DrawSizedWall_MM(int dst_x, int dst_y, int element, int tilesize,
+ int (*el2img_function)(int))
+{
+ DrawSizedWallExt_MM(dst_x, dst_y, element, tilesize, el2img_function, FALSE);
+}
+
+void DrawSizedElementExt(int x, int y, int element, int tilesize,
+ boolean masked)
+{
+ if (IS_MM_WALL(element))
+ {
+ DrawSizedWallExt_MM(SX + x * tilesize, SY + y * tilesize,
+ element, tilesize, el2edimg, masked);
+ }
+ else
+ {
+ int graphic = el2edimg(element);
+
+ if (masked)
+ DrawSizedGraphicThruMask(x, y, graphic, 0, tilesize);
+ else
+ DrawSizedGraphic(x, y, graphic, 0, tilesize);
+ }
+}
+
void DrawSizedElement(int x, int y, int element, int tilesize)
{
- int graphic;
+ DrawSizedElementExt(x, y, element, tilesize, FALSE);
+}
- graphic = el2edimg(element);
- DrawSizedGraphic(x, y, graphic, 0, tilesize);
+void DrawSizedElementThruMask(int x, int y, int element, int tilesize)
+{
+ DrawSizedElementExt(x, y, element, tilesize, TRUE);
}
void DrawMiniElement(int x, int y, int element)
boolean no_delay = (tape.warp_forward);
unsigned int anim_delay = 0;
int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
- int anim_delay_value = (no_delay ? 0 : frame_delay_value) / 2;
+ int anim_delay_value = MAX(1, (no_delay ? 0 : frame_delay_value) / 2);
int font_nr = FONT_ENVELOPE_1 + envelope_nr;
int font_width = getFontWidth(font_nr);
int font_height = getFontHeight(font_nr);
int sy = SY + (SYSIZE - ysize * font_height) / 2;
int xx, yy;
- SetDrawtoField(DRAW_FIELDBUFFER);
+ SetDrawtoField(DRAW_TO_FIELDBUFFER);
BlitScreenToBitmap(backbuffer);
- SetDrawtoField(DRAW_BACKBUFFER);
+ SetDrawtoField(DRAW_TO_BACKBUFFER);
for (yy = 0; yy < ysize; yy++)
for (xx = 0; xx < xsize; xx++)
game.envelope_active = FALSE;
- SetDrawtoField(DRAW_FIELDBUFFER);
+ SetDrawtoField(DRAW_TO_FIELDBUFFER);
redraw_mask |= REDRAW_FIELD;
BackToFront();
void DrawEnvelopeRequest(char *text)
{
- int last_game_status = game_status; /* save current game status */
char *text_final = text;
char *text_door_style = NULL;
int graphic = IMG_BACKGROUND_REQUEST;
tile_size, tile_size);
/* force DOOR font inside door area */
- SetGameStatus(GAME_MODE_PSEUDO_DOOR);
+ SetFontStatus(GAME_MODE_PSEUDO_DOOR);
DrawTextBuffer(sx + sx_offset, sy + sy_offset, text_final, font_nr,
line_length, -1, max_lines, line_spacing, mask_mode,
request.autowrap, request.centered, FALSE);
- SetGameStatus(last_game_status); /* restore current game status */
+ ResetFontStatus();
for (i = 0; i < NUM_TOOL_BUTTONS; i++)
RedrawGadget(tool_gadget[i]);
// store readily prepared envelope request for later use when animating
- BlitBitmap(backbuffer, bitmap_db_cross, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ BlitBitmap(backbuffer, bitmap_db_store_2, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
if (text_door_style)
free(text_door_style);
boolean ffwd_delay = (tape.playing && tape.fast_forward);
boolean no_delay = (tape.warp_forward);
int delay_value = (ffwd_delay ? delay_value_fast : delay_value_normal);
- int anim_delay_value = (no_delay ? 0 : delay_value + 500 * 0) / 2;
+ int anim_delay_value = MAX(1, (no_delay ? 0 : delay_value + 500 * 0) / 2);
unsigned int anim_delay = 0;
int tile_size = MAX(request.step_offset, 1);
setRequestPosition(&src_x, &src_y, FALSE);
setRequestPositionExt(&dst_x, &dst_y, width, height, FALSE);
- BlitBitmap(bitmap_db_store, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ BlitBitmap(bitmap_db_store_1, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
for (yy = 0; yy < 2; yy++)
{
int yy_size = (yy ? tile_size : ysize_size_top);
if (draw_masked)
- BlitBitmapMasked(bitmap_db_cross, backbuffer,
+ BlitBitmapMasked(bitmap_db_store_2, backbuffer,
src_xx, src_yy, xx_size, yy_size, dst_xx, dst_yy);
else
- BlitBitmap(bitmap_db_cross, backbuffer,
+ BlitBitmap(bitmap_db_store_2, backbuffer,
src_xx, src_yy, xx_size, yy_size, dst_xx, dst_yy);
}
}
redraw_mask |= REDRAW_FIELD;
- DoAnimation();
BackToFront();
SkipUntilDelayReached(&anim_delay, anim_delay_value, &i, last_frame);
if (game_status == GAME_MODE_PLAYING)
BlitScreenToBitmap(backbuffer);
- SetDrawtoField(DRAW_BACKBUFFER);
+ SetDrawtoField(DRAW_TO_BACKBUFFER);
// SetDrawBackgroundMask(REDRAW_NONE);
if (action == ACTION_OPENING)
{
- BlitBitmap(backbuffer, bitmap_db_store, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ BlitBitmap(backbuffer, bitmap_db_store_1, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
if (req_state & REQ_ASK)
{
}
DrawEnvelopeRequest(text);
-
- if (game_status != GAME_MODE_MAIN)
- InitAnimation();
}
game.envelope_active = TRUE; /* needed for RedrawPlayfield() events */
game.envelope_active = FALSE;
if (action == ACTION_CLOSING)
- {
- if (game_status != GAME_MODE_MAIN)
- StopAnimation();
-
- BlitBitmap(bitmap_db_store, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
- }
+ BlitBitmap(bitmap_db_store_1, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
// SetDrawBackgroundMask(last_draw_background_mask);
redraw_mask |= REDRAW_FIELD;
- if (game_status == GAME_MODE_MAIN)
- DoAnimation();
-
BackToFront();
if (action == ACTION_CLOSING &&
game_status == GAME_MODE_PLAYING &&
level.game_engine_type == GAME_ENGINE_TYPE_RND)
- SetDrawtoField(DRAW_FIELDBUFFER);
+ SetDrawtoField(DRAW_TO_FIELDBUFFER);
}
void DrawPreviewElement(int dst_x, int dst_y, int element, int tilesize)
{
- Bitmap *src_bitmap;
- int src_x, src_y;
- int graphic = el2preimg(element);
+ if (IS_MM_WALL(element))
+ {
+ DrawSizedWall_MM(dst_x, dst_y, element, tilesize, el2preimg);
+ }
+ else
+ {
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+ int graphic = el2preimg(element);
- getSizedGraphicSource(graphic, 0, tilesize, &src_bitmap, &src_x, &src_y);
- BlitBitmap(src_bitmap, drawto, src_x, src_y, tilesize, tilesize, dst_x,dst_y);
+ 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 draw_background_mask)
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;
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 (restart)
{
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);
DrawTextSAligned(pos->x, pos->y, label_text, font_nr, pos->align);
}
- SetGameStatus(last_game_status); /* restore current game status */
-
return;
}
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);
}
-
- SetGameStatus(last_game_status); /* restore current game status */
}
void DrawPreviewLevelInitial()
{
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;
still_wait = FALSE;
}
- DoAnimation();
-
- WaitUntilDelayReached(&sync_frame_delay, sync_frame_delay_value);
+ BackToFront();
}
}
{
if (level_solved)
{
- SetDrawtoField(DRAW_FIELDBUFFER);
+ /* the MM game engine does not use a special (scrollable) field buffer */
+ if (level.game_engine_type != GAME_ENGINE_TYPE_MM)
+ SetDrawtoField(DRAW_TO_FIELDBUFFER);
HandleGameActions();
- SetDrawtoField(DRAW_BACKBUFFER);
+ SetDrawtoField(DRAW_TO_BACKBUFFER);
if (global.use_envelope_request)
{
/* copy current state of request area to middle of playfield area */
- BlitBitmap(bitmap_db_cross, drawto, sx, sy, width, height, sx, sy);
+ BlitBitmap(bitmap_db_store_2, drawto, sx, sy, width, height, sx, sy);
}
}
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:
- switch (GetEventKey((KeyEvent *)&event, TRUE))
+ {
+ Key key = GetEventKey((KeyEvent *)&event, TRUE);
+
+ switch (key)
{
case KSYM_space:
if (req_state & REQ_CONFIRM)
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;
default:
+ HandleKeysDebug(key);
break;
}
if (req_state & REQ_PLAYER)
result = 0;
+
break;
+ }
case EVENT_KEYRELEASE:
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;
if (global.use_envelope_request)
{
/* copy back current state of pressed buttons inside request area */
- BlitBitmap(drawto, bitmap_db_cross, sx, sy, width, height, sx, sy);
+ BlitBitmap(drawto, bitmap_db_store_2, sx, sy, width, height, sx, sy);
}
}
- else
- {
- DoAnimation();
- }
BackToFront();
-
- WaitUntilDelayReached(&sync_frame_delay, sync_frame_delay_value);
}
return result;
static boolean RequestDoor(char *text, unsigned int req_state)
{
unsigned int old_door_state;
- int last_game_status = game_status; /* save current game status */
int max_request_line_len = MAX_REQUEST_LINE_FONT1_LEN;
int font_nr = FONT_TEXT_2;
char *text_ptr;
DrawBackground(DX, DY, DXSIZE, DYSIZE);
/* force DOOR font inside door area */
- SetGameStatus(GAME_MODE_PSEUDO_DOOR);
+ SetFontStatus(GAME_MODE_PSEUDO_DOOR);
/* write text for request */
for (text_ptr = text, ty = 0; ty < MAX_REQUEST_LINES; ty++)
// text_ptr += tl + (tc == ' ' || tc == '?' || tc == '!' ? 1 : 0);
}
- SetGameStatus(last_game_status); /* restore current game status */
+ ResetFontStatus();
if (req_state & REQ_ASK)
{
return FALSE;
}
- if (game_status != GAME_MODE_MAIN)
- InitAnimation();
-
SetDrawBackgroundMask(REDRAW_FIELD | REDRAW_DOOR_1);
// ---------- handle request buttons ----------
result = RequestHandleEvents(req_state);
- if (game_status != GAME_MODE_MAIN)
- StopAnimation();
-
UnmapToolButtons();
if (!(req_state & REQ_STAY_OPEN))
// ---------- handle request buttons ----------
result = RequestHandleEvents(req_state);
- if (game_status != GAME_MODE_MAIN)
- StopAnimation();
-
UnmapToolButtons();
ShowEnvelopeRequest(text, req_state, ACTION_CLOSING);
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)
}
doors[] =
{
- { DOOR_1, IMG_DOOR_1_GFX_PART_1, IMG_DOOR_1_GFX_PART_8, &door_1 },
- { DOOR_2, IMG_DOOR_2_GFX_PART_1, IMG_DOOR_2_GFX_PART_8, &door_2 },
+ { DOOR_1, IMG_GFX_DOOR_1_PART_1, IMG_GFX_DOOR_1_PART_8, &door_1 },
+ { DOOR_2, IMG_GFX_DOOR_2_PART_1, IMG_GFX_DOOR_2_PART_8, &door_2 },
{ -1, -1, -1, NULL }
};
int sync_frame = kk_door * door_delay_value;
int frame = getGraphicAnimationFrame(dpc->graphic, sync_frame);
- getGraphicSource(dpc->graphic, frame, &bitmap, &g_src_x, &g_src_y);
+ getFixedGraphicSource(dpc->graphic, frame, &bitmap,
+ &g_src_x, &g_src_y);
}
// draw door panel
{
BackToFront();
- if (game_status == GAME_MODE_MAIN)
- DoAnimation();
-
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)
} toolbutton_info[NUM_TOOL_BUTTONS] =
{
{
- IMG_REQUEST_BUTTON_GFX_YES, &request.button.yes,
+ IMG_GFX_REQUEST_BUTTON_YES, &request.button.yes,
TOOL_CTRL_ID_YES, "yes"
},
{
- IMG_REQUEST_BUTTON_GFX_NO, &request.button.no,
+ IMG_GFX_REQUEST_BUTTON_NO, &request.button.no,
TOOL_CTRL_ID_NO, "no"
},
{
- IMG_REQUEST_BUTTON_GFX_CONFIRM, &request.button.confirm,
+ IMG_GFX_REQUEST_BUTTON_CONFIRM, &request.button.confirm,
TOOL_CTRL_ID_CONFIRM, "confirm"
},
{
- IMG_REQUEST_BUTTON_GFX_PLAYER_1, &request.button.player_1,
+ IMG_GFX_REQUEST_BUTTON_PLAYER_1, &request.button.player_1,
TOOL_CTRL_ID_PLAYER_1, "player 1"
},
{
- IMG_REQUEST_BUTTON_GFX_PLAYER_2, &request.button.player_2,
+ IMG_GFX_REQUEST_BUTTON_PLAYER_2, &request.button.player_2,
TOOL_CTRL_ID_PLAYER_2, "player 2"
},
{
- IMG_REQUEST_BUTTON_GFX_PLAYER_3, &request.button.player_3,
+ IMG_GFX_REQUEST_BUTTON_PLAYER_3, &request.button.player_3,
TOOL_CTRL_ID_PLAYER_3, "player 3"
},
{
- IMG_REQUEST_BUTTON_GFX_PLAYER_4, &request.button.player_4,
+ IMG_GFX_REQUEST_BUTTON_PLAYER_4, &request.button.player_4,
TOOL_CTRL_ID_PLAYER_4, "player 4"
}
};
}
}
+int map_element_RND_to_MM(int element_rnd)
+{
+ return (element_rnd >= EL_MM_START_1 &&
+ element_rnd <= EL_MM_END_1 ?
+ EL_MM_START_1_NATIVE + element_rnd - EL_MM_START_1 :
+
+ element_rnd >= EL_MM_START_2 &&
+ element_rnd <= EL_MM_END_2 ?
+ EL_MM_START_2_NATIVE + element_rnd - EL_MM_START_2 :
+
+ element_rnd >= EL_CHAR_START &&
+ element_rnd <= EL_CHAR_END ?
+ EL_MM_CHAR_START_NATIVE + element_rnd - EL_CHAR_START :
+
+ element_rnd >= EL_MM_RUNTIME_START &&
+ element_rnd <= EL_MM_RUNTIME_END ?
+ EL_MM_RUNTIME_START_NATIVE + element_rnd - EL_MM_RUNTIME_START :
+
+ element_rnd >= EL_MM_DUMMY_START &&
+ element_rnd <= EL_MM_DUMMY_END ?
+ EL_MM_DUMMY_START_NATIVE + element_rnd - EL_MM_DUMMY_START :
+
+ EL_MM_EMPTY_NATIVE);
+}
+
+int map_element_MM_to_RND(int element_mm)
+{
+ return (element_mm == EL_MM_EMPTY_NATIVE ||
+ element_mm == EL_DF_EMPTY_NATIVE ?
+ EL_EMPTY :
+
+ element_mm >= EL_MM_START_1_NATIVE &&
+ element_mm <= EL_MM_END_1_NATIVE ?
+ EL_MM_START_1 + element_mm - EL_MM_START_1_NATIVE :
+
+ element_mm >= EL_MM_START_2_NATIVE &&
+ element_mm <= EL_MM_END_2_NATIVE ?
+ EL_MM_START_2 + element_mm - EL_MM_START_2_NATIVE :
+
+ element_mm >= EL_MM_CHAR_START_NATIVE &&
+ element_mm <= EL_MM_CHAR_END_NATIVE ?
+ EL_CHAR_START + element_mm - EL_MM_CHAR_START_NATIVE :
+
+ element_mm >= EL_MM_RUNTIME_START_NATIVE &&
+ element_mm <= EL_MM_RUNTIME_END_NATIVE ?
+ EL_MM_RUNTIME_START + element_mm - EL_MM_RUNTIME_START_NATIVE :
+
+ element_mm >= EL_MM_DUMMY_START_NATIVE &&
+ element_mm <= EL_MM_DUMMY_END_NATIVE ?
+ EL_MM_DUMMY_START + element_mm - EL_MM_DUMMY_START_NATIVE :
+
+ EL_EMPTY);
+}
+
+int map_action_MM_to_RND(int action_mm)
+{
+ /* all MM actions are defined to exactly match their RND counterparts */
+ return action_mm;
+}
+
+int map_sound_MM_to_RND(int sound_mm)
+{
+ switch (sound_mm)
+ {
+ case SND_MM_GAME_LEVELTIME_CHARGING:
+ return SND_GAME_LEVELTIME_CHARGING;
+
+ default:
+ return SND_UNDEFINED;
+ }
+}
+
+int map_mm_wall_element(int element)
+{
+ return (element >= EL_MM_STEEL_WALL_START &&
+ element <= EL_MM_STEEL_WALL_END ?
+ EL_MM_STEEL_WALL :
+
+ element >= EL_MM_WOODEN_WALL_START &&
+ element <= EL_MM_WOODEN_WALL_END ?
+ EL_MM_WOODEN_WALL :
+
+ element >= EL_MM_ICE_WALL_START &&
+ element <= EL_MM_ICE_WALL_END ?
+ EL_MM_ICE_WALL :
+
+ element >= EL_MM_AMOEBA_WALL_START &&
+ element <= EL_MM_AMOEBA_WALL_END ?
+ EL_MM_AMOEBA_WALL :
+
+ element >= EL_DF_STEEL_WALL_START &&
+ element <= EL_DF_STEEL_WALL_END ?
+ EL_DF_STEEL_WALL :
+
+ element >= EL_DF_WOODEN_WALL_START &&
+ element <= EL_DF_WOODEN_WALL_END ?
+ EL_DF_WOODEN_WALL :
+
+ element);
+}
+
+int map_mm_wall_element_editor(int element)
+{
+ switch (element)
+ {
+ case EL_MM_STEEL_WALL: return EL_MM_STEEL_WALL_START;
+ case EL_MM_WOODEN_WALL: return EL_MM_WOODEN_WALL_START;
+ case EL_MM_ICE_WALL: return EL_MM_ICE_WALL_START;
+ case EL_MM_AMOEBA_WALL: return EL_MM_AMOEBA_WALL_START;
+ case EL_DF_STEEL_WALL: return EL_DF_STEEL_WALL_START;
+ case EL_DF_WOODEN_WALL: return EL_DF_WOODEN_WALL_START;
+
+ default: return element;
+ }
+}
+
int get_next_element(int element)
{
switch (element)
}
}
+int el2img_mm(int element_mm)
+{
+ return el2img(map_element_MM_to_RND(element_mm));
+}
+
int el_act_dir2img(int element, int action, int direction)
{
element = GFX_ELEMENT(element);
return InitEngineRandom_EM(seed);
else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
return InitEngineRandom_SP(seed);
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ return InitEngineRandom_MM(seed);
else
return InitEngineRandom_RND(seed);
}
&g_em->crumbled_src_x, &g_em->crumbled_src_y);
g_em->crumbled_border_size = graphic_info[crumbled].border_size;
+ g_em->crumbled_tile_size = graphic_info[crumbled].tile_size;
g_em->has_crumbled_graphics = TRUE;
}
g_em->crumbled_src_x = 0;
g_em->crumbled_src_y = 0;
g_em->crumbled_border_size = 0;
+ g_em->crumbled_tile_size = 0;
g_em->has_crumbled_graphics = FALSE;
}
boolean any_player_snapping,
boolean any_player_dropping)
{
- static boolean player_was_waiting = TRUE;
-
if (frame == 0 && !any_player_dropping)
{
- if (!player_was_waiting)
+ if (!local_player->was_waiting)
{
- if (!SaveEngineSnapshotToList())
+ if (!CheckSaveEngineSnapshotToList())
return;
- player_was_waiting = TRUE;
+ local_player->was_waiting = TRUE;
}
}
else if (any_player_moving || any_player_snapping || any_player_dropping)
{
- player_was_waiting = FALSE;
+ local_player->was_waiting = FALSE;
}
}
void CheckSaveEngineSnapshot_SP(boolean murphy_is_waiting,
boolean murphy_is_dropping)
{
- static boolean player_was_waiting = TRUE;
-
if (murphy_is_waiting)
{
- if (!player_was_waiting)
+ if (!local_player->was_waiting)
{
- if (!SaveEngineSnapshotToList())
+ if (!CheckSaveEngineSnapshotToList())
return;
- player_was_waiting = TRUE;
+ local_player->was_waiting = TRUE;
}
}
else
{
- player_was_waiting = FALSE;
+ local_player->was_waiting = FALSE;
}
}
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()
*height = MAX(*height, height2);
}
+void SetAnimStatus(int anim_status_new)
+{
+ 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;
+
+ // directly set screen modes that are entered without fading
+ if ((global.anim_status == GAME_MODE_PSEUDO_MAINONLY &&
+ global.anim_status_next == GAME_MODE_PSEUDO_TYPENAME) ||
+ (global.anim_status == GAME_MODE_PSEUDO_TYPENAME &&
+ global.anim_status_next == GAME_MODE_PSEUDO_MAINONLY))
+ global.anim_status = global.anim_status_next;
+}
+
void SetGameStatus(int game_status_new)
{
+ if (game_status_new != game_status)
+ game_status_last_screen = game_status;
+
game_status = game_status_new;
- global.anim_status_next = game_status;
+ SetAnimStatus(game_status_new);
+}
+
+void SetFontStatus(int game_status_new)
+{
+ static int last_game_status = -1;
+
+ if (game_status_new != -1)
+ {
+ // set game status for font use after storing last game status
+ last_game_status = game_status;
+ game_status = game_status_new;
+ }
+ else
+ {
+ // reset game status after font use from last stored game status
+ game_status = last_game_status;
+ }
+}
+
+void ResetFontStatus()
+{
+ SetFontStatus(-1);
}
void ChangeViewportPropertiesIfNeeded()
{
+ boolean use_mini_tilesize = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ FALSE : setup.small_game_graphics);
int gfx_game_mode = game_status;
int gfx_game_mode2 = (game_status == GAME_MODE_EDITOR ? GAME_MODE_DEFAULT :
game_status);
int new_ey = vp_door_3->y;
int new_exsize = vp_door_3->width;
int new_eysize = vp_door_3->height;
- int new_tilesize_var =
- (setup.small_game_graphics ? MINI_TILESIZE : game.tile_size);
-
+ int new_tilesize_var = (use_mini_tilesize ? MINI_TILESIZE : game.tile_size);
int tilesize = (gfx_game_mode == GAME_MODE_PLAYING ? new_tilesize_var :
gfx_game_mode == GAME_MODE_EDITOR ? MINI_TILESIZE : TILESIZE);
int new_scr_fieldx = new_sxsize / tilesize;
int new_scr_fieldy_buffers = new_sysize / new_tilesize_var;
boolean init_gfx_buffers = FALSE;
boolean init_video_buffer = FALSE;
- boolean init_gadgets_and_toons = FALSE;
+ boolean init_gadgets_and_anims = FALSE;
boolean init_em_graphics = FALSE;
if (new_win_xsize != WIN_XSIZE ||
init_video_buffer = TRUE;
init_gfx_buffers = TRUE;
- init_gadgets_and_toons = TRUE;
+ init_gadgets_and_anims = TRUE;
// printf("::: video: init_video_buffer, init_gfx_buffers\n");
}
TILESIZE_VAR = new_tilesize_var;
init_gfx_buffers = TRUE;
- init_gadgets_and_toons = TRUE;
+ init_gadgets_and_anims = TRUE;
// printf("::: viewports: init_gfx_buffers\n");
- // printf("::: viewports: init_gadgets_and_toons\n");
+ // printf("::: viewports: init_gadgets_and_anims\n");
}
if (init_gfx_buffers)
InitImageTextures();
}
- if (init_gadgets_and_toons)
+ if (init_gadgets_and_anims)
{
- // printf("::: init_gadgets_and_toons\n");
+ // printf("::: init_gadgets_and_anims\n");
InitGadgets();
- InitToons();
InitGlobalAnimations();
}