X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;ds=sidebyside;f=src%2Fgame_bd%2Fmain_bd.c;h=3992593359260faac31cd6b3823666dd57ac1889;hb=3b292f6abf8f677bbfdbd9b583c54113b8e64959;hp=56e448a79721b18e91a8bb10d7f82c22c611a3ac;hpb=e781055ddb3142d2d309a98e67ec66cf261eb179;p=rocksndiamonds.git diff --git a/src/game_bd/main_bd.c b/src/game_bd/main_bd.c index 56e448a7..39925933 100644 --- a/src/game_bd/main_bd.c +++ b/src/game_bd/main_bd.c @@ -95,6 +95,30 @@ void setLevelInfoToDefaults_BD(void) setLevelInfoToDefaults_BD_Ext(0, 0); } +static List *getNativeLevelReplay_BD_Ext(List *item, boolean only_successful_replays) +{ + // look for replay that was recorded for the current difficulty level + while (item != NULL && + (item->data == NULL || + (((GdReplay *)item->data)->success == FALSE && only_successful_replays) || + ((GdReplay *)item->data)->level != native_bd_level.level_nr)) + item = item->next; + + return item; +} + +static List *getNativeLevelReplay_BD(List *replays) +{ + // 1st try: look for successful replay + List *item = getNativeLevelReplay_BD_Ext(replays, TRUE); + + if (item != NULL) + return item; + + // 2nd try: look for any replay + return getNativeLevelReplay_BD_Ext(replays, FALSE); +} + boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_only) { static char *filename_loaded = NULL; @@ -137,16 +161,9 @@ boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_onl // check if this cave has any replays if (native_bd_level.cave->replays != NULL) { - List *item = native_bd_level.cave->replays; + List *item = getNativeLevelReplay_BD(native_bd_level.cave->replays); - // try to find replay that was recorded for this difficulty level - while (item != NULL && - (item->data == NULL || - ((GdReplay *)item->data)->success == FALSE || - ((GdReplay *)item->data)->level != native_bd_level.level_nr)) - item = item->next; - - // matching replay found + // check if any matching replay was found if (item != NULL) native_bd_level.replay = (GdReplay *)item->data; } @@ -250,13 +267,19 @@ static void UpdateGameDoorValues_BD(void) static void PrepareGameTileBitmap_BD(void) { - struct GraphicInfo_BD *g = &graphic_info_bd_object[O_STONE][0]; + struct GraphicInfo_BD *g_template = &graphic_info_bd_color_template; + struct GraphicInfo_BD *g_default = &graphic_info_bd_object[O_STONE][0]; + + // prepare bitmap using cave ready for playing (may have changed colors) + gd_prepare_tile_bitmap(game_bd.game->cave, g_template->bitmap, 1); - gd_prepare_tile_bitmap(native_bd_level.cave, g->bitmap, 1); + // set reference bitmap which should be replaced with prepared bitmap + gd_set_tile_bitmap_reference(g_default->bitmap); } void PreparePreviewTileBitmap_BD(Bitmap *bitmap, int scale_down_factor) { + // prepare bitmap using cave from file (with originally defined colors) gd_prepare_tile_bitmap(native_bd_level.cave, bitmap, scale_down_factor); } @@ -305,9 +328,6 @@ void InitGameEngine_BD(void) game_bd.game->itermax = 8; // default; dynamically changed at runtime game_bd.game->itermax_last = game_bd.game->itermax; - // prepare tile bitmap with level-specific colors, if available - PrepareGameTileBitmap_BD(); - // default: start with completely covered playfield int next_state = GAME_INT_START_UNCOVER + 1; @@ -315,7 +335,13 @@ void InitGameEngine_BD(void) if (setup.bd_skip_uncovering) next_state = GAME_INT_LOAD_CAVE + 1; - // fast-forward game engine until cave loaded (covered or uncovered) + // first iteration loads and prepares the cave (may change colors) + play_game_func(game_bd.game, 0); + + // prepare tile bitmap with level-specific colors, if available + PrepareGameTileBitmap_BD(); + + // fast-forward game engine to selected state (covered or uncovered) while (game_bd.game->state_counter < next_state) play_game_func(game_bd.game, 0); @@ -384,6 +410,19 @@ void GameActions_BD(byte action[MAX_PLAYERS]) play_game_func(game_bd.game, action[0]); + // scroll without iterating engine if player out of sight (mainly due to wrap-around) + // (this is needed to prevent broken tapes in case of viewport or tile size changes) + while (game_bd.game->out_of_window) + { + RedrawPlayfield_BD(TRUE); + + BlitScreenToBitmap_BD(backbuffer); + + BackToFront(); + + play_game_func(game_bd.game, action[0]); + } + RedrawPlayfield_BD(FALSE); UpdateGameDoorValues_BD(); @@ -394,6 +433,36 @@ void GameActions_BD(byte action[MAX_PLAYERS]) // graphics functions // ============================================================================ +// check if native BD graphics engine requested in custom graphics configuration +boolean use_native_bd_graphics_engine(void) +{ + return game.use_native_bd_graphics_engine; +} + +// check if smooth game element movements selected in setup menu +boolean use_bd_smooth_movements(void) +{ + return ((setup.bd_smooth_movements == TRUE) || + (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine())); +} + +// check if player pushing graphics selected in setup menu +boolean use_bd_pushing_graphics(void) +{ + return ((setup.bd_pushing_graphics == TRUE) || + (setup.bd_pushing_graphics == AUTO && !use_native_bd_graphics_engine())); +} + +Bitmap **GetTitleScreenBitmaps_BD(void) +{ + Bitmap **title_screen_bitmaps = gd_get_title_screen_bitmaps(); + + if (title_screen_bitmaps == NULL || title_screen_bitmaps[0] == NULL) + return NULL; + + return title_screen_bitmaps; +} + void CoverScreen_BD(void) { game_bd.cover_screen = FALSE;