X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_graphics.c;h=084fb3f0f91cd7712514329e4e91781143498214;hb=93a37840d8ff4a84fc878f148e3abfeecb701821;hp=7472782eab2d1d754c8f645409c0d4259b28a645;hpb=a5625f62fe0e6212c4526637f23fa029f32301e8;p=rocksndiamonds.git diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index 7472782e..084fb3f0 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -14,19 +14,16 @@ * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ -#include - #include "main_bd.h" // !!! (can be removed later) !!! #define DO_GFX_SANITY_CHECK TRUE -/* distance to screen edge in cells when scrolling the screen */ +// distance to screen edge in cells when scrolling the screen #define SCROLL_EDGE_DISTANCE 4 -/* these can't be larger than 31, or they mess up utf8 coding or are the same - as some ascii letter */ +// these can't be larger than 31, or they mess up utf8 coding or are the same as some ascii letter #define GD_DOWN_CHAR 1 #define GD_LEFT_CHAR 2 #define GD_UP_CHAR 3 @@ -42,7 +39,7 @@ #define GD_KEY_CHAR 12 #define GD_COMMENT_CHAR 13 -/* screen area */ +// screen area Bitmap *gd_screen_bitmap = NULL; static int play_area_w = 0; @@ -50,14 +47,14 @@ static int play_area_h = 0; static int scroll_x, scroll_y; -/* quit, global variable which is set to true if the application should quit */ +// quit, global variable which is set to true if the application should quit boolean gd_quit = FALSE; -const guint8 *gd_keystate; +const byte *gd_keystate; static int cell_size = 0; -/* graphic info for game objects/frames and players/actions/frames */ +// graphic info for game objects/frames and players/actions/frames struct GraphicInfo_BD graphic_info_bd_object[O_MAX_ALL][8]; void set_cell_size(int s) @@ -102,13 +99,13 @@ static boolean cave_scroll(int logical_size, int physical_size, int center, bool int cell_size = TILESIZE_VAR; boolean changed = FALSE; - /* start scrolling when player reaches certain distance to screen edge */ + // start scrolling when player reaches certain distance to screen edge int start = physical_size / 2 - cell_size * edge_distance; - /* scroll so that the player is at the center; the allowed difference is this */ + // scroll so that the player is at the center; the allowed difference is this int to = cell_size; - /* if cave size smaller than the screen, no scrolling req'd */ + // if cave size smaller than the screen, no scrolling req'd if (logical_size < physical_size) { *desired = 0; @@ -124,22 +121,22 @@ static boolean cave_scroll(int logical_size, int physical_size, int center, bool if (logical_size <= physical_size + cell_size) { - /* if cave size is only a slightly larger than the screen, also no scrolling */ - /* scroll to the middle of the cell */ + // if cave size is only a slightly larger than the screen, also no scrolling + // scroll to the middle of the cell *desired = max / 2; } else { if (exact) { - /* if exact scrolling, just go exactly to the center. */ + // if exact scrolling, just go exactly to the center. *desired = center; } else { - /* hystheresis function. - * when scrolling left, always go a bit less left than player being at the middle. - * when scrolling right, always go a bit less to the right. */ + // hystheresis function. + // when scrolling left, always go a bit less left than player being at the middle. + // when scrolling right, always go a bit less to the right. if (*current < center - start) *desired = center - to; if (*current > center + start) @@ -166,7 +163,7 @@ static boolean cave_scroll(int logical_size, int physical_size, int center, bool return changed; } -/* just set current viewport to upper left. */ +// just set current viewport to upper left. void gd_scroll_to_origin(void) { scroll_x = 0; @@ -193,49 +190,45 @@ int get_play_area_h(void) return play_area_h / cell_size; } -/* SCROLLING - * - * scrolls to the player during game play. - * called by drawcave - * returns true, if player is not visible-ie it is out of the visible size in the drawing area. - */ +/* + SCROLLING + + scrolls to the player during game play. + called by drawcave + returns true, if player is not visible-ie it is out of the visible size in the drawing area. +*/ boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate) { static int scroll_desired_x = 0, scroll_desired_y = 0; boolean out_of_window; int player_x, player_y, visible_x, visible_y; boolean changed; - int scroll_divisor; - - /* max scrolling speed depends on the speed of the cave. */ - /* game moves cell_size_game * 1s / cave time pixels in a second. */ - /* scrolling moves scroll speed * 1s / scroll_time in a second. */ - /* these should be almost equal; scrolling speed a little slower. */ - /* that way, the player might reach the border with a small probability, */ - /* but the scrolling will not "oscillate", ie. turn on for little intervals as it has */ - /* caught up with the desired position. smaller is better. */ + + // max scrolling speed depends on the speed of the cave. + // game moves cell_size_game * 1s / cave time pixels in a second. + // scrolling moves scroll speed * 1s / scroll_time in a second. + // these should be almost equal; scrolling speed a little slower. + // that way, the player might reach the border with a small probability, + // but the scrolling will not "oscillate", ie. turn on for little intervals as it has + // caught up with the desired position. smaller is better. int scroll_speed = cell_size * 20 / game->cave->speed; + if (!setup.bd_scroll_delay) + exact_scroll = TRUE; + if (immediate) scroll_speed = cell_size * MAX(game->cave->w, game->cave->h); - player_x = game->cave->player_x - game->cave->x1; /* cell coordinates of player */ + player_x = game->cave->player_x - game->cave->x1; // cell coordinates of player player_y = game->cave->player_y - game->cave->y1; - /* pixel size of visible part of the cave (may be smaller in intermissions) */ + // pixel size of visible part of the cave (may be smaller in intermissions) visible_x = (game->cave->x2 - game->cave->x1 + 1) * cell_size; visible_y = (game->cave->y2 - game->cave->y1 + 1) * cell_size; - /* cell_size contains the scaled size, but we need the original. */ + // cell_size contains the scaled size, but we need the original. changed = FALSE; - /* some sort of scrolling speed. - with larger cells, the divisor must be smaller, so the scrolling faster. */ - scroll_divisor = 256 / cell_size; - - /* fine scrolling is 50hz (normal would be 25hz only) */ - scroll_divisor *= 2; - if (cave_scroll(visible_x, play_area_w, player_x * cell_size + cell_size / 2 - play_area_w / 2, exact_scroll, &scroll_x, &scroll_desired_x, scroll_speed)) changed = TRUE; @@ -244,7 +237,7 @@ boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate) exact_scroll, &scroll_y, &scroll_desired_y, scroll_speed)) changed = TRUE; - /* if scrolling, we should update entire screen. */ + // if scrolling, we should update entire screen. if (changed) { int x, y; @@ -254,15 +247,15 @@ boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate) game->gfx_buffer[y][x] |= GD_REDRAW; } - /* check if active player is visible at the moment. */ + // check if active player is visible at the moment. out_of_window = FALSE; - /* check if active player is outside drawing area. if yes, we should wait for scrolling */ + // check if active player is outside drawing area. if yes, we should wait for scrolling if ((player_x * cell_size) < scroll_x || (player_x * cell_size + cell_size - 1) > scroll_x + play_area_w) { - /* but only do the wait, if the player SHOULD BE visible, ie. he is inside - the defined visible area of the cave */ + // but only do the wait, if the player SHOULD BE visible, ie. he is inside + // the defined visible area of the cave if (game->cave->player_x >= game->cave->x1 && game->cave->player_x <= game->cave->x2) out_of_window = TRUE; @@ -270,14 +263,14 @@ boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate) if ((player_y * cell_size) < scroll_y || (player_y * cell_size + cell_size - 1) > scroll_y + play_area_h) - /* but only do the wait, if the player SHOULD BE visible, ie. he is inside - the defined visible area of the cave */ + // but only do the wait, if the player SHOULD BE visible, ie. he is inside + // the defined visible area of the cave if (game->cave->player_y >= game->cave->y1 && game->cave->player_y <= game->cave->y2) out_of_window = TRUE; - /* if not yet born, we treat as visible. so cave will run. - the user is unable to control an unborn player, so this is the right behaviour. */ + // if not yet born, we treat as visible. so cave will run. + // the user is unable to control an unborn player, so this is the right behaviour. if (game->cave->player_state == GD_PL_NOT_YET) return FALSE; @@ -285,24 +278,154 @@ boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate) } #if DO_GFX_SANITY_CHECK -/* workaround to prevent variable name scope problem */ +// workaround to prevent variable name scope problem static boolean use_native_bd_graphics_engine(void) { return game.use_native_bd_graphics_engine; } #endif +// returns true if the element is a player +static inline boolean is_player(const int element) +{ + return (gd_elements[element & O_MASK].properties & P_PLAYER) != 0; +} + +// returns true if the element is collectible +static inline boolean is_collectible(const int element) +{ + return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0; +} + +// returns true if the element is exploding +static inline boolean is_explosion(const int element) +{ + return (gd_elements[element & O_MASK].properties & P_EXPLOSION) != 0; +} + +static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean draw_masked) +{ + void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) = + (draw_masked ? BlitBitmapMasked : BlitBitmap); + GdCave *cave = game->cave; + int sx = x * cell_size - scroll_x; + int sy = y * cell_size - scroll_y; + int dir = game->dir_buffer[y][x]; + int tile = game->element_buffer[y][x]; + int frame = game->animcycle; + struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame]; + boolean use_smooth_movements = + ((setup.bd_smooth_movements == TRUE) || + (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine())); + + // do not use smooth movement animation for exploding game elements (like player) + if (is_explosion(tile) && dir != GD_MV_STILL) + use_smooth_movements = FALSE; + + // do not use smooth movement animation for player entering exit (engine stopped) + if (cave->player_state == GD_PL_EXITED) + use_smooth_movements = FALSE; + +#if DO_GFX_SANITY_CHECK + if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless) + { + int old_x = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) % GD_NUM_OF_CELLS_X; + int old_y = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) / GD_NUM_OF_CELLS_X; + int new_x = g->src_x / g->width; + int new_y = g->src_y / g->height; + + if (new_x != old_x || new_y != old_y) + { + printf("::: BAD ANIMATION FOR TILE %d, FRAME %d [NEW(%d, %d) != OLD(%d, %d)] ['%s']\n", + tile, frame, + new_x, new_y, + old_x, old_y, + gd_elements[tile].name); + } + } +#endif + + // if game element not moving (or no smooth movements requested), simply draw tile + if (dir == GD_MV_STILL || !use_smooth_movements) + { + blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy); + + return; + } + + // draw smooth animation for game element moving between two cave tiles + + if (!(game->last_element_buffer[y][x] & SKIPPED)) + { + // redraw previous game element on the cave field the new element is moving to + int tile_last = game->last_element_buffer[y][x]; + + // only redraw previous game element if it is not collectible (like dirt etc.) + if (is_collectible(tile_last)) + tile_last = O_SPACE; + + struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame]; + + blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, cell_size, cell_size, sx, sy); + } + + // get cave field position the game element is moving from + int dx = (dir == GD_MV_LEFT ? +1 : dir == GD_MV_RIGHT ? -1 : 0); + int dy = (dir == GD_MV_UP ? +1 : dir == GD_MV_DOWN ? -1 : 0); + int old_x = cave->getx(cave, x + dx, y + dy); + int old_y = cave->gety(cave, x + dx, y + dy); + int tile_from = game->element_buffer[old_y][old_x]; + struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame]; + boolean old_is_player = is_player(tile_from); + boolean old_is_moving = (game->dir_buffer[old_y][old_x] != GD_MV_STILL); + boolean old_is_visible = (old_x >= cave->x1 && + old_x <= cave->x2 && + old_y >= cave->y1 && + old_y <= cave->y2); + + if (old_is_visible) + { + if (!old_is_moving && !old_is_player) + { + // redraw game element on the cave field the element is moving from + blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size, + sx + dx * cell_size, sy + dy * cell_size); + + game->element_buffer[old_y][old_x] |= SKIPPED; + } + else + { + // if old tile also moving (like pushing player), do not redraw tile background + game->last_element_buffer[old_y][old_x] |= SKIPPED; + } + } + + // get shifted position between cave fields the game element is moving from/to + int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax); + int shift = cell_size * itercycle / game->itermax; + + blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, + sx + dx * shift, sy + dy * shift); + + // special case: redraw player snapping a game element + if (old_is_visible && old_is_player && !old_is_moving) + { + // redraw game element on the cave field the element is moving from + blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size, + sx + dx * cell_size, sy + dy * cell_size); + } +} + int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) { GdCave *cave = game->cave; - void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) = BlitBitmap; static int show_flash_count = 0; boolean show_flash = FALSE; + boolean draw_masked = FALSE; boolean redraw_all = force_redraw; - int scroll_y_aligned = scroll_y; int x, y; - /* force redraw if maximum number of cycles has changed (to redraw moving elements) */ + // force redraw if maximum number of cycles has changed (to redraw moving elements) if (game->itermax != game->itermax_last) redraw_all = TRUE; @@ -322,108 +445,28 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) { FillRectangle(dest, 0, 0, SXSIZE, SYSIZE, WHITE_PIXEL); - blit_bitmap = BlitBitmapMasked; + draw_masked = TRUE; redraw_all = TRUE; } - /* here we draw all cells to be redrawn. we do not take scrolling area into - consideration - sdl will do the clipping. */ + // here we draw all cells to be redrawn. we do not take scrolling area into + // consideration - sdl will do the clipping. for (y = cave->y1; y <= cave->y2; y++) { for (x = cave->x1; x <= cave->x2; x++) { - /* potential movement direction of game element */ - int dir = game->dir_buffer[y][x]; - - if (redraw_all || game->gfx_buffer[y][x] & GD_REDRAW || dir != GD_MV_STILL) + if (redraw_all || + game->gfx_buffer[y][x] & GD_REDRAW || + game->dir_buffer[y][x] != GD_MV_STILL) { - /* skip redrawing already drawn element with movement */ + // skip redrawing already drawn element with movement if (game->element_buffer[y][x] & SKIPPED) continue; - /* now we have drawn it */ + // now we have drawn it game->gfx_buffer[y][x] = game->gfx_buffer[y][x] & ~GD_REDRAW; - int sx = x * cell_size - scroll_x; - int sy = y * cell_size - scroll_y_aligned; - int tile = game->element_buffer[y][x]; - int frame = game->animcycle; - struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame]; - boolean use_smooth_movements = TRUE; - - /* if game element is just moving, draw movement animation between two tiles */ - if (use_smooth_movements && dir != GD_MV_STILL) - { - if (!(game->last_element_buffer[y][x] & SKIPPED)) - { - /* redraw previous game element on the cave field the new element is moving to */ - int tile_old = game->last_element_buffer[y][x]; - struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_old][frame]; - - blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, cell_size, cell_size, - sx, sy); - } - - /* get cave field position the game element is moving from */ - int dx = (dir == GD_MV_LEFT ? +1 : dir == GD_MV_RIGHT ? -1 : 0); - int dy = (dir == GD_MV_UP ? +1 : dir == GD_MV_DOWN ? -1 : 0); - int old_x = cave->getx(cave, x + dx, y + dy); - int old_y = cave->gety(cave, x + dx, y + dy); - int tile_from = game->element_buffer[old_y][old_x]; - struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame]; - boolean old_is_moving = (game->dir_buffer[old_y][old_x] != GD_MV_STILL); - boolean old_is_visible = (old_x >= cave->x1 && - old_x <= cave->x2 && - old_y >= cave->y1 && - old_y <= cave->y2); - - if (old_is_visible) - { - if (!old_is_moving) - { - /* redraw game element on the cave field the element is moving from */ - blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size, - sx + dx * cell_size, sy + dy * cell_size); - - game->element_buffer[old_y][old_x] |= SKIPPED; - } - else - { - /* if old tile also moving (like pushing player), do not redraw tile background */ - game->last_element_buffer[old_y][old_x] |= SKIPPED; - } - } - - /* get shifted position between cave fields the game element is moving from/to */ - int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax); - int shift = cell_size * itercycle / game->itermax; - - blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, - sx + dx * shift, sy + dy * shift); - } - else - { - blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy); - } - -#if DO_GFX_SANITY_CHECK - if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless) - { - int old_x = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) % GD_NUM_OF_CELLS_X; - int old_y = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) / GD_NUM_OF_CELLS_X; - int new_x = g->src_x / g->width; - int new_y = g->src_y / g->height; - - if (new_x != old_x || new_y != old_y) - { - printf("::: BAD ANIMATION FOR TILE %d, FRAME %d [NEW(%d, %d) != OLD(%d, %d)] ['%s']\n", - tile, frame, - new_x, new_y, - old_x, old_y, - gd_elements[tile].name); - } - } -#endif + gd_drawcave_tile(dest, game, x, y, draw_masked); } } }