X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_graphics.c;h=2dce22248f7dbf09cbd0900d58cbd8f8f4c3460e;hb=10c4c4d34706ae17fe2f1b3b5e4fb7b23e6851a9;hp=b171b763b7ad261799cc12e4ac756befbde51924;hpb=40a2fe903817ae402dcce11b691391d15a590ff8;p=rocksndiamonds.git diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index b171b763..2dce2224 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -44,6 +44,9 @@ static Bitmap *gd_tile_bitmap = NULL; // pointer to reference tile bitmap (without level-specific colors) static Bitmap *gd_tile_bitmap_reference = NULL; +// optional title screen bitmap +static Bitmap *gd_title_screen_bitmap = NULL; + // screen area Bitmap *gd_screen_bitmap = NULL; @@ -61,6 +64,8 @@ static int cell_size = 0; // graphic info for game objects/frames and players/actions/frames struct GraphicInfo_BD graphic_info_bd_object[O_MAX_ALL][8]; +// graphic info for game graphics template for level-specific colors +struct GraphicInfo_BD graphic_info_bd_color_template; static inline int c64_png_colors(int r, int g, int b, int a) { @@ -227,6 +232,38 @@ int get_play_area_h(void) return play_area_h / cell_size; } +static boolean player_out_of_window(GdGame *game, int player_x, int player_y) +{ + // 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; + + // 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 + if (game->cave->player_x >= game->cave->x1 && + game->cave->player_x <= game->cave->x2) + return TRUE; + } + + 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 + if (game->cave->player_y >= game->cave->y1 && + game->cave->player_y <= game->cave->y2) + return TRUE; + } + + // player is inside visible window + return FALSE; +} + /* SCROLLING @@ -237,7 +274,7 @@ int get_play_area_h(void) boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate) { static int scroll_desired_x = 0, scroll_desired_y = 0; - boolean out_of_window; + static int scroll_speed_last = -1; int player_x, player_y, visible_x, visible_y; boolean changed; @@ -259,6 +296,18 @@ boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate) player_x = game->cave->player_x - game->cave->x1; // cell coordinates of player player_y = game->cave->player_y - game->cave->y1; + // if player is outside visible playfield area, use faster scrolling + // (might happen when wrapping around the playfield, teleporting etc.) + if (player_out_of_window(game, player_x, player_y)) + scroll_speed *= 4; + + // if scrolling started with player outside visible playfield area, keep faster scrolling + if (scroll_speed_last > scroll_speed) + scroll_speed = scroll_speed_last; + + // store current (potentially faster) scrolling speed for next time + scroll_speed_last = scroll_speed; + // 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; @@ -284,34 +333,12 @@ 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. - out_of_window = FALSE; - - // 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 - if (game->cave->player_x >= game->cave->x1 && - game->cave->player_x <= game->cave->x2) - out_of_window = TRUE; - } - - 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 - 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 (game->cave->player_state == GD_PL_NOT_YET) - return FALSE; + // if no scrolling required, reset last (potentially faster) scrolling speed + if (!changed) + scroll_speed_last = -1; - return out_of_window; + // check if active player is visible at the moment. + return player_out_of_window(game, player_x, player_y); } // returns true, if the given surface seems to be a c64 imported image. @@ -455,6 +482,9 @@ void gd_prepare_tile_bitmap(GdCave *cave, Bitmap *bitmap, int scale_down_factor) static Bitmap *gd_tile_bitmap_original = NULL; static int scale_down_factor_last = -1; + if (program.headless) + return; + // check if tile bitmap has changed (different artwork or tile size selected) if (bitmap != gd_tile_bitmap_original || scale_down_factor != scale_down_factor_last) { @@ -611,8 +641,8 @@ static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d // 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)) + // only redraw previous game element if it is diggable (like dirt etc.) + if (!is_diggable(tile_last)) tile_last = O_SPACE; struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame]; @@ -648,7 +678,9 @@ static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d else { // if old tile also moving (like pushing player), do not redraw tile background - game->last_element_buffer[old_y][old_x] |= SKIPPED; + // (but redraw if tile and old tile are moving/falling into different directions) + if (game->dir_buffer[old_y][old_x] == game->dir_buffer[y][x]) + game->last_element_buffer[old_y][old_x] |= SKIPPED; } } @@ -725,3 +757,113 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) return 0; } + +static SDL_Surface *get_surface_from_raw_data(const unsigned char *data, int size) +{ + SDL_RWops *rwop = SDL_RWFromConstMem(data, size); + SDL_Surface *surface = IMG_Load_RW(rwop, 1); // 1 = automatically closes rwop + + return surface; +} + +static SDL_Surface *get_surface_from_base64(const char *base64_data) +{ + int decoded_data_size = base64_decoded_size(base64_data); + unsigned char *decoded_data = checked_malloc(decoded_data_size); + + base64_decode(decoded_data, base64_data); + + SDL_Surface *surface = get_surface_from_raw_data(decoded_data, decoded_data_size); + + checked_free(decoded_data); + + return surface; +} + +static SDL_Surface *get_title_screen_surface(void) +{ + if (gd_caveset_data == NULL || gd_caveset_data->title_screen == NULL) + return NULL; + + SDL_Surface *surface = get_surface_from_base64(gd_caveset_data->title_screen); + + if (surface == NULL) + return NULL; + + // create target surface + SDL_Surface *target = SDL_CreateRGBSurface(0, surface->w, surface->h, 32, 0, 0, 0, 0); + + // check for transparency and background tile + if (surface->format->Amask != 0 && gd_caveset_data->title_screen_scroll != NULL) + { + SDL_Surface *tile = get_surface_from_base64(gd_caveset_data->title_screen_scroll); + + if (tile != NULL) + { + int x, y; + + // create background surface + SDL_Surface *back = SDL_CreateRGBSurface(0, surface->w, surface->h, 32, 0, 0, 0, 0); + + // fill background surface with tile + for (y = 0; y < surface->h; y += tile->h) + for (x = 0; x < surface->w; x += tile->w) + SDLBlitSurface(tile, back, 0, 0, tile->w, tile->h, x, y); + + // copy masked screen over background surface + SDLBlitSurface(back, target, 0, 0, surface->w, surface->h, 0, 0); + + // free temporary surfaces + SDL_FreeSurface(tile); + SDL_FreeSurface(back); + } + } + + SDLBlitSurface(surface, target, 0, 0, surface->w, surface->h, 0, 0); + + SDL_FreeSurface(surface); + + return target; +} + +static void set_title_screen_bitmap(void) +{ + if (gd_title_screen_bitmap != NULL) + FreeBitmap(gd_title_screen_bitmap); + + gd_title_screen_bitmap = NULL; + + SDL_Surface *surface = get_title_screen_surface(); + + if (surface == NULL) + return; + + int width_scaled = surface->w * 2; + int height_scaled = surface->h * 2; + SDL_Surface *surface_scaled = SDLZoomSurface(surface, width_scaled, height_scaled); + + gd_title_screen_bitmap = SDLGetBitmapFromSurface(surface_scaled); + + SDL_FreeSurface(surface); + SDL_FreeSurface(surface_scaled); +} + +Bitmap *gd_get_title_screen_bitmap(void) +{ + static char *levelset_subdir_last = NULL; + + if (gd_caveset_data == NULL || gd_caveset_data->title_screen == NULL) + return NULL; + + // check if stored cave set is used as current level set (may be outdated) + if (!strEqual(gd_caveset_data->levelset_subdir, leveldir_current->subdir)) + return NULL; + + // check if stored cave set has changed + if (!strEqual(gd_caveset_data->levelset_subdir, levelset_subdir_last)) + set_title_screen_bitmap(); + + setString(&levelset_subdir_last, gd_caveset_data->levelset_subdir); + + return gd_title_screen_bitmap; +}