X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_graphics.c;h=aa091ba131b44404613d50aebcdde97ce18ee4d6;hb=02ff4fe225b552d69ddd7ba7d51787f473389dd3;hp=635e21f61b09b7fe153cb5af15067f30e81189ad;hpb=7ed57e860a18ef9e2c9f541fdabff1d8d934cfef;p=rocksndiamonds.git diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index 635e21f6..aa091ba1 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -58,8 +58,6 @@ static int scroll_x, scroll_y; // quit, global variable which is set to true if the application should quit boolean gd_quit = FALSE; -const byte *gd_keystate; - static int cell_size = 0; // graphic info for game objects/frames and players/actions/frames @@ -110,11 +108,9 @@ void set_play_area(int w, int h) play_area_h = h; } -void gd_init_keystate(void) +void gd_init_play_area(void) { set_play_area(SXSIZE, SYSIZE); - - gd_keystate = SDL_GetKeyboardState(NULL); } /* @@ -530,50 +526,52 @@ Bitmap *gd_get_tile_bitmap(Bitmap *bitmap) return bitmap; } -// workaround to prevent variable name scope problem -static boolean use_native_bd_graphics_engine(void) -{ - return game.use_native_bd_graphics_engine; -} - // returns true if the element is a player -static inline boolean is_player(const int element) +static inline boolean el_player(const int element) { return (gd_elements[element & O_MASK].properties & P_PLAYER) != 0; } // returns true if the element is diggable -static inline boolean is_diggable(const int element) +static inline boolean el_diggable(const int element) { return (gd_elements[element & O_MASK].properties & P_DIGGABLE) != 0; } +#if 0 // returns true if the element is collectible -static inline boolean is_collectible(const int element) +static inline boolean el_collectible(const int element) { return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0; } +#endif // returns true if the element is pushable -static inline boolean is_pushable(const int element) +static inline boolean el_pushable(const int element) { return (gd_elements[element & O_MASK].properties & P_PUSHABLE) != 0; } // returns true if the element can move -static inline boolean can_move(const int element) +static inline boolean el_can_move(const int element) { return (gd_elements[element & O_MASK].properties & P_CAN_MOVE) != 0; } // returns true if the element can fall -static inline boolean can_fall(const int element) +static inline boolean el_falling(const int element) +{ + return (gd_elements[element & O_MASK].properties & P_FALLING) != 0; +} + +// returns true if the element is growing +static inline boolean el_growing(const int element) { - return (gd_elements[element & O_MASK].properties & P_CAN_FALL) != 0; + return (gd_elements[element & O_MASK].properties & P_GROWING) != 0; } // returns true if the element is exploding -static inline boolean is_explosion(const int element) +static inline boolean el_explosion(const int element) { return (gd_elements[element & O_MASK].properties & P_EXPLOSION) != 0; } @@ -590,16 +588,38 @@ static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d int frame = game->animcycle; struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame]; Bitmap *tile_bitmap = gd_get_tile_bitmap(g->bitmap); - boolean is_movable = (can_move(tile) || can_fall(tile) || is_pushable(tile) || is_player(tile)); - boolean is_movable_or_diggable = (is_movable || is_diggable(game->last_element_buffer[y][x])); + boolean is_movable = (el_can_move(tile) || el_falling(tile) || el_pushable(tile) || + el_player(tile)); + boolean is_movable_or_diggable = (is_movable || el_diggable(game->last_element_buffer[y][x])); boolean is_moving = (is_movable_or_diggable && dir != GD_MV_STILL); - boolean use_smooth_movements = - ((setup.bd_smooth_movements == TRUE) || - (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine())); + boolean use_smooth_movements = use_bd_smooth_movements(); + + // do not use smooth movement animation for growing or exploding game elements + if ((el_growing(tile) || el_explosion(tile)) && dir != GD_MV_STILL) + { + 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 last_tile_from = game->last_element_buffer[old_y][old_x] & ~SKIPPED; + boolean old_is_player = el_player(last_tile_from); + + // check special case of player running into enemy from top or left side + if (old_is_player) + { + game->element_buffer[y][x] = (dir == GD_MV_LEFT ? O_PLAYER_LEFT : + dir == GD_MV_RIGHT ? O_PLAYER_RIGHT : + dir == GD_MV_UP ? O_PLAYER_UP : + dir == GD_MV_DOWN ? O_PLAYER_DOWN : O_PLAYER); + + // draw player running into explosion (else player would disappear immediately) + gd_drawcave_tile(dest, game, x, y, draw_masked); + + game->element_buffer[y][x] = tile; + } - // 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) @@ -640,7 +660,7 @@ static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d int tile_last = game->last_element_buffer[y][x]; // only redraw previous game element if it is diggable (like dirt etc.) - if (!is_diggable(tile_last)) + if (!el_diggable(tile_last)) tile_last = O_SPACE; struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame]; @@ -657,7 +677,7 @@ static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d int tile_from = game->element_buffer[old_y][old_x] & ~SKIPPED; // should never be skipped struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame]; Bitmap *tile_bitmap_from = gd_get_tile_bitmap(g_from->bitmap); - boolean old_is_player = is_player(tile_from); + boolean old_is_player = el_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 &&