X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_graphics.c;h=aab4330160292ff3727b75f758cd0a99efda7313;hb=edaa850fd2d2cae7ec31961fae3d56487e710c71;hp=bb3fb894d17673094d072e7cbcabfe34b6563287;hpb=98c783a5e4c5bc5bf520d48ac20898970291b3d5;p=rocksndiamonds.git diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index bb3fb894..aab43301 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 bitmaps (foreground and background) +static Bitmap *gd_title_screen_bitmaps[2] = { NULL, NULL }; + // screen area Bitmap *gd_screen_bitmap = NULL; @@ -55,8 +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 @@ -110,8 +111,6 @@ void set_play_area(int w, int h) void gd_init_keystate(void) { set_play_area(SXSIZE, SYSIZE); - - gd_keystate = SDL_GetKeyboardState(NULL); } /* @@ -229,6 +228,38 @@ 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 @@ -239,7 +270,7 @@ 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; @@ -261,6 +292,18 @@ 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; @@ -286,34 +329,12 @@ 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 no scrolling required, reset last (potentially faster) scrolling speed + if (!changed) + scroll_speed_last = -1; - 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; - - 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. @@ -505,52 +526,44 @@ Bitmap *gd_get_tile_bitmap(Bitmap *bitmap) return bitmap; } -#if DO_GFX_SANITY_CHECK -// 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) +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; } // 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; } // 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_CAN_FALL) != 0; + return (gd_elements[element & O_MASK].properties & P_FALLING) != 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; } @@ -567,15 +580,14 @@ 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 exploding game elements (like player) - if (is_explosion(tile) && dir != GD_MV_STILL) + if (el_explosion(tile) && dir != GD_MV_STILL) use_smooth_movements = FALSE; // do not use smooth movement animation for player entering exit (engine stopped) @@ -617,7 +629,7 @@ 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]; @@ -634,7 +646,7 @@ 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 && @@ -732,3 +744,127 @@ 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_background_surface(SDL_Surface *tile) +{ + if (tile == NULL) + return NULL; + + SDL_Surface *foreground_surface = gd_title_screen_bitmaps[0]->surface_masked; + + // if foreground image has no transparency, no background image needed + if (foreground_surface->format->Amask == 0) + return NULL; + + // use foreground image size for background image size + int w = foreground_surface->w; + int h = foreground_surface->h + tile->h; // background is one scrolling tile higher + + // create background surface + SDL_Surface *back = SDL_CreateRGBSurface(0, w, h, 32, 0, 0, 0, 0); + int x, y; + + // fill background surface with tile + for (y = 0; y < h; y += tile->h) + for (x = 0; x < w; x += tile->w) + SDLBlitSurface(tile, back, 0, 0, tile->w, tile->h, x, y); + + // background tile surface not needed anymore + SDL_FreeSurface(tile); + + return back; +} + +static SDL_Surface *get_title_screen_surface(int nr) +{ + if (gd_caveset_data == NULL) + return NULL; + + // do not use title screen background without foreground image + if (nr == 1 && gd_title_screen_bitmaps[0] == NULL) + return NULL; + + char *data = (nr == 0 ? gd_caveset_data->title_screen : gd_caveset_data->title_screen_scroll); + + if (data == NULL) + return NULL; + + SDL_Surface *surface = get_surface_from_base64(data); + + if (surface == NULL) + return NULL; + + return (nr == 0 ? surface : get_title_screen_background_surface(surface)); +} + +static void set_title_screen_bitmap(int nr) +{ + if (gd_title_screen_bitmaps[nr] != NULL) + FreeBitmap(gd_title_screen_bitmaps[nr]); + + gd_title_screen_bitmaps[nr] = NULL; + + SDL_Surface *surface = get_title_screen_surface(nr); + + 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_bitmaps[nr] = SDLGetBitmapFromSurface(surface_scaled); + + SDL_FreeSurface(surface); + SDL_FreeSurface(surface_scaled); +} + +static void set_title_screen_bitmaps(void) +{ + int i; + + for (i = 0; i < 2; i++) + set_title_screen_bitmap(i); +} + +Bitmap **gd_get_title_screen_bitmaps(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_bitmaps(); + + setString(&levelset_subdir_last, gd_caveset_data->levelset_subdir); + + return gd_title_screen_bitmaps; +}