X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_graphics.c;h=b59057d83cb383e5b5d789160c6210a4d28c1154;hb=059193b746b5073a7288c5ce2e94f2f4afe38605;hp=b68459bfb2ec7e21420b93a2289e7ab48bf87931;hpb=7fb08abe58b2c84e36a5ed247d2103e08ae98aa4;p=rocksndiamonds.git diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index b68459bf..b59057d8 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -294,14 +294,19 @@ static boolean use_native_bd_graphics_engine(void) 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 redraw_all = force_redraw; int scroll_y_aligned = scroll_y; - int x, y, xd, yd; + int x, y; - if (!game->cave->gate_open_flash) + /* force redraw if maximum number of cycles has changed (to redraw moving elements) */ + if (game->itermax != game->itermax_last) + redraw_all = TRUE; + + if (!cave->gate_open_flash) { show_flash_count = 0; } @@ -323,32 +328,83 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) /* here we draw all cells to be redrawn. we do not take scrolling area into consideration - sdl will do the clipping. */ - for (y = game->cave->y1, yd = 0; y <= game->cave->y2; y++, yd++) + for (y = cave->y1; y <= cave->y2; y++) { - for (x = game->cave->x1, xd = 0; x <= game->cave->x2; x++, xd++) + for (x = cave->x1; x <= cave->x2; x++) { - if (redraw_all || game->gfx_buffer[y][x] & GD_REDRAW) - { - /* if it needs to be redrawn */ - SDL_Rect offset; + /* potential movement direction of game element */ + int dir = game->dir_buffer[y][x]; - /* sdl_blitsurface destroys offset, so we have to set y here, too. - (ie. in every iteration) */ - offset.y = y * cell_size - scroll_y_aligned; - offset.x = x * cell_size - scroll_x; + if (redraw_all || game->gfx_buffer[y][x] & GD_REDRAW || dir != GD_MV_STILL) + { + /* skip redrawing already drawn element with movement */ + if (game->element_buffer[y][x] & SKIPPED) + continue; /* 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] & ~SKIPPED; + 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); + + if (old_x >= cave->x1 && + old_x <= cave->x2 && + old_y >= cave->y1 && + old_y <= cave->y2) + { + if (game->dir_buffer[old_y][old_x] == GD_MV_STILL) + { + /* redraw game element on the cave field the element is moving from */ + int tile_from = game->element_buffer[old_y][old_x]; + struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][0]; + + 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 it again */ + 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; + + sx += dx * shift; + sy += dy * shift; + } - blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, g->width, g->height, - offset.x, offset.y); + 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() && !program.headless) + 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;