X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_graphics.c;h=f1558c277da10ab2cf210063960276db7398c867;hb=11f100237c5f4e22a11df896c15e144eea2be887;hp=b59057d83cb383e5b5d789160c6210a4d28c1154;hpb=059193b746b5073a7288c5ce2e94f2f4afe38605;p=rocksndiamonds.git diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index b59057d8..f1558c27 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 +39,15 @@ #define GD_KEY_CHAR 12 #define GD_COMMENT_CHAR 13 -/* screen area */ +// pointer to tile bitmap (which may be prepared with level-specific colors) +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; static int play_area_w = 0; @@ -50,15 +55,47 @@ 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; - 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]; +// 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) +{ + static const int c64_png_cols[] = + { + // ABGR + + /* 0000 */ 0, // transparent + /* 0001 */ 0, + /* 0010 */ 0, + /* 0011 */ 0, + /* 0100 */ 0, + /* 0101 */ 0, + /* 0110 */ 0, + /* 0111 */ 0, + /* 1000 */ 1, // black - background + /* 1001 */ 2, // red - foreg1 + /* 1010 */ 5, // green - amoeba + /* 1011 */ 4, // yellow - foreg3 + /* 1100 */ 6, // blue - slime + /* 1101 */ 3, // purple - foreg2 + /* 1110 */ 7, // black around arrows (used in editor) is coded as cyan + /* 1111 */ 8, // white is the arrow + }; + + int c = ((a >> 7) * 8 + + (b >> 7) * 4 + + (g >> 7) * 2 + + (r >> 7) * 1); + + return c64_png_cols[c]; +} void set_cell_size(int s) { @@ -71,11 +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); } /* @@ -102,13 +137,13 @@ 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 +159,22 @@ 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 +201,7 @@ 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 +228,89 @@ 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. - */ +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 + + 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; + static int scroll_speed_last = -1; 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) */ + // 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; - /* 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 +319,7 @@ 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; @@ -254,55 +329,374 @@ 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; + // if no scrolling required, reset last (potentially faster) scrolling speed + if (!changed) + scroll_speed_last = -1; - /* 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) + // 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. +static boolean surface_has_c64_colors(SDL_Surface *surface) +{ + boolean has_c64_colors = TRUE; // default: assume C64 colors + const unsigned char *p; + int x, y; + + if (surface->format->BytesPerPixel != 4) + return FALSE; + + SDL_LockSurface(surface); + + for (y = 0; y < surface->h && has_c64_colors; y++) { - /* 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; + p = ((unsigned char *)surface->pixels) + y * surface->pitch; + + for (x = 0; x < surface->w * surface->format->BytesPerPixel && has_c64_colors; x++) + if (p[x] != 0 && p[x] != 255) + has_c64_colors = FALSE; } - 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; + SDL_UnlockSurface(surface); - /* 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 has_c64_colors; +} + +// sets one of the colors in the indexed palette of an sdl surface to a GdColor. +static void set_surface_palette_color(SDL_Surface *surface, int index, GdColor col) +{ + if (surface->format->BytesPerPixel != 1) + return; - return out_of_window; + SDL_Color c; + + c.r = gd_color_get_r(col); + c.g = gd_color_get_g(col); + c.b = gd_color_get_b(col); + + SDL_SetPaletteColors(surface->format->palette, &c, index, 1); } -#if DO_GFX_SANITY_CHECK -/* workaround to prevent variable name scope problem */ -static boolean use_native_bd_graphics_engine(void) +// takes a c64_gfx.png-coded 32-bit surface, and creates a paletted surface in our internal format. +static SDL_Surface *get_tile_surface_c64(SDL_Surface *surface, int scale_down_factor) +{ + static SDL_Surface *tile_surface_c64 = NULL; + static unsigned char *pixels = NULL; + int width = surface->w; + int height = surface->h; + int out = 0; + int x, y; + + if (!surface_has_c64_colors(surface)) + return NULL; + + if (surface->format->BytesPerPixel != 4) + Fail("C64 style surface has wrong color depth -- should not happen"); + + if (tile_surface_c64 != NULL) + SDL_FreeSurface(tile_surface_c64); + + checked_free(pixels); + + pixels = checked_malloc(width * height); + + SDL_LockSurface(surface); + + for (y = 0; y < height; y++) + { + unsigned int *p = (unsigned int *)((char *)surface->pixels + y * surface->pitch); + + for (x = 0; x < width; x++) + { + int r = (p[x] & surface->format->Rmask) >> surface->format->Rshift << surface->format->Rloss; + int g = (p[x] & surface->format->Gmask) >> surface->format->Gshift << surface->format->Gloss; + int b = (p[x] & surface->format->Bmask) >> surface->format->Bshift << surface->format->Bloss; + // should be: + // a = (p[x]&surface->format->Amask) >> surface->format->Ashift << surface->format->Aloss; + // but we do not use the alpha channel in sdash, so we just use 255 (max alpha) + + pixels[out++] = c64_png_colors(r, g, b, 255); + } + } + + SDL_UnlockSurface(surface); + + // create new surface from pixel data + tile_surface_c64 = + SDL_CreateRGBSurfaceFrom((void *)pixels, width, height, 8, width, 0, 0, 0, 0); + + if (tile_surface_c64 == NULL) + Fail("SDL_CreateRGBSurfaceFrom() failed: %s", SDL_GetError()); + + if (scale_down_factor > 1) + { + SDL_Surface *surface_old = tile_surface_c64; + int width_scaled = width / scale_down_factor; + int height_scaled = height / scale_down_factor; + + // replace surface with scaled-down variant + tile_surface_c64 = SDLZoomSurface(surface_old, width_scaled, height_scaled); + + // free previous (non-scaled) surface + SDL_FreeSurface(surface_old); + } + + return tile_surface_c64; +} + +static Bitmap *get_tile_bitmap_c64(GdCave *cave, SDL_Surface *surface) { - return game.use_native_bd_graphics_engine; + static Bitmap *tile_bitmap_c64 = NULL; + + if (surface == NULL) + return NULL; + + if (tile_bitmap_c64 != NULL) + FreeBitmap(tile_bitmap_c64); + + // set surface color palette to cave colors + set_surface_palette_color(surface, 0, 0); + set_surface_palette_color(surface, 1, gd_color_get_rgb(cave->color0)); + set_surface_palette_color(surface, 2, gd_color_get_rgb(cave->color1)); + set_surface_palette_color(surface, 3, gd_color_get_rgb(cave->color2)); + set_surface_palette_color(surface, 4, gd_color_get_rgb(cave->color3)); + set_surface_palette_color(surface, 5, gd_color_get_rgb(cave->color4)); + set_surface_palette_color(surface, 6, gd_color_get_rgb(cave->color5)); + set_surface_palette_color(surface, 7, 0); + set_surface_palette_color(surface, 8, 0); + + // create bitmap from C64 surface + tile_bitmap_c64 = SDLGetBitmapFromSurface(surface); + + return tile_bitmap_c64; } + +void gd_prepare_tile_bitmap(GdCave *cave, Bitmap *bitmap, int scale_down_factor) +{ + static SDL_Surface *tile_surface_c64 = NULL; + 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) + { + // check if tile bitmap has limited C64 style colors + tile_surface_c64 = get_tile_surface_c64(bitmap->surface, scale_down_factor); + + // store original tile bitmap from current artwork set and scaling factor + gd_tile_bitmap_original = bitmap; + scale_down_factor_last = scale_down_factor; + + // store reference tile bitmap from current artwork set (may be changed later) + gd_tile_bitmap_reference = bitmap; + } + + // check if tile bitmap should be colored for next game + if (tile_surface_c64 != NULL) + { + // set tile bitmap to bitmap with level-specific colors + gd_tile_bitmap = get_tile_bitmap_c64(cave, tile_surface_c64); + } + else + { + // no special tile bitmap available for this artwork set + gd_tile_bitmap = NULL; + } +} + +void gd_set_tile_bitmap_reference(Bitmap *bitmap) +{ + gd_tile_bitmap_reference = bitmap; +} + +Bitmap *gd_get_tile_bitmap(Bitmap *bitmap) +{ + // if no special tile bitmap available, keep using default tile bitmap + if (gd_tile_bitmap == NULL) + return bitmap; + + // if default bitmap refers to tile bitmap, use special tile bitmap + if (bitmap == gd_tile_bitmap_reference) + return gd_tile_bitmap; + + return bitmap; +} + +// returns true if the element is a player +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 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 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 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 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 el_falling(const int element) +{ + return (gd_elements[element & O_MASK].properties & P_FALLING) != 0; +} + +// returns true if the element is exploding +static inline boolean el_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]; + Bitmap *tile_bitmap = gd_get_tile_bitmap(g->bitmap); + 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 = use_bd_smooth_movements(); + + // do not use smooth movement animation for exploding game elements (like player) + if (el_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 (!is_moving || !use_smooth_movements) + { + blit_bitmap(tile_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 diggable (like dirt etc.) + if (!el_diggable(tile_last)) + tile_last = O_SPACE; + + struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame]; + Bitmap *tile_bitmap_old = gd_get_tile_bitmap(g_old->bitmap); + + blit_bitmap(tile_bitmap_old, 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] & ~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 = 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 && + 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(tile_bitmap_from, 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 + // (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; + } + } + + // 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(tile_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(tile_bitmap_from, 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 +716,155 @@ 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] & ~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, 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); } } } 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; +}