X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_graphics.c;h=fa139d0cec13b52f0f886f4165a9fe43df98b268;hb=refs%2Fheads%2Fmaster-next-major-release;hp=d355212ed6e28bc0a382088cc6163d7591ba9b90;hpb=5edfe76e94d71fa7b0024c8ddf74fddf5d26160d;p=rocksndiamonds.git diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index d355212e..fa139d0c 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -39,6 +39,14 @@ #define GD_KEY_CHAR 12 #define GD_COMMENT_CHAR 13 +// 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; @@ -50,12 +58,44 @@ 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 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) { @@ -68,11 +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); } /* @@ -190,6 +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 @@ -200,7 +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; @@ -222,6 +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; @@ -247,82 +329,266 @@ boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate) game->gfx_buffer[y][x] |= GD_REDRAW; } + // if no scrolling required, reset last (potentially faster) scrolling speed + if (!changed) + scroll_speed_last = -1; + // check if active player is visible at the moment. - out_of_window = FALSE; + return player_out_of_window(game, player_x, player_y); +} - // 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) +// 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; +} - return out_of_window; +boolean gd_bitmap_has_c64_colors(Bitmap *bitmap) +{ + return surface_has_c64_colors(bitmap->surface); } -#if DO_GFX_SANITY_CHECK -// workaround to prevent variable name scope problem -static boolean use_native_bd_graphics_engine(void) +// 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) { - return game.use_native_bd_graphics_engine; + if (surface->format->BytesPerPixel != 1) + return; + + 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); +} + +// 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) +{ + 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); + + // set background color to be transparent for masked tile bitmap + int bg_color = gd_color_get_rgb(cave->color0); + int bg_r = gd_color_get_r(bg_color); + int bg_g = gd_color_get_g(bg_color); + int bg_b = gd_color_get_b(bg_color); + + // create bitmap from C64 surface + tile_bitmap_c64 = SDLGetBitmapFromSurface_WithMaskedColor(surface, bg_r, bg_g, bg_b); + + 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; } -#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 walkable +static inline boolean el_walkable(const int element) +{ + return (gd_elements[element & O_MASK].properties & P_WALKABLE) != 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; } // 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; +} +#endif + +// returns true if the element is growing +static inline boolean el_growing(const int element) +{ + 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; } @@ -334,25 +600,57 @@ static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d 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 dir_from = game->dir_buffer_from[y][x]; + int dir_to = game->dir_buffer_to[y][x]; int tile = game->element_buffer[y][x]; + int tile_last = game->last_element_buffer[y][x]; + int tile_from = O_NONE; // source element if element is moving (will be set later) + int tile_to = tile; // target element if element is moving int frame = game->animcycle; - struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame]; - boolean use_smooth_movements = - ((setup.bd_smooth_movements == TRUE) || - (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine())); + boolean is_moving_from = (dir_from != GD_MV_STILL); + boolean is_moving_to = (dir_to != GD_MV_STILL); + boolean is_moving = (is_moving_from || is_moving_to); + 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) - use_smooth_movements = FALSE; + // if element is moving away from this tile, determine element that is moving + if (is_moving_from) + { + int dx = (dir_from == GD_MV_LEFT ? -1 : dir_from == GD_MV_RIGHT ? +1 : 0); + int dy = (dir_from == GD_MV_UP ? -1 : dir_from == GD_MV_DOWN ? +1 : 0); + int new_x = cave->getx(cave, x + dx, y + dy); + int new_y = cave->gety(cave, x + dx, y + dy); + + tile_from = game->element_buffer[new_y][new_x]; + + // handle special case of player running into enemy/explosion from top or left side + if ((el_growing(tile_from) || el_explosion(tile_from)) && el_player(tile_last)) + tile_from = tile_last; + } + + // -------------------------------------------------------------------------------- + // check if we should use smooth movement animations or not + // -------------------------------------------------------------------------------- // do not use smooth movement animation for player entering exit (engine stopped) if (cave->player_state == GD_PL_EXITED) use_smooth_movements = FALSE; + // never treat empty space as "moving" (source tile if player is snapping) + if (tile_from == O_SPACE) + use_smooth_movements = FALSE; + + // do not use smooth movement animation for player stirring the pot + if (tile_from == O_PLAYER_STIRRING || tile_to == O_PLAYER_STIRRING) + use_smooth_movements = FALSE; + + // do not use smooth movement animation for growing or exploding game elements + if (el_growing(tile) || el_explosion(tile)) + use_smooth_movements = FALSE; + #if DO_GFX_SANITY_CHECK if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless) { + struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame]; 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; @@ -370,73 +668,79 @@ static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d #endif // if game element not moving (or no smooth movements requested), simply draw tile - if (dir == GD_MV_STILL || !use_smooth_movements) + if (!is_moving || !use_smooth_movements) { - blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy); + struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame]; + Bitmap *tile_bitmap = gd_get_tile_bitmap(g->bitmap); + + 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 not collectible (like dirt etc.) - if (is_collectible(tile_last)) - tile_last = O_SPACE; - - struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][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); - 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]; - boolean old_is_player = is_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) + // ---------- 1st step: draw background element for this tile ---------- { - if (!old_is_moving && !old_is_player) - { - // redraw game element on the cave field the element is moving from - 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); + int tile_back = (!is_moving_to ? tile : el_diggable(tile_last) ? tile_last : O_SPACE); + struct GraphicInfo_BD *g = &graphic_info_bd_object[tile_back][frame]; + Bitmap *tile_bitmap = gd_get_tile_bitmap(g->bitmap); - game->element_buffer[old_y][old_x] |= SKIPPED; - } - else - { - // if old tile also moving (like pushing player), do not redraw tile background - game->last_element_buffer[old_y][old_x] |= SKIPPED; - } + blit_bitmap(tile_bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy); } // 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(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, - sx + dx * shift, sy + dy * shift); + // ---------- 2nd step: draw element that is moving away from this tile ---------- + + if (is_moving_from) + { + struct GraphicInfo_BD *g = &graphic_info_bd_object[tile_from][frame]; + Bitmap *tile_bitmap = gd_get_tile_bitmap(g->bitmap); + int dx = (dir_from == GD_MV_LEFT ? -1 : dir_from == GD_MV_RIGHT ? +1 : 0); + int dy = (dir_from == GD_MV_UP ? -1 : dir_from == GD_MV_DOWN ? +1 : 0); + int xsize = (dx != 0 ? shift : cell_size); + int ysize = (dy != 0 ? shift : cell_size); + int gx = g->src_x + (dx < 0 ? cell_size - shift : 0); + int gy = g->src_y + (dy < 0 ? cell_size - shift : 0); + int tx = sx + (dx < 0 ? 0 : dx > 0 ? cell_size - shift : 0); + int ty = sy + (dy < 0 ? 0 : dy > 0 ? cell_size - shift : 0); + + if (el_walkable(tile)) + blit_bitmap = BlitBitmapMasked; + + blit_bitmap(tile_bitmap, dest, gx, gy, xsize, ysize, tx, ty); + + // when using dynamic scheduling (mainly BD1 levels), redraw tile in next frame + game->gfx_buffer[y][x] |= GD_REDRAW; + } + + // ---------- 3rd step: draw element that is moving towards this tile ---------- - // special case: redraw player snapping a game element - if (old_is_visible && old_is_player && !old_is_moving) + if (is_moving_to) { - // redraw game element on the cave field the element is moving from - 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); + struct GraphicInfo_BD *g = &graphic_info_bd_object[tile_to][frame]; + Bitmap *tile_bitmap = gd_get_tile_bitmap(g->bitmap); + int dx = (dir_to == GD_MV_LEFT ? +1 : dir_to == GD_MV_RIGHT ? -1 : 0); + int dy = (dir_to == GD_MV_UP ? +1 : dir_to == GD_MV_DOWN ? -1 : 0); + int xsize = (dx != 0 ? cell_size - shift : cell_size); + int ysize = (dy != 0 ? cell_size - shift : cell_size); + int gx = g->src_x + (dx < 0 ? shift : 0); + int gy = g->src_y + (dy < 0 ? shift : 0); + int tx = sx + (dx < 0 ? 0 : dx > 0 ? shift : 0); + int ty = sy + (dy < 0 ? 0 : dy > 0 ? shift : 0); + + if (is_moving_from) + blit_bitmap = BlitBitmapMasked; + + blit_bitmap(tile_bitmap, dest, gx, gy, xsize, ysize, tx, ty); + + // when using dynamic scheduling (mainly BD1 levels), redraw tile in next frame + game->gfx_buffer[y][x] |= GD_REDRAW; } } @@ -481,12 +785,9 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) { if (redraw_all || game->gfx_buffer[y][x] & GD_REDRAW || - game->dir_buffer[y][x] != GD_MV_STILL) + game->dir_buffer_from[y][x] != GD_MV_STILL || + game->dir_buffer_to[y][x] != 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; @@ -497,3 +798,127 @@ 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; +}