X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_graphics.c;h=fe2e6b45b87ef1dd191dfe66bb81331d987c2830;hb=f07da7d1b75d43c48bc4c6c4ac698ef119c245f7;hp=43964906918c7e81472904d54d9b13182cc0df4d;hpb=35a2f21580d9bd01f55e1265fc8174cfcbdd5ad9;p=rocksndiamonds.git diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index 43964906..fe2e6b45 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -44,8 +44,8 @@ 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 bitmap -static Bitmap *gd_title_screen_bitmap = NULL; +// optional title screen bitmaps (foreground and background) +static Bitmap *gd_title_screen_bitmaps[2] = { NULL, NULL }; // screen area Bitmap *gd_screen_bitmap = NULL; @@ -232,6 +232,38 @@ 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 @@ -242,7 +274,7 @@ 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; @@ -264,13 +296,18 @@ 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; - // when wrapping around to opposite level border, use faster scrolling - if (game->cave->player_x == game->cave->x1 || - game->cave->player_x == game->cave->x2 || - game->cave->player_y == game->cave->y1 || - game->cave->player_y == game->cave->y2) + // 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; @@ -296,34 +333,12 @@ 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 ((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 no scrolling required, reset last (potentially faster) scrolling speed + if (!changed) + scroll_speed_last = -1; - // 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. @@ -765,60 +780,66 @@ static SDL_Surface *get_surface_from_base64(const char *base64_data) return surface; } -static SDL_Surface *get_title_screen_surface(void) +static SDL_Surface *get_title_screen_background_surface(SDL_Surface *tile) { - if (gd_caveset_data == NULL || gd_caveset_data->title_screen == NULL) + if (tile == NULL) return NULL; - SDL_Surface *surface = get_surface_from_base64(gd_caveset_data->title_screen); + SDL_Surface *foreground_surface = gd_title_screen_bitmaps[0]->surface_masked; - if (surface == NULL) + // if foreground image has no transparency, no background image needed + if (foreground_surface->format->Amask == 0) return NULL; - // create target surface - SDL_Surface *target = SDL_CreateRGBSurface(0, surface->w, surface->h, 32, 0, 0, 0, 0); + // 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 - // check for transparency and background tile - if (surface->format->Amask != 0 && gd_caveset_data->title_screen_scroll != NULL) - { - SDL_Surface *tile = get_surface_from_base64(gd_caveset_data->title_screen_scroll); + // create background surface + SDL_Surface *back = SDL_CreateRGBSurface(0, w, h, 32, 0, 0, 0, 0); + int x, y; - if (tile != NULL) - { - 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); - // create background surface - SDL_Surface *back = SDL_CreateRGBSurface(0, surface->w, surface->h, 32, 0, 0, 0, 0); + // background tile surface not needed anymore + SDL_FreeSurface(tile); - // fill background surface with tile - for (y = 0; y < surface->h; y += tile->h) - for (x = 0; x < surface->w; x += tile->w) - SDLBlitSurface(tile, back, 0, 0, tile->w, tile->h, x, y); + return back; +} - // copy masked screen over background surface - SDLBlitSurface(back, target, 0, 0, surface->w, surface->h, 0, 0); +static SDL_Surface *get_title_screen_surface(int nr) +{ + if (gd_caveset_data == NULL) + return NULL; - // free temporary surfaces - SDL_FreeSurface(tile); - SDL_FreeSurface(back); - } - } + // do not use title screen background without foreground image + if (nr == 1 && gd_title_screen_bitmaps[0] == NULL) + return NULL; - SDLBlitSurface(surface, target, 0, 0, surface->w, surface->h, 0, 0); + char *data = (nr == 0 ? gd_caveset_data->title_screen : gd_caveset_data->title_screen_scroll); - SDL_FreeSurface(surface); + if (data == NULL) + return NULL; + + SDL_Surface *surface = get_surface_from_base64(data); + + if (surface == NULL) + return NULL; - return target; + return (nr == 0 ? surface : get_title_screen_background_surface(surface)); } -static void set_title_screen_bitmap(void) +static void set_title_screen_bitmap(int nr) { - if (gd_title_screen_bitmap != NULL) - FreeBitmap(gd_title_screen_bitmap); + if (gd_title_screen_bitmaps[nr] != NULL) + FreeBitmap(gd_title_screen_bitmaps[nr]); - gd_title_screen_bitmap = NULL; + gd_title_screen_bitmaps[nr] = NULL; - SDL_Surface *surface = get_title_screen_surface(); + SDL_Surface *surface = get_title_screen_surface(nr); if (surface == NULL) return; @@ -827,13 +848,21 @@ static void set_title_screen_bitmap(void) int height_scaled = surface->h * 2; SDL_Surface *surface_scaled = SDLZoomSurface(surface, width_scaled, height_scaled); - gd_title_screen_bitmap = SDLGetBitmapFromSurface(surface_scaled); + gd_title_screen_bitmaps[nr] = SDLGetBitmapFromSurface(surface_scaled); SDL_FreeSurface(surface); SDL_FreeSurface(surface_scaled); } -Bitmap *gd_get_title_screen_bitmap(void) +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; @@ -846,9 +875,9 @@ Bitmap *gd_get_title_screen_bitmap(void) // check if stored cave set has changed if (!strEqual(gd_caveset_data->levelset_subdir, levelset_subdir_last)) - set_title_screen_bitmap(); + set_title_screen_bitmaps(); setString(&levelset_subdir_last, gd_caveset_data->levelset_subdir); - return gd_title_screen_bitmap; + return gd_title_screen_bitmaps; }