return (e == O_SPACE || e == O_LAVA);
}
+static inline void store_dir_buffer(GdCave *cave, const int x, const int y, const GdDirection dir)
+{
+ /* raw values without range correction */
+ int raw_x = x + gd_dx[dir];
+ int raw_y = y + gd_dy[dir];
+ /* final values with range correction */
+ int new_x = getx(cave, raw_x, raw_y);
+ int new_y = gety(cave, raw_x, raw_y);
+ int new_dir = (dir > GD_MV_TWICE ? dir - GD_MV_TWICE : dir);
+
+ game_bd.game->dir_buffer[new_y][new_x] = new_dir;
+}
+
/* store an element at the given position */
static inline void store(GdCave *cave, const int x, const int y, const GdElement element)
{
static inline void store_dir(GdCave *cave, const int x, const int y,
const GdDirection dir, const GdElement element)
{
+ store_dir_buffer(cave, x, y, dir);
store(cave, x + gd_dx[dir], y + gd_dy[dir], element | SCANNED);
}
static inline void store_dir_no_scanned(GdCave *cave, const int x, const int y,
const GdDirection dir, const GdElement element)
{
+ store_dir_buffer(cave, x, y, dir);
store(cave, x + gd_dx[dir], y + gd_dy[dir], element);
}
SCANNED = 0x100,
COVERED = 0x200,
+ SKIPPED = 0x400,
/* binary AND this to elements to get rid of properties above. */
- O_MASK = ~(SCANNED | COVERED)
+ O_MASK = ~(SCANNED | COVERED | SKIPPED)
} GdElement;
typedef enum _sound
if (game->element_buffer)
gd_cave_map_free(game->element_buffer);
+ if (game->last_element_buffer)
+ gd_cave_map_free(game->last_element_buffer);
+ if (game->dir_buffer)
+ gd_cave_map_free(game->dir_buffer);
if (game->gfx_buffer)
gd_cave_map_free(game->gfx_buffer);
gd_cave_map_free(game->element_buffer);
game->element_buffer = NULL;
+ /* delete last element buffer */
+ if (game->last_element_buffer)
+ gd_cave_map_free(game->last_element_buffer);
+ game->last_element_buffer = NULL;
+
+ /* delete direction buffer */
+ if (game->dir_buffer)
+ gd_cave_map_free(game->dir_buffer);
+ game->dir_buffer = NULL;
+
/* delete gfx buffer */
if (game->gfx_buffer)
gd_cave_map_free(game->gfx_buffer);
for (x = 0; x < game->cave->w; x++)
game->element_buffer[y][x] = O_NONE;
+ /* create new last element buffer */
+ game->last_element_buffer = gd_cave_map_new(game->cave, int);
+
+ for (y = 0; y < game->cave->h; y++)
+ for (x = 0; x < game->cave->w; x++)
+ game->last_element_buffer[y][x] = O_NONE;
+
+ /* create new direction buffer */
+ game->dir_buffer = gd_cave_map_new(game->cave, int);
+
+ for (y = 0; y < game->cave->h; y++)
+ for (x = 0; x < game->cave->w; x++)
+ game->dir_buffer[y][x] = GD_MV_STILL;
+
/* create new gfx buffer */
game->gfx_buffer = gd_cave_map_new(game->cave, int);
if (allow_iterate)
game->milliseconds_game += millisecs_elapsed;
+ /* increment cycle (frame) counter for the current cave iteration */
+ game->itercycle++;
+
if (game->milliseconds_game >= cavespeed)
{
GdPlayerState pl;
game->milliseconds_game -= cavespeed;
pl = game->cave->player_state;
+ /* initialize buffers for last cave element and direction for next iteration */
+ for (y = 0; y < game->cave->h; y++)
+ {
+ for (x = 0; x < game->cave->w; x++)
+ {
+ game->last_element_buffer[y][x] = game->element_buffer[y][x];
+ game->dir_buffer[y][x] = GD_MV_STILL;
+ }
+ }
+
+ /* store last maximum number of cycles (to force redraw if changed) */
+ game->itermax_last = game->itermax;
+
+ /* update maximum number of cycles (frame) per cave iteration */
+ game->itermax = game->itercycle;
+
+ /* reset cycle (frame) counter for the next cave iteration */
+ game->itercycle = 0;
+
iterate_cave(game, game->player_move, game->player_fire);
if (game->player_move == GD_MV_STILL)
int state_counter; /* counter used to control the game flow, rendering of caves */
int **element_buffer;
+ int **last_element_buffer;
+ int **dir_buffer;
int **gfx_buffer; /* contains the indexes to the cells; created by *start_level, deleted by *stop_game */
+ int itercycle;
+ int itermax;
+ int itermax_last;
int animcycle;
int milliseconds_game;
int milliseconds_anim;
int scroll_y_aligned = scroll_y;
int x, y, xd, yd;
+ /* force redraw if maximum number of cycles has changed (to redraw moving elements) */
+ if (game->itermax != game->itermax_last)
+ redraw_all = TRUE;
+
if (!game->cave->gate_open_flash)
{
show_flash_count = 0;
{
for (x = game->cave->x1, xd = 0; x <= game->cave->x2; x++, xd++)
{
- if (redraw_all || game->gfx_buffer[y][x] & GD_REDRAW)
+ /* 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)
{
+ /* skip redrawing already drawn element with movement */
+ if (game->element_buffer[y][x] & SKIPPED)
+ continue;
+
/* if it needs to be redrawn */
SDL_Rect offset;
struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
int width = g->width * TILESIZE_VAR / TILESIZE;
int height = g->height * TILESIZE_VAR / TILESIZE;
+ 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, width, height,
+ offset.x, offset.y);
+ }
+
+ /* 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 = game->cave->getx(game->cave, x + dx, y + dy);
+ int old_y = game->cave->gety(game->cave, x + dx, y + dy);
+
+ if (old_x >= game->cave->x1 &&
+ old_x <= game->cave->x2 &&
+ old_y >= game->cave->y1 &&
+ old_y <= game->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, width, height,
+ offset.x + dx * cell_size, offset.y + 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;
+
+ offset.x += dx * shift;
+ offset.y += dy * shift;
+ }
blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, width, height, offset.x, offset.y);
game_bd.game = gd_game_new(native_bd_level.cave_nr, native_bd_level.level_nr);
+ game_bd.game->itercycle = 0;
+ game_bd.game->itermax = 8; // default; dynamically changed at runtime
+ game_bd.game->itermax_last = game_bd.game->itermax;
+
// default: start with completely covered playfield
int next_state = GAME_INT_START_UNCOVER + 1;