From 34cb0a869575346affa3fa7880b50dff242b4507 Mon Sep 17 00:00:00 2001 From: Holger Schemel Date: Sat, 17 Feb 2024 14:36:39 +0100 Subject: [PATCH] moved drawing cave tile for BD engine to separate function --- src/game_bd/bd_graphics.c | 208 ++++++++++++++++++++------------------ 1 file changed, 107 insertions(+), 101 deletions(-) diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index fb3ec4df..d51e06ab 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -304,14 +304,114 @@ static inline boolean is_collectible(const int element) return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 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]; + 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_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]; + 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) + { + 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); + + 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; + } + } + + /* 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); + + /* 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(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size, + sx + dx * cell_size, sy + dy * cell_size); + } + } + else + { + 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 +} + 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) */ @@ -334,7 +434,7 @@ 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; } @@ -344,10 +444,9 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) { 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 */ if (game->element_buffer[y][x] & SKIPPED) @@ -356,100 +455,7 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) /* 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_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]; - 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) - { - 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); - - 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; - } - } - - /* 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); - - /* 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(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size, - sx + dx * cell_size, sy + dy * cell_size); - } - } - else - { - 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); } } } -- 2.34.1