static struct GadgetInfo *tool_gadget[NUM_TOOL_BUTTONS];
static int request_gadget_id = -1;
+static int preview_tilesize = 4;
+
static char *print_if_not_empty(int element)
{
static char *s = NULL;
*y = src_y;
}
+void getPreviewGraphicSource(int graphic, Bitmap **bitmap, int *x, int *y,
+ int tilesize)
+{
+ struct
+ {
+ int width_mult, width_div;
+ int height_mult, height_div;
+ } offset_calc[4] =
+ {
+ { 0, 1, 0, 1 },
+ { 0, 1, 2, 3 },
+ { 1, 2, 2, 3 },
+ { 3, 4, 2, 3 },
+ };
+ int offset_calc_pos = (tilesize < MICRO_TILESIZE || tilesize > TILESIZE ? 3 :
+ 5 - log_2(tilesize));
+ Bitmap *src_bitmap = graphic_info[graphic].bitmap;
+ int width_mult = offset_calc[offset_calc_pos].width_mult;
+ int width_div = offset_calc[offset_calc_pos].width_div;
+ int height_mult = offset_calc[offset_calc_pos].height_mult;
+ int height_div = offset_calc[offset_calc_pos].height_div;
+ int mini_startx = src_bitmap->width * width_mult / width_div;
+ int mini_starty = src_bitmap->height * height_mult / height_div;
+ int src_x = mini_startx + graphic_info[graphic].src_x * tilesize / TILESIZE;
+ int src_y = mini_starty + graphic_info[graphic].src_y * tilesize / TILESIZE;
+
+ *bitmap = src_bitmap;
+ *x = src_x;
+ *y = src_y;
+}
+
void DrawMicroElement(int xpos, int ypos, int element)
{
Bitmap *src_bitmap;
xpos, ypos);
}
+void DrawPreviewElement(int xpos, int ypos, int element, int tilesize)
+{
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+ int graphic = el2preimg(element);
+
+ getPreviewGraphicSource(graphic, &src_bitmap, &src_x, &src_y, tilesize);
+ BlitBitmap(src_bitmap, drawto, src_x, src_y, tilesize, tilesize, xpos, ypos);
+}
+
void DrawLevel()
{
int x,y;
redraw_mask |= REDRAW_FIELD;
}
-static void DrawMicroLevelExt(int xpos, int ypos, int from_x, int from_y)
+static void DrawMicroLevelExt(int xpos, int ypos, int from_x, int from_y,
+ int preview_size_x, int preview_size_y)
{
int x, y;
DrawBackground(xpos, ypos, MICROLEVEL_XSIZE, MICROLEVEL_YSIZE);
- if (lev_fieldx < STD_LEV_FIELDX)
- xpos += (STD_LEV_FIELDX - lev_fieldx) / 2 * MICRO_TILEX;
- if (lev_fieldy < STD_LEV_FIELDY)
- ypos += (STD_LEV_FIELDY - lev_fieldy) / 2 * MICRO_TILEY;
+ if (lev_fieldx < preview_size_x)
+ xpos += (preview_size_x - lev_fieldx) / 2 * preview_tilesize;
+ if (lev_fieldy < preview_size_y)
+ ypos += (preview_size_y - lev_fieldy) / 2 * preview_tilesize;
- xpos += MICRO_TILEX;
- ypos += MICRO_TILEY;
+ xpos += preview_tilesize;
+ ypos += preview_tilesize;
- for (x = -1; x <= STD_LEV_FIELDX; x++)
+ for (x = -1; x <= preview_size_x; x++)
{
- for (y = -1; y <= STD_LEV_FIELDY; y++)
+ for (y = -1; y <= preview_size_y; y++)
{
int lx = from_x + x, ly = from_y + y;
- if (lx >= 0 && lx < lev_fieldx && ly >= 0 && ly < lev_fieldy)
- DrawMicroElement(xpos + x * MICRO_TILEX, ypos + y * MICRO_TILEY,
- level.field[lx][ly]);
- else if (lx >= -1 && lx < lev_fieldx+1 && ly >= -1 && ly < lev_fieldy+1
- && BorderElement != EL_EMPTY)
- DrawMicroElement(xpos + x * MICRO_TILEX, ypos + y * MICRO_TILEY,
- getBorderElement(lx, ly));
+ if (lx >= 0 && lx < lev_fieldx &&
+ ly >= 0 && ly < lev_fieldy)
+ DrawPreviewElement(xpos + x * preview_tilesize,
+ ypos + y * preview_tilesize,
+ level.field[lx][ly], preview_tilesize);
+ else if (lx >= -1 && lx < lev_fieldx+1 &&
+ ly >= -1 && ly < lev_fieldy+1 && BorderElement != EL_EMPTY)
+ DrawPreviewElement(xpos + x * preview_tilesize,
+ ypos + y * preview_tilesize,
+ getBorderElement(lx, ly), preview_tilesize);
}
}
static unsigned long label_delay = 0;
static int from_x, from_y, scroll_direction;
static int label_state, label_counter;
+ int preview_size_x = STD_LEV_FIELDX * MICRO_TILESIZE / preview_tilesize;
+ int preview_size_y = STD_LEV_FIELDY * MICRO_TILESIZE / preview_tilesize;
int last_game_status = game_status; /* save current game status */
/* force PREVIEW font on preview level */
label_state = 1;
label_counter = 0;
- DrawMicroLevelExt(xpos, ypos, from_x, from_y);
+ DrawMicroLevelExt(xpos, ypos, from_x, from_y,
+ preview_size_x, preview_size_y);
DrawMicroLevelLabelExt(label_state);
/* initialize delay counters */
}
/* scroll micro level, if needed */
- if ((lev_fieldx > STD_LEV_FIELDX || lev_fieldy > STD_LEV_FIELDY) &&
+ if ((lev_fieldx > preview_size_x || lev_fieldy > preview_size_y) &&
DelayReached(&scroll_delay, MICROLEVEL_SCROLL_DELAY))
{
switch (scroll_direction)
break;
case MV_RIGHT:
- if (from_x < lev_fieldx - STD_LEV_FIELDX)
+ if (from_x < lev_fieldx - preview_size_x)
from_x++;
else
scroll_direction = MV_DOWN;
break;
case MV_DOWN:
- if (from_y < lev_fieldy - STD_LEV_FIELDY)
+ if (from_y < lev_fieldy - preview_size_y)
from_y++;
else
scroll_direction = MV_LEFT;
break;
}
- DrawMicroLevelExt(xpos, ypos, from_x, from_y);
+ DrawMicroLevelExt(xpos, ypos, from_x, from_y,
+ preview_size_x, preview_size_y);
}
/* !!! THIS ALL SUCKS -- SHOULD BE CLEANLY REWRITTEN !!! */
last_element == EL_EM_DYNAMITE_ACTIVE ||
last_element == EL_SP_DISK_RED_ACTIVE)
DrawDynamite(last_jx, last_jy);
+#if 0
+ /* !!! this is not enough to prevent flickering of players which are
+ moving next to each others without a free tile between them -- this
+ can only be solved by drawing all players layer by layer (first the
+ background, then the foreground etc.) !!! => TODO */
+ else if (!IS_PLAYER(last_jx, last_jy))
+ DrawLevelField(last_jx, last_jy);
+#else
else
DrawLevelField(last_jx, last_jy);
+#endif
if (player->is_pushing && IN_SCR_FIELD(SCREENX(next_jx), SCREENY(next_jy)))
DrawLevelElement(next_jx, next_jy, EL_EMPTY);