2011-08-24 14:14:44 +02:00
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/*
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Copyright (C) 2003 Parallel Realities
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2015-03-01 21:37:32 +01:00
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Copyright (C) 2011, 2012, 2013 Guus Sliepen
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2016-01-02 22:59:48 +01:00
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Copyright (C) 2015, 2016 onpon4 <onpon4@riseup.net>
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2011-08-24 14:14:44 +02:00
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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2015-02-26 17:20:36 +01:00
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as published by the Free Software Foundation; either version 3
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2011-08-24 14:14:44 +02:00
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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2015-02-26 17:20:36 +01:00
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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2011-08-24 14:14:44 +02:00
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You should have received a copy of the GNU General Public License
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2015-02-26 17:20:36 +01:00
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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2011-08-24 14:14:44 +02:00
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*/
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2015-06-16 05:56:20 +02:00
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#include <ctype.h>
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2011-08-26 21:29:04 +02:00
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#include "Starfighter.h"
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2015-11-07 01:43:34 +01:00
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|
SDL_Surface *gfx_background;
|
Fixed more magic numbers.
God, this one was definitely the biggest headache of all of the
magic number erasing. Never did I expect such cryptic problems.
The first problem was that the entirety of the player's weapon
struct was a part of the save file, *including the weapon's "image
indexes"*. Since the indexes have been changed, and the originally
used one is now unavailable when it's requested, this was causing
a segfault later on. Had to fix this by setting the image index
when the game is loaded.
The second problem was related to another bug I've been confused
about for years: the one that causes mobile rays to fire 5 green
shots. The entire reason those shots were green was because
the weapon's image indexes were undefined, and *that was causing
them to default to 0*. 0 was simply the index of green plasma.
Of course, though, now attempting to use that image causes a
segfault, so for now, I've fixed this by changing the image index
of the mobile rays to the red plasma bolts.
There are still some magic numbers left, related to the intermission
screen. But the hardest part is now done, thank God.
2016-01-06 04:12:29 +01:00
|
|
|
SDL_Surface *gfx_sprites[SP_MAX];
|
2016-01-04 15:07:30 +01:00
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|
|
SDL_Surface *gfx_faceSprites[FS_MAX];
|
2016-01-04 22:34:29 +01:00
|
|
|
SDL_Surface *gfx_shipSprites[SS_MAX];
|
Fixed more magic numbers.
God, this one was definitely the biggest headache of all of the
magic number erasing. Never did I expect such cryptic problems.
The first problem was that the entirety of the player's weapon
struct was a part of the save file, *including the weapon's "image
indexes"*. Since the indexes have been changed, and the originally
used one is now unavailable when it's requested, this was causing
a segfault later on. Had to fix this by setting the image index
when the game is loaded.
The second problem was related to another bug I've been confused
about for years: the one that causes mobile rays to fire 5 green
shots. The entire reason those shots were green was because
the weapon's image indexes were undefined, and *that was causing
them to default to 0*. 0 was simply the index of green plasma.
Of course, though, now attempting to use that image causes a
segfault, so for now, I've fixed this by changing the image index
of the mobile rays to the red plasma bolts.
There are still some magic numbers left, related to the intermission
screen. But the hardest part is now done, thank God.
2016-01-06 04:12:29 +01:00
|
|
|
SDL_Surface *gfx_fontSprites[FONT_MAX];
|
2016-01-05 04:25:00 +01:00
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SDL_Surface *gfx_shopSprites[SHOP_S_MAX];
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2016-01-04 18:41:19 +01:00
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textObject gfx_textSprites[TS_MAX];
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2016-01-04 04:39:16 +01:00
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SDL_Surface *gfx_messageBox;
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2011-08-26 23:53:46 +02:00
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|
|
2015-09-26 14:49:21 +02:00
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void gfx_init()
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2011-08-24 14:14:44 +02:00
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{
|
2015-11-02 23:53:05 +01:00
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screen_bufferHead = new bRect;
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screen_bufferHead->next = NULL;
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screen_bufferTail = screen_bufferHead;
|
2011-08-24 14:14:44 +02:00
|
|
|
|
Fixed more magic numbers.
God, this one was definitely the biggest headache of all of the
magic number erasing. Never did I expect such cryptic problems.
The first problem was that the entirety of the player's weapon
struct was a part of the save file, *including the weapon's "image
indexes"*. Since the indexes have been changed, and the originally
used one is now unavailable when it's requested, this was causing
a segfault later on. Had to fix this by setting the image index
when the game is loaded.
The second problem was related to another bug I've been confused
about for years: the one that causes mobile rays to fire 5 green
shots. The entire reason those shots were green was because
the weapon's image indexes were undefined, and *that was causing
them to default to 0*. 0 was simply the index of green plasma.
Of course, though, now attempting to use that image causes a
segfault, so for now, I've fixed this by changing the image index
of the mobile rays to the red plasma bolts.
There are still some magic numbers left, related to the intermission
screen. But the hardest part is now done, thank God.
2016-01-06 04:12:29 +01:00
|
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|
for (int i = 0 ; i < SP_MAX ; i++)
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2016-01-04 04:39:16 +01:00
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gfx_sprites[i] = NULL;
|
2011-08-24 14:14:44 +02:00
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2016-01-04 22:34:29 +01:00
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for (int i = 0 ; i < SS_MAX ; i++)
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2016-01-04 04:39:16 +01:00
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gfx_shipSprites[i] = NULL;
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2011-08-26 23:53:46 +02:00
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2016-01-04 18:41:19 +01:00
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for (int i = 0 ; i < TS_MAX ; i++)
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2016-01-04 04:39:16 +01:00
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gfx_textSprites[i].image = NULL;
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2011-08-26 23:53:46 +02:00
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2016-01-05 04:25:00 +01:00
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for (int i = 0 ; i < SHOP_S_MAX ; i++)
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2016-01-04 04:39:16 +01:00
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gfx_shopSprites[i] = NULL;
|
2011-08-26 23:53:46 +02:00
|
|
|
|
Fixed more magic numbers.
God, this one was definitely the biggest headache of all of the
magic number erasing. Never did I expect such cryptic problems.
The first problem was that the entirety of the player's weapon
struct was a part of the save file, *including the weapon's "image
indexes"*. Since the indexes have been changed, and the originally
used one is now unavailable when it's requested, this was causing
a segfault later on. Had to fix this by setting the image index
when the game is loaded.
The second problem was related to another bug I've been confused
about for years: the one that causes mobile rays to fire 5 green
shots. The entire reason those shots were green was because
the weapon's image indexes were undefined, and *that was causing
them to default to 0*. 0 was simply the index of green plasma.
Of course, though, now attempting to use that image causes a
segfault, so for now, I've fixed this by changing the image index
of the mobile rays to the red plasma bolts.
There are still some magic numbers left, related to the intermission
screen. But the hardest part is now done, thank God.
2016-01-06 04:12:29 +01:00
|
|
|
for (int i = 0 ; i < FONT_MAX ; i++)
|
2016-01-04 04:39:16 +01:00
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gfx_fontSprites[i] = NULL;
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2011-08-26 23:53:46 +02:00
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|
2015-11-07 01:43:34 +01:00
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gfx_background = NULL;
|
2016-01-04 04:39:16 +01:00
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gfx_messageBox = NULL;
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2011-08-26 23:53:46 +02:00
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screen = NULL;
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}
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|
2015-09-26 14:49:21 +02:00
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SDL_Surface *gfx_setTransparent(SDL_Surface *sprite)
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2011-08-26 23:53:46 +02:00
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{
|
2013-10-01 14:33:33 +02:00
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SDL_SetColorKey(sprite, SDL_TRUE, SDL_MapRGB(sprite->format, 0, 0, 0));
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2011-08-26 23:53:46 +02:00
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return sprite;
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}
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2015-09-26 14:49:21 +02:00
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void gfx_blit(SDL_Surface *image, int x, int y, SDL_Surface *dest)
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2011-08-26 23:53:46 +02:00
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{
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2016-01-02 22:59:48 +01:00
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SDL_Rect blitRect;
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2011-08-26 23:53:46 +02:00
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// Exit early if image is not on dest at all
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2015-03-01 03:49:56 +01:00
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if (x + image->w < 0 || x >= dest->w || y + image->h < 0 || y >= dest->h)
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2011-08-26 23:53:46 +02:00
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return;
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// Set up a rectangle to draw to
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blitRect.x = x;
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blitRect.y = y;
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blitRect.w = image->w;
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blitRect.h = image->h;
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/* Blit onto the destination surface */
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2015-03-01 03:49:56 +01:00
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if (SDL_BlitSurface(image, NULL, dest, &blitRect) < 0)
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2011-08-26 23:53:46 +02:00
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{
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printf("BlitSurface error: %s\n", SDL_GetError());
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2016-01-02 22:59:48 +01:00
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engine_showError(2, "");
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2011-08-26 23:53:46 +02:00
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}
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|
2015-03-31 19:02:09 +02:00
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// Only if it is to the screen, mark the region as damaged
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2015-03-01 03:49:56 +01:00
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if (dest == screen)
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2015-11-02 23:53:05 +01:00
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screen_addBuffer(blitRect.x, blitRect.y, blitRect.w, blitRect.h);
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2011-08-26 23:53:46 +02:00
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}
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/*
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In 16 bit mode this is slow. VERY slow. Don't write directly to a surface
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that constantly needs updating (eg - the main game screen)
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*/
|
2016-01-07 02:35:37 +01:00
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static int gfx_renderStringBase(const char *in, int x, int y, int fontColor, int wrap, SDL_Surface *dest)
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2011-08-26 23:53:46 +02:00
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{
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2015-06-16 05:56:20 +02:00
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int i;
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int splitword;
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2011-08-26 23:53:46 +02:00
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SDL_Rect area;
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2015-06-16 05:56:20 +02:00
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SDL_Rect letter;
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2011-08-26 23:53:46 +02:00
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area.x = x;
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area.y = y;
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area.w = 8;
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area.h = 14;
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letter.y = 0;
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letter.w = 8;
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letter.h = 14;
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while (*in != '\0')
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{
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2015-06-16 05:56:20 +02:00
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if (*in != ' ')
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2011-08-26 23:53:46 +02:00
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{
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letter.x = (*in - 33);
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letter.x *= 8;
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/* Blit onto the screen surface */
|
2016-01-04 04:39:16 +01:00
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if (SDL_BlitSurface(gfx_fontSprites[fontColor], &letter, dest, &area) < 0)
|
2015-06-16 05:56:20 +02:00
|
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{
|
2011-08-26 23:53:46 +02:00
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printf("BlitSurface error: %s\n", SDL_GetError());
|
2016-01-02 22:59:48 +01:00
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engine_showError(2, "");
|
2015-06-16 05:56:20 +02:00
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}
|
2011-08-26 23:53:46 +02:00
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}
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area.x += 9;
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if (wrap)
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{
|
2015-06-16 05:56:20 +02:00
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if ((area.x > (dest->w - 70)) && (*in == ' '))
|
2011-08-26 23:53:46 +02:00
|
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{
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area.y += 16;
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area.x = x;
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}
|
2015-06-16 05:56:20 +02:00
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else if (area.x > (dest->w - 31))
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{
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splitword = 1;
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for (i = 0 ; i < 4 ; i++)
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{
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if (!isalpha(*(in + i)))
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{
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splitword = 0;
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break;
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}
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}
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if (splitword)
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{
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letter.x = (int)('-') - 33;
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letter.x *= 8;
|
2016-01-04 04:39:16 +01:00
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if (SDL_BlitSurface(gfx_fontSprites[fontColor], &letter, dest, &area) < 0)
|
2015-06-16 05:56:20 +02:00
|
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{
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printf("BlitSurface error: %s\n", SDL_GetError());
|
2016-01-02 22:59:48 +01:00
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engine_showError(2, "");
|
2015-06-16 05:56:20 +02:00
|
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}
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area.y += 16;
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area.x = x;
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}
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}
|
2011-08-26 23:53:46 +02:00
|
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}
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in++;
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}
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return area.y;
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}
|
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|
2015-11-04 02:26:56 +01:00
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int gfx_renderString(const char *in, int x, int y, int fontColor, int wrap, SDL_Surface *dest)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2015-11-06 16:12:57 +01:00
|
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if (x == -1)
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x = (dest->w - (strlen(in) * 9)) / 2;
|
|
|
|
|
2015-11-04 02:26:56 +01:00
|
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gfx_renderStringBase(in, x, y - 1, FONT_OUTLINE, wrap, dest);
|
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gfx_renderStringBase(in, x, y + 1, FONT_OUTLINE, wrap, dest);
|
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gfx_renderStringBase(in, x, y + 2, FONT_OUTLINE, wrap, dest);
|
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gfx_renderStringBase(in, x - 1, y, FONT_OUTLINE, wrap, dest);
|
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gfx_renderStringBase(in, x - 2, y, FONT_OUTLINE, wrap, dest);
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gfx_renderStringBase(in, x + 1, y, FONT_OUTLINE, wrap, dest);
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return gfx_renderStringBase(in, x, y, fontColor, wrap, dest);
|
2011-08-26 23:53:46 +02:00
|
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}
|
|
|
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|
|
|
|
/*
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|
|
|
* Set the pixel at (x, y) to the given value
|
|
|
|
* NOTE: The surface must be locked before calling this!
|
|
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*/
|
2015-11-07 03:35:07 +01:00
|
|
|
void gfx_putPixel(SDL_Surface *surface, int x, int y, Uint32 pixel)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2015-03-01 03:49:06 +01:00
|
|
|
int bpp = surface->format->BytesPerPixel;
|
|
|
|
/* Here p is the address to the pixel we want to set */
|
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Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
|
2011-08-26 23:53:46 +02:00
|
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|
2015-03-01 03:49:06 +01:00
|
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|
switch(bpp)
|
|
|
|
{
|
|
|
|
case 1:
|
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|
|
*p = pixel;
|
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|
break;
|
2011-08-26 23:53:46 +02:00
|
|
|
|
2015-03-01 03:49:06 +01:00
|
|
|
case 2:
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|
*(Uint16 *)p = pixel;
|
|
|
|
break;
|
2011-08-26 23:53:46 +02:00
|
|
|
|
2015-03-01 03:49:06 +01:00
|
|
|
case 3:
|
|
|
|
if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
|
|
|
|
{
|
2011-08-26 23:53:46 +02:00
|
|
|
p[0] = (pixel >> 16) & 0xff;
|
|
|
|
p[1] = (pixel >> 8) & 0xff;
|
|
|
|
p[2] = pixel & 0xff;
|
2015-03-01 03:49:06 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2011-08-26 23:53:46 +02:00
|
|
|
p[0] = pixel & 0xff;
|
|
|
|
p[1] = (pixel >> 8) & 0xff;
|
|
|
|
p[2] = (pixel >> 16) & 0xff;
|
2015-03-01 03:49:06 +01:00
|
|
|
}
|
|
|
|
break;
|
2011-08-26 23:53:46 +02:00
|
|
|
|
2015-03-01 03:49:06 +01:00
|
|
|
case 4:
|
|
|
|
*(Uint32 *)p = pixel;
|
|
|
|
break;
|
|
|
|
}
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
|
2015-11-20 20:11:12 +01:00
|
|
|
void gfx_drawLine(SDL_Surface *dest, int x1, int y1, int x2, int y2, int col)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
|
|
|
int counter = 0;
|
|
|
|
|
2015-03-01 03:49:06 +01:00
|
|
|
if ( SDL_MUSTLOCK(dest) )
|
|
|
|
{
|
|
|
|
if ( SDL_LockSurface(dest) < 0 )
|
|
|
|
{
|
2011-08-26 23:53:46 +02:00
|
|
|
printf("Can't lock screen: %s\n", SDL_GetError());
|
2016-01-02 22:59:48 +01:00
|
|
|
engine_showError(2, "");
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
while(1)
|
|
|
|
{
|
2015-11-07 03:35:07 +01:00
|
|
|
gfx_putPixel(dest, x1, y1, col);
|
2011-08-26 23:53:46 +02:00
|
|
|
|
|
|
|
if (x1 > x2) x1--;
|
|
|
|
if (x1 < x2) x1++;
|
|
|
|
if (y1 > y2) y1--;
|
|
|
|
if (y1 < y2) y1++;
|
|
|
|
|
|
|
|
if ((x1 == x2) && (y1 == y2))
|
|
|
|
{break;}
|
|
|
|
if (counter == 1000)
|
|
|
|
{printf("Loop Error!\n"); break;}
|
|
|
|
counter++;
|
|
|
|
}
|
|
|
|
|
2015-03-01 03:49:06 +01:00
|
|
|
if (SDL_MUSTLOCK(dest))
|
|
|
|
{
|
2011-08-26 23:53:46 +02:00
|
|
|
SDL_UnlockSurface(dest);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
A quick(?) circle draw function. This code was posted to the SDL
|
|
|
|
mailing list... I didn't write it myself.
|
|
|
|
*/
|
2015-11-20 20:11:12 +01:00
|
|
|
void gfx_drawCircle(int xc, int yc, int R, SDL_Surface *PIX, int col)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2016-01-02 22:59:48 +01:00
|
|
|
int x = 0;
|
|
|
|
int xx = 0;
|
|
|
|
int y = R;
|
|
|
|
int yy = 2 * R;
|
2015-03-01 03:49:06 +01:00
|
|
|
int p = 1 - R;
|
2011-08-26 23:53:46 +02:00
|
|
|
|
2015-11-07 03:35:07 +01:00
|
|
|
gfx_putPixel(PIX, xc, yc - y, col);
|
|
|
|
gfx_putPixel(PIX, xc, yc + y, col);
|
|
|
|
gfx_putPixel(PIX, xc - y, yc, col);
|
|
|
|
gfx_putPixel(PIX, xc + y, yc, col);
|
2011-08-26 23:53:46 +02:00
|
|
|
|
2015-03-01 03:49:06 +01:00
|
|
|
while (x < y)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
|
|
|
xx += 2;
|
2015-03-01 03:49:06 +01:00
|
|
|
x++;
|
2011-08-26 23:53:46 +02:00
|
|
|
if (p >= 0)
|
|
|
|
{
|
|
|
|
yy -= 2;
|
2015-03-01 03:49:06 +01:00
|
|
|
y--;
|
2011-08-26 23:53:46 +02:00
|
|
|
p -= yy;
|
|
|
|
}
|
|
|
|
p += xx + 1;
|
|
|
|
|
2015-11-07 03:35:07 +01:00
|
|
|
gfx_putPixel(PIX, xc - x, yc - y, col);
|
|
|
|
gfx_putPixel(PIX, xc + x, yc - y, col);
|
|
|
|
gfx_putPixel(PIX, xc - x, yc + y, col);
|
|
|
|
gfx_putPixel(PIX, xc + x, yc + y, col);
|
|
|
|
gfx_putPixel(PIX, xc - y, yc - x, col);
|
|
|
|
gfx_putPixel(PIX, xc + y, yc - x, col);
|
|
|
|
gfx_putPixel(PIX, xc - y, yc + x, col);
|
|
|
|
gfx_putPixel(PIX, xc + y, yc + x, col);
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
if ((x = y))
|
|
|
|
{
|
2015-11-07 03:35:07 +01:00
|
|
|
gfx_putPixel(PIX, xc - x, yc - y, col);
|
|
|
|
gfx_putPixel(PIX, xc + x, yc - y, col);
|
|
|
|
gfx_putPixel(PIX, xc - x, yc + y, col);
|
|
|
|
gfx_putPixel(PIX, xc + x, yc + y, col);
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-12-31 16:47:27 +01:00
|
|
|
void gfx_drawRect(SDL_Surface *dest, int x, int y, int w, int h, Uint8 red, Uint8 green, Uint8 blue)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2012-12-09 16:53:21 +01:00
|
|
|
SDL_Rect r = {(int16_t)x, (int16_t)y, (uint16_t)w, (uint16_t)h};
|
2011-08-26 23:53:46 +02:00
|
|
|
SDL_FillRect(dest, &r, SDL_MapRGB(screen->format, red, green, blue));
|
|
|
|
|
2015-11-20 20:11:12 +01:00
|
|
|
gfx_drawLine(dest, x, y, x + w, y, SDL_MapRGB(screen->format, 255, 255, 255));
|
|
|
|
gfx_drawLine(dest, x, y, x, y + h, SDL_MapRGB(screen->format, 255, 255, 255));
|
|
|
|
gfx_drawLine(dest, x, y + h, x + w, y + h, SDL_MapRGB(screen->format, 128, 128, 128));
|
|
|
|
gfx_drawLine(dest, x + w, y + 1, x + w, y + h, SDL_MapRGB(screen->format, 128, 128, 128));
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
|
2015-12-31 16:47:27 +01:00
|
|
|
SDL_Surface *gfx_createSurface(int width, int height)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2013-09-30 16:52:43 +02:00
|
|
|
SDL_Surface *surface;
|
2011-08-26 23:53:46 +02:00
|
|
|
Uint32 rmask, gmask, bmask, amask;
|
|
|
|
|
|
|
|
/* SDL interprets each pixel as a 32-bit number, so our masks must depend
|
|
|
|
on the endianness (byte order) of the machine */
|
|
|
|
#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
|
|
|
|
rmask = 0xff000000;
|
|
|
|
gmask = 0x00ff0000;
|
|
|
|
bmask = 0x0000ff00;
|
|
|
|
amask = 0x000000ff;
|
|
|
|
#else
|
|
|
|
rmask = 0x000000ff;
|
|
|
|
gmask = 0x0000ff00;
|
|
|
|
bmask = 0x00ff0000;
|
|
|
|
amask = 0xff000000;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32, rmask, gmask, bmask, amask);
|
|
|
|
|
|
|
|
if (surface == NULL) {
|
|
|
|
printf("CreateRGBSurface failed: %s\n", SDL_GetError());
|
2016-01-02 22:59:48 +01:00
|
|
|
engine_showError(2, "");
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
|
2013-09-30 16:52:43 +02:00
|
|
|
return surface;
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
|
2015-12-31 16:47:27 +01:00
|
|
|
SDL_Surface *gfx_createTextSurface(const char *inString, int color)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2015-12-31 16:47:27 +01:00
|
|
|
// XXX: Magic numbers
|
|
|
|
SDL_Surface *surface = gfx_createSurface(strlen(inString) * 9, 16);
|
2011-08-26 23:53:46 +02:00
|
|
|
|
2015-11-06 16:12:57 +01:00
|
|
|
gfx_renderString(inString, 1, 1, color, 0, surface);
|
2011-08-26 23:53:46 +02:00
|
|
|
|
2015-09-26 14:49:21 +02:00
|
|
|
return gfx_setTransparent(surface);
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
2011-08-24 14:14:44 +02:00
|
|
|
|
2015-12-31 16:47:27 +01:00
|
|
|
void gfx_createTextObject(int index, const char *inString, int x, int y, int fontColor)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
|
|
|
/* Shortcut: if we already rendered the same string in the same color, don't render it again. */
|
2016-01-04 04:39:16 +01:00
|
|
|
if(gfx_textSprites[index].text && gfx_textSprites[index].image && gfx_textSprites[index].fontColor == fontColor && !strcmp(gfx_textSprites[index].text, inString)) {
|
|
|
|
gfx_textSprites[index].x = x;
|
|
|
|
gfx_textSprites[index].y = y;
|
2011-08-26 23:53:46 +02:00
|
|
|
if (x == -1)
|
2016-01-04 04:39:16 +01:00
|
|
|
gfx_textSprites[index].x = (screen->w - gfx_textSprites[index].image->w) / 2;
|
2011-08-26 23:53:46 +02:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2016-01-04 04:39:16 +01:00
|
|
|
strcpy(gfx_textSprites[index].text, inString);
|
|
|
|
gfx_textSprites[index].x = x;
|
|
|
|
gfx_textSprites[index].y = y;
|
|
|
|
gfx_textSprites[index].fontColor = fontColor;
|
|
|
|
if (gfx_textSprites[index].image != NULL)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2016-01-04 04:39:16 +01:00
|
|
|
SDL_FreeSurface(gfx_textSprites[index].image);
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
2016-01-04 04:39:16 +01:00
|
|
|
gfx_textSprites[index].image = gfx_createTextSurface(inString, fontColor);
|
2011-08-26 23:53:46 +02:00
|
|
|
if (x == -1)
|
2016-01-04 04:39:16 +01:00
|
|
|
gfx_textSprites[index].x = (screen->w - gfx_textSprites[index].image->w) / 2;
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
|
2016-01-02 22:59:48 +01:00
|
|
|
SDL_Surface *gfx_createAlphaRect(int width, int height, Uint8 red, Uint8 green, Uint8 blue)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2015-12-31 16:47:27 +01:00
|
|
|
SDL_Surface *surface = gfx_createSurface(width, height);
|
2011-08-26 23:53:46 +02:00
|
|
|
|
|
|
|
SDL_FillRect(surface, NULL, SDL_MapRGB(surface->format, red, green, blue));
|
|
|
|
|
2013-09-30 16:52:43 +02:00
|
|
|
SDL_SetSurfaceAlphaMod(surface, 128);
|
2011-08-26 23:53:46 +02:00
|
|
|
|
|
|
|
return surface;
|
|
|
|
}
|
|
|
|
|
2016-01-07 02:35:37 +01:00
|
|
|
void gfx_createMessageBox(SDL_Surface *face, const char *message, int transparent)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2016-01-02 22:59:48 +01:00
|
|
|
int x = 60;
|
|
|
|
|
2016-01-04 04:39:16 +01:00
|
|
|
if (gfx_messageBox != NULL)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2016-01-04 04:39:16 +01:00
|
|
|
SDL_FreeSurface(gfx_messageBox);
|
|
|
|
gfx_messageBox = NULL;
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
if (transparent)
|
2016-01-04 04:39:16 +01:00
|
|
|
gfx_messageBox = gfx_createAlphaRect(550, 60, 0x00, 0x00, 0x00);
|
2011-08-26 23:53:46 +02:00
|
|
|
else
|
2016-01-04 04:39:16 +01:00
|
|
|
gfx_messageBox = gfx_createSurface(550, 60);
|
2011-08-26 23:53:46 +02:00
|
|
|
|
|
|
|
if (face != NULL)
|
|
|
|
{
|
2016-01-04 04:39:16 +01:00
|
|
|
gfx_drawRect(gfx_messageBox, 0, 0, gfx_messageBox->w - 1, gfx_messageBox->h - 1, 0x00, 0x00, 0xaa);
|
|
|
|
gfx_blit(face, 5, 5, gfx_messageBox);
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2016-01-04 04:39:16 +01:00
|
|
|
gfx_drawRect(gfx_messageBox, 0, 0, gfx_messageBox->w - 1, gfx_messageBox->h - 1, 0x00, 0x00, 0x00);
|
2011-08-26 23:53:46 +02:00
|
|
|
x = 10;
|
|
|
|
}
|
|
|
|
|
2016-01-04 04:39:16 +01:00
|
|
|
gfx_renderString(message, x, 5, FONT_WHITE, 1, gfx_messageBox);
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
|
2016-01-02 22:59:48 +01:00
|
|
|
SDL_Surface *gfx_loadImage(const char *filename)
|
|
|
|
{
|
|
|
|
SDL_Surface *image, *newImage;
|
|
|
|
|
|
|
|
image = IMG_Load(filename);
|
|
|
|
|
|
|
|
if (image == NULL) {
|
|
|
|
printf("Couldn't load %s: %s\n", filename, SDL_GetError());
|
|
|
|
engine_showError(0, filename);
|
|
|
|
}
|
|
|
|
|
|
|
|
newImage = SDL_ConvertSurface(image, screen->format, 0);
|
|
|
|
if ( newImage ) {
|
|
|
|
SDL_FreeSurface(image);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// This happens when we are loading the window icon image
|
|
|
|
newImage = image;
|
|
|
|
}
|
|
|
|
|
|
|
|
return gfx_setTransparent(newImage);
|
|
|
|
}
|
|
|
|
|
|
|
|
void gfx_free()
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
Fixed more magic numbers.
God, this one was definitely the biggest headache of all of the
magic number erasing. Never did I expect such cryptic problems.
The first problem was that the entirety of the player's weapon
struct was a part of the save file, *including the weapon's "image
indexes"*. Since the indexes have been changed, and the originally
used one is now unavailable when it's requested, this was causing
a segfault later on. Had to fix this by setting the image index
when the game is loaded.
The second problem was related to another bug I've been confused
about for years: the one that causes mobile rays to fire 5 green
shots. The entire reason those shots were green was because
the weapon's image indexes were undefined, and *that was causing
them to default to 0*. 0 was simply the index of green plasma.
Of course, though, now attempting to use that image causes a
segfault, so for now, I've fixed this by changing the image index
of the mobile rays to the red plasma bolts.
There are still some magic numbers left, related to the intermission
screen. But the hardest part is now done, thank God.
2016-01-06 04:12:29 +01:00
|
|
|
for (int i = 0 ; i < SP_MAX ; i++)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2016-01-04 04:39:16 +01:00
|
|
|
if (gfx_sprites[i] != NULL)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2016-01-04 04:39:16 +01:00
|
|
|
SDL_FreeSurface(gfx_sprites[i]);
|
|
|
|
gfx_sprites[i] = NULL;
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-01-04 18:41:19 +01:00
|
|
|
for (int i = 0 ; i < FS_MAX ; i++)
|
|
|
|
{
|
|
|
|
if (gfx_faceSprites[i] != NULL)
|
|
|
|
{
|
|
|
|
SDL_FreeSurface(gfx_faceSprites[i]);
|
|
|
|
gfx_faceSprites[i] = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-01-04 22:34:29 +01:00
|
|
|
for (int i = 0 ; i < SS_MAX ; i++)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2016-01-04 04:39:16 +01:00
|
|
|
if (gfx_shipSprites[i] != NULL)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2016-01-04 04:39:16 +01:00
|
|
|
SDL_FreeSurface(gfx_shipSprites[i]);
|
|
|
|
gfx_shipSprites[i] = NULL;
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-01-04 18:41:19 +01:00
|
|
|
for (int i = 0 ; i < TS_MAX ; i++)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2016-01-04 04:39:16 +01:00
|
|
|
if (gfx_textSprites[i].image != NULL)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2016-01-04 04:39:16 +01:00
|
|
|
SDL_FreeSurface(gfx_textSprites[i].image);
|
|
|
|
gfx_textSprites[i].image = NULL;
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-01-05 04:25:00 +01:00
|
|
|
for (int i = 0 ; i < SHOP_S_MAX ; i++)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2016-01-04 04:39:16 +01:00
|
|
|
if (gfx_shopSprites[i] != NULL)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2016-01-04 04:39:16 +01:00
|
|
|
SDL_FreeSurface(gfx_shopSprites[i]);
|
|
|
|
gfx_shopSprites[i] = NULL;
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-01-04 04:39:16 +01:00
|
|
|
if (gfx_messageBox != NULL)
|
2011-08-26 23:53:46 +02:00
|
|
|
{
|
2016-01-04 04:39:16 +01:00
|
|
|
SDL_FreeSurface(gfx_messageBox);
|
|
|
|
gfx_messageBox = NULL;
|
2011-08-26 23:53:46 +02:00
|
|
|
}
|
|
|
|
}
|