starfighter/src/gfx.c

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/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011, 2012, 2013 Guus Sliepen
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Copyright (C) 2015-2019 Julie Marchant <onpon4@riseup.net>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 3
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <ctype.h>
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#include <stdio.h>
#include <string.h>
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#include "SDL.h"
#include "SDL_image.h"
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#include "defs.h"
#include "structs.h"
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#include "alien.h"
#include "engine.h"
#include "game.h"
#include "screen.h"
#include "weapons.h"
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SDL_Surface *gfx_background;
SDL_Surface *gfx_sprites[SP_MAX];
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SDL_Surface *gfx_faceSprites[FS_MAX];
SDL_Surface *gfx_shipSprites[SS_MAX];
SDL_Surface *gfx_fontSprites[FONT_MAX];
SDL_Surface *gfx_shopSprites[SHOP_S_MAX];
TextObject gfx_textSprites[TS_MAX];
SDL_Surface *gfx_messageBox;
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void gfx_init()
{
screen_bufferHead = malloc(sizeof(LinkedRect));
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if (screen_bufferHead == NULL)
{
engine_error("Failed to allocate memory for buffer head.");
}
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screen_bufferHead->next = NULL;
screen_bufferTail = screen_bufferHead;
for (int i = 0 ; i < SP_MAX ; i++)
gfx_sprites[i] = NULL;
for (int i = 0 ; i < SS_MAX ; i++)
gfx_shipSprites[i] = NULL;
for (int i = 0 ; i < TS_MAX ; i++)
gfx_textSprites[i].image = NULL;
for (int i = 0 ; i < SHOP_S_MAX ; i++)
gfx_shopSprites[i] = NULL;
for (int i = 0 ; i < FONT_MAX ; i++)
gfx_fontSprites[i] = NULL;
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gfx_background = NULL;
gfx_messageBox = NULL;
screen = NULL;
}
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SDL_Surface *gfx_setTransparent(SDL_Surface *sprite)
{
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SDL_SetColorKey(sprite, SDL_TRUE, SDL_MapRGB(sprite->format, 0, 0, 0));
return sprite;
}
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void gfx_blit(SDL_Surface *image, int x, int y, SDL_Surface *dest)
{
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SDL_Rect blitRect;
// Exit early if image is not on dest at all
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if (x + image->w < 0 || x >= dest->w || y + image->h < 0 || y >= dest->h)
return;
// Set up a rectangle to draw to
blitRect.x = x;
blitRect.y = y;
blitRect.w = image->w;
blitRect.h = image->h;
/* Blit onto the destination surface */
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if (SDL_BlitSurface(image, NULL, dest, &blitRect) < 0)
{
printf("BlitSurface error: %s\n", SDL_GetError());
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engine_showError(2, "");
}
// Only if it is to the screen, mark the region as damaged
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if (dest == screen)
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screen_addBuffer(blitRect.x, blitRect.y, blitRect.w, blitRect.h);
}
/*
In 16 bit mode this is slow. VERY slow. Don't write directly to a surface
that constantly needs updating (eg - the main game screen)
*/
static int gfx_renderStringBase(const char *in, int x, int y, int fontColor, int wrap, SDL_Surface *dest)
{
int i;
int splitword;
SDL_Rect area;
SDL_Rect letter;
area.x = x;
area.y = y;
area.w = 8;
area.h = 14;
letter.y = 0;
letter.w = 8;
letter.h = 14;
while (*in != '\0')
{
if (*in != ' ')
{
letter.x = (*in - 33);
letter.x *= 8;
/* Blit onto the screen surface */
if (SDL_BlitSurface(gfx_fontSprites[fontColor], &letter, dest, &area) < 0)
{
printf("BlitSurface error: %s\n", SDL_GetError());
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engine_showError(2, "");
}
}
area.x += 9;
if (wrap)
{
if ((area.x > (dest->w - 70)) && (*in == ' '))
{
area.y += 16;
area.x = x;
}
else if (area.x > (dest->w - 31))
{
splitword = 1;
for (i = 0 ; i < 4 ; i++)
{
if (!isalpha(*(in + i)))
{
splitword = 0;
break;
}
}
if (splitword)
{
letter.x = (int)('-') - 33;
letter.x *= 8;
if (SDL_BlitSurface(gfx_fontSprites[fontColor], &letter, dest, &area) < 0)
{
printf("BlitSurface error: %s\n", SDL_GetError());
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engine_showError(2, "");
}
area.y += 16;
area.x = x;
}
}
}
in++;
}
return area.y;
}
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int gfx_renderString(const char *in, int x, int y, int fontColor, int wrap, SDL_Surface *dest)
{
if (x == -1)
x = (dest->w - (strlen(in) * 9)) / 2;
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gfx_renderStringBase(in, x, y - 1, FONT_OUTLINE, wrap, dest);
gfx_renderStringBase(in, x, y + 1, FONT_OUTLINE, wrap, dest);
gfx_renderStringBase(in, x, y + 2, FONT_OUTLINE, wrap, dest);
gfx_renderStringBase(in, x - 1, y, FONT_OUTLINE, wrap, dest);
gfx_renderStringBase(in, x - 2, y, FONT_OUTLINE, wrap, dest);
gfx_renderStringBase(in, x + 1, y, FONT_OUTLINE, wrap, dest);
return gfx_renderStringBase(in, x, y, fontColor, wrap, dest);
}
/*
* Set the pixel at (x, y) to the given value
* NOTE: The surface must be locked before calling this!
*/
void gfx_putPixel(SDL_Surface *surface, int x, int y, Uint32 pixel)
{
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int bpp = surface->format->BytesPerPixel;
/* Here p is the address to the pixel we want to set */
Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
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switch(bpp)
{
case 1:
*p = pixel;
break;
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case 2:
*(Uint16 *)p = pixel;
break;
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case 3:
if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
{
p[0] = (pixel >> 16) & 0xff;
p[1] = (pixel >> 8) & 0xff;
p[2] = pixel & 0xff;
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}
else
{
p[0] = pixel & 0xff;
p[1] = (pixel >> 8) & 0xff;
p[2] = (pixel >> 16) & 0xff;
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}
break;
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case 4:
*(Uint32 *)p = pixel;
break;
}
}
/*
A quick(?) circle draw function. This code was posted to the SDL
mailing list... I didn't write it myself.
*/
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void gfx_drawCircle(int xc, int yc, int R, SDL_Surface *PIX, int col)
{
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int x = 0;
int xx = 0;
int y = R;
int yy = 2 * R;
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int p = 1 - R;
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);
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while (x < y)
{
xx += 2;
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x++;
if (p >= 0)
{
yy -= 2;
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y--;
p -= yy;
}
p += xx + 1;
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);
}
if ((x = y))
{
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);
}
}
void gfx_drawRect(SDL_Surface *dest, int x, int y, int w, int h, Uint8 red, Uint8 green, Uint8 blue)
{
SDL_Rect r = {x, y, w, h};
SDL_FillRect(dest, &r, SDL_MapRGB(screen->format, red, green, blue));
r.h = 1;
SDL_FillRect(dest, &r, SDL_MapRGB(screen->format, 255, 255, 255));
r.w = 1;
r.h = h;
SDL_FillRect(dest, &r, SDL_MapRGB(screen->format, 255, 255, 255));
r.y = y + h;
r.w = w;
r.h = 1;
SDL_FillRect(dest, &r, SDL_MapRGB(screen->format, 128, 128, 128));
r.x = x + w;
r.y = y + 1;
r.w = 1;
r.h = h - 1;
SDL_FillRect(dest, &r, SDL_MapRGB(screen->format, 128, 128, 128));
}
SDL_Surface *gfx_createSurface(int width, int height)
{
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SDL_Surface *surface;
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());
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engine_showError(2, "");
}
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return surface;
}
SDL_Surface *gfx_createTextSurface(const char *inString, int color)
{
// XXX: Magic numbers
SDL_Surface *surface = gfx_createSurface(strlen(inString) * 9, 16);
gfx_renderString(inString, 1, 1, color, 0, surface);
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return gfx_setTransparent(surface);
}
void gfx_createTextObject(int index, const char *inString, int x, int y, int fontColor)
{
// Reset the life of the text object
gfx_textSprites[index].life = 0;
/* Shortcut: if we already rendered the same string in the same color, don't render it again. */
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;
if (x == -1)
gfx_textSprites[index].x = (screen->w - gfx_textSprites[index].image->w) / 2;
return;
}
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)
{
SDL_FreeSurface(gfx_textSprites[index].image);
}
gfx_textSprites[index].image = gfx_createTextSurface(inString, fontColor);
if (x == -1)
gfx_textSprites[index].x = (screen->w - gfx_textSprites[index].image->w) / 2;
}
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SDL_Surface *gfx_createAlphaRect(int width, int height, Uint8 red, Uint8 green, Uint8 blue)
{
SDL_Surface *surface = gfx_createSurface(width, height);
SDL_FillRect(surface, NULL, SDL_MapRGB(surface->format, red, green, blue));
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SDL_SetSurfaceAlphaMod(surface, 128);
return surface;
}
void gfx_createMessageBox(SDL_Surface *face, const char *message, int transparent)
{
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int x = 60;
if (gfx_messageBox != NULL)
{
SDL_FreeSurface(gfx_messageBox);
gfx_messageBox = NULL;
}
if (transparent)
gfx_messageBox = gfx_createAlphaRect(550, 60, 0x00, 0x00, 0x00);
else
gfx_messageBox = gfx_createSurface(550, 60);
if (face != NULL)
{
gfx_drawRect(gfx_messageBox, 0, 0, gfx_messageBox->w - 1, gfx_messageBox->h - 1, 0x00, 0x00, 0xaa);
gfx_blit(face, 5, 5, gfx_messageBox);
}
else
{
gfx_drawRect(gfx_messageBox, 0, 0, gfx_messageBox->w - 1, gfx_messageBox->h - 1, 0x00, 0x00, 0x00);
x = 10;
}
gfx_renderString(message, x, 5, FONT_WHITE, 1, gfx_messageBox);
}
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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()
{
for (int i = 0 ; i < SP_MAX ; i++)
{
if (gfx_sprites[i] != NULL)
{
SDL_FreeSurface(gfx_sprites[i]);
gfx_sprites[i] = NULL;
}
}
for (int i = 0 ; i < FS_MAX ; i++)
{
if (gfx_faceSprites[i] != NULL)
{
SDL_FreeSurface(gfx_faceSprites[i]);
gfx_faceSprites[i] = NULL;
}
}
for (int i = 0 ; i < SS_MAX ; i++)
{
if (gfx_shipSprites[i] != NULL)
{
SDL_FreeSurface(gfx_shipSprites[i]);
gfx_shipSprites[i] = NULL;
}
}
for (int i = 0 ; i < TS_MAX ; i++)
{
if (gfx_textSprites[i].image != NULL)
{
SDL_FreeSurface(gfx_textSprites[i].image);
gfx_textSprites[i].image = NULL;
}
}
for (int i = 0 ; i < SHOP_S_MAX ; i++)
{
if (gfx_shopSprites[i] != NULL)
{
SDL_FreeSurface(gfx_shopSprites[i]);
gfx_shopSprites[i] = NULL;
}
}
if (gfx_messageBox != NULL)
{
SDL_FreeSurface(gfx_messageBox);
gfx_messageBox = NULL;
}
}
void gfx_loadBackground(const char *filename)
{
SDL_Surface *new_bg;
if (gfx_background != NULL)
{
SDL_FreeSurface(gfx_background);
gfx_background = NULL;
}
new_bg = gfx_loadImage(filename);
SDL_SetColorKey(new_bg, 0, 0);
gfx_background = gfx_createSurface(screen->w, screen->h);
SDL_SetColorKey(gfx_background, 0, 0);
SDL_BlitScaled(new_bg, NULL, gfx_background, NULL);
SDL_FreeSurface(new_bg);
}
void gfx_loadSprites()
{
Uint32 *p32;
Uint16 *p16;
Uint8 *p8;
gfx_free();
// Faces
gfx_faceSprites[FS_CHRIS] = gfx_loadImage("gfx/face_chris.png");
gfx_faceSprites[FS_SID] = gfx_loadImage("gfx/face_sid.png");
gfx_faceSprites[FS_KRASS] = gfx_loadImage("gfx/face_krass.png");
gfx_faceSprites[FS_PHOEBE] = gfx_loadImage("gfx/face_phoebe.png");
gfx_faceSprites[FS_URSULA] = gfx_loadImage("gfx/face_ursula.png");
gfx_faceSprites[FS_KLINE] = gfx_loadImage("gfx/face_kline.png");
gfx_faceSprites[FS_CREW] = gfx_loadImage("gfx/face_crew.png");
// Ships
gfx_shipSprites[SS_FIREFLY] = gfx_loadImage("gfx/firefly1.png");
gfx_shipSprites[SS_FIREFLY_L] = gfx_loadImage("gfx/firefly2.png");
gfx_shipSprites[SS_SID] = gfx_loadImage("gfx/sid1.png");
gfx_shipSprites[SS_SID_L] = gfx_loadImage("gfx/sid2.png");
gfx_shipSprites[SS_FRIEND] = gfx_loadImage("gfx/wingmate1.png");
gfx_shipSprites[SS_FRIEND_L] = gfx_loadImage("gfx/wingmate2.png");
gfx_shipSprites[SS_GOODTRANSPORT] = gfx_loadImage("gfx/goodTrans1.png");
gfx_shipSprites[SS_GOODTRANSPORT_L] = gfx_loadImage("gfx/goodTrans2.png");
gfx_shipSprites[SS_REBELCARRIER] = gfx_loadImage("gfx/rebelCarrier1.png");
gfx_shipSprites[SS_REBELCARRIER_L] = gfx_loadImage("gfx/rebelCarrier2.png");
gfx_shipSprites[SS_DUALFIGHTER] = gfx_loadImage("gfx/dualFighter1.png");
gfx_shipSprites[SS_DUALFIGHTER_L] = gfx_loadImage("gfx/dualFighter2.png");
gfx_shipSprites[SS_MISSILEBOAT] = gfx_loadImage("gfx/missileBoat1.png");
gfx_shipSprites[SS_MISSILEBOAT_L] = gfx_loadImage("gfx/missileBoat2.png");
gfx_shipSprites[SS_PROTOFIGHTER] = gfx_loadImage("gfx/eliteFighter1.png");
gfx_shipSprites[SS_PROTOFIGHTER_L] = gfx_loadImage("gfx/eliteFighter2.png");
gfx_shipSprites[SS_AIMFIGHTER] = gfx_loadImage("gfx/aimFighter1.png");
gfx_shipSprites[SS_AIMFIGHTER_L] = gfx_loadImage("gfx/aimFighter2.png");
gfx_shipSprites[SS_DRONE] = gfx_loadImage("gfx/drone1.png");
gfx_shipSprites[SS_DRONE_L] = gfx_loadImage("gfx/drone2.png");
gfx_shipSprites[SS_MINER] = gfx_loadImage("gfx/miner1.png");
gfx_shipSprites[SS_MINER_L] = gfx_loadImage("gfx/miner2.png");
gfx_shipSprites[SS_ESCORT] = gfx_loadImage("gfx/escort1.png");
gfx_shipSprites[SS_ESCORT_L] = gfx_loadImage("gfx/escort2.png");
gfx_shipSprites[SS_MOBILE_RAY] = gfx_loadImage("gfx/mobileCannon1.png");
gfx_shipSprites[SS_MOBILE_RAY_L] = gfx_loadImage("gfx/mobileCannon2.png");
gfx_shipSprites[SS_TRANSPORTSHIP] = gfx_loadImage("gfx/transport1.png");
gfx_shipSprites[SS_TRANSPORTSHIP_L] = gfx_loadImage("gfx/transport2.png");
gfx_shipSprites[SS_CARGOSHIP] = gfx_loadImage("gfx/tug1.png");
gfx_shipSprites[SS_CARGOSHIP_L] = gfx_loadImage("gfx/tug2.png");
gfx_shipSprites[SS_SLAVETRANSPORT] = gfx_loadImage("gfx/slaveTrans1.png");
gfx_shipSprites[SS_SLAVETRANSPORT_L] = gfx_loadImage("gfx/slaveTrans2.png");
gfx_shipSprites[SS_BARRIER] = gfx_loadImage("gfx/barrier.png");
gfx_shipSprites[SS_MOBILESHIELD] = gfx_loadImage("gfx/mobileShield1.png");
gfx_shipSprites[SS_MOBILESHIELD_L] = gfx_loadImage("gfx/mobileShield2.png");
gfx_shipSprites[SS_ASTEROID] = gfx_loadImage("gfx/asteroid1.png");
gfx_shipSprites[SS_ASTEROID_SMALL] = gfx_loadImage("gfx/asteroid2.png");
gfx_shipSprites[SS_ASTEROID_SMALL_L] = gfx_loadImage("gfx/asteroid3.png");
gfx_shipSprites[SS_CLOAKFIGHTER] = gfx_loadImage("gfx/cloakShip1.png");
gfx_shipSprites[SS_CLOAKFIGHTER_L] = gfx_loadImage("gfx/cloakShip2.png");
gfx_shipSprites[SS_EVILURSULA] = gfx_loadImage("gfx/evilUrsula1.png");
gfx_shipSprites[SS_EVILURSULA_L] = gfx_loadImage("gfx/evilUrsula2.png");
gfx_shipSprites[SS_KRASS] = gfx_loadImage("gfx/merc1.png");
gfx_shipSprites[SS_KRASS_L] = gfx_loadImage("gfx/merc2.png");
gfx_shipSprites[SS_FRIGATE] = gfx_loadImage("gfx/frigateBody1.png");
gfx_shipSprites[SS_FRIGATE_L] = gfx_loadImage("gfx/frigateBody2.png");
gfx_shipSprites[SS_FRIGATE_WING1] = gfx_loadImage("gfx/frigateGun11.png");
gfx_shipSprites[SS_FRIGATE_WING1_L] = gfx_loadImage("gfx/frigateGun12.png");
gfx_shipSprites[SS_FRIGATE_WING2] = gfx_loadImage("gfx/frigateGun21.png");
gfx_shipSprites[SS_FRIGATE_WING2_L] = gfx_loadImage("gfx/frigateGun22.png");
gfx_shipSprites[SS_MINERBOSS] = gfx_loadImage("gfx/mineBoss1.png");
gfx_shipSprites[SS_MINERBOSS_L] = gfx_loadImage("gfx/mineBoss2.png");
gfx_shipSprites[SS_MINERBOSS_WING1] = gfx_loadImage("gfx/mineBossWing11.png");
gfx_shipSprites[SS_MINERBOSS_WING1_L] = gfx_loadImage("gfx/mineBossWing12.png");
gfx_shipSprites[SS_MINERBOSS_WING2] = gfx_loadImage("gfx/mineBossWing21.png");
gfx_shipSprites[SS_MINERBOSS_WING2_L] = gfx_loadImage("gfx/mineBossWing22.png");
gfx_shipSprites[SS_MINERBOSS_WING3] = gfx_loadImage("gfx/mineBossWing31.png");
gfx_shipSprites[SS_MINERBOSS_WING3_L] = gfx_loadImage("gfx/mineBossWing32.png");
gfx_shipSprites[SS_MINERBOSS_WING4] = gfx_loadImage("gfx/mineBossWing41.png");
gfx_shipSprites[SS_MINERBOSS_WING4_L] = gfx_loadImage("gfx/mineBossWing42.png");
gfx_shipSprites[SS_EXEC] = gfx_loadImage("gfx/execTrans1.png");
gfx_shipSprites[SS_EXEC_L] = gfx_loadImage("gfx/execTrans2.png");
gfx_shipSprites[SS_PLUTOBOSS] = gfx_loadImage("gfx/plutoBoss1.png");
gfx_shipSprites[SS_PLUTOBOSS_L] = gfx_loadImage("gfx/plutoBoss2.png");
gfx_shipSprites[SS_URANUSBOSS] = gfx_loadImage("gfx/splitBoss11.png");
gfx_shipSprites[SS_URANUSBOSS_L] = gfx_loadImage("gfx/splitBoss12.png");
gfx_shipSprites[SS_URANUSBOSS_WING1] = gfx_loadImage("gfx/splitBoss21.png");
gfx_shipSprites[SS_URANUSBOSS_WING1_L] = gfx_loadImage("gfx/splitBoss22.png");
gfx_shipSprites[SS_URANUSBOSS_WING2] = gfx_loadImage("gfx/splitBoss31.png");
gfx_shipSprites[SS_URANUSBOSS_WING2_L] = gfx_loadImage("gfx/splitBoss32.png");
gfx_shipSprites[SS_KLINE] = gfx_loadImage("gfx/kline11.png");
gfx_shipSprites[SS_KLINE_L] = gfx_loadImage("gfx/kline12.png");
/*
Create images of ships being hit that show a lot of red
*/
for (int i = SS_HIT_INDEX ; i < SS_MAX ; i++)
{
if (gfx_shipSprites[i - SS_HIT_INDEX] == NULL)
continue;
gfx_shipSprites[i] = gfx_createSurface(gfx_shipSprites[i - SS_HIT_INDEX]->w,
gfx_shipSprites[i - SS_HIT_INDEX]->h);
SDL_SetSurfaceBlendMode(gfx_shipSprites[i - SS_HIT_INDEX], SDL_BLENDMODE_NONE);
gfx_blit(gfx_shipSprites[i - SS_HIT_INDEX], 0, 0, gfx_shipSprites[i]);
SDL_SetSurfaceBlendMode(gfx_shipSprites[i - SS_HIT_INDEX], SDL_BLENDMODE_BLEND);
switch (gfx_shipSprites[i]->format->BitsPerPixel)
{
case 32:
SDL_LockSurface(gfx_shipSprites[i]);
p32 = (Uint32 *)gfx_shipSprites[i]->pixels;
for (int j = 0; j < gfx_shipSprites[i]->w * gfx_shipSprites[i]->h; j++)
{
if (p32[j])
p32[j] |= gfx_shipSprites[i]->format->Rmask;
}
SDL_UnlockSurface(gfx_shipSprites[i]);
break;
case 16:
SDL_LockSurface(gfx_shipSprites[i]);
p16 = (Uint16 *)gfx_shipSprites[i]->pixels;
for (int j = 0; j < gfx_shipSprites[i]->w * gfx_shipSprites[i]->h; j++)
{
if (p16[j])
p16[j] |= gfx_shipSprites[i]->format->Rmask;
}
SDL_UnlockSurface(gfx_shipSprites[i]);
break;
case 8:
SDL_LockSurface(gfx_shipSprites[i]);
p8 = (Uint8 *)gfx_shipSprites[i]->pixels;
for (int j = 0; j < gfx_shipSprites[i]->w * gfx_shipSprites[i]->h; j++)
{
if (p8[j])
p8[j] = SDL_MapRGB(gfx_shipSprites[i]->format, 255, 0, 0);
}
SDL_UnlockSurface(gfx_shipSprites[i]);
break;
}
SDL_SetColorKey(gfx_shipSprites[i], SDL_TRUE,
SDL_MapRGB(gfx_shipSprites[i]->format, 0, 0, 0));
}
// Other sprites
gfx_sprites[SP_PLASMA_GREEN] = gfx_loadImage("gfx/plasmaGreen.png");
gfx_sprites[SP_PLASMA_RED] = gfx_loadImage("gfx/plasmaRed.png");
gfx_sprites[SP_DIR_PLASMA_GREEN] = gfx_loadImage("gfx/greenDir.png");
gfx_sprites[SP_DIR_PLASMA_RED] = gfx_loadImage("gfx/redDir.png");
gfx_sprites[SP_ROCKET] = gfx_loadImage("gfx/rocket1.png");
gfx_sprites[SP_ROCKET_L] = gfx_loadImage("gfx/rocket2.png");
gfx_sprites[SP_SMALL_EXPLOSION] = gfx_loadImage("gfx/explode1.png");
gfx_sprites[SP_SMALL_EXPLOSION_2] = gfx_loadImage("gfx/explode2.png");
gfx_sprites[SP_SMALL_EXPLOSION_3] = gfx_loadImage("gfx/explode3.png");
gfx_sprites[SP_SMALL_EXPLOSION_L] = gfx_loadImage("gfx/explode4.png");
gfx_sprites[SP_BIG_EXPLOSION] = gfx_loadImage("gfx/explode05.png");
gfx_sprites[SP_BIG_EXPLOSION_2] = gfx_loadImage("gfx/explode06.png");
gfx_sprites[SP_BIG_EXPLOSION_3] = gfx_loadImage("gfx/explode07.png");
gfx_sprites[SP_BIG_EXPLOSION_L] = gfx_loadImage("gfx/explode08.png");
gfx_sprites[SP_SMOKE] = gfx_loadImage("gfx/explode9.png");
gfx_sprites[SP_SMOKE_2] = gfx_loadImage("gfx/explode10.png");
gfx_sprites[SP_SMOKE_3] = gfx_loadImage("gfx/explode11.png");
gfx_sprites[SP_SMOKE_L] = gfx_loadImage("gfx/explode12.png");
gfx_sprites[SP_TINY_EXPLOSION] = gfx_loadImage("gfx/explode13.png");
gfx_sprites[SP_TINY_EXPLOSION_2] = gfx_loadImage("gfx/explode14.png");
gfx_sprites[SP_TINY_EXPLOSION_3] = gfx_loadImage("gfx/explode15.png");
gfx_sprites[SP_TINY_EXPLOSION_L] = gfx_loadImage("gfx/explode16.png");
gfx_sprites[SP_ELECTRICAL] = gfx_loadImage("gfx/elec1.png");
gfx_sprites[SP_ELECTRICAL_2] = gfx_loadImage("gfx/elec2.png");
gfx_sprites[SP_ELECTRICAL_3] = gfx_loadImage("gfx/elec3.png");
gfx_sprites[SP_ELECTRICAL_L] = gfx_loadImage("gfx/elec4.png");
gfx_sprites[SP_PICKUP_MONEY] = gfx_loadImage("gfx/dollar.png");
gfx_sprites[SP_PICKUP_PLASMA] = gfx_loadImage("gfx/rocket.png");
gfx_sprites[SP_PICKUP_SHIELD] = gfx_loadImage("gfx/heart.png");
gfx_sprites[SP_PICKUP_PLASMA_OUTPUT] = gfx_loadImage("gfx/plasmaAmmo.png");
gfx_sprites[SP_PICKUP_PLASMA_RATE] = gfx_loadImage("gfx/plasmaRate.png");
gfx_sprites[SP_PICKUP_PLASMA_POWER] = gfx_loadImage("gfx/plasmaDamage.png");
gfx_sprites[SP_CHAIN_LINK] = gfx_loadImage("gfx/chainLink.png");
gfx_sprites[SP_MINE] = gfx_loadImage("gfx/mine.png");
gfx_sprites[SP_CARGO] = gfx_loadImage("gfx/cargo1.png");
gfx_sprites[SP_ION] = gfx_loadImage("gfx/stunBolt.png");
gfx_sprites[SP_ARROW_NORTH] = gfx_loadImage("gfx/arrowNorth.png");
gfx_sprites[SP_ARROW_NORTHEAST] = gfx_loadImage("gfx/arrowNorthEast.png");
gfx_sprites[SP_ARROW_EAST] = gfx_loadImage("gfx/arrowEast.png");
gfx_sprites[SP_ARROW_SOUTHEAST] = gfx_loadImage("gfx/arrowSouthEast.png");
gfx_sprites[SP_ARROW_SOUTH] = gfx_loadImage("gfx/arrowSouth.png");
gfx_sprites[SP_ARROW_SOUTHWEST] = gfx_loadImage("gfx/arrowSouthWest.png");
gfx_sprites[SP_ARROW_WEST] = gfx_loadImage("gfx/arrowWest.png");
gfx_sprites[SP_ARROW_NORTHWEST] = gfx_loadImage("gfx/arrowNorthWest.png");
gfx_sprites[SP_ARROW_FRIEND_NORTH] = gfx_loadImage("gfx/friendArrowNorth.png");
gfx_sprites[SP_ARROW_FRIEND_NORTHEAST] = gfx_loadImage("gfx/friendArrowNorthEast.png");
gfx_sprites[SP_ARROW_FRIEND_EAST] = gfx_loadImage("gfx/friendArrowEast.png");
gfx_sprites[SP_ARROW_FRIEND_SOUTHEAST] = gfx_loadImage("gfx/friendArrowSouthEast.png");
gfx_sprites[SP_ARROW_FRIEND_SOUTH] = gfx_loadImage("gfx/friendArrowSouth.png");
gfx_sprites[SP_ARROW_FRIEND_SOUTHWEST] = gfx_loadImage("gfx/friendArrowSouthWest.png");
gfx_sprites[SP_ARROW_FRIEND_WEST] = gfx_loadImage("gfx/friendArrowWest.png");
gfx_sprites[SP_ARROW_FRIEND_NORTHWEST] = gfx_loadImage("gfx/friendArrowNorthWest.png");
gfx_sprites[SP_INDICATOR_TARGET] = gfx_loadImage("gfx/targetText.png");
gfx_sprites[SP_INDICATOR_SID] = gfx_loadImage("gfx/sidText.png");
gfx_sprites[SP_INDICATOR_PHOEBE] = gfx_loadImage("gfx/phoebeText.png");
gfx_sprites[SP_INDICATOR_URSULA] = gfx_loadImage("gfx/ursulaText.png");
gfx_sprites[SP_INDICATOR_KLINE] = gfx_loadImage("gfx/klineText.png");
gfx_sprites[SP_ESCAPE_POD] = gfx_loadImage("gfx/pod.png");
gfx_sprites[SP_ORE] = gfx_loadImage("gfx/ore1.png");
gfx_sprites[SP_ORE_2] = gfx_loadImage("gfx/ore2.png");
gfx_sprites[SP_ORE_L] = gfx_loadImage("gfx/ore3.png");
gfx_sprites[SP_PICKUP_ROCKETS] = gfx_loadImage("gfx/rocketAmmo.png");
gfx_sprites[SP_SUPERCHARGE] = gfx_loadImage("gfx/superCharge.png");
gfx_loadBackground(systemBackground[game.system]);
for (int i = 0 ; i < CD_MAX ; i++)
{
if (gfx_shipSprites[alien_defs[i].imageIndex[0]] != NULL)
{
alien_defs[i].image[0] = gfx_shipSprites[alien_defs[i].imageIndex[0]];
alien_defs[i].image[1] = gfx_shipSprites[alien_defs[i].imageIndex[1]];
alien_defs[i].engineX = alien_defs[i].image[0]->w;
alien_defs[i].engineY = (alien_defs[i].image[0]->h / 2);
}
}
for (int i = 0 ; i < W_MAX ; i++)
{
weapons[i].image[0] = gfx_sprites[weapons[i].imageIndex[0]];
weapons[i].image[1] = gfx_sprites[weapons[i].imageIndex[1]];
}
}
/*
Custom loading to alter the font color before doing
all other things
*/
void gfx_loadFont()
{
SDL_Surface *image, *newImage;
for (int i = 0 ; i < FONT_MAX ; i++)
{
image = IMG_Load("gfx/smallFont.png");
if (image == NULL) {
printf("Couldn't load game font! (%s) Exitting.\n", SDL_GetError());
exit(1);
}
switch(i)
{
case FONT_RED:
SDL_SetSurfaceColorMod(image, 255, 0, 0);
break;
case FONT_YELLOW:
SDL_SetSurfaceColorMod(image, 255, 255, 0);
break;
case FONT_GREEN:
SDL_SetSurfaceColorMod(image, 0, 255, 0);
break;
case FONT_CYAN:
SDL_SetSurfaceColorMod(image, 0, 255, 255);
break;
case FONT_OUTLINE:
SDL_SetSurfaceColorMod(image, 0, 0, 10);
break;
}
newImage = SDL_ConvertSurface(image, screen->format, 0);
gfx_fontSprites[i] = gfx_setTransparent(newImage);
SDL_FreeSurface(image);
}
}