/* Copyright (C) 2003 Parallel Realities Copyright (C) 2011, 2012, 2013 Guus Sliepen Copyright (C) 2015 Julian Marchant This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License 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 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 along with this program. If not, see . */ #include "Starfighter.h" void loadBackground(const char *filename) { if (gfx_background != NULL) { SDL_FreeSurface(gfx_background); gfx_background = NULL; } gfx_background = loadImage(filename); SDL_SetColorKey(gfx_background, 0, 0); } void loadGameGraphics() { int index; char string[75] = ""; FILE *fp; Uint32 *p32; Uint16 *p16; Uint8 *p8; freeGraphics(); shipShape[0] = loadImage("gfx/firefly1.png"); shipShape[1] = loadImage("gfx/firefly2.png"); switch(game.system) { case 0: strcpy(string, "data/resources_spirit.dat"); break; case 1: strcpy(string, "data/resources_eyananth.dat"); break; case 2: strcpy(string, "data/resources_mordor.dat"); break; case 3: strcpy(string, "data/resources_sol.dat"); break; } fp = fopen(string, "rb"); if (fp == NULL) exit(1); while (fscanf(fp, "%d %s", &index, string) == 2) { shipShape[index] = loadImage(string); } fclose(fp); /* Create images of ships being hit that show a lot of red */ for (int i = SHIP_HIT_INDEX ; i < MAX_SHIPSHAPES ; i++) { if (shipShape[i - SHIP_HIT_INDEX] == NULL) continue; shipShape[i] = gfx_createSurface(shipShape[i - SHIP_HIT_INDEX]->w, shipShape[i - SHIP_HIT_INDEX]->h); SDL_SetSurfaceBlendMode(shipShape[i - SHIP_HIT_INDEX], SDL_BLENDMODE_NONE); gfx_blit(shipShape[i - SHIP_HIT_INDEX], 0, 0, shipShape[i]); SDL_SetSurfaceBlendMode(shipShape[i - SHIP_HIT_INDEX], SDL_BLENDMODE_BLEND); switch (shipShape[i]->format->BitsPerPixel) { case 32: SDL_LockSurface(shipShape[i]); p32 = (Uint32 *)shipShape[i]->pixels; for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++) { if (p32[j]) p32[j] |= shipShape[i]->format->Rmask; } SDL_UnlockSurface(shipShape[i]); break; case 16: SDL_LockSurface(shipShape[i]); p16 = (Uint16 *)shipShape[i]->pixels; for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++) { if (p16[j]) p16[j] |= shipShape[i]->format->Rmask; } SDL_UnlockSurface(shipShape[i]); break; case 8: SDL_LockSurface(shipShape[i]); p8 = (Uint8 *)shipShape[i]->pixels; for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++) { if (p8[j]) p8[j] = SDL_MapRGB(shipShape[i]->format, 255, 0, 0); } SDL_UnlockSurface(shipShape[i]); break; } SDL_SetColorKey(shipShape[i], SDL_TRUE, SDL_MapRGB(shipShape[i]->format, 0, 0, 0)); } strcpy(string, "data/resources_all.dat"); fp = fopen(string, "rb"); while (fscanf(fp, "%d %s", &index, string) == 2) { shape[index] = loadImage(string); } fclose(fp); loadBackground(systemBackground[game.system]); for (int i = 0 ; i < CD_MAX ; i++) { if (shipShape[alien_defs[i].imageIndex[0]] != NULL) { alien_defs[i].image[0] = shipShape[alien_defs[i].imageIndex[0]]; alien_defs[i].image[1] = shipShape[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); } } setWeaponShapes(); } /* Custom loading to alter the font color before doing all other things */ void loadFont() { SDL_Surface *image, *newImage; for (int i = 0 ; i < MAX_FONTSHAPES ; 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 1: SDL_SetSurfaceColorMod(image, 255, 0, 0); break; case 2: SDL_SetSurfaceColorMod(image, 255, 255, 0); break; case 3: SDL_SetSurfaceColorMod(image, 0, 255, 0); break; case 4: SDL_SetSurfaceColorMod(image, 0, 255, 255); break; case 5: SDL_SetSurfaceColorMod(image, 0, 0, 10); break; } newImage = SDL_ConvertSurface(image, screen->format, 0); fontShape[i] = gfx_setTransparent(newImage); SDL_FreeSurface(image); } }