/* Copyright (C) 2003 Parallel Realities 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" Star star[200]; static unsigned long frameLimit; static int thirds; Uint32 red; Uint32 darkRed; Uint32 yellow; Uint32 darkYellow; Uint32 green; Uint32 darkGreen; Uint32 blue; Uint32 darkBlue; Uint32 darkerBlue; Uint32 black; Uint32 white; Uint32 lightGrey; Uint32 darkGrey; SDL_Window *window; SDL_Renderer *renderer; SDL_Texture *texture; SDL_Surface *screen, *background; SDL_Surface *shape[MAX_SHAPES]; SDL_Surface *shipShape[MAX_SHIPSHAPES]; SDL_Surface *fontShape[MAX_FONTSHAPES]; SDL_Surface *shopSurface[MAX_SHOPSHAPES]; bRect *bufferHead; bRect *bufferTail; textObject textShape[MAX_TEXTSHAPES]; SDL_Surface *messageBox; bool collision(float x0, float y0, int w0, int h0, float x2, float y2, int w1, int h1) { float x1 = x0 + w0; float y1 = y0 + h0; float x3 = x2 + w1; float y3 = y2 + h1; return !(x1x; float y0 = object1->y; float w0 = object1->image[0]->w; float h0 = object1->image[0]->h; float x2 = object2->x; float y2 = object2->y; float w1 = object2->image[0]->w; float h1 = object2->image[0]->h; float x1 = x0 + w0; float y1 = y0 + h0; float x3 = x2 + w1; float y3 = y2 + h1; return !(x1x; float y0 = object1->y; float w0 = object1->image->w; float h0 = object1->image->h; float x2 = object2->x; float y2 = object2->y; float w1 = object2->image[0]->w; float h1 = object2->image[0]->h; float x1 = x0 + w0; float y1 = y0 + h0; float x3 = x2 + w1; float y3 = y2 + h1; return !(x1next = NULL; bufferTail = bufferHead; for (int i = 0 ; i < MAX_SHAPES ; i++) shape[i] = NULL; for (int i = 0 ; i < MAX_SHIPSHAPES ; i++) shipShape[i] = NULL; for (int i = 0 ; i < MAX_TEXTSHAPES ; i++) textShape[i].image = NULL; for (int i = 0 ; i < MAX_SHOPSHAPES ; i++) shopSurface[i] = NULL; for (int i = 0 ; i < MAX_FONTSHAPES ; i++) fontShape[i] = NULL; background = NULL; messageBox = NULL; frameLimit = 0; thirds = 0; screen = NULL; } SDL_Surface *setTransparent(SDL_Surface *sprite) { SDL_SetColorKey(sprite, SDL_TRUE, SDL_MapRGB(sprite->format, 0, 0, 0)); return sprite; } void addBuffer(int x, int y, int w, int h) { bRect *rect = new bRect; rect->next = NULL; rect->x = x; rect->y = y; rect->w = w; rect->h = h; bufferTail->next = rect; bufferTail = rect; } void blit(SDL_Surface *image, int x, int y, SDL_Surface *dest) { // Exit early if image is not on dest at all if(x + image->w < 0 || x >= dest->w || y + image->h < 0 || y >= dest->h) return; // Set up a rectangle to draw to SDL_Rect blitRect; blitRect.x = x; blitRect.y = y; blitRect.w = image->w; blitRect.h = image->h; /* Blit onto the destination surface */ if(SDL_BlitSurface(image, NULL, dest, &blitRect) < 0) { printf("BlitSurface error: %s\n", SDL_GetError()); showErrorAndExit(2, ""); } // Only ff it is to the screen, mark the region as damaged if(dest == screen) addBuffer(blitRect.x, blitRect.y, blitRect.w, blitRect.h); } void blit(SDL_Surface *image, int x, int y) { blit(image, x, y, screen); } void blitText(int i) { blit(textShape[i].image, (int)textShape[i].x, (int)textShape[i].y, screen); } void flushBuffer() { bRect *prevRect = bufferHead; bRect *rect = bufferHead; bufferTail = bufferHead; while (rect->next != NULL) { rect = rect->next; prevRect->next = rect->next; delete rect; rect = prevRect; } bufferHead->next = NULL; } void unBuffer() { bRect *prevRect = bufferHead; bRect *rect = bufferHead; bufferTail = bufferHead; while (rect->next != NULL) { rect = rect->next; SDL_Rect blitRect; blitRect.x = rect->x; blitRect.y = rect->y; blitRect.w = rect->w; blitRect.h = rect->h; if (SDL_BlitSurface(background, &blitRect, screen, &blitRect) < 0) { printf("BlitSurface error: %s\n", SDL_GetError()); showErrorAndExit(2, ""); } prevRect->next = rect->next; delete rect; rect = prevRect; } bufferHead->next = NULL; } /* 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 renderString(const char *in, int x, int y, int fontColor, signed char wrap, SDL_Surface *dest) { SDL_Rect area; area.x = x; area.y = y; area.w = 8; area.h = 14; SDL_Rect letter; letter.y = 0; letter.w = 8; letter.h = 14; while (*in != '\0') { if (*in != 32) { letter.x = (*in - 33); letter.x *= 8; letter.x--; // Temp fix /* Blit onto the screen surface */ if(SDL_BlitSurface(fontShape[fontColor], &letter, dest, &area) < 0) { printf("BlitSurface error: %s\n", SDL_GetError()); showErrorAndExit(2, ""); } } area.x += 9; if (wrap) { if ((area.x > (dest->w - 70)) && (*in == 32)) { area.y += 16; area.x = x; } } in++; } return area.y; } int drawString(const char *in, int x, int y, int fontColor, signed char wrap, SDL_Surface *dest) { renderString(in, x, y - 1, FONT_OUTLINE, wrap, dest); renderString(in, x, y + 1, FONT_OUTLINE, wrap, dest); renderString(in, x, y + 2, FONT_OUTLINE, wrap, dest); renderString(in, x - 1, y, FONT_OUTLINE, wrap, dest); renderString(in, x - 2, y, FONT_OUTLINE, wrap, dest); renderString(in, x + 1, y, FONT_OUTLINE, wrap, dest); return renderString(in, x, y, fontColor, wrap, dest); } int drawString(const char *in, int x, int y, int fontColor, SDL_Surface *dest) { if (x == -1) x = (dest->w - (strlen(in) * 9)) / 2; return drawString(in, x, y, fontColor, 0, dest); } int drawString(const char *in, int x, int y, int fontColor) { if (x == -1) x = (800 - (strlen(in) * 9)) / 2; return drawString(in, x, y, fontColor, 0, screen); } /* Finds the location of the requested color within the palette and returns it's number. This colors are used for drawing rectangles, circle, etc in the correct colors. */ void setColorIndexes() { red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00); darkRed = SDL_MapRGB(screen->format, 0x66, 0x00, 0x00); yellow = SDL_MapRGB(screen->format, 0xff, 0xff, 0x00); darkYellow = SDL_MapRGB(screen->format, 0x66, 0x66, 0x00); green = SDL_MapRGB(screen->format, 0x00, 0xff, 0x00); darkGreen = SDL_MapRGB(screen->format, 0x00, 0x66, 0x00); blue = SDL_MapRGB(screen->format, 0x00, 0x00, 0xff); darkBlue = SDL_MapRGB(screen->format, 0x00, 0x00, 0x99); darkerBlue = SDL_MapRGB(screen->format, 0x00, 0x00, 0x44); black = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00); white = SDL_MapRGB(screen->format, 0xff, 0xff, 0xff); lightGrey = SDL_MapRGB(screen->format, 0xcc, 0xcc, 0xcc); darkGrey = SDL_MapRGB(screen->format, 0x99, 0x99, 0x99); } /* Draws the background surface that has been loaded */ void drawBackGround() { blit(background, 0, 0, screen); } void clearScreen(Uint32 color) { SDL_FillRect(screen, NULL, color); } void updateScreen() { SDL_UpdateTexture(texture, NULL, screen->pixels, screen->w * 4); SDL_RenderCopy(renderer, texture, NULL, NULL); SDL_RenderPresent(renderer); } /* * Delay until the next 60 Hz frame */ void delayFrame() { unsigned long now = SDL_GetTicks(); // Add 16 2/3 to frameLimit frameLimit += 16; if (thirds >= 2) { thirds = 0; } else { thirds++; frameLimit++; } if(now < frameLimit) SDL_Delay(frameLimit - now); else frameLimit = now; } /* * Set the pixel at (x, y) to the given value * NOTE: The surface must be locked before calling this! */ void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel) { 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; switch(bpp) { case 1: *p = pixel; break; case 2: *(Uint16 *)p = pixel; break; case 3: if (SDL_BYTEORDER == SDL_BIG_ENDIAN) { p[0] = (pixel >> 16) & 0xff; p[1] = (pixel >> 8) & 0xff; p[2] = pixel & 0xff; } else { p[0] = pixel & 0xff; p[1] = (pixel >> 8) & 0xff; p[2] = (pixel >> 16) & 0xff; } break; case 4: *(Uint32 *)p = pixel; break; } } void drawLine(SDL_Surface *dest, int x1, int y1, int x2, int y2, int col) { int counter = 0; if ( SDL_MUSTLOCK(dest) ) { if ( SDL_LockSurface(dest) < 0 ) { printf("Can't lock screen: %s\n", SDL_GetError()); showErrorAndExit(2, ""); } } while(1) { putpixel(dest, x1, y1, col); 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++; } if (SDL_MUSTLOCK(dest)) { SDL_UnlockSurface(dest); } } void drawLine(int x1, int y1, int x2, int y2, int col) { drawLine(screen, x1, y1, x2, y2, col); } /* A quick(?) circle draw function. This code was posted to the SDL mailing list... I didn't write it myself. */ void circle(int xc, int yc, int R, SDL_Surface *PIX, int col) { int x = 0, xx = 0; int y = R, yy = 2 * R; int p = 1 - R; putpixel(PIX, xc, yc - y, col); putpixel(PIX, xc, yc + y, col); putpixel(PIX, xc - y, yc, col); putpixel(PIX, xc + y, yc, col); while (x < y) { xx += 2; x++; if (p >= 0) { yy -= 2; y--; p -= yy; } p += xx + 1; putpixel(PIX, xc - x, yc - y, col); putpixel(PIX, xc + x, yc - y, col); putpixel(PIX, xc - x, yc + y, col); putpixel(PIX, xc + x, yc + y, col); putpixel(PIX, xc - y, yc - x, col); putpixel(PIX, xc + y, yc - x, col); putpixel(PIX, xc - y, yc + x, col); putpixel(PIX, xc + y, yc + x, col); } if ((x = y)) { putpixel(PIX, xc - x, yc - y, col); putpixel(PIX, xc + x, yc - y, col); putpixel(PIX, xc - x, yc + y, col); putpixel(PIX, xc + x, yc + y, col); } } void blevelRect(SDL_Surface *dest, int x, int y, int w, int h, Uint8 red, Uint8 green, Uint8 blue) { SDL_Rect r = {(int16_t)x, (int16_t)y, (uint16_t)w, (uint16_t)h}; SDL_FillRect(dest, &r, SDL_MapRGB(screen->format, red, green, blue)); drawLine(dest, x, y, x + w, y, SDL_MapRGB(screen->format, 255, 255, 255)); drawLine(dest, x, y, x, y + h, SDL_MapRGB(screen->format, 255, 255, 255)); drawLine(dest, x, y + h, x + w, y + h, SDL_MapRGB(screen->format, 128, 128, 128)); drawLine(dest, x + w, y + 1, x + w, y + h, SDL_MapRGB(screen->format, 128, 128, 128)); } void blevelRect(int x, int y, int w, int h, Uint8 red, Uint8 green, Uint8 blue) { blevelRect(screen, x, y, w, h, red, green, blue); } SDL_Surface *createSurface(int width, int height) { 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()); showErrorAndExit(2, ""); } return surface; } SDL_Surface *textSurface(const char *inString, int color) { SDL_Surface *surface = createSurface(strlen(inString) * 9, 16); drawString(inString, 1, 1, color, surface); return setTransparent(surface); } void textSurface(int index, const char *inString, int x, int y, int fontColor) { /* Shortcut: if we already rendered the same string in the same color, don't render it again. */ if(textShape[index].text && textShape[index].image && textShape[index].fontColor == fontColor && !strcmp(textShape[index].text, inString)) { textShape[index].x = x; textShape[index].y = y; if (x == -1) textShape[index].x = (800 - textShape[index].image->w) / 2; return; } strcpy(textShape[index].text, inString); textShape[index].x = x; textShape[index].y = y; textShape[index].fontColor = fontColor; if (textShape[index].image != NULL) { SDL_FreeSurface(textShape[index].image); } textShape[index].image = textSurface(inString, fontColor); if (x == -1) textShape[index].x = (800 - textShape[index].image->w) / 2; } SDL_Surface *alphaRect(int width, int height, Uint8 red, Uint8 green, Uint8 blue) { SDL_Surface *surface = createSurface(width, height); SDL_FillRect(surface, NULL, SDL_MapRGB(surface->format, red, green, blue)); SDL_SetSurfaceAlphaMod(surface, 128); return surface; } void createMessageBox(SDL_Surface *face, const char *message, signed char transparent) { if (messageBox != NULL) { SDL_FreeSurface(messageBox); messageBox = NULL; } if (transparent) messageBox = alphaRect(550, 60, 0x00, 0x00, 0x00); else messageBox = createSurface(550, 60); signed char x = 60; if (face != NULL) { blevelRect(messageBox, 0, 0, messageBox->w - 1, messageBox->h - 1, 0x00, 0x00, 0xaa); blit(face, 5, 5, messageBox); } else { blevelRect(messageBox, 0, 0, messageBox->w - 1, messageBox->h - 1, 0x00, 0x00, 0x00); x = 10; } drawString(message, x, 5, FONT_WHITE, 1, messageBox); } void freeGraphics() { for (int i = 0 ; i < MAX_SHAPES ; i++) { if (shape[i] != NULL) { SDL_FreeSurface(shape[i]); shape[i] = NULL; } } for (int i = 0 ; i < MAX_SHIPSHAPES ; i++) { if (shipShape[i] != NULL) { SDL_FreeSurface(shipShape[i]); shipShape[i] = NULL; } } for (int i = 0 ; i < MAX_TEXTSHAPES ; i++) { if (textShape[i].image != NULL) { SDL_FreeSurface(textShape[i].image); textShape[i].image = NULL; } } for (int i = 0 ; i < MAX_SHOPSHAPES ; i++) { if (shopSurface[i] != NULL) { SDL_FreeSurface(shopSurface[i]); shopSurface[i] = NULL; } } if (messageBox != NULL) { SDL_FreeSurface(messageBox); messageBox = NULL; } } SDL_Surface *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()); showErrorAndExit(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 setTransparent(newImage); } /* Simply draws the stars in their positions on screen and moves them around. They are wrapped around using the wrapFloat() function, as defined above, and putpixel as defined in cpp */ void doStarfield() { /* Lock the screen for direct access to the pixels */ if (SDL_MUSTLOCK(screen)) { if (SDL_LockSurface(screen) < 0 ) showErrorAndExit(2, ""); } int color = 0; SDL_Rect r; for (int i = 0 ; i < 200 ; i++) { if (star[i].speed == 3) color = white; else if (star[i].speed == 2) color = lightGrey; else if (star[i].speed == 1) color = darkGrey; wrapFloat(&(star[i].x += ((engine.ssx + engine.smx) * star[i].speed)), 0, screen->w - 1); wrapFloat(&(star[i].y += ((engine.ssy + engine.smy) * star[i].speed)), 0, screen->h - 1); putpixel(screen, (int)star[i].x, (int)star[i].y, color); r.x = (int)star[i].x; r.y = (int)star[i].y; r.w = 1; r.h = 1; addBuffer(r.x, r.y, r.w, r.h); } if (SDL_MUSTLOCK(screen)) { SDL_UnlockSurface(screen); } }