/* 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 2 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, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "Starfighter.h" void loadBackground(const char *filename) { if (background != NULL) { SDL_FreeSurface(background); background = NULL; } background = loadImage(filename); SDL_SetColorKey(background, 0, 0); } void loadGameGraphics() { int index; char string[75]; freeGraphics(); shipShape[0] = loadImage("gfx/firefly1.png"); shipShape[1] = loadImage("gfx/firefly2.png"); strcpy(string, ""); switch(currentGame.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; } FILE *fp; #if USEPACK int dataLocation = locateDataInPak(string, 1); fp = fopen(PACKLOCATION, "rb"); fseek(fp, dataLocation, SEEK_SET); #else fp = fopen(string, "rb"); #endif if (fp == NULL) exit(1); fscanf(fp, "%d %s", &index, string); while (index != -1) { shipShape[index] = loadImage(string); fscanf(fp, "%d %s", &index, 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] = createSurface(shipShape[i - SHIP_HIT_INDEX]->w, shipShape[i- SHIP_HIT_INDEX]->h); blit(shipShape[i - SHIP_HIT_INDEX], 0, 0, shipShape[i]); switch(shipShape[i]->format->BytesPerPixel) { case 4: { uint32_t *p = (uint32_t *)shipShape[i]->pixels; for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++) if (p[j]) p[j] |= shipShape[i]->format->Rmask; break; } case 2: { uint16_t *p = (uint16_t *)shipShape[i]->pixels; for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++) if (p[j]) p[j] |= shipShape[i]->format->Rmask; break; } case 1: { uint8_t *p = (uint8_t *)shipShape[i]->pixels; for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++) if (p[j]) p[j] = SDL_MapRGB(shipShape[i]->format, 255, 0, 0); break; } } SDL_SetColorKey(shipShape[i], (SDL_SRCCOLORKEY|SDL_RLEACCEL), SDL_MapRGB(shipShape[i]->format, 0, 0, 0)); } strcpy(string, "data/resources_all.dat"); #if USEPACK dataLocation = locateDataInPak(string, 1); fp = fopen(PACKLOCATION, "rb"); fseek(fp, dataLocation, SEEK_SET); #else fp = fopen(string, "rb"); #endif fscanf(fp, "%d %s", &index, string); while (index != -1) { shape[index] = loadImage(string); fscanf(fp, "%d %s", &index, string); } fclose(fp); loadBackground((char *)systemBackground[currentGame.system]); setAlienShapes(); setWeaponShapes(); } void loadSound() { sound[SFX_EXPLOSION] = loadSound("sound/explode.ogg"); sound[SFX_HIT] = loadSound("sound/explode2.ogg"); sound[SFX_DEATH] = loadSound("sound/maledeath.ogg"); sound[SFX_MISSILE] = loadSound("sound/missile.ogg"); sound[SFX_PLASMA] = loadSound("sound/plasma.ogg"); sound[SFX_CLOCK] = loadSound("sound/clock.ogg"); sound[SFX_FLY] = loadSound("sound/flyby.ogg"); sound[SFX_ENERGYRAY] = loadSound("sound/beamLaser.ogg"); sound[SFX_PICKUP] = loadSound("sound/item.ogg"); sound[SFX_SHIELDUP] = loadSound("sound/shield.ogg"); sound[SFX_CLOAK] = loadSound("sound/cloak.ogg"); sound[SFX_DEBRIS] = loadSound("sound/explode3.ogg"); sound[SFX_DEBRIS2] = loadSound("sound/explode4.ogg"); sound[SFX_LASER] = loadSound("sound/laser.ogg"); sound[SFX_PLASMA2] = loadSound("sound/plasma2.ogg"); sound[SFX_PLASMA3] = loadSound("sound/plasma3.ogg"); } void freeSound() { for (int i = 0 ; i < MAX_SOUNDS ; i++) { if (sound[i] != NULL) Mix_FreeChunk(sound[i]); } if (engine.music != NULL) Mix_FreeMusic(engine.music); } static void setFontColor(SDL_Surface *image, int red, int green, int blue) { SDL_Color colors[256]; colors[0].r = 0; colors[0].g = 0; colors[0].b = 0; for (int i = 1 ; i < 256 ; i++) { colors[i].r = red; colors[i].g = green; colors[i].b = blue; } SDL_SetPalette(image, SDL_LOGPAL|SDL_PHYSPAL, colors, 0, 256); } /* 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++) { #if USEPACK unpack("gfx/smallFont.png", PAK_FONT); image = IMG_Load_RW(engine.sdlrw, 1); #else image = IMG_Load("gfx/smallFont.png"); #endif if (image == NULL) { printf("Couldn't load game font! (%s) Exitting.\n", SDL_GetError()); exit(1); } switch(i) { case 1: setFontColor(image, 255, 0, 0); break; case 2: setFontColor(image, 255, 255, 0); break; case 3: setFontColor(image, 0, 255, 0); break; case 4: setFontColor(image, 0, 255, 255); break; case 5: setFontColor(image, 0, 0, 10); break; } newImage = SDL_DisplayFormat(image); fontShape[i] = setTransparent(newImage); SDL_FreeSurface(image); } }