104 lines
2.5 KiB
C++
104 lines
2.5 KiB
C++
/*
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Copyright (C) 2003 Parallel Realities
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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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as published by the Free Software Foundation; either version 2
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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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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "graphics.h"
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SDL_Surface *loadImage(const char *filename)
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{
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SDL_Surface *image, *newImage;
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#if USEPACK
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unpack(filename, PAK_IMG);
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image = IMG_Load_RW(engine.sdlrw, 1);
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#else
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image = IMG_Load(filename);
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#endif
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if (image == NULL) {
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printf("Couldn't load %s: %s\n", filename, SDL_GetError());
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showErrorAndExit(0, filename);
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}
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newImage = SDL_DisplayFormat(image);
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if ( newImage ) {
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SDL_FreeSurface(image);
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} else {
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// This happens when we are loading the window icon image
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newImage = image;
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}
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return graphics.setTransparent(newImage);
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}
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/*
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Simply draws the stars in their positions on screen and moves
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them around. They are wrapped around using the wrapFloat()
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function, as defined above, and putpixel as defined in graphics.cpp
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*/
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void doStarfield()
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{
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/* Lock the screen for direct access to the pixels */
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if (SDL_MUSTLOCK(graphics.screen))
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{
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if (SDL_LockSurface(graphics.screen) < 0 )
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{
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showErrorAndExit(2, "");
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}
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}
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int color = 0;
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SDL_Rect r;
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for (int i = 0 ; i < 200 ; i++)
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{
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if (star[i].speed == 3)
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color = graphics.white;
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else if (star[i].speed == 2)
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color = graphics.lightGrey;
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else if (star[i].speed == 1)
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color = graphics.darkGrey;
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Math::wrapFloat(&(star[i].x += (engine.ssx * star[i].speed)), 0, 799);
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Math::wrapFloat(&(star[i].y += (engine.ssy * star[i].speed)), 0, 599);
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graphics.putpixel(graphics.screen, (int)star[i].x, (int)star[i].y, color);
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r.x = (int)star[i].x;
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r.y = (int)star[i].y;
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r.w = 1;
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r.h = 1;
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graphics.addBuffer(r.x, r.y, r.w, r.h);
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}
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if (SDL_MUSTLOCK(graphics.screen))
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{
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SDL_UnlockSurface(graphics.screen);
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}
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}
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int isOnScreen(int x, int y, int w, int h)
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{
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if ((x + w > 0) && (x < 800) && (y + h > 0) && (y < 600))
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return 1;
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return 0;
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}
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