738 lines
16 KiB
C++
738 lines
16 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 "Starfighter.h"
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Star star[200];
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static unsigned long frameLimit;
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static int thirds;
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Uint32 red;
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Uint32 darkRed;
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Uint32 yellow;
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Uint32 darkYellow;
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Uint32 green;
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Uint32 darkGreen;
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Uint32 blue;
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Uint32 darkBlue;
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Uint32 darkerBlue;
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Uint32 black;
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Uint32 white;
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Uint32 lightGrey;
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Uint32 darkGrey;
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SDL_Surface *screen, *background;
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SDL_Surface *shape[MAX_SHAPES];
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SDL_Surface *shipShape[MAX_SHIPSHAPES];
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SDL_Surface *fontShape[MAX_FONTSHAPES];
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SDL_Surface *shopSurface[MAX_SHOPSHAPES];
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bRect *bufferHead;
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bRect *bufferTail;
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textObject textShape[MAX_TEXTSHAPES];
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SDL_Surface *messageBox;
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bool collision(float x0, float y0, int w0, int h0, float x2, float y2, int w1, int h1)
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{
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float x1 = x0 + w0;
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float y1 = y0 + h0;
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float x3 = x2 + w1;
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float y3 = y2 + h1;
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return !(x1<x2 || x3<x0 || y1<y2 || y3<y0);
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}
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bool collision(object *object1, object *object2)
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{
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float x0 = object1->x;
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float y0 = object1->y;
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float w0 = object1->image[0]->w;
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float h0 = object1->image[0]->h;
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float x2 = object2->x;
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float y2 = object2->y;
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float w1 = object2->image[0]->w;
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float h1 = object2->image[0]->h;
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float x1 = x0 + w0;
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float y1 = y0 + h0;
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float x3 = x2 + w1;
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float y3 = y2 + h1;
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return !(x1<x2 || x3<x0 || y1<y2 || y3<y0);
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}
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bool collision(collectables *object1, object *object2)
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{
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float x0 = object1->x;
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float y0 = object1->y;
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float w0 = object1->image->w;
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float h0 = object1->image->h;
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float x2 = object2->x;
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float y2 = object2->y;
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float w1 = object2->image[0]->w;
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float h1 = object2->image[0]->h;
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float x1 = x0 + w0;
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float y1 = y0 + h0;
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float x3 = x2 + w1;
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float y3 = y2 + h1;
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return !(x1<x2 || x3<x0 || y1<y2 || y3<y0);
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}
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void initGraphics()
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{
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bufferHead = new bRect;
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bufferHead->next = NULL;
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bufferTail = bufferHead;
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for (int i = 0 ; i < MAX_SHAPES ; i++)
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shape[i] = NULL;
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for (int i = 0 ; i < MAX_SHIPSHAPES ; i++)
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shipShape[i] = NULL;
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for (int i = 0 ; i < MAX_TEXTSHAPES ; i++)
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textShape[i].image = NULL;
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for (int i = 0 ; i < MAX_SHOPSHAPES ; i++)
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shopSurface[i] = NULL;
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for (int i = 0 ; i < MAX_FONTSHAPES ; i++)
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fontShape[i] = NULL;
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background = NULL;
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messageBox = NULL;
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frameLimit = 0;
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thirds = 0;
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screen = NULL;
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}
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SDL_Surface *setTransparent(SDL_Surface *sprite)
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{
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SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL), SDL_MapRGB(sprite->format, 0, 0, 0));
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return sprite;
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}
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void addBuffer(int x, int y, int w, int h)
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{
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bRect *rect = new bRect;
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rect->next = NULL;
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rect->x = x;
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rect->y = y;
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rect->w = w;
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rect->h = h;
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bufferTail->next = rect;
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bufferTail = rect;
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}
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void blit(SDL_Surface *image, int x, int y, SDL_Surface *dest)
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{
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// 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)
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return;
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// Set up a rectangle to draw to
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SDL_Rect blitRect;
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blitRect.x = x;
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blitRect.y = y;
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blitRect.w = image->w;
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blitRect.h = image->h;
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/* Blit onto the destination surface */
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if(SDL_BlitSurface(image, NULL, dest, &blitRect) < 0)
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{
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printf("BlitSurface error: %s\n", SDL_GetError());
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showErrorAndExit(2, "");
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}
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// Only ff it is to the screen, mark the region as damaged
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if(dest == screen)
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addBuffer(blitRect.x, blitRect.y, blitRect.w, blitRect.h);
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}
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void blit(SDL_Surface *image, int x, int y)
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{
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blit(image, x, y, screen);
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}
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void blitText(int i)
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{
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blit(textShape[i].image, (int)textShape[i].x, (int)textShape[i].y, screen);
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}
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void flushBuffer()
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{
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bRect *prevRect = bufferHead;
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bRect *rect = bufferHead;
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bufferTail = bufferHead;
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while (rect->next != NULL)
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{
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rect = rect->next;
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prevRect->next = rect->next;
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delete rect;
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rect = prevRect;
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}
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bufferHead->next = NULL;
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}
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void unBuffer()
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{
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bRect *prevRect = bufferHead;
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bRect *rect = bufferHead;
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bufferTail = bufferHead;
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while (rect->next != NULL)
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{
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rect = rect->next;
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SDL_Rect blitRect;
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blitRect.x = rect->x;
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blitRect.y = rect->y;
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blitRect.w = rect->w;
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blitRect.h = rect->h;
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if (SDL_BlitSurface(background, &blitRect, screen, &blitRect) < 0)
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{
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printf("BlitSurface error: %s\n", SDL_GetError());
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showErrorAndExit(2, "");
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}
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prevRect->next = rect->next;
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delete rect;
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rect = prevRect;
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}
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bufferHead->next = NULL;
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}
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/*
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In 16 bit mode this is slow. VERY slow. Don't write directly to a surface
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that constantly needs updating (eg - the main game screen)
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*/
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static int renderString(const char *in, int x, int y, int fontColor, signed char wrap, SDL_Surface *dest)
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{
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SDL_Rect area;
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area.x = x;
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area.y = y;
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area.w = 8;
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area.h = 14;
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SDL_Rect letter;
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letter.y = 0;
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letter.w = 8;
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letter.h = 14;
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while (*in != '\0')
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{
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if (*in != 32)
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{
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letter.x = (*in - 33);
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letter.x *= 8;
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letter.x--; // Temp fix
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/* Blit onto the screen surface */
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if(SDL_BlitSurface(fontShape[fontColor], &letter, dest, &area) < 0)
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{
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printf("BlitSurface error: %s\n", SDL_GetError());
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showErrorAndExit(2, "");
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}
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}
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area.x += 9;
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if (wrap)
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{
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if ((area.x > (dest->w - 70)) && (*in == 32))
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{
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area.y += 16;
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area.x = x;
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}
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}
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in++;
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}
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return area.y;
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}
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int drawString(const char *in, int x, int y, int fontColor, signed char wrap, SDL_Surface *dest)
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{
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renderString(in, x, y - 1, FONT_OUTLINE, wrap, dest);
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renderString(in, x, y + 1, FONT_OUTLINE, wrap, dest);
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renderString(in, x, y + 2, FONT_OUTLINE, wrap, dest);
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renderString(in, x - 1, y, FONT_OUTLINE, wrap, dest);
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renderString(in, x - 2, y, FONT_OUTLINE, wrap, dest);
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renderString(in, x + 1, y, FONT_OUTLINE, wrap, dest);
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return renderString(in, x, y, fontColor, wrap, dest);
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}
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int drawString(const char *in, int x, int y, int fontColor, SDL_Surface *dest)
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{
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if (x == -1)
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x = (dest->w - (strlen(in) * 9)) / 2;
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return drawString(in, x, y, fontColor, 0, dest);
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}
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int drawString(const char *in, int x, int y, int fontColor)
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{
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if (x == -1)
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x = (800 - (strlen(in) * 9)) / 2;
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return drawString(in, x, y, fontColor, 0, screen);
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}
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/*
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Finds the location of the requested color within the palette and returns
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it's number. This colors are used for drawing rectangles, circle, etc in
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the correct colors.
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*/
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void setColorIndexes()
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{
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red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00);
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darkRed = SDL_MapRGB(screen->format, 0x66, 0x00, 0x00);
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yellow = SDL_MapRGB(screen->format, 0xff, 0xff, 0x00);
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darkYellow = SDL_MapRGB(screen->format, 0x66, 0x66, 0x00);
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green = SDL_MapRGB(screen->format, 0x00, 0xff, 0x00);
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darkGreen = SDL_MapRGB(screen->format, 0x00, 0x66, 0x00);
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blue = SDL_MapRGB(screen->format, 0x00, 0x00, 0xff);
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darkBlue = SDL_MapRGB(screen->format, 0x00, 0x00, 0x99);
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darkerBlue = SDL_MapRGB(screen->format, 0x00, 0x00, 0x44);
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black = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00);
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white = SDL_MapRGB(screen->format, 0xff, 0xff, 0xff);
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lightGrey = SDL_MapRGB(screen->format, 0xcc, 0xcc, 0xcc);
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darkGrey = SDL_MapRGB(screen->format, 0x99, 0x99, 0x99);
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}
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/*
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Draws the background surface that has been loaded
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*/
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void drawBackGround()
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{
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blit(background, 0, 0, screen);
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}
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void clearScreen(Uint32 color)
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{
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SDL_FillRect(screen, NULL, color);
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}
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void updateScreen()
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{
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SDL_Flip(screen);
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}
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/*
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* Delay until the next 60 Hz frame
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*/
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void delayFrame()
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{
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unsigned long now = SDL_GetTicks();
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// Add 16 2/3 to frameLimit
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frameLimit += 16;
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if(thirds >= 2) {
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thirds = 0;
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} else {
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thirds++;
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frameLimit++;
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}
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if(now < frameLimit)
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SDL_Delay(frameLimit - now);
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else
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frameLimit = now;
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}
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/*
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* Set the pixel at (x, y) to the given value
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* NOTE: The surface must be locked before calling this!
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*/
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void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel)
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{
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int bpp = surface->format->BytesPerPixel;
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/* Here p is the address to the pixel we want to set */
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Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
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switch(bpp) {
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case 1:
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*p = pixel;
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break;
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case 2:
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*(Uint16 *)p = pixel;
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break;
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case 3:
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if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {
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p[0] = (pixel >> 16) & 0xff;
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p[1] = (pixel >> 8) & 0xff;
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p[2] = pixel & 0xff;
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} else {
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p[0] = pixel & 0xff;
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p[1] = (pixel >> 8) & 0xff;
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p[2] = (pixel >> 16) & 0xff;
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}
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break;
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case 4:
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*(Uint32 *)p = pixel;
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break;
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}
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}
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void drawLine(SDL_Surface *dest, int x1, int y1, int x2, int y2, int col)
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{
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int counter = 0;
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if ( SDL_MUSTLOCK(dest) ) {
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if ( SDL_LockSurface(dest) < 0 ) {
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printf("Can't lock screen: %s\n", SDL_GetError());
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showErrorAndExit(2, "");
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}
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}
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while(1)
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{
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putpixel(dest, x1, y1, col);
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if (x1 > x2) x1--;
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if (x1 < x2) x1++;
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if (y1 > y2) y1--;
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if (y1 < y2) y1++;
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if ((x1 == x2) && (y1 == y2))
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{break;}
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if (counter == 1000)
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{printf("Loop Error!\n"); break;}
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counter++;
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}
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if ( SDL_MUSTLOCK(dest) ) {
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SDL_UnlockSurface(dest);
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}
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}
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void drawLine(int x1, int y1, int x2, int y2, int col)
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{
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drawLine(screen, x1, y1, x2, y2, col);
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}
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/*
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A quick(?) circle draw function. This code was posted to the SDL
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mailing list... I didn't write it myself.
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*/
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void circle(int xc, int yc, int R, SDL_Surface *PIX, int col)
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{
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int x = 0, xx = 0;
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int y = R, yy = R+R;
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int p = 1-R;
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putpixel(PIX, xc, yc - y, col);
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putpixel(PIX, xc, yc + y, col);
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putpixel(PIX, xc - y, yc, col);
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putpixel(PIX, xc + y, yc, col);
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while(x < y)
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{
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xx += 2;
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++x;
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if (p >= 0)
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{
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yy -= 2;
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--y;
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p -= yy;
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}
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p += xx + 1;
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putpixel(PIX, xc - x, yc - y, col);
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putpixel(PIX, xc + x, yc - y, col);
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putpixel(PIX, xc - x, yc + y, col);
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putpixel(PIX, xc + x, yc + y, col);
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putpixel(PIX, xc - y, yc - x, col);
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putpixel(PIX, xc + y, yc - x, col);
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putpixel(PIX, xc - y, yc + x, col);
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putpixel(PIX, xc + y, yc + x, col);
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}
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if ((x = y))
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{
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putpixel(PIX, xc - x, yc - y, col);
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putpixel(PIX, xc + x, yc - y, col);
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putpixel(PIX, xc - x, yc + y, col);
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putpixel(PIX, xc + x, yc + y, col);
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}
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}
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|
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void blevelRect(SDL_Surface *dest, int x, int y, int w, int h, Uint8 red, Uint8 green, Uint8 blue)
|
|
{
|
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SDL_Rect r = {x, y, w, h};
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SDL_FillRect(dest, &r, SDL_MapRGB(screen->format, red, green, blue));
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drawLine(dest, x, y, x + w, y, SDL_MapRGB(screen->format, 255, 255, 255));
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drawLine(dest, x, y, x, y + h, SDL_MapRGB(screen->format, 255, 255, 255));
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drawLine(dest, x, y + h, x + w, y + h, SDL_MapRGB(screen->format, 128, 128, 128));
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drawLine(dest, x + w, y + 1, x + w, y + h, SDL_MapRGB(screen->format, 128, 128, 128));
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}
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|
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void blevelRect(int x, int y, int w, int h, Uint8 red, Uint8 green, Uint8 blue)
|
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{
|
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blevelRect(screen, x, y, w, h, red, green, blue);
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}
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|
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SDL_Surface *createSurface(int width, int height)
|
|
{
|
|
SDL_Surface *surface, *newImage;
|
|
Uint32 rmask, gmask, bmask, amask;
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|
|
|
/* 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)
|
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rmask = 0xff000000;
|
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gmask = 0x00ff0000;
|
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bmask = 0x0000ff00;
|
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amask = 0x000000ff;
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#else
|
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rmask = 0x000000ff;
|
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gmask = 0x0000ff00;
|
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bmask = 0x00ff0000;
|
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amask = 0xff000000;
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#endif
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|
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surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32, rmask, gmask, bmask, amask);
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|
|
if (surface == NULL) {
|
|
printf("CreateRGBSurface failed: %s\n", SDL_GetError());
|
|
showErrorAndExit(2, "");
|
|
}
|
|
|
|
newImage = SDL_DisplayFormat(surface);
|
|
|
|
SDL_FreeSurface(surface);
|
|
|
|
return newImage;
|
|
}
|
|
|
|
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_SetAlpha(surface, SDL_SRCALPHA|SDL_RLEACCEL, 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;
|
|
|
|
#if USEPACK
|
|
unpack(filename, PAK_IMG);
|
|
image = IMG_Load_RW(engine.sdlrw, 1);
|
|
#else
|
|
image = IMG_Load(filename);
|
|
#endif
|
|
|
|
if (image == NULL) {
|
|
printf("Couldn't load %s: %s\n", filename, SDL_GetError());
|
|
showErrorAndExit(0, filename);
|
|
}
|
|
|
|
newImage = SDL_DisplayFormat(image);
|
|
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 * star[i].speed)), 0, 799);
|
|
wrapFloat(&(star[i].y += (engine.ssy * star[i].speed)), 0, 599);
|
|
|
|
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);
|
|
}
|
|
}
|