244 lines
5.5 KiB
C++
244 lines
5.5 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 "Starfighter.h"
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void loadBackground(const char *filename)
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{
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if (background != NULL)
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{
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SDL_FreeSurface(background);
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background = NULL;
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}
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background = loadImage(filename);
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SDL_SetColorKey(background, 0, 0);
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}
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void loadGameGraphics()
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{
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int index;
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char string[75] = "";
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freeGraphics();
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shipShape[0] = loadImage("gfx/firefly1.png");
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shipShape[1] = loadImage("gfx/firefly2.png");
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switch(currentGame.system)
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{
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case 0:
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strcpy(string, "data/resources_spirit.dat");
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break;
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case 1:
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strcpy(string, "data/resources_eyananth.dat");
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break;
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case 2:
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strcpy(string, "data/resources_mordor.dat");
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break;
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case 3:
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strcpy(string, "data/resources_sol.dat");
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break;
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}
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FILE *fp;
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#if USEPACK
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int dataLocation = locateDataInPak(string, 1);
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fp = fopen(PACKLOCATION, "rb");
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fseek(fp, dataLocation, SEEK_SET);
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#else
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fp = fopen(string, "rb");
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#endif
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if (fp == NULL)
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exit(1);
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fscanf(fp, "%d %s", &index, string);
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while (index != -1)
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{
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shipShape[index] = loadImage(string);
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fscanf(fp, "%d %s", &index, string);
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}
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fclose(fp);
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/*
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Create images of ships being hit that show a lot of red
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*/
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for (int i = SHIP_HIT_INDEX ; i < MAX_SHIPSHAPES ; i++)
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{
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if (shipShape[i - SHIP_HIT_INDEX] == NULL)
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continue;
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shipShape[i] = createSurface(shipShape[i - SHIP_HIT_INDEX]->w, shipShape[i- SHIP_HIT_INDEX]->h);
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blit(shipShape[i - SHIP_HIT_INDEX], 0, 0, shipShape[i]);
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switch(shipShape[i]->format->BytesPerPixel) {
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case 4: {
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uint32_t *p = (uint32_t *)shipShape[i]->pixels;
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for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++)
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if (p[j])
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p[j] |= shipShape[i]->format->Rmask;
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break;
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}
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case 2: {
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uint16_t *p = (uint16_t *)shipShape[i]->pixels;
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for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++)
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if (p[j])
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p[j] |= shipShape[i]->format->Rmask;
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break;
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}
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case 1: {
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uint8_t *p = (uint8_t *)shipShape[i]->pixels;
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for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++)
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if (p[j])
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p[j] = SDL_MapRGB(shipShape[i]->format, 255, 0, 0);
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break;
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}
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}
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SDL_SetColorKey(shipShape[i], (SDL_SRCCOLORKEY|SDL_RLEACCEL), SDL_MapRGB(shipShape[i]->format, 0, 0, 0));
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}
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strcpy(string, "data/resources_all.dat");
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#if USEPACK
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dataLocation = locateDataInPak(string, 1);
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fp = fopen(PACKLOCATION, "rb");
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fseek(fp, dataLocation, SEEK_SET);
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#else
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fp = fopen(string, "rb");
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#endif
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fscanf(fp, "%d %s", &index, string);
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while (index != -1)
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{
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shape[index] = loadImage(string);
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fscanf(fp, "%d %s", &index, string);
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}
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fclose(fp);
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loadBackground(systemBackground[currentGame.system]);
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setAlienShapes();
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setWeaponShapes();
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}
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void loadSound()
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{
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sound[SFX_EXPLOSION] = loadSound("sound/explode.ogg");
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sound[SFX_HIT] = loadSound("sound/explode2.ogg");
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sound[SFX_DEATH] = loadSound("sound/maledeath.ogg");
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sound[SFX_MISSILE] = loadSound("sound/missile.ogg");
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sound[SFX_PLASMA] = loadSound("sound/plasma.ogg");
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sound[SFX_CLOCK] = loadSound("sound/clock.ogg");
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sound[SFX_FLY] = loadSound("sound/flyby.ogg");
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sound[SFX_ENERGYRAY] = loadSound("sound/beamLaser.ogg");
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sound[SFX_PICKUP] = loadSound("sound/item.ogg");
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sound[SFX_SHIELDUP] = loadSound("sound/shield.ogg");
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sound[SFX_CLOAK] = loadSound("sound/cloak.ogg");
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sound[SFX_DEBRIS] = loadSound("sound/explode3.ogg");
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sound[SFX_DEBRIS2] = loadSound("sound/explode4.ogg");
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sound[SFX_LASER] = loadSound("sound/laser.ogg");
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sound[SFX_PLASMA2] = loadSound("sound/plasma2.ogg");
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sound[SFX_PLASMA3] = loadSound("sound/plasma3.ogg");
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}
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void freeSound()
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{
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for (int i = 0 ; i < MAX_SOUNDS ; i++)
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{
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if (sound[i] != NULL)
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Mix_FreeChunk(sound[i]);
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}
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if (engine.music != NULL)
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Mix_FreeMusic(engine.music);
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}
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static void setFontColor(SDL_Surface *image, int red, int green, int blue)
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{
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SDL_Color colors[256];
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colors[0].r = 0;
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colors[0].g = 0;
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colors[0].b = 0;
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for (int i = 1 ; i < 256 ; i++)
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{
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colors[i].r = red;
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colors[i].g = green;
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colors[i].b = blue;
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}
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SDL_SetPalette(image, SDL_LOGPAL|SDL_PHYSPAL, colors, 0, 256);
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}
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/*
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Custom loading to alter the font color before doing
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all other things
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*/
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void loadFont()
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{
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SDL_Surface *image, *newImage;
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for (int i = 0 ; i < MAX_FONTSHAPES ; i++)
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{
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#if USEPACK
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unpack("gfx/smallFont.png", PAK_FONT);
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image = IMG_Load_RW(engine.sdlrw, 1);
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#else
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image = IMG_Load("gfx/smallFont.png");
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#endif
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if (image == NULL) {
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printf("Couldn't load game font! (%s) Exitting.\n", SDL_GetError());
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exit(1);
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}
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switch(i)
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{
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case 1:
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setFontColor(image, 255, 0, 0);
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break;
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case 2:
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setFontColor(image, 255, 255, 0);
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break;
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case 3:
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setFontColor(image, 0, 255, 0);
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break;
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case 4:
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setFontColor(image, 0, 255, 255);
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break;
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case 5:
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setFontColor(image, 0, 0, 10);
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break;
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}
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newImage = SDL_DisplayFormat(image);
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fontShape[i] = setTransparent(newImage);
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SDL_FreeSurface(image);
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}
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}
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