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sdl_sprite.c
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sdl_sprite.c
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/*
Copyright (c) 2006 Florian Wesch <fw@dividuum.de>. All Rights Reserved.
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 <assert.h>
#include <SDL_image.h>
#include <sge.h>
#include "misc.h"
#include "sdl_sprite.h"
#include "sdl_video.h"
static SDL_Surface *sprites[SPRITE_NUM] = {0};
static SDL_Surface *gfx = NULL ;
static SDL_Surface *sprite_load_surface(const char *filename) {
SDL_Surface *ret = IMG_Load(filename);
if (!ret)
die("Cannot load file %s: %s", filename, SDL_GetError());
return ret;
}
static void sprite_optimize(SDL_Surface **tmp, int transparent) {
SDL_Surface *optimized = transparent ? SDL_DisplayFormatAlpha(*tmp)
: SDL_DisplayFormat(*tmp);
SDL_FreeSurface(*tmp);
*tmp = optimized;
}
static void sprite_load_background() {
const int tilepos[][2] = {
// Border
{ 0, 0 }, { 1, 0 }, { 2, 0 }, { 3, 0 },
{ 4, 0 }, { 5, 0 }, { 6, 0 }, { 7, 0 },
{ 8, 0 }, { 9, 0 }, { 10, 0 }, { 11, 0 },
{ 12, 0 }, { 13, 0 }, { 14, 0 }, { 15, 0 },
// Solid
{ 0, 1 }, { 1, 1 }, { 2, 1 }, { 3, 1 },
{ 4, 1 }, { 5, 1 }, { 6, 1 }, { 7, 1 },
{ 8, 1 }, { 9, 1 }, { 10, 1 }, { 11, 1 },
{ 12, 1 }, { 13, 1 }, { 14, 1 }, { 15, 1 },
// Plain
{ 0, 2 }, { 1, 2 }, { 2, 2 }, { 3, 2 },
{ 4, 2 }, { 5, 2 }, { 6, 2 }, { 7, 2 },
{ 8, 2 }, { 9, 2 }, { 10, 2 }, { 11, 2 },
{ 12, 2 }, { 13, 2 }, { 14, 2 }, { 15, 2 },
// Border Snow
{ 16, 0 }, { 17, 0 }, { 18, 0 }, { 19, 0 },
{ 20, 0 }, { 21, 0 }, { 22, 0 }, { 23, 0 },
{ 24, 0 }, { 25, 0 }, { 26, 0 }, { 27, 0 },
{ 28, 0 }, { 29, 0 }, { 30, 0 }, { 31, 0 },
// Solid Snow
{ 16, 1 }, { 17, 1 }, { 18, 1 }, { 19, 1 },
{ 20, 1 }, { 21, 1 }, { 22, 1 }, { 23, 1 },
{ 24, 1 }, { 25, 1 }, { 26, 1 }, { 27, 1 },
{ 28, 1 }, { 29, 1 }, { 30, 1 }, { 31, 1 },
// Plain Snow
{ 16, 2 }, { 17, 2 }, { 18, 2 }, { 19, 2 },
{ 20, 2 }, { 21, 2 }, { 22, 2 }, { 23, 2 },
{ 24, 2 }, { 25, 2 }, { 26, 2 }, { 27, 2 },
{ 28, 2 }, { 29, 2 }, { 30, 2 }, { 31, 2 },
// KOTH
{ 0, 3 },
// Water
{ 0, 6 }, { 1, 6 }, { 2, 6 }, { 3, 6 },
// Lava
{ 0, 7 }, { 1, 7 }, { 2, 7 }, { 3, 7 },
// Desert
{ 6, 3 }, { 7, 3 }, { 8, 3 }, { 9, 3 },
{ 10, 3 }, { 11, 3 }, { 12, 3 }, { 13, 3 },
{ 14, 3 }, { 15, 3 },
};
for (int i = 0; i < SPRITE_NUM_TILES; i++) {
sprites[i] = video_new_surface(SPRITE_TILE_SIZE, SPRITE_TILE_SIZE);
SDL_Rect srcrect = { tilepos[i][0] * 16,
192 + tilepos[i][1] * 16, SPRITE_TILE_SIZE, SPRITE_TILE_SIZE };
SDL_BlitSurface(gfx, &srcrect, sprites[i], NULL);
sprite_optimize(&sprites[i], 0);
}
}
static void sprite_load_food() {
for (int f = 0; f < SPRITE_NUM_FOOD; f++) {
sprites[SPRITE_FOOD + f] = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, 16, 16,
32,0xFF000000,0x00FF0000,0x0000FF00,0x000000FF);
SDL_Rect srcrect = { f * 16, 256, 16, 16 };
SDL_BlitSurface(gfx, &srcrect, sprites[SPRITE_FOOD + f], NULL);
sprite_optimize(&sprites[SPRITE_FOOD + f], 1);
}
for (int f = 0; f < SPRITE_NUM_SNOW_FOOD; f++) {
sprites[SPRITE_SNOW_FOOD + f] = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, 16, 16,
32,0xFF000000,0x00FF0000,0x0000FF00,0x000000FF);
SDL_Rect srcrect = { f * 16, 256 + 16, 16, 16 };
SDL_BlitSurface(gfx, &srcrect, sprites[SPRITE_SNOW_FOOD + f], NULL);
sprite_optimize(&sprites[SPRITE_SNOW_FOOD + f], 1);
}
}
static void sprite_load_thought() {
for (int t = 0; t < SPRITE_NUM_THOUGHT; t++) {
// Mit video_new_alpha geht wahrscheinlich das bitgefuddel bei 16 bit nicht mehr.
sprites[SPRITE_THOUGHT + t] = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, 16, 16,
32,0xFF000000,0x00FF0000,0x0000FF00,0x000000FF);
SDL_Rect srcrect = { 0, 48 + t * 16, 16, 16 };
SDL_BlitSurface(gfx, &srcrect, sprites[SPRITE_THOUGHT + t], NULL);
Uint32 *pixels = (Uint32*)sprites[SPRITE_THOUGHT + t]->pixels;
for (int y = 0; y < 16; y++) {
for (int x = 0; x < 16; x++) {
Uint32 pixel = pixels[y * 16 + x];
pixels[y * 16 + x] = (pixel & 0xFFFFFF00) | (int)((pixel & 0xFF) / 3);
}
}
sprite_optimize(&sprites[SPRITE_THOUGHT + t], 1);
}
}
static void sprite_load_images() {
sprites[SPRITE_CROWN]= SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, 64, 50,
32,0xFF000000,0x00FF0000,0x0000FF00,0x000000FF);
SDL_Rect crect = { 0, 350, 64, 50 };
SDL_BlitSurface(gfx, &crect, sprites[SPRITE_CROWN], NULL);
sprite_optimize(&sprites[SPRITE_CROWN], 1);
sprites[SPRITE_LOGO] = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, 170, 80,
32,0xFF000000,0x00FF0000,0x0000FF00,0x000000FF);
SDL_Rect lrect = { 0, 410, 170, 80};
SDL_BlitSurface(gfx, &lrect, sprites[SPRITE_LOGO], NULL);
sprite_optimize(&sprites[SPRITE_LOGO], 1);
sprites[SPRITE_HALO] = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, 32, 32,
32,0xFF000000,0x00FF0000,0x0000FF00,0x000000FF);
SDL_Rect hrect = {16, 48, 32, 32};
SDL_BlitSurface(gfx, &hrect, sprites[SPRITE_HALO], NULL);
sprite_optimize(&sprites[SPRITE_HALO], 1);
}
SDL_Surface *sprite_get(int i) {
return sprites[i];
}
int sprite_exists(int i) {
if (i < 0 || i >= SPRITE_NUM) return 0;
if (!sprites[i]) return 0;
return 1;
}
void sprite_render_player_creatures(int playerno, int r1, int g1, int b1, int r2, int g2, int b2) {
for (int t = 0; t < CREATURE_TYPES; t++) {
for (int a = 0; a < CREATURE_ANIMS; a++) {
SDL_Surface *base = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, 16, 16,
32,0xFF000000,0x00FF0000,0x0000FF00,0x000000FF);
SDL_Surface *over = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, 16, 16,
32,0xFF000000,0x00FF0000,0x0000FF00,0x000000FF);
SDL_Surface *done = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, 16, 16,
32,0xFF000000,0x00FF0000,0x0000FF00,0x000000FF);
SDL_Rect baserect = { a * 16, t * 16, 16, 16 };
SDL_BlitSurface(gfx, &baserect, base, NULL);
SDL_Rect overrect = { a * 16 + 32, t * 16, 16, 16 };
SDL_BlitSurface(gfx, &overrect, over, NULL);
Uint32 *basepixel = (Uint32*)base->pixels;
Uint32 *donepixel = (Uint32*)done->pixels;
for (int y = 0; y < 16; y++) {
for (int x = 0; x < 16; x++) {
int sat1 = (*basepixel >> 24) & 0xFF;
int sat2 = (*basepixel >> 8) & 0xFF;
*donepixel = ((min(0xFF, (sat1 * r1 + sat2 * r2) >> 8)) << 24) |
((min(0xFF, (sat1 * g1 + sat2 * g2) >> 8)) << 16) |
((min(0xFF, (sat1 * b1 + sat2 * b2) >> 8)) << 8) |
//((*basepixel & 0xFF) > 0 ? 0xFF : 0);
(min(0xFF, (*basepixel & 0xFF) * 3));
basepixel++; donepixel++;
}
}
SDL_BlitSurface(over, NULL, done, NULL);
for (int d = 0; d < CREATURE_DIRECTIONS; d++) {
SDL_Surface **target = &sprites[CREATURE_SPRITE(playerno, t, d, a)];
if (*target) SDL_FreeSurface(*target);
*target = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, 16, 16,
32,0xFF000000,0x00FF0000,0x0000FF00,0x000000FF);
sge_transform(done, *target, 360.0 * d / 32, 0.75, 0.75, 7, 7, 7 , 7, SGE_TAA|SGE_TSAFE);
sprite_optimize(target, 1);
}
SDL_FreeSurface(base);
SDL_FreeSurface(over);
SDL_FreeSurface(done);
}
}
}
void sprite_init() {
gfx = sprite_load_surface(PREFIX "gfx/theme.png");
SDL_SetAlpha(gfx, 0, 0);
sprite_load_background();
sprite_load_food();
sprite_load_thought();
sprite_load_images();
}
void sprite_shutdown() {
for (int i = 0; i < SPRITE_NUM; i++) {
if (sprites[i])
SDL_FreeSurface(sprites[i]);
}
SDL_FreeSurface(gfx);
}