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#include "SDL/SDL_stdinc.h"
#include "SDL/SDL_image.h"
#include "graphic.h"
#include "utils.h"
#define ccc_nooverride 0x00cc0000
#define ccc_terrain 0x0000cc00
#define ccc_nothing 0x00000000
#define SDLSURF_OPTS SDL_HWSURFACE|SDL_HWACCEL|/*SDL_ASYNCBLIT|*/SDL_RLEACCEL
Uint32 getPixel(SDL_Surface *s, int x, int y) {
Uint32 res=0;
//FIXME : Big Endian
res |= ((Uint8 *)s->pixels)[y*s->pitch + x*s->format->BytesPerPixel+0] << 0;
res |= ((Uint8 *)s->pixels)[y*s->pitch + x*s->format->BytesPerPixel+1] << 8;
res |= ((Uint8 *)s->pixels)[y*s->pitch + x*s->format->BytesPerPixel+2] << 16;
return res;
}
void putPixel(SDL_Surface *s, int x, int y, Uint32 p) {
//printf("putPixel(s, %i, %i, 0x%x)\n", x, y, p);
//FIXME : Big Endian
((Uint8 *)s->pixels)[y*s->pitch + x*s->format->BytesPerPixel+0] = (p & 0x000000ff) >> 0;
((Uint8 *)s->pixels)[y*s->pitch + x*s->format->BytesPerPixel+1] = (p & 0x0000ff00) >> 8;
((Uint8 *)s->pixels)[y*s->pitch + x*s->format->BytesPerPixel+2] = (p & 0x00ff0000) >> 16;
}
SDL_Surface * createSurface(int width, int height) {
Uint32 rmask, gmask, bmask, amask;
/* 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
rmask = 0xff000000;
gmask = 0x00ff0000;
bmask = 0x0000ff00;
amask = 0x00000000;
#else
rmask = 0x000000ff;
gmask = 0x0000ff00;
bmask = 0x00ff0000;
amask = 0x00000000;
#endif
return SDL_CreateRGBSurface(SDL_HWSURFACE|SDL_HWACCEL|/*SDL_ASYNCBLIT|*/SDL_RLEACCEL, width, height, 24, rmask, gmask, bmask, amask);
}
SDL_Surface * loadGifIn24Bpp(char *filePath) {
int res;
SDL_Surface *s1, *s2;
SDL_Rect dstRect = {0,0,0,0};
s1=IMG_Load(filePath);
if (s1==NULL) { return NULL; }
s2=createSurface(s1->w, s1->h);
if (s2==NULL) { return NULL; }
SDL_SetColorKey(s2, SDL_SRCCOLORKEY, s1->format->colorkey);
res=SDL_BlitSurface(s1, NULL, s2, &dstRect);
if (res!=0) return NULL;
return s2;
}
int makeTerrain(gameIni_t *gIni, gameRess_t *gRess, SDL_Surface **terrain, SDL_Surface **stencil) {
int res, i;
int x,y,xmin,xmax,ymin,ymax,y2,xdst, ydst;
Uint32 srcPixel, dstPixel, srcStencil, dstStencil;
SDL_Surface *tile;
//SDL_Rect dstRect;
*terrain=createSurface(LEVEL_WIDTH, LEVEL_HEIGHT);
if (*terrain==NULL) {
logs(LOG_ERROR, "makeTerrain(), SDL_CreateRGBSurface() returns NULL");
return 1;
}
*stencil=createSurface(LEVEL_WIDTH, LEVEL_HEIGHT);
if (*stencil==NULL) {
logs(LOG_ERROR, "makeTerrain(), SDL_CreateRGBSurface() returns NULL");
return 2;
}
res=SDL_FillRect(*terrain, &((*terrain)->clip_rect), gIni->style.bgColor);
if (res!=0) {
logs(LOG_WARN, "makeTerrain(), SDL_FillRect() failed");
return 3;
}
res=SDL_FillRect(*stencil, &((*stencil)->clip_rect), ccc_nothing);
if (res!=0) {
logs(LOG_WARN, "makeTerrain(), SDL_FillRect() failed");
return 4;
}
SDL_LockSurface(*terrain);
SDL_LockSurface(*stencil);
for(i=0 ; i < gIni->level.terrainCount ; i++) {
//FIXME : check sanity for id value
tile=gRess->style.tiles[gIni->level.terrains[i].id];
if (tile==NULL) {
logs(LOG_ERROR, "makeTerrain(), tile==NULL");
return 5;
}
// dstRect.y=gIni->level.terrains[i].ypos;
// dstRect.x=gIni->level.terrains[i].xpos;
// 8 : NO_OVERRIDE : marquer les pixels comme indestructibles pour les prochains plaquages
// 2 : REMOVE : oublier (rendre transparent) tous les pixels qu'on a déjà plaqué
// 4 : Upside Down
// 0 : Full : écrase tous les pixels (sauf ceux no_override)
// For each tile pixel, without going outside of the terrain
ymin=(gIni->level.terrains[i].ypos>0)?0:-gIni->level.terrains[i].ypos;
ymax=min(tile->clip_rect.h, (*terrain)->clip_rect.h - gIni->level.terrains[i].ypos);
xmin=(gIni->level.terrains[i].xpos>0)?0:-gIni->level.terrains[i].xpos;
xmax=min(tile->clip_rect.w, (*terrain)->clip_rect.w - gIni->level.terrains[i].xpos);
SDL_LockSurface(tile);
for (y=ymin; y<ymax; y++) {
for (x=0; x<xmax; x++) {
// If we have Upside Down modifier, count lines in reverse order fot dest
if ( (gIni->level.terrains[i].modifier & 4) == 4 ) {
y2=tile->clip_rect.h-1-y;
} else {
y2=y;
}
ydst=gIni->level.terrains[i].ypos+y;
xdst=gIni->level.terrains[i].xpos+x;
// Grab current pixel and stencil state (from previous blits)
srcPixel=getPixel(tile, x, y2);
srcStencil=getPixel(*stencil, xdst, ydst);
// Act only if srcPixel is not transparent and srcStentil doesn't says NO_OVERRIDE
if ( (srcPixel != tile->format->colorkey) && ( srcStencil != ccc_nooverride) ) {
// If we have REMOVE modifier, dstPixel will be rolled back to bgColor, else, it will be identical to the source pixel
if ( (gIni->level.terrains[i].modifier & 2) == 2 ) {
dstPixel=gIni->style.bgColor;
} else {
dstPixel=srcPixel;
}
putPixel(*terrain, xdst, ydst, dstPixel);
// If we have NO_OVERRIDE modifier, put that info on stencil, else, save that there is a (normal) terrain here
if ( (gIni->level.terrains[i].modifier & 8) == 8 ) {
dstStencil=ccc_nooverride;
} else {
dstStencil=ccc_terrain;
}
putPixel(*stencil, xdst, ydst, dstStencil);
}
}
}
SDL_UnlockSurface(tile);
/*
res=SDL_BlitSurface(tile, NULL, terrain, &dstRect);
if (res!=0) {
logs2(LOG_WARN, "makeTerrain(), SDL_BlitSurface()", SDL_GetError());
return NULL;
}
*/
}
SDL_UnlockSurface(*stencil);
SDL_UnlockSurface(*terrain);
return 0;
}
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