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/*
* Luola - 2D multiplayer cave-flying game
* Copyright (C) 2003-2005 Calle Laakkonen
*
* File : demo.c
* Description : Eyecandy
* Author(s) : Calle Laakkonen
* Starfield effect is copied from The Demo Effects Collection,
* written by W.P. van Paassen.
*
* Luola 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.
*
* Luola 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 <stdlib.h>
#include <string.h>
#include <stdio.h>
#include "defines.h" /* FADE_STEPS */
#include "physics.h" /* GAME_SPEED */
#include "console.h"
#include "demo.h"
#define STARFIELD_COUNT 256
#define FADE_STEPS 255/FADE_STEP
/* Star structure */
typedef struct {
float x, y;
short z, speed;
short px, py;
Uint8 color;
} Star;
/* Internally used globals */
static Star stars[STARFIELD_COUNT];
static Uint32 starcolors[256];
static SDL_Surface *demo_black;
/* Initialize a single star */
static void init_star (Star * star, short i)
{
star->x = -10.0 + (20.0 * (rand () / (RAND_MAX + 1.0)));
star->y = -10.0 + (20.0 * (rand () / (RAND_MAX + 1.0)));
star->x *= 3072.0; /*change viewpoint */
star->y *= 3072.0;
star->z = i;
star->speed = 2 + (int) (2.0 * (rand () / (RAND_MAX + 1.0)));
star->px = 0;
star->py = 0;
star->color = i >> 2; /*the closer to the viewer the brighter */
star->px = (star->x / star->z) + screen->w / 2;
star->py = (star->y / star->z) + screen->h / 2;
}
/* Initialize */
void init_demos (void)
{
int r;
for (r = 0; r < STARFIELD_COUNT; r++)
init_star (&stars[r], r + 1);
for (r = 0; r < 256; r++)
starcolors[r] = map_rgba(r*3, r*3, r*3, 255);
demo_black = make_surface(screen,0,0);
if(demo_black) {
SDL_SetAlpha (demo_black, SDL_SRCALPHA | SDL_RLEACCEL, FADE_STEP);
} else {
fprintf(stderr,"init_demos(): %s\n",SDL_GetError());
}
}
/* Draw and animate a starfield */
void draw_starfield (void)
{
int i;
int tempx, tempy;
for (i = 0; i < STARFIELD_COUNT; i++) {
stars[i].z -= stars[i].speed;
if (stars[i].z <= 0) {
init_star (stars + i, i + 1);
}
/*compute 3D position */
tempx = (stars[i].x / stars[i].z) + screen->w / 2;
tempy = (stars[i].y / stars[i].z) + screen->h / 2;
if (tempx < 0 || tempx > screen->w - 1 || tempy < 0 || tempy > screen->h - 1) { /* check if a star leaves the screen */
init_star (stars + i, i + 1);
continue;
}
#ifdef HAVE_LIBSDL_GFX
/* If SDL_gfx is available, draw_line is #defined to be aalineColor.
Antialiasing doesn't make this look any better so we might as well
call the plain one here.
*/
lineColor (screen, tempx, tempy, stars[i].px, stars[i].py,
starcolors[stars[i].color]);
#else
draw_line (screen, tempx, tempy, stars[i].px, stars[i].py,
starcolors[stars[i].color]);
#endif
stars[i].px = tempx;
stars[i].py = tempy;
}
}
/* Fade the screen to black */
void fade_to_black (void) {
Uint32 lasttime,delay;
int r;
SDL_Event Event;
SDL_Surface *tmpsurface;
tmpsurface = copy_surface(screen);
if(tmpsurface==NULL || demo_black==NULL) {
if(!tmpsurface)
fprintf(stderr,"fade_to_black(): %s\n",SDL_GetError());
else
SDL_FreeSurface(tmpsurface);
SDL_FillRect(screen,NULL,0);
return;
}
for (r = 0; r <= FADE_STEPS; r++) {
lasttime=SDL_GetTicks();
while (SDL_PollEvent (&Event)) {
if (Event.type == SDL_KEYDOWN
&& (Event.key.keysym.sym == SDLK_ESCAPE
|| Event.key.keysym.sym == SDLK_RETURN) && r < FADE_STEPS)
r = FADE_STEPS;
else if (Event.type == SDL_JOYBUTTONDOWN)
r = FADE_STEPS;
}
SDL_BlitSurface (tmpsurface, NULL, screen, NULL);
SDL_SetAlpha (demo_black, SDL_SRCALPHA|SDL_RLEACCEL, FADE_STEP * r);
SDL_BlitSurface (demo_black, NULL, screen, NULL);
SDL_UpdateRect (screen, 0, 0, 0, 0);
delay=SDL_GetTicks()-lasttime;
if(delay >= GAME_SPEED)
delay=0;
else
delay=GAME_SPEED-delay;
SDL_Delay (delay);
}
SDL_FreeSurface (tmpsurface);
}
/* Fade from black to surface (Note. program is locked up while fading) */
void fade_from_black (SDL_Surface * surface) {
SDL_Event Event;
Uint32 lasttime,delay;
int r;
/* Fade */
for (r = 0; r <= FADE_STEPS; r++) {
lasttime=SDL_GetTicks();
while (SDL_PollEvent (&Event)) {
if (Event.type == SDL_KEYDOWN
&& (Event.key.keysym.sym == SDLK_ESCAPE
|| Event.key.keysym.sym == SDLK_RETURN) && r < FADE_STEPS)
r = FADE_STEPS;
else if (Event.type == SDL_JOYBUTTONDOWN)
r = FADE_STEPS;
}
memset (screen->pixels, 0, screen->pitch * screen->h);
SDL_SetAlpha (surface, SDL_SRCALPHA|SDL_RLEACCEL, FADE_STEP * r);
SDL_BlitSurface (surface, NULL, screen, NULL);
SDL_UpdateRect (screen, 0, 0, 0, 0);
delay=SDL_GetTicks()-lasttime;
if(delay >= GAME_SPEED)
delay=0;
else
delay=GAME_SPEED-delay;
SDL_Delay (delay);
}
}
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