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#include "drawer.h"
#include "playerobj.h"
#include "bitmap.h"
#include "explode.h"
#include "timedifference.h"
#include "hulls/hull_player.h"
#include "spaceobj.h"
#include <vector>
#include <map>
#include "defs.h"
#include "trigtable.h"
#include "pck.h"
#include <iostream>
/* TODO:
* Add weapon icons to HUD
*/
using namespace std;
#ifndef debug
#define debug cout<<"File: "<<__FILE__<< " Line:"<<__LINE__<<endl;
#endif
const int Y_BLIT_OFFSET = 500;
const int SCROLL_VIEW = 210;
const int RADAR_X = 100;
const int RADAR_Y = 80;
Drawer::Drawer():
land( 0 ),
warning_shade_color( 0 ),
view_port( 0 ),
level_speech( 0 ),
draw_land( true ),
drawTrans( false ){
transBuffer = new Bitmap( Util::screen_x, Util::screen_y );
// work = create_Bitmap( screen_x, screen_y+Y_BLIT_OFFSET );
// Screen = new Bitmap( screen );
work = new Bitmap( Util::screen_x, Util::screen_y+Y_BLIT_OFFSET );
// radar = create_Bitmap( RADAR_X, RADAR_Y );
radar = new Bitmap( RADAR_X, RADAR_Y );
// clear_to_color( radar, makecol(10,40,10) );
radar->fill( Bitmap::makeColor(10,40,10) );
Util::blend_palette( warning_shade, MAX_WARNING_SHADE/2, Bitmap::makeColor(85,0,0), Bitmap::makeColor(255,0,0) );
Util::blend_palette( warning_shade+MAX_WARNING_SHADE/2, MAX_WARNING_SHADE/2, Bitmap::makeColor(255,0,0), Bitmap::makeColor(85,0,0) );
Util::blend_palette( shade_energy, MAX_ATTRIBUTE_COLOR, Bitmap::makeColor(255,0,0), Bitmap::makeColor(255,255,255) );
Util::blend_palette( shade_shield, MAX_ATTRIBUTE_COLOR, Bitmap::makeColor(0,100,140), Bitmap::makeColor(255,255,255) );
land = loadLand();
}
Bitmap * Drawer::loadLand(){
pckLoader p;
const char * ff = "1.pck";
switch ( Util::rnd( 3 ) ) {
case 0 : ff = "1.pck";break;
case 1 : ff = "2.pck";break;
case 2 : ff = "3.pck";break;
}
/* TODO: fix */
Bitmap * ld = p.load( ff );
if ( !ld ) {
printf("Supreme error with land Bitmap\n");
return NULL;
}
land_counter = 0;
// blit( ld, screen, 0, 0, 0, 0, GRAPHICS_X, GRAPHICS_Y );
/*
Bitmap * who = get_rle_sprite( ld );
destroy_Bitmap( ld );
*/
// Bitmap * who = new Bitmap(10,10);
return ld;
}
void Drawer::fadeToBlack( int num ){
// cout << "Fade to black " << num << endl;
if ( num < 255 ){
setDrawTrans();
}
Bitmap::transBlender( 0, 0, 0, num );
}
void Drawer::drawHud( const PlayerObject * player ){
if ( player->getLife() < 30 ) {
// rectfill( work, view_port, 0+Y_BLIT_OFFSET, view_port+GRAPHICS_X-1, 10+Y_BLIT_OFFSET, warning_shade[warning_shade_color] );
work->rectangleFill( view_port, Y_BLIT_OFFSET, view_port+GRAPHICS_X-1,10+Y_BLIT_OFFSET,warning_shade[warning_shade_color] );
// rectfill( work, view_port, GRAPHICS_Y-10+Y_BLIT_OFFSET, view_port+GRAPHICS_X-1, GRAPHICS_Y-1+Y_BLIT_OFFSET, warning_shade[warning_shade_color] );
work->rectangleFill( view_port, GRAPHICS_Y-10+Y_BLIT_OFFSET, view_port+GRAPHICS_X-1, GRAPHICS_Y-1+Y_BLIT_OFFSET, warning_shade[warning_shade_color] );
if ( ++warning_shade_color > MAX_WARNING_SHADE ) warning_shade_color = 0;
}
// Show the player's score at the bottom left of the screen
int score = player->getScore();
char temp[ 64 ];
sprintf( temp, "Score %d", score );
/* TODO: fix */
Font font = Util::getNormalFont();
work->printf( view_port + 11, GRAPHICS_Y - font.getHeight() - 2 + Y_BLIT_OFFSET, Bitmap::makeColor(255,128,0), &font, temp );
int level_use = ( (PlayerObject *)player )->getLevel();
if ( level_speech < 120 ) {
int speech[ 30 ];
Util::blend_palette( speech, 10, Bitmap::makeColor( 255, 0, 120 ), Bitmap::makeColor(150,220,20) );
Util::blend_palette( speech+10, 10, Bitmap::makeColor(150, 220, 20), Bitmap::makeColor(20,160,255) );
Util::blend_palette( speech+10+10, 10, Bitmap::makeColor(20,160,255), Bitmap::makeColor(255,0,120) );
level_speech++;
char temp[ 64 ];
snprintf( temp, 64, "level %d", level_use );
int vx = 300;
int vy = 200;
for ( unsigned int q = 0; q < strlen( temp ); q++ ) {
int sy = (int)(vy + Tsine( (int) (((level_speech+q*2)*12)%360) )*8);
int sx = vx + q * 10;
int col = 32 + ((level_speech+q*2)%20);
col = speech[ (level_speech+q) % 30 ];
// textprintf_ex( work, font, sx+view_port, sy+Y_BLIT_OFFSET, col, -1, "%c", temp[q] );
work->printf( sx+view_port, sy+Y_BLIT_OFFSET, col, &font, "%c", temp[q] );
}
}
// Show the player's health and shield on the sides of the screen
PlayerHull * ph = (PlayerHull *)(player->getHull());
showAttribute( (int)ph->getLife(), (int)ph->getMaxLife(), view_port+GRAPHICS_X-10, Y_BLIT_OFFSET, shade_energy );
showAttribute( (int)ph->getShield(), (int)ph->getMaxShield(), view_port+1, Y_BLIT_OFFSET, shade_shield );
}
void Drawer::showAttribute( int amount, int MAX, int start_x, int offset, int * shade ) {
const int start_attr = 470;
for ( int z = 0; z < amount; z++ ) {
int x1 = start_x;
int x2 = start_x + 9;
int start = start_attr * z / MAX;
int y1 = start_attr - start + offset;
int y2 = y1 + 1;
int num = z * MAX_ATTRIBUTE_COLOR / MAX;
if ( num >= MAX_ATTRIBUTE_COLOR ){
num = MAX_ATTRIBUTE_COLOR - 1;
}
int color = shade[num];
// rectfill( work, x1, y1, x2, y2, color );
work->rectangleFill( x1, y1, x2, y2, color );
}
}
void Drawer::drawLand( int view, int y1 ) {
// clear( work );
/* TODO: fix */
/*
draw_rle_sprite( work, land, view, y1-GRAPHICS_Y+Y_BLIT_OFFSET );
draw_rle_sprite( work, land, view, y1+Y_BLIT_OFFSET );
*/
land->Blit( view, y1+Y_BLIT_OFFSET, *work );
land->Blit( view, y1-GRAPHICS_Y+Y_BLIT_OFFSET, *work );
}
void Drawer::Draw( const vector< SpaceObject * > * objects, const SpaceObject * player, ExplosionClass ** expl, int MAX_EXPL ){
TimeDifference time;
time.startTime();
if ( player != NULL ){
if ( player->getX() < view_port + SCROLL_VIEW )
view_port = player->getX() - SCROLL_VIEW;
if ( player->getX() > view_port + GRAPHICS_X - SCROLL_VIEW )
view_port += player->getX() - ( view_port + GRAPHICS_X - SCROLL_VIEW );
}
if ( view_port < 0 ) view_port = 0;
if ( view_port > Util::screen_x - GRAPHICS_X ) view_port = Util::screen_x - GRAPHICS_X;
/*
* Some crazy people from allegro said you should do this
* cuase windows directX blows and might mess up if you dont.
*/
// acquire_Bitmap( work );
// work->acquire();
/*
time.endTime();
time.printTime( "Drawer 1: " );
time.startTime();
*/
/* Either draw the background or clear it */
if ( draw_land ){
drawLand( view_port, land_counter );
} else {
work->rectangleFill( view_port, Y_BLIT_OFFSET, view_port+GRAPHICS_X, GRAPHICS_Y+Y_BLIT_OFFSET, Bitmap::makeColor(0,0,0) );
}
/*
time.endTime();
time.printTime( "Drawer 2: " );
time.startTime();
*/
land_counter = (land_counter+1) % 480;
map< int, vector< const SpaceObject * > > map_draw;
for ( vector< SpaceObject *>::const_iterator it = objects->begin(); it != objects->end(); ++it ){
SpaceObject * m = *it;
if ( m == 0 ) continue;
vector< const SpaceObject * > & vec = map_draw[ (*it)->lookPlane() ];
vec.push_back( *it );
}
/* add player to the vector of the plane he is in */
if ( player != NULL ){
vector< const SpaceObject * > & player_vec = map_draw[ player->lookPlane() ];
player_vec.push_back( player );
}
for ( map< int, vector< const SpaceObject * > >::iterator it = map_draw.begin(); it != map_draw.end(); ++it ){
vector< const SpaceObject * > & vec = (*it).second;
int plane = (*it).first;
for ( vector< const SpaceObject * >::const_iterator ship = vec.begin(); ship != vec.end(); ++ship ){
const SpaceObject * s = *ship;
s->Shadow( *work, plane, Y_BLIT_OFFSET );
s->Draw( *work, expl, MAX_EXPL, plane, Y_BLIT_OFFSET );
s->Radar( *radar );
}
}
/*
time.endTime();
time.printTime( "Drawer 3: " );
time.startTime();
*/
/* Draw all the explosions. */
for ( int q = 0; q < MAX_EXPL; q++ ) {
if ( expl[q] != NULL )
expl[q]->Draw( work, Y_BLIT_OFFSET );
}
/*
if ( time(NULL) != timex ) {
fsec_keep = fsec;
fsec = 0;
timex = time(NULL);
}
*/
if ( player != NULL ){
drawHud( (const PlayerObject *)player );
}
/*
if ( finished ) {
}
*/
/* Draw all the important things */
radar->drawTrans( view_port, Y_BLIT_OFFSET, *work );
radar->fill( Bitmap::makeColor(10,60,30) );
radar->rectangle( 0, 0, RADAR_X-1, RADAR_Y-1, Bitmap::makeColor(200,200,200) );
if ( drawTrans ){
/* Get the current viewport */
Bitmap trans( *work, view_port, Y_BLIT_OFFSET, Util::screen_x, Util::screen_y );
// trans.drawTrans( 0, 0, *Bitmap::Screen );
/* Draw it translucently onto a buffer */
trans.drawTrans( 0, 0, *transBuffer );
/* Blit the buffer to the screen */
transBuffer->Blit( 0, 0, 0, 0, *Bitmap::Screen );
} else {
work->Blit( view_port, Y_BLIT_OFFSET, 0, 0, *Bitmap::Screen );
}
/*
time.endTime();
time.printTime( "Drawer 4: " );
cout << endl;
*/
}
Drawer::~Drawer(){
delete work;
delete radar;
delete transBuffer;
// destroy_Bitmap( work );
}
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