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#include <stdio.h>
#include <SDL.h>
#include "portab.h"
#include "system.h"
#include "cg.h"
#include "ags.h"
#include "night.h"
#include "sprite.h"
#include "nt_scenario.h"
#include "sactcg.h"
// 壁紙スプライト表示位置
#define WALL_LOC_X 0
#define WALL_LOC_Y 0
// 風景スプライト表示位置
#define SCENERY_LOC_X 0
#define SCENERY_LOC_Y 64
// 顔スプライト表示位置
#define FACE_LOC_X 6
#define FACE_LOC_Y 272
// 立ち絵左スプライト表示位置
#define TACHI_L_LOC_X 0
#define TACHI_L_LOC_Y 0
// 立ち絵中央スプライト位置
#define TACHI_M_LOC_X 160
#define TACHI_M_LOC_Y 0
// 立ち絵右スプライト位置
#define TACHI_R_LOC_X 360
#define TACHI_R_LOC_Y 0
static int effecttime;
void nt_gr_init() {
}
void nt_gr_set_wallpaper(int no) {
sprite_t *sp = night.sp[SPNO_WALL];
if (sp) {
nt_sp_remove_updatelist(sp);
nt_sp_free(sp);
}
if (no == 1013 && nt_sco_is_natsu()) {
no = 1011;
}
if (no == 1014 && nt_sco_is_natsu()) {
no = 1012;
}
sp = nt_sp_new(SPNO_WALL, no, 0, 0, SPRITE_WP);
nt_sp_add_updatelist(sp);
if (no == 0) {
sp->width = main_surface->w;
sp->height = main_surface->h;
sp->update = nt_sp_draw_wall;
}
night.sp[SPNO_WALL] = sp;
}
void nt_gr_set_scenery(int no) {
sprite_t *sp = night.sp[SPNO_SCENERY];
if (sp) {
nt_sp_remove_updatelist(sp);
nt_sp_free(sp);
sp = NULL;
}
if (no) {
sp = nt_sp_new(SPNO_SCENERY, no, 0, 0, SPRITE_NORMAL);
nt_sp_add_updatelist(sp);
nt_sp_set_loc(sp, SCENERY_LOC_X, SCENERY_LOC_Y);
}
night.sp[SPNO_SCENERY] = sp;
}
void nt_gr_set_face(int no) {
sprite_t *sp = night.sp[SPNO_FACE];
if (sp) {
nt_sp_remove_updatelist(sp);
nt_sp_free(sp);
sp = NULL;
}
if (no) {
sp = nt_sp_new(SPNO_FACE, no, 0, 0, SPRITE_NORMAL);
nt_sp_add_updatelist(sp);
nt_sp_set_loc(sp, FACE_LOC_X, FACE_LOC_Y);
night.msgplace = 2;
} else {
night.msgplace = 0;
}
night.sp[SPNO_FACE] = sp;
}
void nt_gr_set_spL(int no) {
sprite_t *sp = night.sp[SPNO_TACHI_L];
if (sp) {
nt_sp_remove_updatelist(sp);
nt_sp_free(sp);
sp = NULL;
}
if (no) {
sp = nt_sp_new(SPNO_TACHI_L, no, 0, 0, SPRITE_NORMAL);
nt_sp_add_updatelist(sp);
nt_sp_set_loc(sp, TACHI_L_LOC_X, TACHI_L_LOC_Y);
}
night.sp[SPNO_TACHI_L] = sp;
}
void nt_gr_set_spM(int no) {
sprite_t *sp = night.sp[SPNO_TACHI_M];
if (sp) {
nt_sp_remove_updatelist(sp);
nt_sp_free(sp);
sp = NULL;
}
if (no) {
sp = nt_sp_new(SPNO_TACHI_M, no, 0, 0, SPRITE_NORMAL);
nt_sp_add_updatelist(sp);
nt_sp_set_loc(sp, TACHI_M_LOC_X, TACHI_M_LOC_Y);
}
night.sp[SPNO_TACHI_M] = sp;
}
void nt_gr_set_spR(int no) {
sprite_t *sp = night.sp[SPNO_TACHI_R];
if (sp) {
nt_sp_remove_updatelist(sp);
nt_sp_free(sp);
sp = NULL;
}
if (no) {
sp = nt_sp_new(SPNO_TACHI_R, no, 0, 0, SPRITE_NORMAL);
nt_sp_add_updatelist(sp);
nt_sp_set_loc(sp, TACHI_R_LOC_X, TACHI_R_LOC_Y);
}
night.sp[SPNO_TACHI_R] = sp;
}
void nt_gr_set_spsL(int no) {
if (no) {
if (nt_sco_is_natsu()) no++;
}
nt_gr_set_spL(no);
}
void nt_gr_set_spsM(int no) {
if (no) {
if (nt_sco_is_natsu()) no++;
}
nt_gr_set_spM(no);
}
void nt_gr_set_spsR(int no) {
if (no) {
if (nt_sco_is_natsu()) no++;
}
nt_gr_set_spR(no);
}
void nt_gr_set_drawtime(int msec) {
effecttime = msec;
}
void nt_gr_draw(int effectno) {
switch(effectno) {
case 0:
// 全消し
break;
case 1:
nt_sp_update_all(true);
break;
default:
if (night.waitskiplv > 1) {
nt_sp_update_all(true);
break;
}
//nt_sp_eupdate(effectno, effecttime, true);
nt_sp_eupdate(effectno, 1000, true);
}
}
void nt_gr_screencg(int no, int x, int y) {
SDL_Surface *sf = cg_load_as_sdlsurface(no - 1);
SDL_SetSurfaceBlendMode(sf, SDL_BLENDMODE_ADD);
SDL_BlitSurface(sf, NULL, main_surface, &(SDL_Rect){x, y, sf->w, sf->h});
ags_updateArea(x, y, sf->w, sf->h);
SDL_FreeSurface(sf);
}
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