1 /*
2 C-Dogs SDL
3 A port of the legendary (and fun) action/arcade cdogs.
4 Copyright (c) 2013-2014, 2016-2020 Cong Xu
5 All rights reserved.
6
7 Redistribution and use in source and binary forms, with or without
8 modification, are permitted provided that the following conditions are met:
9
10 Redistributions of source code must retain the above copyright notice, this
11 list of conditions and the following disclaimer.
12 Redistributions in binary form must reproduce the above copyright notice,
13 this list of conditions and the following disclaimer in the documentation
14 and/or other materials provided with the distribution.
15
16 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
17 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
19 ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
20 LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
21 CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
22 SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
23 INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
24 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
25 ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
26 POSSIBILITY OF SUCH DAMAGE.
27 */
28 #include "grafx_bg.h"
29
30 #include "actors.h"
31 #include "ai.h"
32 #include "draw/draw.h"
33 #include "draw/drawtools.h"
34 #include "game_events.h"
35 #include "handle_game_events.h"
36 #include "log.h"
37 #include "map_build.h"
38 #include "objs.h"
39 #include "pickup.h"
40 #include "quick_play.h"
41 #include "texture.h"
42 #include "triggers.h"
43
44 static void DrawBackgroundWithRenderer(
45 GraphicsDevice *g, WindowContext *wc, SDL_Texture *target,
46 SDL_Texture *src, DrawBuffer *buffer, const HSV tint,
47 const struct vec2 pos, GrafxDrawExtra *extra);
GrafxDrawBackground(GraphicsDevice * g,DrawBuffer * buffer,const HSV tint,const struct vec2 pos,GrafxDrawExtra * extra)48 void GrafxDrawBackground(
49 GraphicsDevice *g, DrawBuffer *buffer, const HSV tint,
50 const struct vec2 pos, GrafxDrawExtra *extra)
51 {
52 DrawBackgroundWithRenderer(
53 g, &g->gameWindow, g->bkgTgt, g->bkg, buffer, tint, pos, extra);
54 if (g->cachedConfig.SecondWindow)
55 {
56 DrawBackgroundWithRenderer(
57 g, &g->secondWindow, g->bkgTgt2, g->bkg2, buffer, tint, pos,
58 extra);
59 }
60 }
61 static void DrawBackground(
62 GraphicsDevice *g, SDL_Texture *t, DrawBuffer *buffer, Map *map,
63 const struct vec2 pos, GrafxDrawExtra *extra);
DrawBackgroundWithRenderer(GraphicsDevice * g,WindowContext * wc,SDL_Texture * target,SDL_Texture * src,DrawBuffer * buffer,const HSV tint,const struct vec2 pos,GrafxDrawExtra * extra)64 static void DrawBackgroundWithRenderer(
65 GraphicsDevice *g, WindowContext *wc, SDL_Texture *target,
66 SDL_Texture *src, DrawBuffer *buffer, const HSV tint,
67 const struct vec2 pos, GrafxDrawExtra *extra)
68 {
69 SDL_RendererInfo ri;
70 if (SDL_GetRendererInfo(wc->renderer, &ri) != 0)
71 {
72 LOG(LM_GFX, LL_ERROR, "cannot set render target: %s", SDL_GetError());
73 }
74 else
75 {
76 if (!(ri.flags & SDL_RENDERER_TARGETTEXTURE))
77 {
78 LOG(LM_GFX, LL_ERROR,
79 "renderer does not support render to texture");
80 }
81 }
82 if (SDL_SetRenderTarget(wc->renderer, target) != 0)
83 {
84 LOG(LM_GFX, LL_ERROR, "cannot set render target: %s", SDL_GetError());
85 }
86 wc->bkgMask = ColorTint(colorWhite, tint);
87 DrawBackground(g, src, buffer, &gMap, pos, extra);
88 if (SDL_SetRenderTarget(wc->renderer, NULL) != 0)
89 {
90 LOG(LM_GFX, LL_ERROR, "cannot set render target: %s", SDL_GetError());
91 }
92 }
DrawBackground(GraphicsDevice * g,SDL_Texture * t,DrawBuffer * buffer,Map * map,const struct vec2 pos,GrafxDrawExtra * extra)93 static void DrawBackground(
94 GraphicsDevice *g, SDL_Texture *t, DrawBuffer *buffer, Map *map,
95 const struct vec2 pos, GrafxDrawExtra *extra)
96 {
97 BlitClearBuf(g);
98 DrawBufferSetFromMap(buffer, map, pos, X_TILES);
99 DrawBufferDraw(buffer, svec2i_zero(), extra);
100 BlitUpdateFromBuf(g, t);
101 BlitClearBuf(g);
102 }
103
GrafxRedrawBackground(GraphicsDevice * g,const struct vec2 pos)104 void GrafxRedrawBackground(GraphicsDevice *g, const struct vec2 pos)
105 {
106 memset(g->buf, 0, GraphicsGetMemSize(&g->cachedConfig));
107 DrawBuffer buffer;
108 DrawBufferInit(&buffer, svec2i(X_TILES, Y_TILES), g);
109 const HSV tint = {rand() * 360.0 / RAND_MAX, rand() * 1.0 / RAND_MAX, 0.5};
110 GrafxDrawBackground(g, &buffer, tint, pos, NULL);
111 DrawBufferTerminate(&buffer);
112 }
113
GrafxMakeBackground(GraphicsDevice * device,DrawBuffer * buffer,Campaign * co,struct MissionOptions * mo,Map * map,HSV tint,const bool isEditor,struct vec2 pos,GrafxDrawExtra * extra)114 void GrafxMakeBackground(
115 GraphicsDevice *device, DrawBuffer *buffer, Campaign *co,
116 struct MissionOptions *mo, Map *map, HSV tint, const bool isEditor,
117 struct vec2 pos, GrafxDrawExtra *extra)
118 {
119 CampaignAndMissionSetup(co, mo);
120 GameEventsInit(&gGameEvents);
121 MapBuild(map, mo->missionData, co, mo->index);
122 InitializeBadGuys();
123 CreateEnemies();
124 MapMarkAllAsVisited(map);
125 if (isEditor)
126 {
127 for (int i = 0; i < (int)map->exits.size; i++)
128 {
129 MapShowExitArea(map, i);
130 }
131 }
132 else
133 {
134 pos = Vec2CenterOfTile(svec2i_scale_divide(map->Size, 2));
135 }
136 // Process the events that place dynamic objects
137 HandleGameEvents(&gGameEvents, NULL, NULL, NULL, NULL);
138 GrafxDrawBackground(device, buffer, tint, pos, extra);
139 GameEventsTerminate(&gGameEvents);
140 }
141