Example #1
0
/* Called when window needs to be redrawn */
void redraw(void)
{
    glClear(GL_COLOR_BUFFER_BIT); 

    draw_dither();
    glRasterPos2i(0, 0);
    glPixelZoom(3.f, 3.f);
    glDrawPixels(image_w, image_h, GL_RGBA, GL_UNSIGNED_BYTE, (GLubyte *)img);
    glPixelZoom(1.f, 1.f);
    glAccum(GL_ACCUM, -1.0);
    glAccum(GL_RETURN, -1.f);
    glRasterPos2i(0, 0);
    glDrawBuffer(GL_FRONT); glReadBuffer(GL_FRONT);
    pixel_map(1);
    glCopyPixels(0, 0, 3*image_w, 3*image_h, GL_COLOR);
    pixel_map(0);

    CHECK_ERROR("redraw");
}
Example #2
0
void killtower(gamedata &g, building &b, double xs, double ys, int h, int side){

// Redraw sky and wreckage
  SDL_Rect rect;
    rect.x = b.x;
    rect.y = b.y - b.towersize*16 - 8;
    rect.w = 16;
    rect.h = (b.towersize + 1 - h)*16 + 8;
  SDL_FillRect(g.gamescreen,&rect, 16);
  g.images[198].blit(g.gamescreen,b.x, b.y - h*16);
  draw_dither(g.gamescreen, b.x, b.y - b.towersize*16 - 8, 16,
              (b.towersize + 1 - h)*16 + 8);
  for (int i=h+1;i<=b.towersize;i++){
    falltype fragment;
    fragment.x = double(b.x);
    fragment.y = double(b.y) - i*16.0;
    fragment.xs = xs;
    fragment.ys = ys;
    fragment.image = 197;
    fragment.side = side;
    fragment.type = 2;
    g.fall.add(fragment);
    falltype shrapnel;
    shrapnel.x = double(b.x) + 6.0;
    shrapnel.y = double(b.y) - i*16.0;
    shrapnel.xs = (2.0*drand() - 1.0) * GAME_SPEED;
    shrapnel.ys = (-1.5*drand() - 1.5) * GAME_SPEED;
    shrapnel.image = b.shrapnelimage + int(drand()*3);
    shrapnel.type = 1;
    g.fall.add(shrapnel);
  }
  if ((b.deadimage > 0) && (h<b.towersize)){
    falltype roof;
    roof.x = double(b.x);
    roof.y = double(b.y) - (b.towersize+1)*16.0;
    roof.xs = xs;
    roof.ys = ys;
    roof.image = b.deadimage;
    roof.type = 1;
    g.fall.add(roof);
  }
  for (int j=0;j<3;j++){
    falltype shrapnel;
    shrapnel.x = double(b.x) + 6.0;
    shrapnel.y = double(b.y) - h*16.0;
    shrapnel.xs = (2.0*drand() - 1.0) * GAME_SPEED;
    shrapnel.ys = (-1.5*drand() - 1.5) * GAME_SPEED;
    shrapnel.image = b.shrapnelimage + int(drand()*3);
    shrapnel.type = 1;
    g.fall.add(shrapnel);
  }  
// Explosion at top
  firetype boom; 
  boom.x = b.x;
  boom.y = b.y - h*16;
  boom.time = 0;
  boom.type = 0;
  g.explosion.add(boom);
// Fire if tower levelled
  if (h == 0){
    firetype fire;
    fire.x = b.x;
    fire.y = b.y;
    fire.time = 0;
    g.flame.add(fire);
  }
// Recalculate intelligence map
  setup_intelligence(g.gamemap);

// Reduce height of tower
  b.towersize = h - 1;
// Remove tower if levelled
  if (h == 0){
    b.type = 0;
  }else{
    b.deadimage = 199;
  }
  g.sound.play(SOUND_EXPLODE);

}
Example #3
0
void killbuilding(gamedata &g, building &b){

// Draw dead image
  //gl_setcontext(&g.gamescreen);
  g.images[b.deadimage].blit(g.gamescreen,b.x, b.y);
  draw_dither(g.gamescreen, b.x, b.y, 16, 24);
// Subtract points if owned building
  if (b.side > 0)
  g.dp.reset();
  while (g.dp.next()){
    if (b.side == g.dp().side){
      g.dp().scoreloss += int(b.points*0.5);
    }else{
      g.dp().buildingwin--;
    }
  }
  if (b.image != 71){ // not a fuel canister
    if (b.type != 1){ // not a tree
      firetype boom;
      boom.x = b.x;
      boom.y = b.y;
      boom.time = 0;
      boom.type = 0;
      g.explosion.add(boom);
      firetype fire;
      fire.x = b.x;
      fire.y = b.y;
      fire.time = 0;
      g.flame.add(fire);
    }
    for (int i=0;i<3;i++){
      falltype shrapnel;
      shrapnel.x = double(b.x) + 6.0;
      shrapnel.y = double(b.y);
      shrapnel.xs = (2.0*drand() - 1.0) * GAME_SPEED;
      shrapnel.ys = (-1.5*drand() - 1.5) * GAME_SPEED;
      switch(i){
        case 0: case 1:
          shrapnel.image = b.shrapnelimage + int(drand()*3);
          break;
        case 2:
          shrapnel.image = b.shrapnelimage2 + int(drand()*3);
          break;
      }
      shrapnel.type = 1;
      if (b.type == 1) shrapnel.type = 0;
      g.fall.add(shrapnel);
    }
    g.sound.play(SOUND_EXPLODE);
  }else{ // fuel blows up
    firetype boom;
    boom.x = int(b.x-8);
    boom.y = int(b.y-16);
    boom.time = 0;
    boom.type = 1;
    g.explosion.add(boom);
    firetype fire;
    fire.x = b.x;
    fire.y = b.y;
    fire.time = 0;
    g.flame.add(fire);
    fire.x = b.x - 8;
    fire.time = int(drand()*10.0*GAME_SPEED);
    g.flame.add(fire);
    fire.x = b.x + 8;
    fire.time = int(drand()*10.0*GAME_SPEED);
    g.flame.add(fire);
    int shrapnelbits = 7 + int(drand()*4);
    for (int i=0;i<shrapnelbits;i++){
      falltype shrapnel;
      shrapnel.x = double(b.x) + 6.0;
      shrapnel.y = double(b.y);
      shrapnel.xs = (2.0*drand() - 1.0) * GAME_SPEED;
      shrapnel.ys = (-2.0*drand() - 4.0) * GAME_SPEED;
      shrapnel.image = b.shrapnelimage + int(drand()*3);
      shrapnel.type = 1;
      g.fall.add(shrapnel);
    }
    g.sound.play(SOUND_FUELEXPLODE);
  }
// Check for radar or gun kills
  switch(b.type){
    case 4: // radar
      g.radar.reset();
      while (g.radar.next()){
        if (b.id == g.radar().id) g.radar.kill();
      }
      break;
    case 5: // guns
      g.gun.reset();
      while (g.gun.next()){
        if (b.id == g.gun().id) g.gun.kill();
      }
      break;
  }
// Remove the building
  b.type = 0;

}