Example #1
0
static int screen_init(lua_State *L) {
  Screen *screen;
  int w, h, bpp;
  screen = check_screen(L, 1);
  if (SDL_Init(SDL_INIT_VIDEO) < 0) {
    fprintf(stderr,
        "Couldn't initialize SDL: %s\n",
        SDL_GetError());
    /* TODO: Don't die, just return error */
    exit(1);
  }
  lua_getfield(L, 2, "y");
  h = lua_tointeger(L, -1);
  lua_getfield(L, 2, "x");
  w = lua_tointeger(L, -1);
  bpp = lua_tointeger(L, 3);
  screen->screen = SDL_SetVideoMode(
      w, h, bpp, SDL_RESIZABLE);
  SDL_WM_SetCaption("Marauder_rl", NULL);
  if (!screen) {
    fprintf(stderr, "SDL_SetVideoMode() error: %s\n",
        SDL_GetError());
    exit(1);
  }
  IMG_Init(IMG_INIT_PNG);
  init_colors(screen);
  init_characters(screen);
  screen->font = build_font(loadimg("img/font_8x12.png"), 8, 12);
  return 0;
}
Example #2
0
void
loadimages(Page *p)
{
	Cimage *ci;
	Iimage *i;
	Rune *src;

	addrefresh(p, "loading images...");
	reverseimages(&p->doc->images);
	for(i=p->doc->images; i!=nil; i=i->nextimage){
		if(p->aborting)
			break;
		src = urlcombine(getbase(p), i->imsrc);
		ci = findimg(src);
		if(ci == nil){
			ci = loadimg(src, i->imwidth, i->imheight);
			qlock(&cimagelock);
			ci->next = cimages;
			cimages = ci;
			qunlock(&cimagelock);
		}
		free(src);
		incref(ci);
		i->aux = ci;
		p->cimage = erealloc(p->cimage, ++p->ncimage*sizeof(Cimage *));
		p->cimage[p->ncimage-1] = ci;
		p->changed = TRUE;
		addrefresh(p, "");
	}
}
Example #3
0
SDL_Texture *setpic(SDL_Renderer *r, char *filename) {
	SDL_Texture *tex;
	SDL_Surface *surf = loadimg(filename, 96, 112, 0);
	if (surf == NULL) return NULL;

	tex = SDL_CreateTextureFromSurface(r, surf);
	if (tex == NULL) {
		printf("SDL_Error: %s\n", SDL_GetError());
	}
	SDL_FreeSurface(surf);
	return tex;
}
Example #4
0
int main(int argc, char *argv[])
{
	char **code;
	char *p;
	int codelines, maxline;

	if (argc != 2)
		die("Incorrect invocation");

	p = strstr(argv[1], ".png");
	if (p && p[4] == '\0')
		loadimg(argv[1], &code, &codelines, &maxline);
	else
		loadtext(argv[1], &code, &codelines, &maxline);

	run(code, codelines, maxline);
	free(code);
	return 0;
}
Example #5
0
struct EnemyEdit *NewEnemyEdit(struct EnemyEdit *ee, SDL_Renderer *r,
			       char *name, char *imgfile) {
	IPaddress ip;

	/* 1 means auto-detect the boundaries of the sprite */
	SDL_Surface *surf = loadimg(imgfile, 160, 192, 1);
	if (surf == NULL) {
		printf("Failed to load %s\n", imgfile);
		return NULL;
	}
	ee->w = surf->w;
	ee->h = surf->h;
	ee->tex = SDL_CreateTextureFromSurface(r, surf);
	if (ee->tex == NULL) {
		printf("Failed to create texture from %s\n", imgfile);
		return NULL;
	}
	SDL_FreeSurface(surf);

	/* connect to server */
	if (SDLNet_ResolveHost(&ip, "localhost", PORT) == -1) {
		printf("SDLNet_ResolveHost: %s\n", SDLNet_GetError());
		return NULL;
	}
	ee->socket = SDLNet_TCP_Open(&ip);
	if (ee->socket == NULL) {
		printf("SDLNet_TCP_Open: %s\n", SDLNet_GetError());
		return NULL;
	}

	ee->active = 1;
	ee->hp = 0;
	ee->weakness = 0;
	ee->x = 0;
	ee->y = 0;
	ee->drag = 0;
	memset(ee->desc, 0, sizeof(ee->desc));
	strcpy(ee->name, name);

	return ee;
}
Example #6
0
static void
load_sprites (void){
  char *peasant        = "img/human/peasant.png";
  char *swordsman      = "img/human/swordsman.png";
  char *foot_knight    = "img/human/foot_knight.png";
  char *poor_archer    = "img/human/poor_archer.png";
  char *scout          = "img/human/scout.png";
  char *goblin         = "img/goblin/normal.png";
  char *goblin_slinger = "img/goblin/slinger.png";
  char *goblin_scout   = "img/goblin/scout.png";
  char *orc            = "img/orc/normal.png";
  char *armored_orc    = "img/orc/armored.png";
  char *crazy_orc      = "img/orc/crazy.png";
  char *troll          = "img/troll/normal.png";
  img_units[U_PEASANT       ] = loadimg(peasant);
  img_units[U_SWORDSMAN     ] = loadimg(swordsman);
  img_units[U_FOOT_KNIGHT   ] = loadimg(foot_knight);
  img_units[U_POOR_ARCHER   ] = loadimg(poor_archer);
  img_units[U_SCOUT         ] = loadimg(scout);
  img_units[U_GOBLIN        ] = loadimg(goblin);
  img_units[U_GOBLIN_SLINGER] = loadimg(goblin_slinger);
  img_units[U_GOBLIN_SCOUT  ] = loadimg(goblin_scout);
  img_units[U_ORC           ] = loadimg(orc);
  img_units[U_ARMORED_ORC   ] = loadimg(armored_orc);
  img_units[U_CRAZY_ORC     ] = loadimg(crazy_orc);
  img_units[U_TROLL         ] = loadimg(troll);
  img_tiles[T_GRASS    ] = loadimg("img/grass.png"     );
  img_tiles[T_FOREST   ] = loadimg("img/tree.png"      );
  img_tiles[T_WATER    ] = loadimg("img/water.png"     );
  img_tiles[T_HILLS    ] = loadimg("img/hills.png"     );
  img_tiles[T_MOUNTAINS] = loadimg("img/mounteen.png"  );
  img_arrow              = loadimg("img/arrow.png"     );
  img_selected_hex       = loadimg("img/sel.png"       );
  img_reacheble          = loadimg("img/reacheble.png" );
  img_fog_of_war         = loadimg("img/fog.png"       );
  img_rings[0]           = loadimg("img/ring_red.png"  );
  img_rings[1]           = loadimg("img/ring_blue.png" );
  img_rings[2]           = loadimg("img/ring_green.png");
}
Example #7
0
static void init_characters(Screen *screen) {
  screen->characters[CHAR_ARROW_UP]
      = loadimg(DATA("img/arrows/up.png"));
  screen->characters[CHAR_ARROW_UP_RIGHT]
      = loadimg(DATA("img/arrows/up_right.png"));
  screen->characters[CHAR_ARROW_RIGHT]
      = loadimg(DATA("img/arrows/right.png"));
  screen->characters[CHAR_ARROW_DOWN_RIGHT]
      = loadimg(DATA("img/arrows/down_right.png"));
  screen->characters[CHAR_ARROW_DOWN]
      = loadimg(DATA("img/arrows/down.png"));
  screen->characters[CHAR_ARROW_DOWN_LEFT]
      = loadimg(DATA("img/arrows/down_left.png"));
  screen->characters[CHAR_ARROW_LEFT]
      = loadimg(DATA("img/arrows/left.png"));
  screen->characters[CHAR_ARROW_UP_LEFT]
      = loadimg(DATA("img/arrows/up_left.png"));
  screen->characters[CHAR_AT]
      = loadimg(DATA("img/chars/at.png"));
  screen->characters[CHAR_Q]
      = loadimg(DATA("img/chars/q.png"));
  screen->characters[CHAR_Z]
      = loadimg(DATA("img/chars/z.png"));
  screen->characters[CHAR_HASH]
      = loadimg(DATA("img/chars/hash.png"));
  screen->characters[CHAR_POINT]
      = loadimg(DATA("img/chars/point.png"));
}