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schizophrenia.c
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schizophrenia.c
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/*
The contents of this file are subject to the Mozilla Public License
Version 1.1 (the "License"); you may not use this file except in
compliance with the License. You may obtain a copy of the License at
http://www.mozilla.org/MPL/
Software distributed under the License is distributed on an "AS IS"
basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the
License for the specific language governing rights and limitations
under the License.
Alternatively, the contents of this file may be used under the terms
of the GNU Lesser General Public license (the "LGPL License"), in which case the
provisions of LGPL License are applicable instead of those
above.
For feedback and questions about our Files and Projects please mail us,
Janek Schäfer (foxblock) , foxblock_at_gmail_com
Alexander Matthes (Ziz) , zizsdl_at_googlemail.com
*/
#include <sparrow3d.h>
#include <SDL_image.h>
#include "level.h"
#include "physics.h"
#include "feedback.h"
#include "settings.h"
#include "global_defines.h"
SDL_Surface *screen = NULL;
#if defined ZOOMUP || defined ZOOMDOWN
#if defined ZOOMUP && defined ZOOMDOWN
SDL_Surface *dummy_screen;
#else
SDL_Surface *real_screen;
#endif
#endif
spFontPointer font = NULL;
pLevel* levelPointer;
int levelFade;
void draw_schizo( void )
{
RESET_ZBUFFER
CLEAN_TARGET((*levelPointer)->backgroundColor)
spSetZSet( Z_SORTING );
spSetZTest( Z_SORTING );
spSetAlphaTest( 1 );
drawLevel((*levelPointer));
//HUD (for debug reasons)
spSetZSet( 0 );
spSetZTest( 0 );
spSetAlphaTest( 1 );
char buffer[256];
sprintf( buffer, "camera X: %i\ncamera Y: %i\ncollisiontests: %i\nfps: %i\nspeed:%.5i,%.5i",
(*levelPointer)->currentCamera.x >> SP_ACCURACY-5,(*levelPointer)->currentCamera.y >> SP_ACCURACY-5,
getCollisionCount(),spGetFPS(),
(*levelPointer)->choosenPlayer->physicsElement->speed.x,
(*levelPointer)->choosenPlayer->physicsElement->speed.y);
spFontDrawRight( screen->w-1, screen->h-font->maxheight*5, -1, buffer, font );
#if defined ZOOMUP && defined ZOOMDOWN
#ifdef FIRSTUP
spScale2XSmooth(screen,dummy_screen);
spScaleDownSmooth(dummy_screen,screen);
#else
spScaleDownSmooth(screen,dummy_screen);
spScale2XSmooth(dummy_screen,screen);
#endif
#elif defined ZOOMUP
spScale2XSmooth(screen,real_screen);
#elif defined ZOOMDOWN
spScaleDownSmooth(screen,real_screen);
#endif
if (levelFade > 0) // Fade in
spInterpolateTargetToColor(0,(levelFade*SP_ONE)/FADE_TIME);
if (levelFade < 0) // Fade out
spInterpolateTargetToColor(0,SP_ONE+(levelFade*SP_ONE)/FADE_TIME);
spFlip();
}
Sint32 rotation = 0;
int calc_schizo( Uint32 steps )
{
//Finish?
if ( spGetInput()->button[SP_BUTTON_START] )
return 1;
//Ingame controls
if (do_control_stuff()) //result is non zero => level change
levelFade = -FADE_TIME;
if ( levelFade > 0 ) //Fade in
{
levelFade -= steps;
if (levelFade < 0)
levelFade = 0;
else
return 0;
}
if ( levelFade < 0 ) //Fade out
{
levelFade += steps;
if (levelFade > 0)
{
levelFade = FADE_TIME;
clearPhysics();
deleteLevel((*levelPointer));
(*levelPointer) = loadLevel(get_saved_level());
createPhysicsFromLevel((*levelPointer));
}
else
return 0;
}
//Physics
int i;
for (i = 0; i < steps; i++)
doPhysics(*levelPointer);
//Visualization stuff
rotation+=steps*16;
updateLevelObjects();
updateLevelSprites((*levelPointer),steps);
calcCamera((*levelPointer),steps);
return 0;
}
void resize( Uint16 w, Uint16 h )
{
#if defined ZOOMUP || defined ZOOMDOWN
#if defined ZOOMUP && defined ZOOMDOWN
if (dummy_screen)
spDeleteSurface(dummy_screen);
#ifdef FIRSTUP
dummy_screen = spCreateSurface(screen->w*2,screen->h*2);
#else
dummy_screen = spCreateSurface(screen->w/2,screen->h/2);
#endif
#else
if (screen)
spDeleteSurface(screen);
#ifdef ZOOMUP
screen = spCreateSurface(real_screen->w/2,real_screen->h/2);
#else
screen = spCreateSurface(real_screen->w*2,real_screen->h*2);
#endif
#endif
#endif
spSelectRenderTarget(screen);
//Font Loading
if ( font )
spFontDelete( font );
int zoom = spMin( ( screen->w << SP_ACCURACY ) / 320, ( screen->h << SP_ACCURACY ) / 240 ); //at 320x240 == 1.0
font = spFontLoad( "./font/LiberationMono-Regular.ttf", 10 * zoom >> SP_ACCURACY );
spFontAdd( font,SP_FONT_GROUP_ASCII, 0 ); //Just for debug stuff
spFontAddBorder( font, spGetFastRGB(127,127,127) );
}
int main( int argc, char **argv )
{
//sparrow3D Init
spInitCore();
//spSetDefaultWindowSize(800,480);
//Setup
#if (defined ZOOMUP || defined ZOOMDOWN) && !(defined ZOOMUP && defined ZOOMDOWN)
real_screen = spCreateDefaultWindow();
resize( real_screen->w, real_screen->h );
#else
screen = spCreateDefaultWindow();
resize( screen->w, screen->h );
#endif
//Setting the first level
levelPointer = getLevelOverPointer();
if (argc < 2)
sprintf(get_saved_level(),"./level/tile_test.tmx");
else
sprintf(get_saved_level(),"%s",argv[1]);
levelFade = FADE_TIME;
(*levelPointer) = loadLevel(get_saved_level());
createPhysicsFromLevel((*levelPointer));
//All glory the main loop
spLoop( draw_schizo, calc_schizo, 10, resize, NULL );
//Winter Wrap up, Winter Wrap up …
clearPhysics();
deleteLevel((*levelPointer));
spFontDelete( font );
spDeleteSurface(screen);
spQuitCore();
return 0;
}