#ifndef _GFX_H_ #define _GFX_H_ #define SCALE_MAXRES 10000 #define GFX_IMGSIZE 64 #define GFX_PLAYERIMGSIZE_Y 128 #include "basic.h" struct __gfxani { SDL_Surface *image; int frames; // how many single frames (image -> heigh / (1.5 * gamestyle.height)) } typedef _gfxani; struct __gfxplayer { _gfxani ani; _point offset; _point size; // height of the image.. needed for faster access. _point smal_size; // smal size of the image SDL_Surface *smal_image; // smal size of the animation } typedef _gfxplayer; struct __gfxfont { SDL_Surface *image; _point size; } typedef _gfxfont; struct __gfx { SDL_Surface *screen; _point res; // resolution _point block; // block size short int bpp; // bits per pixel unsigned char fullscreen; _point offset; // where the game field starts _gfxfont font; _gfxfont font1; _gfxplayer players[MAX_PLAYERS]; short int postab[256]; // table of points where we need to go to. _gfxani field[FT_max]; // the field animations _gfxani powerup[3]; // powerup field animation _gfxani fire; // fire (explostion) _gfxani bomb; // bomb animation _gfxani ill; // sick animation above the player _gfxani menuselect; // The Menu Select GFX (the bomb ?) int random_tileset; // random selecting of a tileset char tileset[LEN_TILESETNAME]; // name of the tileset SDL_Surface *logo; } typedef _gfx; extern _gfx gfx; // everything what is in gfx.c extern void gfx_loaddata (); extern void gfx_UpdateRects (); extern void gfx_AddUpdateRect (int x, int y, int w, int h); extern void redraw_logo (int x, int y, int w, int h); extern void draw_logo (); extern void gfx_init (); // Load Base Image Data extern void gfx_game_init (); // Load Game Data extern void gfx_game_shutdown (); // Free Image Data extern void gfx_shutdown (); // extern void getRGBpixel (SDL_Surface *surface, int x, int y, int *R, int *G, int *B); extern Uint32 getpixel(SDL_Surface *surface, int x, int y); extern void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel); extern void scale (short int *dpattern, short int x, short int y); extern SDL_Surface *scale_image (SDL_Surface * orginal, int newx, int newy); extern void shade_pixel(SDL_Surface *s, int x, int y, int c); extern void draw_shadefield (SDL_Surface *s, SDL_Rect *rec, int c); extern int gfx_locksurface (SDL_Surface *surface); extern void gfx_unlocksurface (SDL_Surface *surface); extern void redraw_logo_shaded (int x, int y, int w, int h, int c); extern void gfx_load_players (int sx, int sy); extern void gfx_free_players (); extern void gfx_load_tileset (char *tileset); extern void gfx_free_tileset (); extern SDL_Surface *makegray_image (SDL_Surface *org); extern SDL_Surface *gfx_copyscreen (SDL_Rect *wnd); // declared functions in font.c extern void draw_text (int x, int y, char *text, int white); #endif