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Games/DukeNukem/freenukum-0.2.9/src/fn_effect.c
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Games/DukeNukem/freenukum-0.2.9/src/fn_effect.c
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/*******************************************************************
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*
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* Project: FreeNukum 2D Jump'n Run
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* File: Blending effect functions
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*
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* *****************************************************************
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*
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* Copyright 2007-2008 Wolfgang Silbermayr
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*
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* *****************************************************************
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*
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* This file is part of Freenukum.
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*
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* Freenukum is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 3 of the License, or
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* (at your option) any later version.
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*
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* Freenukum is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*******************************************************************/
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#include <SDL.h>
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/* --------------------------------------------------------------- */
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#include "fn_effect.h"
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#include "fn_error.h"
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/* --------------------------------------------------------------- */
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void fn_effect_blend_step(
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SDL_Surface * s,
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Uint32 blendcolor,
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Uint32 removecolor,
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Uint8 pixelsize)
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{
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SDL_Rect r;
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Uint32 * pixels;
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r.w = pixelsize;
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r.h = pixelsize;
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fn_error_printf(1024, "s->w = %d, s->h = %d", s->w, s->h);
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pixels = (Uint32 *)s->pixels;
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for (r.y = 0; r.y < pixelsize * s->h; r.y += pixelsize) {
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for (r.x = 0; r.x < pixelsize * s->w; r.x += pixelsize) {
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if (pixels[r.x + r.y * s->w] == removecolor) {
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SDL_FillRect(s, &r, blendcolor);
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}
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}
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}
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}
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/* --------------------------------------------------------------- */
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void fn_effect_blend(
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SDL_Surface * s,
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Uint8 step,
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Uint32 blendcolor,
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Uint8 pixelsize)
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{
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SDL_PixelFormat * format = s->format;
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static Uint32 colors[16] = {
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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};
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if (colors[1] == 0) {
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colors[0] = SDL_MapRGB(format, 0x00, 0x00, 0x00); /* dark black */
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colors[1] = SDL_MapRGB(format, 0x00, 0x00, 0xA8); /* dark blue */
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colors[2] = SDL_MapRGB(format, 0x00, 0xA8, 0x00); /* dark green */
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colors[3] = SDL_MapRGB(format, 0xA8, 0x00, 0x00); /* dark red */
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colors[4] = SDL_MapRGB(format, 0xA8, 0x00, 0xA8); /* dark violet */
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colors[5] = SDL_MapRGB(format, 0xA8, 0x00, 0x00); /* dark yellow */
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colors[6] = SDL_MapRGB(format, 0xA8, 0xA8, 0xA8); /* dark white */
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colors[7] = SDL_MapRGB(format, 0x54, 0x54, 0x54); /* bright black */
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colors[8] = SDL_MapRGB(format, 0x54, 0x54, 0xFC); /* bright blue */
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colors[9] = SDL_MapRGB(format, 0x00, 0xA8, 0xA8); /* dark cyan */
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colors[10] = SDL_MapRGB(format, 0x54, 0xFC, 0xFC); /* bright cyan */
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colors[11] = SDL_MapRGB(format, 0xFC, 0x54, 0x54); /* bright red */
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colors[12] = SDL_MapRGB(format, 0xFC, 0x54, 0xFC); /* bright violet */
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colors[13] = SDL_MapRGB(format, 0xFC, 0xFC, 0x54); /* bright yellow */
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colors[14] = SDL_MapRGB(format, 0xFC, 0xFC, 0xFC); /* bright white */
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colors[15] = SDL_MapRGB(format, 0x00, 0x00, 0x00);
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};
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fn_effect_blend_step(s,
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blendcolor,
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colors[step],
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pixelsize);
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}
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/* --------------------------------------------------------------- */
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