/********************************************************************/ /* */ /* L I QQ U U I DD W W A RR 555 */ /* L I Q Q U U I D D W W A A R R 5 */ /* L I Q Q U U I D D W W W AAA RR 55 */ /* L I Q Q U U I D D WW WW A A R R 5 */ /* LLL I Q Q U I DD W W A A R R 55 */ /* */ /* b */ /* bb y y */ /* b b yyy */ /* bb y */ /* yy */ /* */ /* U U FFF O O TTT */ /* U U F O O O O T */ /* U U TIRET FF O O O O T */ /* U U F O O O O T */ /* U F O O T */ /* */ /********************************************************************/ /*****************************************************************************/ /* Liquid War is a multiplayer wargame */ /* Copyright (C) 1998-2007 Christian Mauduit */ /* */ /* This program is free software; you can redistribute it and/or modify */ /* it under the terms of the GNU General Public License as published by */ /* the Free Software Foundation; either version 2 of the License, or */ /* (at your option) any later version. */ /* */ /* This program is distributed in the hope that it will be useful, */ /* but WITHOUT ANY WARRANTY; without even the implied warranty of */ /* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the */ /* GNU General Public License for more details. */ /* */ /* You should have received a copy of the GNU General Public License */ /* along with this program; if not, write to the Free Software */ /* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /* */ /* Liquid War homepage : http://www.ufoot.org/liquidwar/v5 */ /* Contact author : ufoot@ufoot.org */ /*****************************************************************************/ /********************************************************************/ /* nom : maptex.c */ /* content : used to associate maps with textures */ /********************************************************************/ /*==================================================================*/ /* includes */ /*==================================================================*/ #include #include "maptex.h" #include "map.h" #include "texture.h" #include "palette.h" #include "disk.h" /*==================================================================*/ /* constants */ /*==================================================================*/ /*==================================================================*/ /* fonctions */ /*==================================================================*/ /*------------------------------------------------------------------*/ /* gestion des bitmaps des textures */ /*------------------------------------------------------------------*/ /*-----------------------------------------------------------------*/ static int calc_real_texture_number (int num, int texture, int network, int random, int use_default_texture, int *found) { int i; char *map_name; int real_texture; *found = 0; real_texture = texture; if (use_default_texture) { /* * OK, the player has chosen the "use default texture" option, * now we check that such a default texture does exists */ map_name = lw_map_get_system_name (num, network, random); for (i = CHOOSE_COLOR_NUMBER; i < CHOOSE_COLOR_NUMBER + RAW_TEXTURE_NUMBER + RAW_MAPTEX_NUMBER && !(*found); ++i) { if (strcmp (map_name, lw_texture_get_system_name (i)) == 0) { *found = 1; real_texture = i; } } } return real_texture; } /*-----------------------------------------------------------------*/ int lw_maptex_is_custom_texture_used (int num, int texture, int network, int random, int use_default_texture) { int result = 0; calc_real_texture_number (num, texture, network, random, use_default_texture, &result); return result; } /*-----------------------------------------------------------------*/ BITMAP * lw_maptex_create_map (int num, int fg, int bg, int network, int random, int min_w, int min_h, int use_default_texture) { BITMAP *result; int found; result = lw_map_create_textured (num, calc_real_texture_number (num, fg, network, random, use_default_texture, &found), calc_real_texture_number (num, bg, network, random, use_default_texture, &found), network, random, min_w, min_h); return result; } /*-----------------------------------------------------------------*/ BITMAP * lw_maptex_create_fg (int num, int fg, int network, int random, int use_default_texture) { BITMAP *result; int found; result = lw_texture_create_fg (calc_real_texture_number (num, fg, network, random, use_default_texture, &found)); return result; } /*-----------------------------------------------------------------*/ BITMAP * lw_maptex_create_bg (int num, int bg, int network, int random, int use_default_texture) { BITMAP *result; int found; result = lw_texture_create_bg (calc_real_texture_number (num, bg, network, random, use_default_texture, &found)); return result; } /*-----------------------------------------------------------------*/ void lw_maptex_set_fg_palette (int num, int fg, int network, int random, int use_default_texture) { int found; set_fg_texture_palette (calc_real_texture_number (num, fg, network, random, use_default_texture, &found)); } /*-----------------------------------------------------------------*/ void lw_maptex_set_bg_palette (int num, int bg, int network, int random, int use_default_texture) { int found; set_bg_texture_palette (calc_real_texture_number (num, bg, network, random, use_default_texture, &found)); }