OpenKKnD/engine-c/src/sprites.c
2026-09-19 11:36:11 +02:00

376 lines
16 KiB
C

#include "kknd.h"
/* =========================================================================
* sprites.c - Procedural 2D sprite/terrain generation.
* Recreates the chunky post-apocalyptic KKND look without using any
* original game assets. All art is drawn at runtime into SDL textures.
* ========================================================================= */
#define SURF_FMT SDL_PIXELFORMAT_RGBA32
static SDL_Surface *new_surf(int w, int h) {
return SDL_CreateRGBSurfaceWithFormat(0, w, h, 32, SURF_FMT);
}
static void px(SDL_Surface *s, int x, int y, Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
if (x < 0 || y < 0 || x >= s->w || y >= s->h) return;
Uint32 *p = (Uint32 *)((Uint8 *)s->pixels + y * s->pitch);
Uint32 pix = (a << 24) | (b << 16) | (g << 8) | r;
p[x] = pix;
}
static void fill_rect(SDL_Surface *s, int x, int y, int w, int h,
Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
for (int j = y; j < y + h; j++)
for (int i = x; i < x + w; i++)
px(s, i, j, r, g, b, a);
}
static void disc(SDL_Surface *s, int cx, int cy, int rad,
Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
for (int j = -rad; j <= rad; j++)
for (int i = -rad; i <= rad; i++)
if (i*i + j*j <= rad*rad)
px(s, cx + i, cy + j, r, g, b, a);
}
static void ring(SDL_Surface *s, int cx, int cy, int rad, int t,
Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
for (int j = -rad; j <= rad; j++)
for (int i = -rad; i <= rad; i++) {
int d = i*i + j*j;
if (d <= rad*rad && d >= (rad - t)*(rad - t))
px(s, cx + i, cy + j, r, g, b, a);
}
}
static void line(SDL_Surface *s, int x0, int y0, int x1, int y1,
Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
int dx = abs(x1 - x0), dy = -abs(y1 - y0);
int sx = x0 < x1 ? 1 : -1, sy = y0 < y1 ? 1 : -1;
int err = dx + dy;
for (;;) {
px(s, x0, y0, r, g, b, a);
if (x0 == x1 && y0 == y1) break;
int e2 = 2 * err;
if (e2 >= dy) { err += dy; x0 += sx; }
if (e2 <= dx) { err += dx; y0 += sy; }
}
}
static SDL_Color darken(SDL_Color c, float f) {
return (SDL_Color){
(Uint8)(c.r*f), (Uint8)(c.g*f), (Uint8)(c.b*f), c.a };
}
static SDL_Color lighten(SDL_Color c, float f) {
return (SDL_Color){
(Uint8)(c.r + (255-c.r)*f), (Uint8)(c.g + (255-c.g)*f),
(Uint8)(c.b + (255-c.b)*f), c.a };
}
/* ---------------- unit sprites ---------------- */
/* Near-black outline first (KKND2 silhouette), then bright faction fill. */
SDL_Texture *sprites_make_unit(SDL_Renderer *r, UnitType t, Faction f) {
int S = 30;
SDL_Surface *s = new_surf(S, S);
SDL_Color base = faction_color(f);
SDL_Color dark = darken(base, 0.55f);
SDL_Color lite = lighten(base, 0.45f);
/* Tyre / mid-tone parity with snapshot draw_unit (mr/mg/mb). */
const Uint8 tr = 70, tg = 65, tb = 58;
const Uint8 ok = 18, og = 16, ob = 14; /* near-black outline */
(void)dark;
switch (t) {
case UT_INFANTRY:
disc(s, 15, 15, 9, ok, og, ob, 255);
disc(s, 15, 15, 7, base.r, base.g, base.b, 255);
disc(s, 15, 11, 4, lite.r, lite.g, lite.b, 255);
line(s, 15, 15, 15, 1, ok, og, ob, 255); /* rifle */
break;
case UT_BUGGY:
fill_rect(s, 3, 7, 24, 16, ok, og, ob, 255);
fill_rect(s, 5, 9, 20, 12, base.r, base.g, base.b, 255);
fill_rect(s, 7, 11, 16, 8, lite.r, lite.g, lite.b, 255); /* mid body */
disc(s, 8, 7, 4, tr, tg, tb, 255);
disc(s, 22, 7, 4, tr, tg, tb, 255);
disc(s, 8, 23, 4, tr, tg, tb, 255);
disc(s, 22, 23, 4, tr, tg, tb, 255);
line(s, 15, 15, 29, 15, ok, og, ob, 255);
break;
case UT_TANK:
fill_rect(s, 2, 8, 26, 14, ok, og, ob, 255);
fill_rect(s, 4, 10, 22, 10, base.r, base.g, base.b, 255);
disc(s, 15, 15, 7, lite.r, lite.g, lite.b, 255);
line(s, 15, 15, 30, 15, ok, og, ob, 255);
disc(s, 8, 23, 4, tr, tg, tb, 255);
disc(s, 22, 23, 4, tr, tg, tb, 255);
break;
case UT_ARTILLERY:
fill_rect(s, 2, 10, 26, 12, ok, og, ob, 255);
fill_rect(s, 4, 12, 22, 8, base.r, base.g, base.b, 255);
disc(s, 15, 15, 6, lite.r, lite.g, lite.b, 255);
line(s, 15, 15, 3, 3, ok, og, ob, 255);
line(s, 15, 15, 27, 27, ok, og, ob, 255);
break;
case UT_HARVESTER:
fill_rect(s, 1, 6, 28, 18, ok, og, ob, 255);
fill_rect(s, 3, 8, 24, 14, base.r, base.g, base.b, 255);
fill_rect(s, 5, 10, 20, 10, 200, 170, 90, 255); /* scrap bed */
disc(s, 8, 23, 4, tr, tg, tb, 255);
disc(s, 22, 23, 4, tr, tg, tb, 255);
line(s, 5, 7, 5, 2, lite.r, lite.g, lite.b, 255);
break;
case UT_JEEP:
fill_rect(s, 4, 9, 22, 12, ok, og, ob, 255);
fill_rect(s, 6, 11, 18, 8, base.r, base.g, base.b, 255);
disc(s, 9, 22, 4, tr, tg, tb, 255);
disc(s, 21, 22, 4, tr, tg, tb, 255);
line(s, 15, 11, 15, 3, lite.r, lite.g, lite.b, 255); /* roll bar */
line(s, 15, 15, 28, 15, ok, og, ob, 255);
break;
case UT_MUTANT:
disc(s, 15, 16, 10, ok, og, ob, 255);
disc(s, 15, 14, 8, base.r, base.g, base.b, 255);
disc(s, 15, 10, 4, lite.r, lite.g, lite.b, 255);
line(s, 15, 16, 24, 9, ok, og, ob, 255); /* arm/club */
break;
case UT_BEAST:
fill_rect(s, 5, 9, 20, 12, ok, og, ob, 255);
fill_rect(s, 7, 11, 16, 8, base.r, base.g, base.b, 255);
disc(s, 9, 21, 3, tr, tg, tb, 255);
disc(s, 14, 22, 3, tr, tg, tb, 255);
disc(s, 19, 21, 3, tr, tg, tb, 255);
disc(s, 23, 22, 3, tr, tg, tb, 255);
disc(s, 23, 12, 5, lite.r, lite.g, lite.b, 255);
break;
case UT_RAVAGER:
fill_rect(s, 0, 7, 30, 16, ok, og, ob, 255);
fill_rect(s, 2, 9, 26, 12, base.r, base.g, base.b, 255);
disc(s, 15, 15, 8, lite.r, lite.g, lite.b, 255);
line(s, 15, 15, 29, 15, ok, og, ob, 255); /* big barrel */
disc(s, 7, 23, 4, tr, tg, tb, 255);
disc(s, 23, 23, 4, tr, tg, tb, 255);
break;
case UT_FLAME:
fill_rect(s, 5, 11, 20, 15, ok, og, ob, 255);
fill_rect(s, 7, 13, 16, 11, base.r, base.g, base.b, 255);
disc(s, 15, 10, 5, lite.r, lite.g, lite.b, 255);
line(s, 15, 15, 28, 20, 255, 150, 50, 255); /* flame nozzle */
break;
case UT_MISSILE:
fill_rect(s, 4, 11, 22, 14, ok, og, ob, 255);
fill_rect(s, 6, 13, 18, 10, base.r, base.g, base.b, 255);
disc(s, 9, 23, 4, tr, tg, tb, 255);
disc(s, 21, 23, 4, tr, tg, tb, 255);
line(s, 15, 15, 28, 6, 255, 80, 60, 255); /* launcher */
break;
case UT_MEDIC:
fill_rect(s, 5, 10, 20, 15, ok, og, ob, 255);
fill_rect(s, 7, 12, 16, 11, 245, 245, 245, 255); /* white ambulance */
disc(s, 10, 24, 4, tr, tg, tb, 255);
disc(s, 20, 24, 4, tr, tg, tb, 255);
disc(s, 15, 9, 5, 240, 50, 50, 255); /* red cross */
fill_rect(s, 14, 5, 3, 8, 255, 255, 255, 255);
fill_rect(s, 11, 8, 8, 3, 255, 255, 255, 255);
break;
default:
disc(s, 15, 15, 10, ok, og, ob, 255);
disc(s, 15, 15, 8, base.r, base.g, base.b, 255);
break;
}
SDL_Texture *tex = SDL_CreateTextureFromSurface(r, s);
SDL_FreeSurface(s);
return tex;
}
/* ---------------- building sprites ---------------- */
/* Bright concrete pad + BT_* interiors (parity with snapshot draw_bld). */
SDL_Texture *sprites_make_bld(SDL_Renderer *r, BuildingType t, Faction f) {
int w = bld_def(t)->w, h = bld_def(t)->h;
int W = w * TILE, H = h * TILE;
SDL_Surface *s = new_surf(W, H);
SDL_Color base = faction_color(f);
SDL_Color dark = darken(base, 0.5f);
SDL_Color lite = lighten(base, 0.35f);
const Uint8 ok = 22, og = 20, ob = 16;
const Uint8 wall = 205, wall2 = 175;
/* Bright concrete pad on arid sand */
fill_rect(s, 0, 0, W, H, ok, og, ob, 255);
fill_rect(s, 2, 2, W - 4, H - 4, 210, 185, 130, 255);
fill_rect(s, 4, 4, W - 8, H - 8, wall2, (Uint8)(wall2 - 18), (Uint8)(wall2 - 45), 255);
fill_rect(s, 5, 5, W - 10, H - 10, wall, (Uint8)(wall - 22), (Uint8)(wall - 55), 255);
fill_rect(s, 5, 5, W - 10, 6, (Uint8)(wall + 30), (Uint8)(wall + 10), (Uint8)(wall - 20), 255);
switch (t) {
case BT_BASE:
fill_rect(s, 5, 5, W - 10, H - 10, ok, og, ob, 255);
fill_rect(s, 7, 7, W - 14, H - 14, base.r, base.g, base.b, 255);
disc(s, W/2, H/2, W/4, lite.r, lite.g, lite.b, 255);
disc(s, W/2, H/2, W/6, 255, 250, 180, 255);
line(s, W/2, H/2, W/2, 4, 220, 210, 80, 255);
fill_rect(s, W/2 - 2, 4, 4, H/3, 200, 180, 60, 255); /* antenna mast */
break;
case BT_WARFACTORY:
fill_rect(s, 5, 5, W - 10, H - 10, ok, og, ob, 255);
fill_rect(s, 7, 7, W - 14, H - 14, base.r, base.g, base.b, 255);
fill_rect(s, 10, 10, W - 20, 12, lite.r, lite.g, lite.b, 255);
fill_rect(s, 10, H - 24, W - 20, 12, lite.r, lite.g, lite.b, 255);
fill_rect(s, W/2 - 4, 8, 8, H - 16, 35, 35, 40, 255); /* bay door */
break;
case BT_REFINERY:
disc(s, W/2, H/2, W/4 + 2, ok, og, ob, 255);
disc(s, W/2, H/2, W/4, 200, 165, 85, 255);
ring(s, W/2, H/2, W/4 - 3, 3, 90, 70, 45, 255);
fill_rect(s, 8, H - 14, W - 16, 8, 140, 110, 55, 255); /* base slab */
break;
case BT_POWER:
disc(s, W/2, H/2, W/3 + 1, ok, og, ob, 255);
disc(s, W/2, H/2, W/3, 100, 160, 210, 255);
line(s, W/2, 4, W/2, H - 4, 230, 245, 255, 255);
line(s, 4, H/2, W - 4, H/2, 230, 245, 255, 255);
disc(s, W/2, H/2, 4, 250, 252, 255, 255);
break;
case BT_TURRET:
fill_rect(s, 4, H - 10, W - 8, 8, 55, 50, 42, 255);
disc(s, W/2, H/2, W/3 + 1, ok, og, ob, 255);
disc(s, W/2, H/2, W/3, base.r, base.g, base.b, 255);
disc(s, W/2, H/2, W/5, lite.r, lite.g, lite.b, 255);
line(s, W/2, H/2, W/2 + 14, H/2 - 14, 30, 28, 24, 255);
disc(s, W/2 + 12, H/2 - 12, 2, 255, 200, 80, 255); /* barrel tip */
break;
case BT_WALL:
fill_rect(s, 1, 1, W - 2, H - 2, ok, og, ob, 255);
fill_rect(s, 2, 2, W - 4, H - 4, 175, 155, 120, 255);
fill_rect(s, 3, 3, W - 6, 5, 210, 190, 150, 255);
line(s, 2, 2, W - 2, H - 2, 60, 52, 42, 255);
break;
case BT_REPAIR:
fill_rect(s, 7, 7, W - 14, H - 14, ok, og, ob, 255);
fill_rect(s, 9, 9, W - 18, H - 18, base.r, base.g, base.b, 255);
ring(s, W/2, H/2, W/4, 3, 120, 220, 120, 255);
line(s, W/2 - 12, H/2, W/2 + 12, H/2, 120, 220, 120, 255);
line(s, W/2, H/2 - 12, W/2, H/2 + 12, 120, 220, 120, 255);
break;
case BT_RESEARCH:
fill_rect(s, 7, 7, W - 14, H - 14, ok, og, ob, 255);
fill_rect(s, 9, 9, W - 18, H - 18, base.r, base.g, base.b, 255);
disc(s, W/2, H/2, W/5, 210, 180, 80, 255);
line(s, W/2, 6, W/2, H - 6, 230, 230, 160, 255);
line(s, 6, H/2, W - 6, H/2, 230, 230, 160, 255);
break;
default:
(void)dark;
break;
}
SDL_Texture *tex = SDL_CreateTextureFromSurface(r, s);
SDL_FreeSurface(s);
return tex;
}
/* ---------------- terrain tiles ---------------- */
SDL_Texture *sprites_make_terrain(SDL_Renderer *r, TerrainType t) {
SDL_Surface *s = new_surf(TILE, TILE);
Uint8 tr=0,tg=0,tb=0;
/* Classic KKND2 wasteland: yellow-tan sand (R>>B, G slightly under R). */
switch (t) {
case T_WASTELAND: tr=228; tg=188; tb=98; break;
case T_RUBBLE: tr=168; tg=138; tb=88; break;
case T_ROAD: tr=175; tg=148; tb=98; break;
case T_GRASS: tr=242; tg=198; tb=92; break; /* sunlit desert */
case T_WATER: tr=72; tg=128; tb=178; break;
case T_ROCK: tr=155; tg=142; tb=128; break;
case T_SCRAP: tr=240; tg=190; tb=78; break;
default: tr=228; tg=188; tb=98; break;
}
fill_rect(s, 0, 0, TILE, TILE, tr, tg, tb, 255);
/* speckle for texture */
for (int i = 0; i < 40; i++) {
int x = (i*73) % TILE, y = (i*131) % TILE;
int v = ((i*53) % 24) - 12;
px(s, x, y,
(Uint8)kknd_clampi(tr+v,0,255),
(Uint8)kknd_clampi(tg+v,0,255),
(Uint8)kknd_clampi(tb+v,0,255), 255);
}
if (t == T_SCRAP) {
for (int i = 0; i < 10; i++) {
int x = (i*97) % TILE, y = (i*61) % TILE;
disc(s, x, y, 2, 180, 150, 60, 255);
}
}
if (t == T_WATER) {
for (int i = 0; i < TILE; i += 4)
line(s, 0, i, TILE, i, 60, 100, 150, 255);
}
if (t == T_ROCK) {
for (int i = 0; i < 12; i++) {
int x = (i*89) % TILE, y = (i*149) % TILE;
disc(s, x, y, 3, 130, 124, 118, 255);
}
}
SDL_Texture *tex = SDL_CreateTextureFromSurface(r, s);
SDL_FreeSurface(s);
return tex;
}
/* ---------------- bullets ---------------- */
static SDL_Texture *make_bullet(SDL_Renderer *r, int kind) {
int S = 10;
SDL_Surface *s = new_surf(S, S);
switch (kind) {
case 0: disc(s, 5, 5, 3, 255, 230, 120, 255); break; /* MG tracer */
case 1: disc(s, 5, 5, 4, 255, 160, 60, 255); break; /* shell */
case 2: disc(s, 5, 5, 3, 120, 255, 160, 255); break; /* laser */
case 3: disc(s, 5, 5, 4, 255, 90, 90, 255); break; /* missile */
default: disc(s, 5, 5, 3, 255, 255, 255, 255);
}
SDL_Texture *tex = SDL_CreateTextureFromSurface(r, s);
SDL_FreeSurface(s);
return tex;
}
int sprites_init(Sprites *sp, SDL_Renderer *r) {
memset(sp, 0, sizeof(Sprites));
for (int t = 0; t < T_COUNT; t++)
sp->terrain[t] = sprites_make_terrain(r, (TerrainType)t);
for (int t = 1; t < UT_COUNT; t++) {
sp->unit[t][FACTION_SURVIVOR] = sprites_make_unit(r, (UnitType)t, FACTION_SURVIVOR);
sp->unit[t][FACTION_EVOLVED] = sprites_make_unit(r, (UnitType)t, FACTION_EVOLVED);
sp->unit[t][FACTION_SERIES9] = sprites_make_unit(r, (UnitType)t, FACTION_SERIES9);
}
for (int t = 1; t < BT_COUNT; t++) {
sp->bld[t][FACTION_SURVIVOR] = sprites_make_bld(r, (BuildingType)t, FACTION_SURVIVOR);
sp->bld[t][FACTION_EVOLVED] = sprites_make_bld(r, (BuildingType)t, FACTION_EVOLVED);
sp->bld[t][FACTION_SERIES9] = sprites_make_bld(r, (BuildingType)t, FACTION_SERIES9);
}
for (int k = 0; k < 4; k++)
sp->bullet[k] = make_bullet(r, k);
sp->font_small = TTF_OpenFont("/usr/share/fonts/TTF/DejaVuSans.ttf", 14);
if (!sp->font_small)
sp->font_small = TTF_OpenFont("/usr/share/fonts/gnu-free/FreeSans.ttf", 14);
sp->font_med = sp->font_small ? TTF_OpenFont("/usr/share/fonts/TTF/DejaVuSans.ttf", 20) : NULL;
sp->font_big = sp->font_small ? TTF_OpenFont("/usr/share/fonts/TTF/DejaVuSans.ttf", 34) : NULL;
if (!sp->font_small) {
sp->font_small = TTF_OpenFont("/usr/share/fonts/TTF/DejaVuSans-Bold.ttf", 14);
}
return 1;
}
void sprites_free(Sprites *sp) {
for (int t = 0; t < T_COUNT; t++)
if (sp->terrain[t]) SDL_DestroyTexture(sp->terrain[t]);
for (int t = 1; t < UT_COUNT; t++)
for (int f = 0; f < MAX_FACTIONS; f++)
if (sp->unit[t][f]) SDL_DestroyTexture(sp->unit[t][f]);
for (int t = 1; t < BT_COUNT; t++)
for (int f = 0; f < MAX_FACTIONS; f++)
if (sp->bld[t][f]) SDL_DestroyTexture(sp->bld[t][f]);
for (int k = 0; k < 4; k++)
if (sp->bullet[k]) SDL_DestroyTexture(sp->bullet[k]);
if (sp->font_small) TTF_CloseFont(sp->font_small);
if (sp->font_med) TTF_CloseFont(sp->font_med);
if (sp->font_big) TTF_CloseFont(sp->font_big);
}