starfighter/src/intermission.cpp

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/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011, 2012, 2013 Guus Sliepen
Copyright (C) 2012, 2015 Julian Marchant
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 3
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
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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
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along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Starfighter.h"
/*
Drives the cursor. Is used by some other screens too
*/
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static void intermission_doCursor()
{
getPlayerInput();
LIMIT(engine.cursor_x, 10, screen->w - 10 - shape[0]->w);
LIMIT(engine.cursor_y, 10, screen->h - 10 - shape[0]->h);
blit(shape[0], engine.cursor_x, engine.cursor_y);
}
/*
Sets the player's current status information lines. These are the lines
that are scrolled up the screen when the player clicks on Current Status
These are set only once.
*/
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static void intermission_setStatusLines()
{
char string[50];
sprintf(string, "System : %s", systemNames[game.system]);
textSurface(0, string, 0, 0, FONT_WHITE);
signed char total = 0;
signed char completed = 0;
for (int i = 0 ; i < 10 ; i++)
{
if (systemPlanet[i].missionNumber > -1)
{
switch(systemPlanet[i].missionCompleted)
{
case 0:
total++;
break;
case 1:
total++;
completed++;
break;
}
}
}
for (int i = 0 ; i < 30 ; i++)
textSurface(i, "", 0, 0, FONT_WHITE);
sprintf(string, "Missions Completed : %d/%d", completed, total);
textSurface(1, string, 0, 0, FONT_WHITE);
sprintf(string, "Shots Fired : %d", game.shots);
textSurface(2, string, 0, 0, FONT_WHITE);
sprintf(string, "Hits Scored : %d", game.hits);
textSurface(3, string, 0, 0, FONT_WHITE);
sprintf(string, "Accuracy : %d%%", game.accuracy);
textSurface(4, string, 0, 0, FONT_WHITE);
sprintf(string, "Enemies Killed by Others : %d", game.totalOtherKills);
textSurface(5, string, 0, 0, FONT_WHITE);
sprintf(string, "Total Cash Earned : %d", game.cashEarned);
textSurface(6, string, 0, 0, FONT_WHITE);
textSurface(7, "*** Chris ***", 0, 0, FONT_WHITE);
sprintf(string, "Enemies Killed : %d", game.totalKills);
textSurface(8, string, 0, 0, FONT_WHITE);
sprintf(string, "Shield Restores Picked Up : %d", game.shieldPickups);
textSurface(9, string, 0, 0, FONT_WHITE);
sprintf(string, "Plasma Cells Picked Up : %d", game.cellPickups);
textSurface(10, string, 0, 0, FONT_WHITE);
sprintf(string, "Rockets Picked Up : %d", game.rocketPickups);
textSurface(11, string, 0, 0, FONT_WHITE);
sprintf(string, "Powerups Picked Up : %d", game.rocketPickups);
textSurface(12, string, 0, 0, FONT_WHITE);
sprintf(string, "Mines Destroyed : %d", game.minesKilled);
textSurface(13, string, 0, 0, FONT_WHITE);
sprintf(string, "Slaves Rescued : %d", game.slavesRescued);
textSurface(14, string, 0, 0, FONT_WHITE);
sprintf(string, "Cargo Picked Up : %d", game.cargoPickups);
textSurface(15, string, 0, 0, FONT_WHITE);
if (game.hasWingMate1)
{
textSurface(16, "*** Phoebe ***", 0, 0, FONT_WHITE);
sprintf(string, "Enemies Killed : %d", game.wingMate1Kills);
textSurface(17, string, 0, 0, FONT_WHITE);
sprintf(string, "Ejections : %d", game.wingMate1Ejects);
textSurface(18, string, 0, 0, FONT_WHITE);
}
if (game.hasWingMate2)
{
textSurface(19, "*** Ursula ***", 0, 0, FONT_WHITE);
sprintf(string, "Enemies Killed : %d", game.wingMate2Kills);
textSurface(20, string, 0, 0, FONT_WHITE);
sprintf(string, "Ejections : %d", game.wingMate2Ejects);
textSurface(21, string, 0, 0, FONT_WHITE);
}
signed char percentage = 0;
if ((game.secondaryMissions > 0) && (game.secondaryMissionsCompleted > 0))
percentage = (game.secondaryMissionsCompleted / game.secondaryMissions) * 100;
sprintf(string, "Seconday Missions Completed : %d / %d (%d%%)", game.secondaryMissionsCompleted, game.secondaryMissions, percentage);
textSurface(24, string, 0, 0, FONT_WHITE);
int timeTaken = game.timeTaken;
snprintf(string, sizeof string, "Total Time : %2d:%02d:%02d", timeTaken / 3600, (timeTaken / 60) % 60, timeTaken % 60);
textSurface(26, string, -1, 0, FONT_WHITE);
textSurface(27, "Current Status", -1, 0, FONT_WHITE);
textShape[0].y = 400;
textShape[0].x = 150;
for (int i = 1 ; i < 25 ; i++)
{
textShape[i].y = textShape[i - 1].y + 20;
if ((i == 7) || (i == 16) || (i == 19))
textShape[i].y += 25;
textShape[i].x = 150;
}
textShape[26].y = 404;
textShape[27].y = 83;
}
/*
Sets the names and stats of the planets within the current system.
*/
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static void intermission_setSystemPlanets()
{
FILE *fp;
char string[100];
strcpy(string, "");
switch (game.system)
{
case 0:
strcpy(string, "data/planets_spirit.dat");
break;
case 1:
strcpy(string, "data/planets_eyananth.dat");
break;
case 2:
strcpy(string, "data/planets_mordor.dat");
break;
case 3:
strcpy(string, "data/planets_sol.dat");
break;
}
fp = fopen(string, "rb");
int distance;
char name[50];
int image;
for (int i = 0 ; i < 10 ; i++)
{
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if (fscanf(fp, "%d %s %d", &distance, name, &image) < 3)
{
printf("Warning: Data for planet %i in \"%s\" is not correctly formatted\n", i, string);
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break;
}
systemPlanet[i].y = distance;
strcpy(systemPlanet[i].name, name);
systemPlanet[i].image = shape[image];
}
int messageMission;
int messageSlot;
char face[50];
char from[100];
char subject[100];
for (int i = 0 ; i < 10 ; i++)
{
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if ((fscanf(fp, "%d %d %s%*c", &messageMission, &messageSlot, face) < 3) ||
(fscanf(fp, "%[^\n]%*c", from) < 1) ||
(fscanf(fp, "%[^\n]%*c", subject) < 1))
{
printf("Warning: Mission data for planet %i in \"%s\" is not correctly formatted\n", i, string);
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break;
}
systemPlanet[i].messageMission = messageMission;
systemPlanet[i].messageSlot = messageSlot;
systemPlanet[i].faceImage = getFace(face);
strcpy(systemPlanet[i].from, from);
strcpy(systemPlanet[i].subject, subject);
}
fclose(fp);
}
/*
Spins the planets around the sun, spaced according to their Y value
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as defined in intermission_setSystemPlanets(). Moving the cursor over the planet
will show their name and their current status
*/
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static bool intermission_showSystem(float x, float y, bool selectable)
{
SDL_Rect r;
signed char planet = 0;
int planetSpace = systemPlanet[planet].y;
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bool rtn = false;
// Blit the sun
blit(shape[30], 370, 220);
for (int i = 50 ; i < 300 ; i+= planetSpace)
{
x *= 0.75;
y *= 0.75;
circle(400, 250, i, screen, darkGrey);
r.x = int(400 + (sinf(x) * i));
r.y = int(250 + (cosf(y) * i));
r.w = 10;
r.h = 10;
r.x -= (systemPlanet[planet].image->w / 2);
r.y -= (systemPlanet[planet].image->h / 2);
blit(systemPlanet[planet].image, r.x, r.y);
if (selectable &&
collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6,
r.x, r.y, systemPlanet[planet].image->w,
systemPlanet[planet].image->h))
{
drawString(systemPlanet[planet].name, -1, 545, FONT_WHITE);
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if ((engine.keyState[KEY_FIRE]))
{
if (game.system == 0)
{
game.stationedPlanet = planet;
game.destinationPlanet = planet;
game.area = systemPlanet[game.stationedPlanet].missionNumber;
strcpy(game.stationedName, systemPlanet[game.stationedPlanet].name);
saveGame(0);
}
else
{
game.destinationPlanet = planet;
strcpy(game.destinationName, systemPlanet[game.destinationPlanet].name);
}
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rtn = true;
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engine.keyState[KEY_FIRE] = 0;
}
}
planet++;
if (systemPlanet[planet].y == -1)
break;
planetSpace = systemPlanet[planet].y;
}
return rtn;
}
/*
Scrolls the player's current information up the screen. When
the specified status line reaches a certain Y value, the entire
list is reset and the information lines begin again from the bottom
(in other words, they loop around).
*/
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static void intermission_showStatus(SDL_Surface *infoSurface)
{
float speed = 0.25;
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if(engine.keyState[KEY_DOWN])
speed = 1;
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else if(engine.keyState[KEY_UP])
speed = -1;
blit(infoSurface, 100, 80);
for (int i = 0 ; i < 22 ; i++)
{
textShape[i].y -= speed;
if ((textShape[i].y > 80) && (textShape[i].y < 400))
blitText(i);
}
if (textShape[21].y < 65)
{
textShape[0].y = 400;
for (int i = 1 ; i < 25 ; i++)
{
textShape[i].y = textShape[i - 1].y + 20;
if ((i == 7) || (i == 16) || (i == 19))
textShape[i].y += 25;
}
}
blevelRect(100, 80, 600, 20, 0x00, 0x00, 0x99);
blevelRect(100, 400, 600, 20, 0x00, 0x00, 0x99);
blitText(26);
blitText(27);
}
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static void intermission_updateCommsSurface(SDL_Surface *comms)
{
if (engine.commsSection == 1)
return;
char string[255];
blevelRect(comms, 0, 10, comms->w - 1, 55, 0x00, 0x22, 0x00);
blit(shape[FACE_CHRIS], 20, 15, comms);
drawString("Chris Bainfield", 80, 15, FONT_WHITE, comms);
sprintf(string, "Current Location: %s", systemPlanet[game.stationedPlanet].name);
drawString(string, 80, 35, FONT_WHITE, comms);
}
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static void intermission_createCommsSurface(SDL_Surface *comms)
{
engine.commsSection = 0;
blevelRect(comms, 0, 0, comms->w - 1, comms->h - 1, 0x00, 0x00, 0x25);
drawString("+++ RECEIVED MESSAGES +++", 115, 80, FONT_GREEN, comms);
int yOffset;
for (int i = 0 ; i < 10 ; i++)
{
if ((systemPlanet[i].messageSlot != -1) && (systemPlanet[i].missionCompleted == 0))
{
yOffset = systemPlanet[i].messageSlot * 60;
blevelRect(comms, 0, 105 + yOffset, comms->w - 1, 55, 0x00, 0x00, 0x77);
blit(shape[systemPlanet[i].faceImage], 20, 110 + yOffset, comms);
drawString(systemPlanet[i].from, 80, 110 + yOffset, FONT_WHITE, comms);
drawString(systemPlanet[i].subject, 80, 130 + yOffset, FONT_CYAN, comms);
drawString("INCOMPLETE", 350, 110 + yOffset, FONT_RED, comms);
}
}
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intermission_updateCommsSurface(comms);
}
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static void intermission_createMissionDetailSurface(SDL_Surface *comms, int missionSlot)
{
char name[50];
char string[2000];
int y = 50;
int newY = y;
int col = FONT_WHITE;
int mission = -1;
int faceNumber = -1;
FILE *fp;
for (int i = 0 ; i < 10 ; i++)
{
if ((systemPlanet[i].messageSlot == missionSlot) && (systemPlanet[i].missionCompleted == 0))
{
mission = systemPlanet[i].messageMission;
}
}
if (mission == -1)
return;
blevelRect(comms, 0, 0, comms->w - 1, comms->h - 1, 0x00, 0x00, 0x25);
sprintf(string, "data/brief%d.txt", mission);
fp = fopen(string, "rb");
if (fscanf(fp, "%[^\n]%*c", name) < 1)
{
printf("Warning: Failed to retrieve name from \"%s\"\n", string);
strcpy(name, "Error");
}
sprintf(string, "+++ Communication with %s +++", name);
drawString(string, -1, 20, FONT_GREEN, comms);
while (fscanf(fp, "%[^\n]%*c", string) == 1)
{
faceNumber = getFace(string);
if (faceNumber > -1)
{
blit(shape[faceNumber], 10, y, comms);
col = FONT_WHITE;
}
else
{
newY = drawString(string, 80, y, col, 1, comms) + 25;
if (newY < y + 60)
newY += (60 - (newY - y));
y = newY;
}
}
fclose(fp);
blevelRect(comms, 5, comms->h - 28, 180, 20, 0x25, 0x00, 0x00);
drawString("RETURN TO MESSAGES", 15, comms->h - 25, FONT_WHITE, 1, comms);
engine.commsSection = 1;
}
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static void intermission_doComms(SDL_Surface *comms)
{
if ((engine.keyState[KEY_FIRE]))
{
if (engine.commsSection == 0)
{
for (int i = 0 ; i < 4 ; i++)
{
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 170, 180 + (i * 60), 430, 50))
{
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intermission_createMissionDetailSurface(comms, i);
engine.keyState[KEY_FIRE] = 0;
}
}
}
else
{
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 170, 440, 160, 20))
{
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intermission_createCommsSurface(comms);
engine.keyState[KEY_FIRE] = 0;
}
}
}
}
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static void intermission_createOptions(SDL_Surface *optionsSurface)
{
SDL_FillRect(optionsSurface, NULL, black);
blevelRect(optionsSurface, 0, 0, optionsSurface->w - 2, optionsSurface->h - 2, 0x00, 0x00, 0x44);
drawString("++ OPTIONS ++", 105, 8, FONT_WHITE, optionsSurface);
blevelRect(optionsSurface, 190, 45, 50, 22, 0x00, 0x00, 0x00);
blevelRect(optionsSurface, 250, 45, 50, 22, 0x00, 0x00, 0x00);
blevelRect(optionsSurface, 20, 45, 150, 22, 0x00, 0x00, 0x00);
if (engine.useSound)
blevelRect(optionsSurface, 190, 45, 50, 22, 0xff, 0x00, 0x00);
else
blevelRect(optionsSurface, 250, 45, 50, 22, 0xff, 0x00, 0x00);
drawString("ON", 207, 50, FONT_WHITE, optionsSurface);
drawString("OFF", 263, 50, FONT_WHITE, optionsSurface);
drawString("SOUND", 30, 50, FONT_WHITE, optionsSurface);
blevelRect(optionsSurface, 190, 95, 50, 22, 0x00, 0x00, 0x00);
blevelRect(optionsSurface, 250, 95, 50, 22, 0x00, 0x00, 0x00);
blevelRect(optionsSurface, 20, 95, 150, 22, 0x00, 0x00, 0x00);
if (engine.useMusic)
blevelRect(optionsSurface, 190, 95, 50, 22, 0xff, 0x00, 0x00);
else
blevelRect(optionsSurface, 250, 95, 50, 22, 0xff, 0x00, 0x00);
drawString("ON", 207, 100, FONT_WHITE, optionsSurface);
drawString("OFF", 263, 100, FONT_WHITE, optionsSurface);
drawString("MUSIC", 30, 100, FONT_WHITE, optionsSurface);
blevelRect(optionsSurface, 190, 145, 50, 22, 0x00, 0x00, 0x00);
blevelRect(optionsSurface, 250, 145, 50, 22, 0x00, 0x00, 0x00);
blevelRect(optionsSurface, 20, 145, 150, 22, 0x00, 0x00, 0x00);
if (engine.fullScreen)
blevelRect(optionsSurface, 190, 145, 50, 22, 0xff, 0x00, 0x00);
else
blevelRect(optionsSurface, 250, 145, 50, 22, 0xff, 0x00, 0x00);
drawString("ON", 207, 150, FONT_WHITE, optionsSurface);
drawString("OFF", 263, 150, FONT_WHITE, optionsSurface);
drawString("FULLSCREEN", 30, 150, FONT_WHITE, optionsSurface);
}
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static void intermission_doOptions(SDL_Surface *optionsSurface)
{
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if ((engine.keyState[KEY_FIRE]))
{
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 417, 172, 45, 22))
engine.useSound = true;
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 478, 172, 45, 22))
engine.useSound = false;
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 417, 222, 45, 22))
{
engine.useMusic = true;
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audio_playMusic("music/through_space.ogg", -1);
}
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 478, 222, 45, 22))
{
engine.useMusic = false;
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audio_haltMusic();
}
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 417, 272, 45, 22))
{
if (!engine.fullScreen)
{
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
engine.fullScreen = true;
}
}
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 478, 272, 45, 22))
{
if (engine.fullScreen)
{
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SDL_SetWindowFullscreen(window, 0);
engine.fullScreen = false;
}
}
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intermission_createOptions(optionsSurface);
}
}
/*
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Controls the entire intermission screen. This simply draws a background,
stars, gridlines and the icons at the bottom of the screen. Will call
(and continue to call) the specified functions when the player has
selected an icon.
*/
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int intermission()
{
freeGraphics();
checkForBossMission(); // double check just to make sure!
// Tell the game we are not in a mission so
// do not perform certain keyboard actions
engine.gameSection = SECTION_INTERMISSION;
clearScreen(black);
updateScreen();
clearScreen(black);
initSaveSlots();
loadBackground(systemBackground[game.system]);
char string[25];
engine.cursor_x = screen->w / 2;
engine.cursor_y = screen->h / 2;
shape[0] = loadImage("gfx/cursor.png");
// Icons 1 - 29
for (int i = 0 ; i < 26 ; i++)
{
sprintf(string, "gfx/icon%d.png", (i + 1));
shape[i + 1] = loadImage(string);
}
shape[27] = loadImage("gfx/buyIcon.png");
shape[28] = loadImage("gfx/sellIcon.png");
shape[29] = loadImage("gfx/firefly1.png");
// Planets 30 - 39
shape[30] = loadImage("gfx/planet_sun.png");
shape[31] = loadImage("gfx/planet_green.png");
shape[32] = loadImage("gfx/planet_blue.png");
shape[33] = loadImage("gfx/planet_red.png");
shape[34] = loadImage("gfx/planet_orange.png");
// Faces (as defines)
shape[FACE_CHRIS] = loadImage("gfx/face_chris.png");
shape[FACE_SID] = loadImage("gfx/face_sid.png");
shape[FACE_KRASS] = loadImage("gfx/face_krass.png");
shape[FACE_PHOEBE] = loadImage("gfx/face_phoebe.png");
shape[FACE_URSULA] = loadImage("gfx/face_ursula.png");
shape[FACE_KLINE] = loadImage("gfx/face_kline.png");
engine.done = 0;
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engine.keyState[KEY_FIRE] = 0;
engine.ssx = 0;
engine.ssy = 0;
SDL_Rect r;
SDL_Rect destRect;
int distance = 0;
int interceptionChance = 0;
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intermission_setStatusLines();
initShop();
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intermission_setSystemPlanets();
SDL_Surface *statsSurface = alphaRect(600, 330, 0x00, 0x00, 0x99);
SDL_Surface *savesSurface = createSurface(350, 300);
SDL_Surface *optionsSurface = createSurface(320, 240);
SDL_Surface *commsSurface = createSurface(450, 400);
createSavesSurface(savesSurface, -1);
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intermission_createOptions(optionsSurface);
intermission_createCommsSurface(commsSurface);
signed char section = 1;
float sinX = 300;
float cosY = 300;
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bool movePlanets = true;
signed char saveSlot = -1;
// Remove the Supercharge, if it is there
if ((game.difficulty != DIFFICULTY_EASY) &&
(game.difficulty != DIFFICULTY_ORIGINAL))
{
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weapon[W_PLAYER_WEAPON].reload[0] = MAX(
weapon[W_PLAYER_WEAPON].reload[0],
rate2reload[game.maxPlasmaRate]);
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weapon[W_PLAYER_WEAPON].ammo[0] = MIN(weapon[W_PLAYER_WEAPON].ammo[0],
game.maxPlasmaOutput);
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weapon[W_PLAYER_WEAPON].damage = MIN(weapon[W_PLAYER_WEAPON].damage,
game.maxPlasmaDamage);
}
if (game.system > 0)
interceptionChance = (300 / game.system);
// There is no chance of being interceptted after the final attack on Earth
if ((game.system == 3) && (systemPlanet[2].missionCompleted))
interceptionChance = 0;
int rtn = 0;
if ((engine.useAudio) && (engine.useMusic))
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audio_playMusic("music/through_space.ogg", -1);
textObject iconInfo[12];
iconInfo[0].image = textSurface("Start Next Mission", FONT_WHITE);
iconInfo[1].image = textSurface("View System Map", FONT_WHITE);
iconInfo[2].image = textSurface("Current Status", FONT_WHITE);
iconInfo[3].image = textSurface("Save Game", FONT_WHITE);
iconInfo[4].image = textSurface("Upgrade FIREFLY", FONT_WHITE);
iconInfo[5].image = textSurface("Comms", FONT_WHITE);
iconInfo[6].image = textSurface("Options", FONT_WHITE);
iconInfo[7].image = textSurface("Exit to Title Screen", FONT_WHITE);
sprintf(string, "System : %s", systemNames[game.system]);
iconInfo[8].image = textSurface(string, FONT_WHITE);
sprintf(string, "Stationed At: %s", systemPlanet[game.stationedPlanet].name);
iconInfo[9].image = textSurface(string, FONT_WHITE);
if (game.destinationPlanet > -1)
sprintf(string, "Destination: %s", systemPlanet[game.destinationPlanet].name);
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else
strcpy(string, "Destination: None");
iconInfo[10].image = textSurface(string, FONT_WHITE);
for (int i = 0 ; i < 9 ; i++)
iconInfo[i].x = (800 - iconInfo[i].image->w) / 2;
iconInfo[11].image = textSurface("Go to Destination Planet", FONT_WHITE);
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bool redrawBackGround = true;
if (game.distanceCovered > 0)
section = 0;
else
player.shield = player.maxShield;
flushInput();
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engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
engine.done = 0;
while (!engine.done)
{
updateScreen();
if (redrawBackGround)
{
drawBackGround();
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redrawBackGround = false;
}
else
{
unBuffer();
}
doStarfield();
r.x = 0;
r.y = 0;
r.h = screen->h;
r.w = 1;
for (int i = 40 ; i < screen->w ; i+= 40)
{
r.x = i;
SDL_FillRect(screen, &r, darkerBlue);
}
r.x = 0;
r.y = 0;
r.h = 1;
r.w = screen->w;
for (int i = 40 ; i < screen->h ; i+= 40)
{
r.y = i;
SDL_FillRect(screen, &r, darkerBlue);
}
if (rand() % 1000 < 2)
{
// XXX: This code originally had the range set to [100, 100],
// which effectively always caused the star speed to be set to
// 1. I don't think this was the intention, so I changed the
// minimum from 100 to -100, which is what I think was probably
// intended.
engine.ssx = RANDRANGE(-100, 100);
engine.ssy = RANDRANGE(-100, 100);
engine.ssx /= 100;
engine.ssy /= 100;
}
blit(iconInfo[8].image, (int)iconInfo[8].x, 15);
switch(section)
{
case 0:
if (game.stationedPlanet == game.destinationPlanet)
{
game.area = systemPlanet[game.stationedPlanet].missionNumber;
rtn = 2;
engine.done = 1;
}
else
{
distance = abs(game.stationedPlanet - game.destinationPlanet);
distance = (5 / distance);
if (distance < 1)
distance = 1;
SDL_FreeSurface(iconInfo[9].image);
iconInfo[9].image = textSurface(systemPlanet[game.stationedPlanet].name, FONT_WHITE);
SDL_FreeSurface(iconInfo[10].image);
iconInfo[10].image = textSurface(systemPlanet[game.destinationPlanet].name, FONT_WHITE);
section = 8;
destRect.x = 180;
destRect.y = 450;
destRect.w = 1;
if (game.distanceCovered > 0)
destRect.w = game.distanceCovered;
destRect.h = 20;
}
break;
case 1:
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if (engine.keyState[KEY_ALTFIRE])
{
movePlanets = !movePlanets;
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engine.keyState[KEY_ALTFIRE] = 0;
}
if (movePlanets)
{
sinX += 0.01;
cosY += 0.01;
}
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if (intermission_showSystem(sinX, cosY, true))
{
if (game.system == 0)
{
sprintf(string, "Stationed At: %s", systemPlanet[game.stationedPlanet].name);
SDL_FreeSurface(iconInfo[9].image);
iconInfo[9].image = textSurface(string, FONT_WHITE);
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intermission_updateCommsSurface(commsSurface);
}
else
{
sprintf(string, "Destination: %s", systemPlanet[game.destinationPlanet].name);
SDL_FreeSurface(iconInfo[10].image);
iconInfo[10].image = textSurface(string, FONT_WHITE);
}
}
blit(iconInfo[9].image, 90, 450);
if ((game.system > 0) && (game.stationedPlanet != game.destinationPlanet))
blit(iconInfo[10].image, 550, 450);
break;
case 2:
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intermission_showStatus(statsSurface);
break;
case 3:
blit(savesSurface, 200, 100);
saveSlot = showSaveSlots(savesSurface, saveSlot);
break;
case 4:
showShop();
break;
case 5:
blit(commsSurface, 170, 70);
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intermission_doComms(commsSurface);
break;
case 6:
blit(optionsSurface, 230, 130);
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intermission_doOptions(optionsSurface);
break;
case 7:
rtn = 0;
engine.done = 1;
break;
case 8:
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intermission_showSystem(sinX, cosY, false);
blit(systemPlanet[game.stationedPlanet].image, 150, 450);
blit(iconInfo[9].image, 135, 480);
blit(systemPlanet[game.destinationPlanet].image, 650, 450);
blit(iconInfo[10].image, 635, 480);
destRect.w += distance;
SDL_FillRect(screen, &destRect, red);
if (destRect.w >= 450)
{
game.stationedPlanet = game.destinationPlanet;
game.distanceCovered = 0;
player.shield = player.maxShield;
sprintf(string, "Stationed At: %s",
systemPlanet[game.stationedPlanet].name);
strcpy(game.stationedName,
systemPlanet[game.stationedPlanet].name);
SDL_FreeSurface(iconInfo[9].image);
iconInfo[9].image = textSurface(string, FONT_WHITE);
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intermission_updateCommsSurface(commsSurface);
section = 1;
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redrawBackGround = true;
saveGame(0);
}
else if (interceptionChance > 0)
{
if ((rand() % interceptionChance) == 0)
{
game.area = MISN_INTERCEPTION;
rtn = 2;
engine.done = 1;
game.distanceCovered = destRect.w;
}
}
break;
}
addBuffer(300, 545, 200, 15);
if (section != 8)
{
for (int i = 0 ; i < 8 ; i++)
{
// if the mission has been completed, there is no
// "Start Next Mission" icon
if (i == 0)
{
if ((game.stationedPlanet == game.destinationPlanet) &&
(systemPlanet[game.stationedPlanet].missionCompleted != 0))
continue;
else if (game.stationedPlanet == game.destinationPlanet)
blit(shape[1], 80 + (i * 90), 500);
else if (game.stationedPlanet != game.destinationPlanet)
blit(shape[26], 80 + (i * 90), 500);
}
else
{
blit(shape[i + 1], 80 + (i * 90), 500);
}
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 80 + (i * 90), 500, 32, 32))
{
if (i != 0)
{
blit(iconInfo[i].image, (int)iconInfo[i].x, 545);
}
else
{
if (game.stationedPlanet == game.destinationPlanet)
blit(iconInfo[0].image, (int)iconInfo[i].x, 545);
else
blit(iconInfo[11].image, (int)iconInfo[i].x, 545);
}
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if ((engine.keyState[KEY_FIRE]))
{
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redrawBackGround = true;
section = i;
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engine.keyState[KEY_FIRE] = 0;
}
}
}
}
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engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
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intermission_doCursor();
delayFrame();
}
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audio_haltMusic();
SDL_FreeSurface(statsSurface);
SDL_FreeSurface(savesSurface);
SDL_FreeSurface(optionsSurface);
SDL_FreeSurface(commsSurface);
for (int i = 0 ; i < 12 ; i++)
SDL_FreeSurface(iconInfo[i].image);
if (game.distanceCovered == 0)
player.shield = player.maxShield;
return rtn;
}