starfighter/src/title.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"
static signed char showGameMenu(signed char continueSaveSlot)
{
blitText(TS_START_NEW_GAME);
if (continueSaveSlot != -1)
{
blitText(TS_LOAD_GAME);
blitText(TS_CONTINUE_CURRENT_GAME);
}
blitText(TS_OPTIONS);
if (engine.cheat)
{
textShape[TS_QUIT].y = 450;
blitText(TS_CHEAT_OPTIONS);
}
else
{
textShape[TS_QUIT].y = 430;
}
blitText(TS_QUIT);
if (engine.cheat)
return 6;
return 5;
}
static signed char showLoadMenu()
{
signed char rtn = 1;
for (int i = TS_SAVESLOT_0 ; i <= TS_SAVESLOT_5 ; i++)
{
rtn++;
if (textShape[i].image != NULL)
{
blitText(i);
textShape[TS_BACK_TO_MAIN_MENU].y = textShape[i].y + 40;
}
}
blitText(TS_BACK_TO_MAIN_MENU);
return rtn;
}
static void createDifficultyMenu()
{
textSurface(TS_START_GAME, "START GAME", -1, 350, FONT_WHITE);
if (currentGame.difficulty == DIFFICULTY_EASY)
textSurface(TS_DIFFICULTY, "DIFFICULTY - EASY", -1, 370, FONT_WHITE);
else if (currentGame.difficulty == DIFFICULTY_HARD)
textSurface(TS_DIFFICULTY, "DIFFICULTY - HARD", -1, 370, FONT_WHITE);
else if (currentGame.difficulty == DIFFICULTY_NIGHTMARE)
textSurface(TS_DIFFICULTY, "DIFFICULTY - NIGHTMARE!", -1, 370, FONT_WHITE);
else if (currentGame.difficulty == DIFFICULTY_ORIGINAL)
textSurface(TS_DIFFICULTY, "DIFFICULTY - ORIGINAL", -1, 370, FONT_WHITE);
else
textSurface(TS_DIFFICULTY, "DIFFICULTY - NORMAL", -1, 370, FONT_WHITE);
}
static signed char showDifficultyMenu()
{
textShape[TS_BACK_TO_MAIN_MENU].y = 410;
blitText(TS_START_GAME);
blitText(TS_DIFFICULTY);
blitText(TS_BACK_TO_MAIN_MENU);
return 3;
}
static void createOptionsMenu()
{
if (engine.useSound)
textSurface(TS_SOUND, "SOUND - ON", -1, 350, FONT_WHITE);
else
textSurface(TS_SOUND, "SOUND - OFF", -1, 350, FONT_WHITE);
if (engine.useMusic)
textSurface(TS_MUSIC, "MUSIC - ON", -1, 370, FONT_WHITE);
else
textSurface(TS_MUSIC, "MUSIC - OFF", -1, 370, FONT_WHITE);
if (engine.fullScreen)
textSurface(TS_FULLSCREEN, "FULLSCREEN - ON", -1, 390, FONT_WHITE);
else
textSurface(TS_FULLSCREEN, "FULLSCREEN - OFF", -1, 390, FONT_WHITE);
}
static signed char showOptionsMenu()
{
textShape[TS_BACK_TO_MAIN_MENU].y = 430;
blitText(TS_SOUND);
blitText(TS_MUSIC);
blitText(TS_FULLSCREEN);
blitText(TS_BACK_TO_MAIN_MENU);
return 4;
}
static void createCheatMenu()
{
if (engine.cheatShield)
textSurface(TS_UNLIMITED_SHIELD, "UNLIMITED SHIELD - ON", -1, 350,
FONT_WHITE);
else
textSurface(TS_UNLIMITED_SHIELD, "UNLIMITED SHIELD - OFF", -1, 350,
FONT_WHITE);
if (engine.cheatAmmo)
textSurface(TS_UNLIMITED_AMMO, "UNLIMITED AMMO - ON", -1, 370,
FONT_WHITE);
else
textSurface(TS_UNLIMITED_AMMO, "UNLIMITED AMMO - OFF", -1, 370,
FONT_WHITE);
if (engine.cheatCash)
textSurface(TS_UNLIMITED_CASH, "UNLIMITED CASH - ON", -1, 390,
FONT_WHITE);
else
textSurface(TS_UNLIMITED_CASH, "UNLIMITED CASH - OFF", -1, 390,
FONT_WHITE);
if (engine.cheatTime)
textSurface(TS_UNLIMITED_TIME, "UNLIMITED TIME - ON", -1, 410,
FONT_WHITE);
else
textSurface(TS_UNLIMITED_TIME, "UNLIMITED TIME - OFF", -1, 410,
FONT_WHITE);
}
static signed char showCheatMenu()
{
textShape[TS_BACK_TO_MAIN_MENU].y = 450;
blitText(TS_UNLIMITED_SHIELD);
blitText(TS_UNLIMITED_AMMO);
blitText(TS_UNLIMITED_CASH);
blitText(TS_UNLIMITED_TIME);
blitText(TS_BACK_TO_MAIN_MENU);
return 5;
}
/*
This is the main title screen, with the stars whirling past and the
"Parallel Realities, Present..." text. Nothing too special.
*/
int doTitle()
{
newGame();
engine.gameSection = SECTION_TITLE;
flushBuffer();
freeGraphics();
resetLists();
// required to stop the title screen crashing
currentGame.system = 0;
currentGame.area = 0;
loadGameGraphics();
clearScreen(black);
updateScreen();
clearScreen(black);
signed char continueSaveSlot = initSaveSlots();
loadBackground("gfx/spirit.jpg");
SDL_Surface *prlogo, *sflogo;
prlogo = loadImage("gfx/prlogo.png");
sflogo = loadImage("gfx/sflogo.png");
int prx = ((screen->w - prlogo->w) / 2);
int pry = ((screen->h - prlogo->h) / 2);
int sfx = ((screen->w - sflogo->w) / 2);
int sfy = ((screen->h - sflogo->h) / 2);
textSurface(TS_PRESENTS, "PRESENTS", -1, 300, FONT_WHITE);
textSurface(TS_AN_SDL_GAME, "AN SDL GAME", -1, 300, FONT_WHITE);
textSurface(TS_START_NEW_GAME, "START NEW GAME", -1, 350, FONT_WHITE);
textSurface(TS_LOAD_GAME, "LOAD GAME", -1, 370, FONT_WHITE);
textSurface(TS_CONTINUE_CURRENT_GAME, "CONTINUE CURRENT GAME", -1, 390,
FONT_WHITE);
textSurface(TS_OPTIONS, "OPTIONS", -1, 410, FONT_WHITE);
textSurface(TS_CHEAT_OPTIONS, "CHEAT OPTIONS", -1, 430, FONT_WHITE);
textSurface(TS_QUIT, "QUIT", -1, 430, FONT_WHITE);
createOptionsMenu();
createDifficultyMenu();
textSurface(TS_BACK_TO_MAIN_MENU, "BACK TO MAIN MENU", -1, 0, FONT_WHITE);
createCheatMenu();
// Set the star motion
engine.ssx = -0.5;
engine.ssy = 0;
engine.smx = 0;
engine.smy = 0;
int then = SDL_GetTicks();
int now;
for (int i = 0 ; i < 15 ; i++)
{
aliens[i] = alien_defs[rand() % 3];
if ((rand() % 5) == 0)
aliens[i] = alien_defs[CD_TRANSPORTSHIP];
if ((rand() % 5) == 0)
aliens[i] = alien_defs[CD_MINER];
aliens[i].x = rand() % screen->w;
aliens[i].y = rand() % (screen->h - 40);
aliens[i].dx = 1 + rand() % 3;
aliens[i].face = 0;
}
int redGlow = 255;
signed char redDir = -2;
char buildVersion[25];
sprintf(buildVersion, "Version "VERSION);
SDL_Rect optionRec;
optionRec.x = 290;
optionRec.y = 345;
optionRec.h = 22;
optionRec.w = 215;
signed char selectedOption = 1;
if (continueSaveSlot > -1)
{selectedOption = 3; optionRec.y += 40;}
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bool skip = false;
signed char listLength = 5; // menu list length
signed char menuType = MENU_MAIN;
drawBackGround();
engine.done = 0;
flushInput();
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engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
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audio_playMusic("music/walking_among_androids.ogg", 1);
while (!engine.done)
{
updateScreen();
unBuffer();
now = SDL_GetTicks();
doStarfield();
doExplosions();
for (int i = 0 ; i < 15 ; i++)
{
addEngine(&aliens[i]);
aliens[i].x += aliens[i].dx;
blit(aliens[i].image[0], (int)aliens[i].x, (int)aliens[i].y);
if (aliens[i].x > 830)
{
aliens[i].x = -40;
aliens[i].y = rand() % (screen->h - 20);
aliens[i].dx = 1 + rand() % 3;
}
}
if ((now - then > 2000) && (now - then < 8000) && (!skip))
{
blit(prlogo, prx, pry);
}
else if ((now - then > 9000) && (now - then < 15000) && (!skip))
{
blitText(TS_PRESENTS);
}
else if ((now - then > 16000) && (now - then < 21000) && (!skip))
{
blitText(TS_AN_SDL_GAME);
}
else if ((now - then > 25500) || (skip))
{
blit(sflogo, sfx, sfy);
if ((now - then >= 27500) || (skip))
{
addBuffer(0, 0, screen->w, screen->h);
blevelRect(optionRec.x, optionRec.y, optionRec.w, optionRec.h, redGlow, 0x00, 0x00);
switch(menuType)
{
case MENU_MAIN:
listLength = showGameMenu(continueSaveSlot);
break;
case MENU_DIFFICULTY:
listLength = showDifficultyMenu();
break;
case MENU_LOAD:
listLength = showLoadMenu();
break;
case MENU_OPTIONS:
listLength = showOptionsMenu();
break;
case MENU_CHEAT:
listLength = showCheatMenu();
break;
}
redGlow += redDir;
if (redGlow <= 0) {redDir = 2; redGlow = 0;}
if (redGlow >= 255) {redDir = -2; redGlow = 255;}
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if (engine.keyState[KEY_UP])
{
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engine.keyState[KEY_UP] = 0;
WRAP_ADD(selectedOption, -1, 1, listLength + 1);
if (menuType == MENU_MAIN)
if ((selectedOption == 2) || (selectedOption == 3))
if (continueSaveSlot == -1)
selectedOption = 1;
}
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if (engine.keyState[KEY_DOWN])
{
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engine.keyState[KEY_DOWN] = 0;
WRAP_ADD(selectedOption, 1, 0, listLength);
if (menuType == MENU_MAIN)
if ((selectedOption == 2) || (selectedOption == 3))
if (continueSaveSlot == -1)
selectedOption = 4;
}
optionRec.y = 326 + (20 * selectedOption);
if (menuType > MENU_MAIN)
if (selectedOption == listLength)
optionRec.y += 20;
if (!skip)
{
drawString("Copyright Parallel Realities 2003", 5, 560, FONT_WHITE, background);
drawString("Copyright Guus Sliepen, Astrid S. de Wijn and others 2012", 5, 580, FONT_WHITE, background);
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drawString(buildVersion, 794 - strlen(buildVersion) * 9, 580, FONT_WHITE, background);
addBuffer(0, 560, 800, 40);
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skip = true;
}
}
}
getPlayerInput();
// if someone has invoked the credits cheat
if (engine.cheatCredits)
{
doCredits();
engine.cheatCredits = false;
}
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if ((engine.keyState[KEY_FIRE] || engine.keyState[KEY_ALTFIRE]))
{
if ((now - then <= 27500) && (!skip))
{
drawString("Copyright Parallel Realities 2003", 5, 560, FONT_WHITE, background);
drawString("Copyright Guus Sliepen, Astrid S. de Wijn and others 2012", 5, 580, FONT_WHITE, background);
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drawString(buildVersion, 794 - strlen(buildVersion) * 9, 580, FONT_WHITE, background);
addBuffer(0, 560, 800, 40);
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skip = true;
}
else
{
switch (menuType)
{
case MENU_MAIN:
if (selectedOption == 1)
{
menuType = MENU_DIFFICULTY;
selectedOption = 1;
}
else if (selectedOption == 2)
{
menuType = MENU_LOAD;
selectedOption = 1;
}
else if (selectedOption == 3)
engine.done = 1;
else if (selectedOption == 4)
{
menuType = MENU_OPTIONS;
selectedOption = 1;
}
else if (selectedOption == 5)
{
if (engine.cheat)
{
menuType = MENU_CHEAT;
selectedOption = 1;
}
else
engine.done = 1;
}
else if (selectedOption == 6)
engine.done = 1;
break;
case MENU_DIFFICULTY:
if (selectedOption == 1)
engine.done = 1;
else if (selectedOption == 2)
{
currentGame.difficulty++;
currentGame.difficulty %= DIFFICULTY_MAX;
}
else if (selectedOption == listLength)
{
menuType = MENU_MAIN;
selectedOption = 1;
}
createDifficultyMenu();
break;
case MENU_LOAD:
if (selectedOption != listLength)
{
engine.done = 1;
continueSaveSlot = selectedOption - 1;
selectedOption = 3;
}
else
{
menuType = MENU_MAIN;
selectedOption = 1;
}
break;
case MENU_OPTIONS:
if ((selectedOption == 1) && (engine.useAudio))
engine.useSound = !engine.useSound;
else if ((selectedOption == 2) && (engine.useAudio))
{
engine.useMusic = !engine.useMusic;
if (engine.useMusic)
{
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audio_playMusic(
"music/walking_among_androids.ogg", 1);
}
else
{
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audio_haltMusic();
}
}
else if (selectedOption == 3)
{
engine.fullScreen = !engine.fullScreen;
SDL_SetWindowFullscreen(window,
(engine.fullScreen ?
SDL_WINDOW_FULLSCREEN_DESKTOP : 0));
}
else if (selectedOption == listLength)
{
menuType = MENU_MAIN;
selectedOption = 1;
}
createOptionsMenu();
break;
case MENU_CHEAT:
if (selectedOption == 1)
engine.cheatShield = !engine.cheatShield;
else if (selectedOption == 2)
engine.cheatAmmo = !engine.cheatAmmo;
else if (selectedOption == 3)
engine.cheatCash = !engine.cheatCash;
else if (selectedOption == 4)
engine.cheatTime = !engine.cheatTime;
else if (selectedOption == listLength)
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{
menuType = MENU_MAIN;
selectedOption = 1;
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}
createCheatMenu();
break;
default:
menuType = MENU_MAIN;
selectedOption = 1;
break;
}
}
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engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
}
delayFrame();
}
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audio_haltMusic();
SDL_FreeSurface(prlogo);
SDL_FreeSurface(sflogo);
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engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
resetLists();
if (selectedOption == 1)
{
newGame();
selectedOption = 2; // go straight to mission 0
}
if (selectedOption == 3)
{
newGame();
selectedOption = loadGame(continueSaveSlot);
}
// Send back a negative number...
if (selectedOption > 4)
{
selectedOption = -1;
exit(0);
}
return selectedOption;
}
/*
Scrolls the intro text up the screen and nothing else.
*/
void showStory()
{
freeGraphics();
int y = screen->h + 20;
FILE *fp;
fp = fopen("data/intro.txt", "rb");
int i = 0;
int nextPos = -1;
char string[255];
while (fscanf(fp, "%d %[^\n]%*c", &nextPos, string) == 2)
{
y += nextPos;
textSurface(i, string, -1, y, FONT_WHITE);
i++;
}
fclose(fp);
loadBackground("gfx/startUp.jpg");
blit(background, 0, 0);
flushBuffer();
flushInput();
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engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
while (true)
{
updateScreen();
unBuffer();
getPlayerInput();
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if ((engine.keyState[KEY_FIRE] || engine.keyState[KEY_ALTFIRE]))
break;
if (textShape[8].y > (screen->h / 2) + 150)
{
for (int i = 0 ; i < 9 ; i++)
{
textShape[i].y -= 0.33333;
blitText(i);
}
}
else
{
SDL_Delay(3000);
break;
}
delayFrame();
}
}
/*
The game over screen :(
*/
void gameover()
{
flushBuffer();
freeGraphics();
SDL_FillRect(background, NULL, black);
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engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
engine.gameSection = SECTION_INTERMISSION;
SDL_Surface *gameover = loadImage("gfx/gameover.png");
clearScreen(black);
updateScreen();
clearScreen(black);
SDL_Delay(1000);
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audio_playMusic("music/death.ogg", -1);
int x = (screen->w - gameover->w) / 2;
int y = (screen->h - gameover->h) / 2;
updateScreen();
flushInput();
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engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
while (true)
{
getPlayerInput();
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if ((engine.keyState[KEY_FIRE] || engine.keyState[KEY_ALTFIRE]))
break;
updateScreen();
unBuffer();
x = ((screen->w - gameover->w) / 2) - RANDRANGE(-2, 2);
y = ((screen->h - gameover->h) / 2) - RANDRANGE(-2, 2);
blit(gameover, x, y);
delayFrame();
}
SDL_FreeSurface(gameover);
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audio_haltMusic();
flushBuffer();
}
void doCredits()
{
loadBackground("gfx/credits.jpg");
flushBuffer();
freeGraphics();
FILE *fp;
int lastCredit = -1;
int yPos = 0;
int yPos2 = screen->h;
char text[255];
int i;
textObject *credit;
clearScreen(black);
updateScreen();
clearScreen(black);
drawBackGround();
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audio_playMusic("music/rise_of_spirit.ogg", 1);
fp = fopen("data/credits.txt", "rb");
// FIXME: It would be nice for the size of this array to be determined
// by the number of lines in the text file. I'm not sure how to do
// that at the moment, so just giving it a very large number for now.
credit = (textObject*) malloc(sizeof(textObject) * 300);
while (fscanf(fp, "%d %[^\n]%*c", &yPos, text) == 2)
{
lastCredit++;
credit[lastCredit].image = textSurface(text, FONT_WHITE);
credit[lastCredit].x = (screen->w - credit[lastCredit].image->w) / 2;
yPos2 += yPos;
credit[lastCredit].y = yPos2;
}
fclose(fp);
engine.done = 0;
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engine.keyState[KEY_ESCAPE] = 0;
flushInput();
while (true)
{
updateScreen();
unBuffer();
getPlayerInput();
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if (engine.keyState[KEY_ESCAPE])
break;
float speed = 0.5;
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if(engine.keyState[KEY_DOWN])
speed = 2;
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else if(engine.keyState[KEY_UP])
speed = -2;
for (i = 0 ; i <= lastCredit ; i++)
{
if ((credit[i].y > -10) && (credit[i].y < (screen->h + 10)))
blit(credit[i].image, (int)credit[i].x, (int)credit[i].y);
if (speed > 0 && credit[lastCredit].y > ((screen->h / 2) + 100))
credit[i].y -= speed;
else if(speed < 0 && credit[0].y < screen->h)
credit[i].y -= speed;
}
delayFrame();
}
for (i = 0 ; i <= lastCredit ; i++)
{
SDL_FreeSurface(credit[i].image);
}
free(credit);
}