starfighter/src/game.cpp

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/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011, 2012, 2013 Guus Sliepen
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Copyright (C) 2012, 2014, 2015, 2016 onpon4 <onpon4@riseup.net>
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"
Game game;
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static Star stars[STARS_NUM];
static Uint32 frameLimit = 0;
static int thirds = 0;
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void game_init()
{
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game.system = SYSTEM_SPIRIT;
game.area = MISN_START;
game.sfxVolume = 0;
game.musicVolume = 0;
if (!engine.useAudio)
{
engine.useSound = false;
engine.useMusic = false;
}
game.cash = 0;
game.cashEarned = 0;
game.shots = 0;
game.hits = 0;
game.accuracy = 0;
game.totalKills = game.wingMate1Kills = game.wingMate2Kills = 0;
game.totalOtherKills = 0;
game.hasWingMate1 = game.hasWingMate2 = 0;
game.wingMate1Ejects = game.wingMate2Ejects = 0;
game.secondaryMissions = game.secondaryMissionsCompleted = 0;
game.shieldPickups = game.rocketPickups = game.cellPickups = 0;
game.powerups = game.minesKilled = game.cargoPickups = 0;
game.slavesRescued = 0;
game.experimentalShield = 1000;
game.timeTaken = 0;
game.stationedPlanet = -1;
game.destinationPlanet = -1;
for (int i = 0 ; i < 10 ; i++)
game.missionCompleted[i] = 0;
game.distanceCovered = 0;
game.minPlasmaRate = 1;
game.minPlasmaOutput = 1;
game.minPlasmaDamage = 1;
game.maxPlasmaRate = 2;
game.maxPlasmaOutput = 2;
game.maxPlasmaDamage = 2;
game.maxPlasmaAmmo = 100;
game.maxRocketAmmo = 10;
game.minPlasmaRateLimit = 2;
game.minPlasmaDamageLimit = 2;
game.minPlasmaOutputLimit = 2;
game.maxPlasmaRateLimit = 3;
game.maxPlasmaDamageLimit = 3;
game.maxPlasmaOutputLimit = 3;
game.maxPlasmaAmmoLimit = 250;
game.maxRocketAmmoLimit = 50;
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player.maxShield = 50;
switch (game.difficulty)
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{
case DIFFICULTY_EASY:
player.maxShield = 100;
game.minPlasmaRate = 2;
game.minPlasmaOutput = 2;
game.minPlasmaDamage = 2;
game.maxPlasmaRate = 3;
game.maxPlasmaOutput = 3;
game.maxPlasmaDamage = 3;
game.maxPlasmaAmmo = 150;
game.maxRocketAmmo = 20;
game.minPlasmaRateLimit = 3;
game.minPlasmaDamageLimit = 3;
game.minPlasmaOutputLimit = 3;
game.maxPlasmaRateLimit = 5;
game.maxPlasmaDamageLimit = 5;
game.maxPlasmaOutputLimit = 5;
break;
case DIFFICULTY_HARD:
player.maxShield = 25;
break;
case DIFFICULTY_NIGHTMARE:
player.maxShield = 1;
game.maxRocketAmmo = 5;
break;
case DIFFICULTY_ORIGINAL:
player.maxShield = 25;
game.minPlasmaRateLimit = 3;
game.minPlasmaDamageLimit = 3;
game.minPlasmaOutputLimit = 3;
game.maxPlasmaRateLimit = 5;
game.maxPlasmaDamageLimit = 5;
game.maxPlasmaOutputLimit = 5;
break;
}
player.shield = player.maxShield;
player.ammo[0] = 0;
player.ammo[1] = game.maxRocketAmmo / 2;
player.weaponType[0] = W_PLAYER_WEAPON;
player.weaponType[1] = W_ROCKETS;
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for (int i = 0 ; i < STARS_NUM ; i++)
{
stars[i].x = rand() % screen->w;
stars[i].y = rand() % screen->h;
stars[i].speed = 1 + (rand() % 3);
}
initWeapons();
initMissions();
initPlanetMissions(game.system);
}
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static void game_addDebris(int x, int y, int amount)
{
if ((rand() % 2) == 0)
audio_playSound(SFX_DEBRIS, x);
else
audio_playSound(SFX_DEBRIS2, x);
object *debris;
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amount = RANDRANGE(3, amount);
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LIMIT(amount, 3, 8);
for (int i = 0 ; i < amount ; i++)
{
debris = new object;
debris->next = NULL;
debris->x = x;
debris->y = y;
debris->thinktime = RANDRANGE(60, 180);
debris->dx = RANDRANGE(-500, 500);
debris->dy = RANDRANGE(-500, 500);
if (debris->dx != 0)
debris->dx /= 100;
if (debris->dy != 0)
debris->dy /= 100;
engine.debrisTail->next = debris;
engine.debrisTail = debris;
}
}
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/*
Simply draws the stars in their positions on screen and moves
them around.
*/
void game_doStars()
{
/* Lock the screen for direct access to the pixels */
if (SDL_MUSTLOCK(screen))
{
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if (SDL_LockSurface(screen) < 0)
engine_showError(2, "");
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}
int color = 0;
SDL_Rect r;
for (int i = 0 ; i < STARS_NUM ; i++)
{
if (stars[i].speed == 3)
color = white;
else if (stars[i].speed == 2)
color = lightGrey;
else if (stars[i].speed == 1)
color = darkGrey;
WRAP_ADD(stars[i].x, (engine.ssx + engine.smx) * stars[i].speed, 0,
screen->w - 1);
WRAP_ADD(stars[i].y, (engine.ssy + engine.smy) * stars[i].speed, 0,
screen->h - 1);
gfx_putPixel(screen, (int)stars[i].x, (int)stars[i].y, color);
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r.x = (int)stars[i].x;
r.y = (int)stars[i].y;
r.w = 1;
r.h = 1;
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screen_addBuffer(r.x, r.y, r.w, r.h);
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}
if (SDL_MUSTLOCK(screen))
{
SDL_UnlockSurface(screen);
}
}
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/*
Loops through the currently active collectables (in a linked list). The collectable
will travel in the direction that was defined when it was made. Its life will decreased
whilst it remains active. It will be removed if the player touches it or if its life
reaches 0. When it is picked up, depending on the type of collectable it is, mission requirements
will be updated. Information will be displayed and appropriate player variables altered.
*/
static void game_doCollectables()
{
collectables *collectable = engine.collectableHead;
collectables *prevCollectable = engine.collectableHead;
engine.collectableTail = engine.collectableHead;
char temp[40];
while (collectable->next != NULL)
{
collectable = collectable->next;
if (collectable->active)
{
if ((collectable->x + collectable->image->w > 0) &&
(collectable->x < screen->w) &&
(collectable->y + collectable->image->h > 0) &&
(collectable->y < screen->h))
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screen_blit(collectable->image, (int)collectable->x, (int)collectable->y);
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collectable->x += engine.ssx + engine.smx;
collectable->y += engine.ssy + engine.smy;
collectable->x += collectable->dx;
collectable->y += collectable->dy;
collectable->life--;
if ((player.shield > 0) && (collectable_collision(collectable, &player)))
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{
switch(collectable->type)
{
case P_CASH:
if (game.difficulty == DIFFICULTY_ORIGINAL)
collectable->value = collectable->value * 3 / 2;
game.cash += collectable->value;
game.cashEarned += collectable->value;
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sprintf(temp, "Got $%d ", collectable->value);
break;
case P_ROCKET:
LIMIT_ADD(player.ammo[1], collectable->value, 0,
game.maxRocketAmmo);
if (player.ammo[1] == game.maxRocketAmmo)
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sprintf(temp, "Rocket Ammo at Maximum");
else
{
if (collectable->value > 1)
sprintf(temp, "Got %d rockets", collectable->value);
else
sprintf(temp, "Got a rocket");
}
game.rocketPickups += collectable->value;
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break;
case P_SHIELD:
LIMIT_ADD(player.shield, 10, 0, player.maxShield);
game.shieldPickups ++;
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sprintf(temp, "Restored 10 shield points");
break;
case P_PLASMA_RATE:
game.powerups++;
if (game.difficulty == DIFFICULTY_ORIGINAL)
{
player.ammo[0] = MAX(player.ammo[0], 50);
weapon[W_PLAYER_WEAPON].reload[0] = MAX(
rate2reload[game.maxPlasmaRate],
weapon[W_PLAYER_WEAPON].reload[0] - 2);
}
else if ((game.area != MISN_INTERCEPTION) ||
(player.ammo[0] > 0))
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{
if (game.area != MISN_INTERCEPTION)
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LIMIT_ADD(player.ammo[0], collectable->value,
0, game.maxPlasmaAmmo);
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if (weapon[W_PLAYER_WEAPON].reload[0] <= rate2reload[game.maxPlasmaRate])
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sprintf(temp, "Firing rate already at maximum");
else
{
weapon[W_PLAYER_WEAPON].reload[0] -= 2;
sprintf(temp, "Firing rate increased");
}
}
else
{
sprintf(temp, "Upgrade failed (no plasma ammo)");
}
break;
case P_PLASMA_SHOT:
game.powerups++;
if (game.difficulty == DIFFICULTY_ORIGINAL)
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{
player.ammo[0] = MAX(player.ammo[0], 50);
weapon[W_PLAYER_WEAPON].ammo[0] = MIN(
game.maxPlasmaOutput, weapon[W_PLAYER_WEAPON].ammo[0] + 1);
}
else if ((game.area != MISN_INTERCEPTION) ||
(player.ammo[0] > 0))
{
if (game.area != MISN_INTERCEPTION)
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LIMIT_ADD(player.ammo[0], collectable->value,
0, game.maxPlasmaAmmo);
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if (weapon[W_PLAYER_WEAPON].ammo[0] >= game.maxPlasmaOutput)
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sprintf(temp, "Plasma output already at maximum");
else
{
weapon[W_PLAYER_WEAPON].ammo[0]++;
sprintf(temp, "Plasma output increased");
}
}
else
{
sprintf(temp, "Upgrade failed (no plasma ammo)");
}
break;
case P_PLASMA_DAMAGE:
game.powerups++;
if (game.difficulty == DIFFICULTY_ORIGINAL)
{
player.ammo[0] = MAX(player.ammo[0], 50);
weapon[W_PLAYER_WEAPON].damage = MIN(
game.maxPlasmaDamage, weapon[W_PLAYER_WEAPON].damage + 1);
}
else if ((game.area != MISN_INTERCEPTION) ||
(player.ammo[0] > 0))
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{
if (game.area != MISN_INTERCEPTION)
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LIMIT_ADD(player.ammo[0], collectable->value,
0, game.maxPlasmaAmmo);
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if (weapon[W_PLAYER_WEAPON].damage >= game.maxPlasmaDamage)
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sprintf(temp, "Plasma damage already at maximum");
else
{
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weapon[W_PLAYER_WEAPON].damage++;
sprintf(temp, "Plasma damage increased");
}
}
else
{
sprintf(temp, "Upgrade failed (no plasma ammo)");
}
break;
case P_SUPER:
game.powerups++;
if ((game.area != MISN_INTERCEPTION) ||
(game.difficulty == DIFFICULTY_ORIGINAL) ||
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(player.ammo[0] > 0))
{
if (game.difficulty == DIFFICULTY_ORIGINAL)
player.ammo[0] = MAX(player.ammo[0], 50);
else if (game.area != MISN_INTERCEPTION)
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LIMIT_ADD(player.ammo[0], collectable->value,
0, game.maxPlasmaAmmo);
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weapon[W_PLAYER_WEAPON].ammo[0] = 5;
weapon[W_PLAYER_WEAPON].damage = 5;
weapon[W_PLAYER_WEAPON].reload[0] = rate2reload[5];
weapon[W_PLAYER_WEAPON].flags |= WF_SPREAD;
sprintf(temp, "Picked up a Super Charge!!");
}
else
{
sprintf(temp, "Damn! Upgrade failed (no plasma ammo)");
}
break;
case P_PLASMA_AMMO:
if (player.ammo[0] >= game.maxPlasmaAmmo)
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sprintf(temp, "Plasma cells already at Maximum");
else
{
LIMIT_ADD(player.ammo[0], collectable->value,
0, game.maxPlasmaAmmo);
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if (collectable->value > 1)
{
sprintf(temp, "Got %d plasma cells", collectable->value);
}
else
{
sprintf(temp, "Got a plasma cell");
if ((rand() % 25) == 0)
sprintf(temp, "Got one whole plasma cell (wahoo!)");
}
}
game.cellPickups += collectable->value;
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break;
case P_CARGO:
strcpy(temp, "Picked up some Cargo");
game.cargoPickups++;
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break;
case P_SLAVES:
sprintf(temp, "Rescued %d slaves", collectable->value);
game.slavesRescued += collectable->value;
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break;
case P_ESCAPEPOD:
sprintf(temp, "Picked up an Escape Pod");
break;
case P_ORE:
sprintf(temp, "Picked up some Ore");
break;
}
updateMissionRequirements(M_COLLECT, collectable->type,
collectable->value);
collectable->active = false;
if (collectable->type != P_MINE)
{
setInfoLine(temp, FONT_WHITE);
if (collectable->type == P_SHIELD)
audio_playSound(SFX_SHIELDUP, player.x);
else
audio_playSound(SFX_PICKUP, player.x);
}
}
// stop people from exploiting a weapon check condition
if (player.ammo[0] == 0)
{
weapon[W_PLAYER_WEAPON].ammo[0] = game.minPlasmaOutput;
weapon[W_PLAYER_WEAPON].damage = game.minPlasmaDamage;
weapon[W_PLAYER_WEAPON].reload[0] = rate2reload[game.minPlasmaRate];
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}
}
if (collectable->life < 1)
{
collectable->active = false;
if ((collectable->type == P_CARGO) ||
(collectable->type == P_ESCAPEPOD) ||
(collectable->type == P_SLAVES))
updateMissionRequirements(M_PROTECT_PICKUP, collectable->type, 1);
}
if (collectable->active)
{
prevCollectable = collectable;
engine.collectableTail = collectable;
}
else
{
if (collectable->type == P_MINE)
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collectable_explode(collectable);
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prevCollectable->next = collectable->next;
delete collectable;
collectable = prevCollectable;
}
}
}
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/*
This handles active bullets in a linked list. The current bullet and
previous bullet pointers are first assigned to the main header bullet
and each successive bullet is pulled out. Bullets are moved in their
delta coordinates, with rockets having fire trails added to them. Seperate
collision checks are done for a bullet that belongs to the enemy and one
that belongs to a player. However rockets can hit anyone. Upon an enemy
being killed, mission requirements are checked and collectables are randomly
spawned.
*/
static void game_doBullets()
{
object *bullet = engine.bulletHead;
object *prevBullet = engine.bulletHead;
collectables *collectable;
collectables *prevCollectable;
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bool okayToHit = false;
int old_shield;
float homingMissileSpeed = 0;
int charger_num;
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bullet = engine.bulletHead;
prevBullet = engine.bulletHead;
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engine.bulletTail = engine.bulletHead;
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while (bullet->next != NULL)
{
bullet = bullet->next;
if (bullet->active)
{
if (bullet->flags & WF_HOMING)
{
if (bullet->target == NULL)
bullet->target = bullet_getTarget(bullet);
if (bullet->owner->flags & FL_FRIEND)
homingMissileSpeed = 0.25;
else
homingMissileSpeed = 0.05;
}
if (bullet->id == WT_ROCKET)
{
explosion_add(bullet->x, bullet->y, SP_SMALL_EXPLOSION);
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}
else if (bullet->id == WT_MICROROCKET)
{
explosion_add(bullet->x, bullet->y, SP_TINY_EXPLOSION);
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}
if ((bullet->flags & WF_AIMED))
{
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screen_blit(bullet->image[0], (int)(bullet->x - bullet->dx),
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(int)(bullet->y - bullet->dy));
}
if (bullet->id == WT_CHARGER)
{
if (game.difficulty == DIFFICULTY_ORIGINAL)
charger_num = bullet->damage;
else
charger_num = bullet->damage * 2;
for (int i = 0 ; i < charger_num ; i++)
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screen_blit(bullet->image[0],
(int)(bullet->x - RANDRANGE(
-(charger_num / 6), charger_num / 6)),
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(int)(bullet->y + RANDRANGE(-3, 3)));
}
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screen_blit(bullet->image[0], (int)bullet->x, (int)bullet->y);
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bullet->x += bullet->dx;
bullet->y += bullet->dy;
if (bullet->target != NULL)
{
if (bullet->x < bullet->target->x)
LIMIT_ADD(bullet->dx, homingMissileSpeed, -15, 15);
else if (bullet->x > bullet->target->x)
LIMIT_ADD(bullet->dx, -homingMissileSpeed, -15, 15);
//Rocket is (more or less) inline with target. Fly straight
if ((bullet->x > bullet->target->x - 1) && (bullet->x < bullet->target->x + 5))
bullet->dx = 0;
if (bullet->y < bullet->target->y)
LIMIT_ADD(bullet->dy, homingMissileSpeed, -15, 15);
else if (bullet->y > bullet->target->y)
LIMIT_ADD(bullet->dy, -homingMissileSpeed, -15, 15);
//Rocket is (more or less) inline with target. Fly straight
if ((bullet->y > bullet->target->y - 1) && (bullet->y < bullet->target->y + 5))
bullet->dy = 0;
if ((bullet->target->shield < 1) || (bullet->target->flags & FL_ISCLOAKED))
bullet->target = NULL;
}
bullet->x += engine.ssx + engine.smx;
bullet->y += engine.ssy + engine.smy;
for (int i = 0 ; i < ALIEN_MAX ; i++)
{
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if ((aliens[i].shield < 1) || (!aliens[i].active))
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continue;
okayToHit = false;
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if ((bullet->flags & WF_FRIEND) && (aliens[i].flags & FL_WEAPCO))
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okayToHit = true;
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if ((bullet->flags & WF_WEAPCO) && (aliens[i].flags & FL_FRIEND))
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okayToHit = true;
if ((bullet->id == WT_ROCKET) || (bullet->id == WT_LASER) ||
(bullet->id == WT_CHARGER))
okayToHit = true;
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if (bullet->owner == aliens[i].owner)
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okayToHit = false;
if (okayToHit)
{
if ((bullet->active) && (bullet_collision(bullet, &aliens[i])))
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{
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old_shield = aliens[i].shield;
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if (bullet->owner == &player)
{
game.hits++;
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if ((aliens[i].classDef == CD_PHOEBE) ||
(aliens[i].classDef == CD_URSULA))
getMissFireMessage(&aliens[i]);
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}
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if (!(aliens[i].flags & FL_IMMORTAL))
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{
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alien_hurt(&aliens[i], bullet->owner,
bullet->damage, (bullet->flags & WF_DISABLE));
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aliens[i].hit = 5;
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}
else if (aliens[i].flags & FL_DAMAGEOWNER)
{
alien_hurt(aliens[i].owner, bullet->owner,
bullet->damage, (bullet->flags & WF_DISABLE));
aliens[i].owner->hit = 5;
}
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if (bullet->id == WT_CHARGER)
{
bullet->damage -= old_shield;
if (bullet->damage <= 0)
{
bullet->active = false;
bullet->shield = 0;
audio_playSound(SFX_EXPLOSION, bullet->x);
for (int i = 0 ; i < 10 ; i++)
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explosion_add(bullet->x + RANDRANGE(-35, 35),
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bullet->y + RANDRANGE(-35, 35),
SP_BIG_EXPLOSION);
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}
}
else
{
bullet->active = false;
bullet->shield = 0;
}
if (bullet->id == WT_ROCKET)
explosion_add(bullet->x, bullet->y, SP_BIG_EXPLOSION);
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else
explosion_add(bullet->x, bullet->y, SP_SMALL_EXPLOSION);
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}
}
}
// Check for bullets hitting player
if ((bullet->flags & WF_WEAPCO) || (bullet->id == WT_ROCKET) ||
(bullet->id == WT_LASER) || (bullet->id == WT_CHARGER))
{
if (bullet->active && (player.shield > 0) &&
(bullet->owner != &player) && bullet_collision(bullet, &player))
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{
old_shield = player.shield;
if ((!engine.cheatShield) || (engine.missionCompleteTimer != 0))
{
if ((player.shield > engine.lowShield) &&
(player.shield - bullet->damage <= engine.lowShield))
setInfoLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
player.shield -= bullet->damage;
LIMIT(player.shield, 0, player.maxShield);
player.hit = 5;
}
if ((bullet->owner->classDef == CD_PHOEBE) ||
(bullet->owner->classDef == CD_URSULA))
getPlayerHitMessage(bullet->owner);
if (bullet->id == WT_CHARGER)
{
bullet->damage -= old_shield;
if (bullet->damage <= 0)
{
bullet->active = false;
bullet->shield = 0;
audio_playSound(SFX_EXPLOSION, bullet->x);
for (int i = 0 ; i < 10 ; i++)
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explosion_add(bullet->x + RANDRANGE(-35, 35),
bullet->y + RANDRANGE(-35, 35), SP_BIG_EXPLOSION);
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}
}
else
{
bullet->active = false;
bullet->shield = 0;
}
audio_playSound(SFX_HIT, player.x);
if (bullet->id == WT_ROCKET)
explosion_add(bullet->x, bullet->y, SP_BIG_EXPLOSION);
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else
explosion_add(bullet->x, bullet->y, SP_SMALL_EXPLOSION);
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}
}
}
if ((game.difficulty != DIFFICULTY_EASY) &&
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((bullet->owner == &player) || (bullet->id == WT_ROCKET)))
{
for (int j = 0 ; j < 20 ; j++)
{
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if (cargo[j].active)
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{
if (bullet_collision(bullet, &cargo[j]))
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{
bullet->active = false;
explosion_add(bullet->x, bullet->y, SP_SMALL_EXPLOSION);
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audio_playSound(SFX_HIT, cargo[j].x);
if (cargo[j].collectType != P_PHOEBE)
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{
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cargo[j].active = false;
audio_playSound(SFX_EXPLOSION, cargo[j].x);
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for (int i = 0 ; i < 10 ; i++)
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explosion_add(cargo[j].x + RANDRANGE(-15, 15),
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cargo[j].y + RANDRANGE(-15, 15),
SP_BIG_EXPLOSION);
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updateMissionRequirements(M_PROTECT_PICKUP,
P_CARGO, 1);
}
}
}
}
}
// check to see if a bullet (on any side) hits a mine
collectable = engine.collectableHead;
prevCollectable = engine.collectableHead;
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engine.collectableTail = engine.collectableHead;
while (collectable->next != NULL)
{
collectable = collectable->next;
if (collectable->type == P_MINE)
{
if (collectable_collision(collectable, bullet))
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{
collectable->active = false;
if (bullet->id != WT_CHARGER)
{
bullet->active = false;
}
else
{
bullet->shield--;
if (bullet->shield < 0)
bullet->active = false;
}
if (bullet->owner == &player)
{
game.minesKilled++;
game.hits++;
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}
}
}
if (collectable->active)
{
prevCollectable = collectable;
engine.collectableTail = collectable;
}
else
{
collectable_explode(collectable);
prevCollectable->next = collectable->next;
delete collectable;
collectable = prevCollectable;
}
}
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bullet->shield--;
if (bullet->shield < 1)
{
if (bullet->flags & WF_TIMEDEXPLOSION)
{
audio_playSound(SFX_EXPLOSION, bullet->x);
for (int i = 0 ; i < 10 ; i++)
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explosion_add(bullet->x + RANDRANGE(-35, 35),
bullet->y + RANDRANGE(-35, 35), SP_BIG_EXPLOSION);
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player_checkShockDamage(bullet->x, bullet->y);
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}
bullet->active = false;
}
if (bullet->active)
{
prevBullet = bullet;
engine.bulletTail = bullet;
}
else
{
prevBullet->next = bullet->next;
delete bullet;
bullet = prevBullet;
}
}
}
static void game_doAliens()
{
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static float barrierLoop = 0;
int shapeToUse;
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bool canFire;
int n;
barrierLoop += 0.2;
// A global variable for checking if all the aliens are dead
engine.allAliensDead = 1;
for (int i = 0 ; i < ALIEN_MAX ; i++)
{
if (aliens[i].active)
{
if (aliens[i].shield > 0)
{
if ((aliens[i].flags & FL_WEAPCO) && (!(aliens[i].flags & FL_DISABLED)))
engine.allAliensDead = 0;
// Set part attributes
if (aliens[i].owner != &aliens[i])
{
aliens[i].face = aliens[i].owner->face;
if (aliens[i].face == 0)
aliens[i].x = aliens[i].owner->x - aliens[i].dx;
else
aliens[i].x = aliens[i].owner->x + aliens[i].owner->image[0]->w + aliens[i].dx - aliens[i].image[0]->w;
aliens[i].y = (aliens[i].owner->y + aliens[i].dy);
if (aliens[i].owner->shield < 1)
{
if ((aliens[i].classDef != CD_URANUSBOSSWING1) &&
(aliens[i].classDef != CD_URANUSBOSSWING2))
{
aliens[i].shield = 0;
}
else
{
aliens[i].flags &= ~FL_IMMORTAL;
aliens[i].owner = &aliens[i];
aliens[i].chance[0] = 25;
}
}
}
canFire = true; // The alien is allowed to fire
LIMIT_ADD(aliens[i].thinktime, -1, 0, 250);
if (aliens[i].target->shield < 1)
aliens[i].target = &aliens[i];
// Specific to Sid to stop him pissing about(!)
if ((aliens[i].classDef == CD_SID) &&
(aliens[i].target->flags & FL_DISABLED))
aliens[i].target = &aliens[i];
if (aliens[i].target == &aliens[i])
{
if (engine.missionCompleteTimer == 0)
{
alien_searchForTarget(&aliens[i]);
}
else
{
if (aliens[i].flags & FL_FRIEND)
{
aliens[i].target = &player;
aliens[i].thinktime = 1;
}
}
}
if ((!(aliens[i].flags & FL_DISABLED)) &&
(aliens[i].thinktime == 0) && (aliens[i].target != &aliens[i]) &&
(aliens[i].owner == &aliens[i]))
{
if (aliens[i].classDef == CD_KLINE)
alien_setKlineAI(&aliens[i]);
else
alien_setAI(&aliens[i]);
aliens[i].thinktime = (rand() % 25) * 10;
// Face direction of movement unless you always face
// your target(!)
if (!(aliens[i].flags & FL_ALWAYSFACE))
{
aliens[i].face = (aliens[i].dx > 0);
}
LIMIT(aliens[i].dx, -aliens[i].speed, aliens[i].speed);
LIMIT(aliens[i].dy, -aliens[i].speed, aliens[i].speed);
}
if (aliens[i].flags & FL_ALWAYSFACE)
{
aliens[i].face = 0;
if (aliens[i].x > aliens[i].target->x) aliens[i].face = 1;
}
if ((game.area == MISN_ELLESH) &&
((aliens[i].classDef == CD_BOSS) ||
game.difficulty != DIFFICULTY_ORIGINAL))
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aliens[i].face = 0;
if ((aliens[i].flags & FL_DEPLOYDRONES) && ((rand() % 300) == 0))
alien_addDrone(&aliens[i]);
if (aliens[i].flags & FL_LEAVESECTOR)
{
// Note: The original version of this line incorrectly
// specified -15 as the *maximum* instead of the
// *minimum*, which at the time was equivalent to
// ``aliens[i].dx = -15``.
LIMIT_ADD(aliens[i].dx, -0.5, -15, 0);
aliens[i].dy = 0;
aliens[i].thinktime = 999;
aliens[i].face = 0;
if (aliens[i].x >= 5000)
{
aliens[i].flags -= FL_LEAVESECTOR;
aliens[i].flags += FL_ESCAPED;
aliens[i].active = false;
if (aliens[i].classDef == CD_CLOAKFIGHTER)
{
game.experimentalShield = aliens[i].shield;
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setInfoLine("Experimental Fighter has fled",
FONT_CYAN);
}
aliens[i].shield = 0;
updateMissionRequirements(M_ESCAPE_TARGET,
aliens[i].classDef, 1);
if (aliens[i].classDef != CD_CLOAKFIGHTER)
updateMissionRequirements(M_DESTROY_TARGET_TYPE,
aliens[i].classDef, 1);
}
}
// This deals with the Experimental Fighter in Mordor
// (and Kline on the final mission)
// It can cloak and uncloak at random. When cloaked,
// its sprite is not displayed. However the engine
// trail is still visible!
if ((aliens[i].flags & FL_CANCLOAK) && ((rand() % 500) == 0))
{
if (aliens[i].flags & FL_ISCLOAKED)
aliens[i].flags -= FL_ISCLOAKED;
else
aliens[i].flags += FL_ISCLOAKED;
audio_playSound(SFX_CLOAK, aliens[i].x);
}
if (aliens[i].classDef == CD_BARRIER)
{
aliens[i].dx = -10 + (sinf(barrierLoop + aliens[i].speed) * 60);
aliens[i].dy = 20 + (cosf(barrierLoop + aliens[i].speed) * 40);
}
if (aliens[i].classDef == CD_MOBILESHIELD)
{
LIMIT_ADD(aliens[ALIEN_BOSS].shield, 1, 0,
aliens[ALIEN_BOSS].maxShield);
}
LIMIT_ADD(aliens[i].reload[0], -1, 0, 999);
LIMIT_ADD(aliens[i].reload[1], -1, 0, 999);
if ((!(aliens[i].flags & FL_DISABLED)) &&
(!(aliens[i].flags & FL_NOFIRE)))
{
if ((aliens[i].target->shield > 0))
canFire = alien_checkTarget(&aliens[i]);
if (((aliens[i].thinktime % 2) == 0) &&
(aliens[i].flags & FL_FRIEND))
canFire = alien_enemiesInFront(&aliens[i]);
}
else
{
canFire = false;
}
if (canFire)
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{
for (int j = 0 ; j < 2 ; j++)
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{
if ((aliens[i].reload[j] == 0) &&
((rand() % 1000 < aliens[i].chance[j]) ||
(aliens[i].flags & FL_CONTINUOUS_FIRE)))
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{
if ((aliens[i].weaponType[j] != W_ENERGYRAY) &&
(aliens[i].weaponType[j] != W_LASER))
{
if (aliens[i].weaponType[j] == W_CHARGER)
aliens[i].ammo[j] = 50 + rand() % 150;
ship_fireBullet(&aliens[i], j);
}
else if (aliens[i].weaponType[j] == W_LASER)
{
aliens[i].flags += FL_FIRELASER;
}
// XXX: This ammo check only seems to work for ammo[0],
// not ammo[1], thus necessitating using ammo[0] instead of
// ammo[j]. Should be investigated in the future.
else if ((aliens[i].weaponType[j] == W_ENERGYRAY) &&
(aliens[i].ammo[0] >= 250))
{
aliens[i].flags += FL_FIRERAY;
audio_playSound(SFX_ENERGYRAY, aliens[i].x);
}
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}
}
}
if (aliens[i].flags & FL_FIRERAY)
{
ship_fireRay(&aliens[i]);
}
else
{
LIMIT_ADD(aliens[i].ammo[0], 1, 0, 250);
}
if (aliens[i].flags & FL_FIRELASER)
{
ship_fireBullet(&aliens[i], 1);
if ((rand() % 25) == 0)
aliens[i].flags -= FL_FIRELASER;
}
if (aliens[i].flags & FL_DROPMINES)
{
if ((rand() % 150) == 0)
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collectable_add(aliens[i].x, aliens[i].y, P_MINE, 25,
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600 + rand() % 2400);
// Kline drops mines a lot more often
if ((&aliens[i] == &aliens[ALIEN_KLINE]))
{
if ((rand() % 10) == 0)
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collectable_add(aliens[i].x, aliens[i].y, P_MINE, 25,
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600 + rand() % 2400);
}
}
shapeToUse = aliens[i].imageIndex[aliens[i].face];
if (aliens[i].hit)
shapeToUse += SS_HIT_INDEX;
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LIMIT_ADD(aliens[i].hit, -1, 0, 100);
if ((aliens[i].x + aliens[i].image[0]->w > 0) &&
(aliens[i].x < screen->w) &&
(aliens[i].y + aliens[i].image[0]->h > 0) &&
(aliens[i].y < screen->h))
{
if ((!(aliens[i].flags & FL_DISABLED)) &&
(aliens[i].classDef != CD_ASTEROID) &&
(aliens[i].classDef != CD_ASTEROID2))
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explosion_addEngine(&aliens[i]);
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if ((!(aliens[i].flags & FL_ISCLOAKED)) || (aliens[i].hit > 0))
screen_blit(gfx_shipSprites[shapeToUse], (int)aliens[i].x,
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(int)aliens[i].y);
if (aliens[i].flags & FL_DISABLED)
{
if ((rand() % 10) == 0)
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explosion_add(aliens[i].x + (rand() % aliens[i].image[0]->w),
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aliens[i].y + (rand() % aliens[i].image[0]->h),
SP_ELECTRICAL);
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}
}
if ((game.area == MISN_MARS) && (aliens[i].x < -60))
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aliens[i].active = false;
}
else
{
aliens[i].shield--;
if ((aliens[i].x > 0) && (aliens[i].x < screen->w) &&
(aliens[i].y > 0) && (aliens[i].y < screen->h))
{
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screen_blit(aliens[i].image[aliens[i].face], (int)aliens[i].x,
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(int)aliens[i].y);
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explosion_add(aliens[i].x + (rand() % aliens[i].image[0]->w),
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aliens[i].y + (rand() % aliens[i].image[0]->h),
SP_BIG_EXPLOSION);
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}
if (aliens[i].shield < aliens[i].deathCounter)
{
aliens[i].active = false;
if ((aliens[i].classDef == CD_BOSS) ||
(aliens[i].owner == &aliens[ALIEN_BOSS]) ||
(aliens[i].flags & FL_FRIEND) ||
(aliens[i].classDef == CD_ASTEROID) ||
(aliens[i].classDef == CD_KLINE))
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game_addDebris((int)aliens[i].x, (int)aliens[i].y,
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aliens[i].maxShield);
if (aliens[i].classDef == CD_ASTEROID)
{
n = 1 + (rand() % 3);
for (int j = 0 ; j < n ; j++)
{
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alien_addSmallAsteroid(&aliens[i]);
}
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}
}
}
// Adjust the movement even whilst exploding
if ((!(aliens[i].flags & FL_NOMOVE)) &&
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(!(aliens[i].flags & FL_DISABLED)))
alien_move(&aliens[i]);
if ((game.area != MISN_ELLESH) || (aliens[i].shield < 0))
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aliens[i].x += engine.ssx;
aliens[i].x += engine.smx;
aliens[i].y += engine.ssy + engine.smy;
}
}
}
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static void game_doPlayer()
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{
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// This causes the motion to slow
engine.ssx *= 0.99;
engine.ssy *= 0.99;
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engine.smx = 0;
engine.smy = 0;
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int shapeToUse;
float cd;
float cc;
bool xmoved = false;
bool ymoved = false;
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if (player.shield > -100)
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{
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if (player.shield > 0)
{
if ((engine.keyState[KEY_FIRE]))
ship_fireBullet(&player, 0);
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if ((engine.keyState[KEY_ALTFIRE]) && (player.weaponType[1] != W_NONE))
{
if ((player.weaponType[1] != W_CHARGER) &&
(player.weaponType[1] != W_LASER) && (player.ammo[1] > 0))
{
ship_fireBullet(&player, 1);
}
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if (player.weaponType[1] == W_LASER)
{
if (player.ammo[1] < 100)
{
ship_fireBullet(&player, 1);
if (!engine.cheatAmmo)
player.ammo[1] += 2;
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if (player.ammo[1] >= 100)
{
player.ammo[1] = 200;
setInfoLine("Laser Overheat!!", FONT_WHITE);
}
}
}
}
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if (player.weaponType[1] == W_CHARGER)
{
if (engine.keyState[KEY_ALTFIRE] &&
((game.difficulty == DIFFICULTY_ORIGINAL) ||
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!(engine.keyState[KEY_FIRE])))
{
if (!player_chargerFired)
{
// With ammo cheat, cause the charge cannon to
// fire at full blast immediately.
if (engine.cheatAmmo)
player.ammo[1] = 200;
if (game.difficulty == DIFFICULTY_ORIGINAL)
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{
LIMIT_ADD(player.ammo[1], 1, 0, 200);
}
else
{
LIMIT_ADD(player.ammo[1], 1, 0, 150);
if (player.ammo[1] >= 150)
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{
ship_fireBullet(&player, 1);
player.ammo[1] = 0;
player_chargerFired = true;
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}
}
}
}
else
{
if (player.ammo[1] > 0)
ship_fireBullet(&player, 1);
player.ammo[1] = 0;
player_chargerFired = false;
}
}
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if ((engine.keyState[KEY_SWITCH]))
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{
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if ((weapon[W_PLAYER_WEAPON].ammo[0] >= 3) &&
(weapon[W_PLAYER_WEAPON].ammo[0] <= game.maxPlasmaOutput))
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{
weapon[W_PLAYER_WEAPON].flags ^= WF_SPREAD;
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if (weapon[W_PLAYER_WEAPON].flags & WF_SPREAD)
{
setInfoLine("Weapon set to Spread", FONT_WHITE);
}
else
{
setInfoLine("Weapon set to Concentrate", FONT_WHITE);
}
}
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engine.keyState[KEY_SWITCH] = 0;
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}
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LIMIT_ADD(player.reload[0], -1, 0, 999);
LIMIT_ADD(player.reload[1], -1, 0, 999);
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if (engine.keyState[KEY_UP])
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{
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player.y -= player.speed;
engine.ssy += 0.1;
ymoved = true;
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}
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if (engine.keyState[KEY_DOWN])
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{
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player.y += player.speed;
engine.ssy -= 0.1;
ymoved = true;
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}
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if (engine.keyState[KEY_LEFT])
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{
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player.x -= player.speed;
engine.ssx += 0.1;
player.face = 1;
xmoved = true;
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}
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if (engine.keyState[KEY_RIGHT])
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{
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player.x += player.speed;
engine.ssx -= 0.1;
player.face = 0;
xmoved = true;
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}
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if (engine.keyState[KEY_ESCAPE])
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{
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if ((engine.done == 0) && (engine.gameSection == SECTION_GAME) &&
(currentMission.remainingObjectives1 == 0))
{
audio_playSound(SFX_FLY, screen->w / 2);
engine.done = 2;
engine.missionCompleteTimer = (SDL_GetTicks() - 1);
}
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}
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if (engine.keyState[KEY_PAUSE])
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{
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engine.paused = true;
engine.keyState[KEY_PAUSE] = 0;
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}
if (((game.area == MISN_ELLESH) &&
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(aliens[ALIEN_BOSS].shield > 0)) ||
(game.area == MISN_MARS))
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{
player.face = 0;
xmoved = true;
ymoved = true;
}
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if (engine.done == 0)
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{
if ((game.difficulty != DIFFICULTY_ORIGINAL) ||
((game.area != MISN_ELLESH) &&
(game.area != MISN_MARS)))
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{
if (xmoved)
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{
if (player.x < xViewBorder)
{
engine.smx += xViewBorder - player.x;
player.x = xViewBorder;
}
else if (player.x > screen->w - xViewBorder)
{
engine.smx += (screen->w - xViewBorder) - player.x;
player.x = screen->w - xViewBorder;
}
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}
else if (game.difficulty != DIFFICULTY_ORIGINAL)
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{
cd = player.x - screen->w / 2;
if (cd < 0)
{
cc = MAX(cd / 10, MAX(0, engine.ssx) - cameraMaxSpeed);
player.x -= cc;
engine.smx -= cc;
}
else if (cd > 0)
{
cc = MIN(cd / 10, cameraMaxSpeed + MIN(0, engine.ssx));
player.x -= cc;
engine.smx -= cc;
}
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}
if (ymoved)
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{
if (player.y < yViewBorder)
{
engine.smy += yViewBorder - player.y;
player.y = yViewBorder;
}
else if (player.y > screen->h - yViewBorder)
{
engine.smy += (screen->h - yViewBorder) - player.y;
player.y = screen->h - yViewBorder;
}
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}
else if (game.difficulty != DIFFICULTY_ORIGINAL)
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{
cd = player.y - screen->h / 2;
if (cd < 0)
{
cc = MAX(cd / 10, MAX(0, engine.ssy) - cameraMaxSpeed);
player.y -= cc;
engine.smy -= cc;
}
else if (cd > 0)
{
cc = MIN(cd / 10, cameraMaxSpeed + MIN(0, engine.ssy));
player.y -= cc;
engine.smy -= cc;
}
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}
}
else
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{
LIMIT(player.x, xViewBorder, screen->w - xViewBorder);
LIMIT(player.y, yViewBorder, screen->h - yViewBorder);
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}
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}
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if ((player.maxShield <= 1) || (player.shield > engine.lowShield))
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explosion_addEngine(&player);
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shapeToUse = player.face;
if (player.hit)
shapeToUse += SS_HIT_INDEX;
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LIMIT_ADD(player.hit, -1, 0, 100);
screen_blit(gfx_shipSprites[shapeToUse], (int)player.x, (int)player.y);
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if ((player.maxShield > 1) && (player.shield <= engine.lowShield) &&
(rand() % 5 < 1))
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explosion_add(player.x + RANDRANGE(-10, 10),
player.y + RANDRANGE(-10, 20), SP_SMOKE);
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}
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else
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{
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player.active = false;
player.shield--;
if (player.shield == -1)
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{
if ((game.hasWingMate1) || (aliens[ALIEN_KLINE].active))
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getPlayerDeathMessage();
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// Make it look like the ships are all still moving...
if (game.area == MISN_ELLESH)
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{
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for (int i = 0 ; i < ALIEN_MAX ; i++)
aliens[i].flags |= FL_LEAVESECTOR;
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}
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audio_playSound(SFX_DEATH, player.x);
audio_playSound(SFX_EXPLOSION, player.x);
}
engine.keyState[KEY_UP] = engine.keyState[KEY_DOWN] = engine.keyState[KEY_LEFT] = engine.keyState[KEY_RIGHT] = 0;
if (CHANCE(1. / 3.))
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explosion_add(player.x + RANDRANGE(-10, 10),
player.y + RANDRANGE(-10, 10), SP_BIG_EXPLOSION);
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if (player.shield == -99)
game_addDebris((int)player.x, (int)player.y, player.maxShield);
}
}
LIMIT(engine.ssx, -cameraMaxSpeed, cameraMaxSpeed);
LIMIT(engine.ssy, -cameraMaxSpeed, cameraMaxSpeed);
// Specific for the mission were you have to chase the Executive Transport
if ((game.area == MISN_ELLESH) && (aliens[ALIEN_BOSS].shield > 0) &&
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(player.shield > 0))
{
engine.ssx = -6;
engine.ssy = 0;
}
if (game.area == MISN_MARS)
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{
engine.ssx = -6;
engine.ssy = 0;
}
player.dx = engine.ssx;
player.dy = engine.ssy;
}
static void game_doCargo()
{
float dx, dy, chainX, chainY;
for (int i = 0 ; i < MAX_CARGO ; i++)
{
if (cargo[i].active)
{
if (!cargo[i].owner->active)
{
cargo_becomeCollectable(i);
continue;
}
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screen_blit(cargo[i].image[0], (int)cargo[i].x, (int)cargo[i].y);
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cargo[i].x += engine.ssx + engine.smx;
cargo[i].y += engine.ssy + engine.smy;
LIMIT(cargo[i].x, cargo[i].owner->x - 50, cargo[i].owner->x + 50);
LIMIT(cargo[i].y, cargo[i].owner->y - 50, cargo[i].owner->y + 50);
dx = (cargo[i].x - cargo[i].owner->x) / 10;
dy = (cargo[i].y - cargo[i].owner->y) / 10;
chainX = cargo[i].x - cargo[i].dx;
chainY = cargo[i].y - cargo[i].dy;
// draw the chain link line
for (int j = 0 ; j < 10 ; j++)
{
screen_blit(gfx_sprites[SP_CHAIN_LINK], (int)chainX, (int)chainY);
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chainX -= dx;
chainY -= dy;
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}
}
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}
}
static void game_doDebris()
{
object *prevDebris = engine.debrisHead;
object *debris = engine.debrisHead;
engine.debrisTail = engine.debrisHead;
while (debris->next != NULL)
{
debris = debris->next;
if (debris->thinktime > 0)
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{
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debris->thinktime--;
debris->x += engine.ssx + engine.smx;
debris->y += engine.ssy + engine.smy;
debris->x += debris->dx;
debris->y += debris->dy;
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explosion_add(debris->x + RANDRANGE(-10, 10), debris->y + RANDRANGE(-10, 10), SP_BIG_EXPLOSION);
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}
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if (debris->thinktime < 1)
{
prevDebris->next = debris->next;
delete debris;
debris = prevDebris;
}
else
{
prevDebris = debris;
engine.debrisTail = debris;
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}
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}
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}
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/*
Loops through active explosions and decrements their think time.
If their thinktime is divisable by 5, then the frame is changed to
the next one up (for example 0->1->2-3). When their think time is 0,
the explosion is killed off.
*/
void game_doExplosions()
{
object *prevExplosion = engine.explosionHead;
object *explosion = engine.explosionHead;
engine.explosionTail = engine.explosionHead;
while (explosion->next != NULL)
{
explosion = explosion->next;
if (explosion->active)
{
explosion->x += engine.ssx + engine.smx;
explosion->y += engine.ssy + engine.smy;
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screen_blit(explosion->image[0], (int)explosion->x, (int)explosion->y);
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if(CHANCE(1. / 7.))
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{
explosion->thinktime -= 7;
if(explosion->thinktime < 1)
{
explosion->active = false;
}
else
{
explosion->face++;
explosion->image[0] = gfx_sprites[explosion->face];
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}
}
}
if (explosion->active)
{
prevExplosion = explosion;
engine.explosionTail = explosion;
}
else
{
prevExplosion->next = explosion->next;
delete explosion;
explosion = prevExplosion;
}
}
}
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/*
Draw an arrow at the edge of the screen for each enemy ship that is not visible.
*/
static void game_doArrow(int i)
{
int arrow = -1;
int arrowX;
int arrowY;
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int indicator = -1;
int indicatorX;
int indicatorY;
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if (i < 0 || !aliens[i].active || aliens[i].shield <= 0 || aliens[i].flags & FL_ISCLOAKED)
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return;
if (aliens[i].x + aliens[i].image[0]->w < 0)
{
if (aliens[i].y + aliens[i].image[0]->h < 0)
arrow = SP_ARROW_NORTHWEST;
else if (aliens[i].y > screen->h)
arrow = SP_ARROW_SOUTHWEST;
else
arrow = SP_ARROW_WEST;
}
else if (aliens[i].x > screen->w)
{
if (aliens[i].y + aliens[i].image[0]->h < 0)
arrow = SP_ARROW_NORTHEAST;
else if (aliens[i].y > screen->h)
arrow = SP_ARROW_SOUTHEAST;
else
arrow = SP_ARROW_EAST;
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}
else if (aliens[i].y + aliens[i].image[0]->h < 0)
arrow = SP_ARROW_NORTH;
else if (aliens[i].y > screen->h)
arrow = SP_ARROW_SOUTH;
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if (arrow != -1)
{
arrowX = aliens[i].x + aliens[i].image[0]->w / 2 - gfx_sprites[arrow]->w;
arrowX = MAX(0, MIN(arrowX, screen->w - gfx_sprites[arrow]->w));
arrowY = aliens[i].y + aliens[i].image[0]->h / 2 - gfx_sprites[arrow]->h;
arrowY = MAX(0, MIN(arrowY, screen->h - gfx_sprites[arrow]->h));
screen_blit(gfx_sprites[arrow], arrowX, arrowY);
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if (i == engine.targetIndex)
indicator = SP_TARGET;
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if (indicator != -1)
{
indicatorX = arrowX + gfx_sprites[arrow]->w / 2 - gfx_sprites[indicator]->w / 2;
indicatorX = MAX(indicatorX, gfx_sprites[arrow]->w + 5);
indicatorX = MIN(indicatorX, screen->w - gfx_sprites[arrow]->w - gfx_sprites[indicator]->w - 5);
indicatorY = arrowY + gfx_sprites[arrow]->h / 2 - gfx_sprites[indicator]->h / 2;
indicatorY = MAX(indicatorY, gfx_sprites[arrow]->h + 5);
indicatorY = MIN(indicatorY, screen->h - gfx_sprites[arrow]->h - gfx_sprites[indicator]->h - 5);
screen_blit(gfx_sprites[indicator], indicatorX, indicatorY);
}
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}
}
static void game_doHud()
{
int shieldColor = 0;
SDL_Rect bar;
int fontColor;
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char text[25];
screen_addBuffer(0, 20, screen->w, 25);
screen_addBuffer(0, screen->h - 50, screen->w, 34);
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if (engine.minutes > -1)
{
if ((engine.minutes == 0) && (engine.seconds <= 29))
fontColor = FONT_RED;
else if ((engine.minutes == 0) && (engine.seconds > 29))
fontColor = FONT_YELLOW;
else
fontColor = FONT_WHITE;
screen_blitText(TS_TIME_T);
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sprintf(text, "%.2d:%.2d", engine.minutes, engine.seconds);
gfx_createTextObject(TS_TIME, text, screen->w / 2 + 10, 21, fontColor);
screen_blitText(TS_TIME);
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}
if (game.area != MISN_INTERCEPTION)
{
screen_blitText(TS_OBJECTIVES_T);
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sprintf(text, "%d", (currentMission.remainingObjectives1 + currentMission.remainingObjectives2));
gfx_createTextObject(TS_OBJECTIVES, text, screen->w - 55, 21, FONT_WHITE);
screen_blitText(TS_OBJECTIVES);
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}
screen_blitText(TS_CASH_T); // cash
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sprintf(text, "%.6d", game.cash);
gfx_createTextObject(TS_CASH, text, 90, 21, FONT_WHITE);
screen_blitText(TS_CASH);
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for (int i = 0; i < ALIEN_MAX; i++)
game_doArrow(i);
fontColor = FONT_WHITE;
if (player.ammo[0] > 0)
{
if (player.ammo[0] <= 25) fontColor = FONT_YELLOW;
if (player.ammo[0] <= 10) fontColor = FONT_RED;
}
screen_blitText(TS_PLASMA_T);
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sprintf(text, "%.3d", player.ammo[0]);
gfx_createTextObject(TS_PLASMA, text, screen->w * 5 / 16 + 70, screen->h - 49, fontColor);
screen_blitText(TS_PLASMA);
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screen_blitText(TS_AMMO_T);
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if ((player.weaponType[1] != W_CHARGER) && (player.weaponType[1] != W_LASER))
{
if (player.ammo[1] == 1)
fontColor = FONT_RED;
else
fontColor = FONT_WHITE;
sprintf(text, "%.3d", player.ammo[1]); // rocket ammo
gfx_createTextObject(TS_AMMO, text, screen->w / 2 + 80, screen->h - 49, fontColor);
screen_blitText(TS_AMMO);
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}
if (((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER)) && (player.ammo[1] > 0))
{
int c = white;
if (player.ammo[1] > 100)
c = red;
bar.x = screen->w / 2 + 65;
bar.y = screen->h - 50;
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bar.h = 12;
for (int i = 0 ; i < (player.ammo[1] / 5) ; i++)
{
bar.w = MAX(screen->w / 800, 1);
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SDL_FillRect(screen, &bar, c);
bar.x += bar.w + (screen->w / 800);
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}
}
if ((!allMissionsCompleted()) && (SDL_GetTicks() >= engine.counter2))
{
engine.timeTaken++;
engine.counter2 = SDL_GetTicks() + 1000;
if (engine.missionCompleteTimer == 0)
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events_check();
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}
if ((engine.timeMission) && (!engine.cheatTime) && (player.shield > 0))
{
if (SDL_GetTicks() >= engine.counter)
{
if ((engine.seconds > 1) && (engine.seconds <= 11) && (engine.minutes == 0))
{
audio_playSound(SFX_CLOCK, screen->w / 2);
}
if (engine.seconds > 0)
{
engine.seconds--;
engine.counter = (SDL_GetTicks() + 1000);
}
else if ((engine.seconds == 0) && (engine.minutes > 0))
{
engine.minutes--;
engine.seconds = 59;
engine.counter = (SDL_GetTicks() + 1000);
for (int i = 0 ; i < 3 ; i++)
{
if (currentMission.timeLimit1[i] > -1)
currentMission.timeLimit1[i]--;
if (currentMission.timeLimit2[i] > -1)
currentMission.timeLimit2[i]--;
}
checkTimer();
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events_check();
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}
if ((engine.seconds == 0) && (engine.minutes == 0))
{
for (int i = 0 ; i < 3 ; i++)
{
if (currentMission.timeLimit1[i] > -1)
currentMission.timeLimit1[i]--;
if (currentMission.timeLimit2[i] > -1)
currentMission.timeLimit2[i]--;
}
checkTimer();
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events_check();
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engine.counter = (SDL_GetTicks() + 1000);
}
}
}
for (int i = 0 ; i < MAX_INFOLINES ; i++)
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{
if (gfx_textSprites[i].life > 0)
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{
gfx_textSprites[i].y = screen->h - 75 - (i * 20);
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screen_blitText(i);
gfx_textSprites[i].life--;
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if (gfx_textSprites[i].life == 0)
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{
for (int j = i ; j < MAX_INFOLINES - 1 ; j++)
{
copyInfoLine(j + 1, j);
}
gfx_textSprites[MAX_INFOLINES - 1].life = 0;
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}
}
}
// Show the radio message if there is one
if (gfx_textSprites[TS_RADIO].life > 0)
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{
screen_blit(gfx_messageBox, (screen->w - gfx_messageBox->w) / 2, 50);
gfx_textSprites[TS_RADIO].life--;
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}
// Do the target's remaining shield (if required)
if (game.area != MISN_DORIM)
{
if ((engine.targetIndex > -1) && (aliens[engine.targetIndex].shield > 0) && (engine.targetIndex > 9))
{
screen_blitText(TS_TARGET);
bar.w = MAX(screen->w / 800, 1);
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bar.h = 12;
bar.x = screen->w * 11 / 16 + 65;
bar.y = screen->h - 50;
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for (float i = 0 ; i < (engine.targetShield * aliens[engine.targetIndex].shield) ; i++)
{
if (i > engine.targetShield * aliens[engine.targetIndex].maxShield * 2 / 3)
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shieldColor = green;
else if ((i >= engine.targetShield * aliens[engine.targetIndex].maxShield / 3) &&
(i <= engine.targetShield * aliens[engine.targetIndex].maxShield * 2 / 3))
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shieldColor = yellow;
else
shieldColor = red;
SDL_FillRect(screen, &bar, shieldColor);
bar.x += bar.w + (screen->w / 800);
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}
}
}
screen_blitText(TS_POWER);
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bar.w = screen->w / 32;
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bar.h = 12;
bar.x = screen->w / 32 + 55;
bar.y = screen->h - 29;
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for (int i = 1 ; i <= 5 ; i++)
{
if (weapon[W_PLAYER_WEAPON].damage >= i) {
if(i <= game.maxPlasmaDamage || (SDL_GetTicks() % 1000 > (unsigned)i * 100))
{
SDL_FillRect(screen, &bar, green);
}
} else if (i <= game.maxPlasmaDamage)
SDL_FillRect(screen, &bar, darkGreen);
bar.x += screen->w * 3 / 80;
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}
screen_blitText(TS_OUTPUT);
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bar.w = screen->w / 32;
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bar.h = 12;
bar.x = screen->w * 5 / 16 + 65;
bar.y = screen->h - 29;
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SDL_FillRect(screen, &bar, yellow);
for (int i = 1 ; i <= 5 ; i++)
{
if (weapon[W_PLAYER_WEAPON].ammo[0] >= i) {
if(i <= game.maxPlasmaOutput || (SDL_GetTicks() % 1000 > (unsigned)i * 100))
{
SDL_FillRect(screen, &bar, yellow);
}
}
else if (i <= game.maxPlasmaOutput)
SDL_FillRect(screen, &bar, darkYellow);
bar.x += screen->w * 3 / 80;
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}
screen_blitText(TS_COOLER);
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bar.w = screen->w / 32;
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bar.h = 12;
bar.x = screen->w * 97 / 160 + 65;
bar.y = screen->h - 29;
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for (int i = 1 ; i <= 5 ; i++)
{
if (weapon[W_PLAYER_WEAPON].reload[0] <= rate2reload[i]) {
if(i <= game.maxPlasmaRate || (SDL_GetTicks() % 1000 > (unsigned)i * 100))
{
SDL_FillRect(screen, &bar, blue);
}
}
else if (i <= game.maxPlasmaRate)
SDL_FillRect(screen, &bar, darkerBlue);
bar.x += screen->w * 3 / 80;
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}
screen_blitText(TS_SHIELD);
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if (player.shield < 1)
return;
if ((!engine.keyState[KEY_ALTFIRE]) && (player.weaponType[1] == W_LASER) && (engine.eventTimer % 8 == 1))
LIMIT_ADD(player.ammo[1], -1, 1, 255);
if ((engine.eventTimer < 30) && (player.shield <= engine.lowShield))
return;
int blockSize = MAX(screen->w / 800, 1);
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bar.w = blockSize;
bar.h = 12;
bar.x = screen->w / 32 + 65;
bar.y = screen->h - 50;
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for (int i = 0 ; i < player.shield ; i += blockSize)
{
if (i >= engine.averageShield)
shieldColor = green;
else if ((i >= engine.lowShield) && (i < engine.averageShield))
shieldColor = yellow;
else
shieldColor = red;
SDL_FillRect(screen, &bar, shieldColor);
bar.x += blockSize;
if (player.maxShield <= 75 || screen->w >= 1200)
bar.x += screen->w / 800;
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}
}
/*
* Delay until the next 60 Hz frame
*/
void game_delayFrame()
{
Uint32 now = SDL_GetTicks();
// Add 16 2/3 (= 1000 / 60) to frameLimit
frameLimit += 16;
thirds += 2;
while (thirds >= 3)
{
thirds -= 3;
frameLimit++;
}
if(now < frameLimit)
SDL_Delay(frameLimit - now);
else
frameLimit = now;
}
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/*
Checked during the main game loop. When the game is paused
it goes into a constant loop checking this routine. If escape is
pressed, the game automatically ends and goes back to the title screen
*/
static bool game_checkPauseRequest()
{
getPlayerInput();
if (engine.keyState[KEY_ESCAPE])
{
engine.paused = false;
engine.done = 1;
player.shield = 0;
return true;
}
if (engine.keyState[KEY_PAUSE])
{
engine.paused = false;
engine.keyState[KEY_PAUSE] = 0;
}
return false;
}
bool game_collision(float x0, float y0, int w0, int h0, float x2, float y2, int w1, int h1)
{
float x1 = x0 + w0;
float y1 = y0 + h0;
float x3 = x2 + w1;
float y3 = y2 + h1;
return !(x1<x2 || x3<x0 || y1<y2 || y3<y0);
}
int game_mainLoop()
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{
resetLists();
setMission(game.area);
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missionBriefScreen();
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cargo_init();
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initPlayer();
aliens_init();
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// specific for Phoebe being captured!
if (game.area == MISN_NEROD)
game.hasWingMate1 = 1;
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if (game.area == MISN_ELAMALE)
aliens[ALIEN_KLINE].active = false;
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for (int i = 0 ; i < engine.maxAliens ; i++)
alien_add();
if (game.hasWingMate1)
alien_addFriendly(ALIEN_PHOEBE);
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if (game.hasWingMate2)
alien_addFriendly(ALIEN_URSULA);
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if ((game.area == MISN_URUSOR) ||
(game.area == MISN_POSWIC) ||
(game.area == MISN_EARTH))
alien_addFriendly(ALIEN_SID);
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// Disable Wingmates for certain missions
switch (game.area)
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{
case MISN_NEROD:
case MISN_URUSOR:
case MISN_DORIM:
case MISN_SIVEDI:
case MISN_ALMARTHA:
case MISN_ELLESH:
case MISN_MARS:
case MISN_VENUS:
aliens[ALIEN_PHOEBE].active = false;
aliens[ALIEN_URSULA].active = false;
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break;
}
if (game.area == MISN_DORIM)
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{
aliens[0].collectChance = 100;
aliens[0].collectType = P_ESCAPEPOD;
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}
// Some specifics for interception missions
if (game.area == MISN_INTERCEPTION)
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{
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if ((game.system > SYSTEM_EYANANTH) && ((rand() % 5) == 0))
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{
aliens[ALIEN_KLINE] = alien_defs[CD_KLINE];
aliens[ALIEN_KLINE].owner = &aliens[ALIEN_KLINE];
aliens[ALIEN_KLINE].target = &player;
aliens[ALIEN_KLINE].active = true;
aliens[ALIEN_KLINE].x = player.x + 1000;
aliens[ALIEN_KLINE].y = player.y;
player_setTarget(ALIEN_KLINE);
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}
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if ((game.system == SYSTEM_MORDOR) && (game.experimentalShield > 0))
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{
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if ((rand() % 5) > 0)
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{
aliens[ALIEN_BOSS] = alien_defs[CD_CLOAKFIGHTER];
aliens[ALIEN_BOSS].owner = &aliens[ALIEN_BOSS];
aliens[ALIEN_BOSS].target = &aliens[ALIEN_BOSS];
aliens[ALIEN_BOSS].shield = 1000;
aliens[ALIEN_BOSS].active = true;
aliens[ALIEN_BOSS].x = player.x - 1000;
aliens[ALIEN_BOSS].y = player.y;
player_setTarget(ALIEN_BOSS);
aliens[ALIEN_BOSS].shield = game.experimentalShield;
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}
}
}
if (game.area == MISN_VENUS)
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{
aliens[ALIEN_KLINE].x = player.x + 1000;
aliens[ALIEN_KLINE].y = player.y;
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}
for (int i = 0 ; i < ALIEN_MAX ; i++)
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{
aliens[i].systemPower = aliens[i].maxShield;
aliens[i].deathCounter = 0 - (aliens[i].maxShield * 3);
LIMIT(aliens[i].deathCounter, -350, 0);
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}
// Set target energy meter
switch (game.area)
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{
case MISN_MOEBO:
case MISN_ELAMALE:
case MISN_ODEON:
case MISN_FELLON:
case MISN_POSWIC:
case MISN_ELLESH:
case MISN_PLUTO:
case MISN_NEPTUNE:
case MISN_URANUS:
case MISN_JUPITER:
player_setTarget(ALIEN_BOSS);
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break;
case MISN_NEROD:
player_setTarget(ALIEN_PHOEBE);
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break;
case MISN_ALLEZ:
player_setTarget(ALIEN_FRIEND1);
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break;
case MISN_URUSOR:
player_setTarget(ALIEN_SID);
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break;
case MISN_EARTH:
case MISN_VENUS:
player_setTarget(ALIEN_KLINE);
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break;
}
clearInfoLines();
events_init();
engine.ssx = 0;
engine.ssy = 0;
engine.smx = 0;
engine.smy = 0;
engine.done = 0;
engine.counter = (SDL_GetTicks() + 1000);
engine.counter2 = (SDL_GetTicks() + 1000);
engine.missionCompleteTimer = 0;
engine.musicVolume = 100;
int rtn = 0;
int allowableAliens = 999999999;
for (int i = 0 ; i < 3 ; i++)
{
if ((currentMission.primaryType[i] == M_DESTROY_TARGET_TYPE) &&
(currentMission.target1[i] == CD_ANY))
allowableAliens = currentMission.targetValue1[i];
if (currentMission.primaryType[i] == M_DESTROY_ALL_TARGETS)
allowableAliens = 999999999;
}
for (int i = 0 ; i < ALIEN_MAX ; i++)
{
if ((aliens[i].active) && (aliens[i].flags & FL_WEAPCO))
{
allowableAliens--;
}
}
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screen_drawBackground();
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screen_flushBuffer();
// Default to no aliens dead...
engine.allAliensDead = 0;
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engine.keyState[KEY_FIRE] = 0;
engine.keyState[KEY_ALTFIRE] = 0;
flushInput();
while (engine.done != 1)
{
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renderer_update();
if ((allMissionsCompleted()) && (engine.missionCompleteTimer == 0))
{
engine.missionCompleteTimer = SDL_GetTicks() + 4000;
}
if ((missionFailed()) && (engine.missionCompleteTimer == 0))
{
if (game.area != MISN_MOEBO)
engine.missionCompleteTimer = SDL_GetTicks() + 4000;
}
if (engine.missionCompleteTimer != 0)
{
engine.gameSection = SECTION_INTERMISSION;
if (player.shield > 0)
{
if (SDL_GetTicks() >= engine.missionCompleteTimer)
{
if ((!missionFailed()) && (game.area != MISN_VENUS))
{
leaveSector();
if ((engine.done == 2) &&
(game.area != MISN_DORIM) &&
(game.area != MISN_SIVEDI))
{
if ((aliens[ALIEN_PHOEBE].shield > 0) &&
(game.area != MISN_EARTH))
{
aliens[ALIEN_PHOEBE].x = player.x - 40;
aliens[ALIEN_PHOEBE].y = player.y - 35;
aliens[ALIEN_PHOEBE].face = 0;
}
if ((aliens[ALIEN_URSULA].shield > 0) &&
(game.area != MISN_EARTH))
{
aliens[ALIEN_URSULA].x = player.x - 40;
aliens[ALIEN_URSULA].y = player.y + 45;
aliens[ALIEN_URSULA].face = 0;
}
if ((game.area == MISN_URUSOR) ||
(game.area == MISN_POSWIC))
{
aliens[ALIEN_SID].x = player.x - 100;
aliens[ALIEN_SID].y = player.y;
aliens[ALIEN_SID].face = 0;
}
}
}
else if ((game.area == MISN_VENUS) &&
(engine.musicVolume > 0))
{
engine.keyState[KEY_UP] = 0;
engine.keyState[KEY_DOWN] = 0;
engine.keyState[KEY_LEFT] = 0;
engine.keyState[KEY_RIGHT] = 0;
engine.keyState[KEY_FIRE] = 0;
engine.keyState[KEY_ALTFIRE] = 0;
LIMIT_ADD(engine.musicVolume, -0.2, 0, 100);
audio_setMusicVolume(engine.musicVolume);
}
else
{
engine.done = 1;
}
}
else
{
getPlayerInput();
}
}
else
{
LIMIT_ADD(engine.musicVolume, -0.2, 0, 100);
audio_setMusicVolume(engine.musicVolume);
if (SDL_GetTicks() >= engine.missionCompleteTimer)
{
engine.done = 1;
}
}
}
else
{
getPlayerInput();
}
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screen_unBuffer();
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game_doStars();
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game_doCollectables();
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game_doBullets();
game_doAliens();
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game_doPlayer();
game_doCargo();
game_doDebris();
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game_doExplosions();
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game_doHud();
WRAP_ADD(engine.eventTimer, -1, 0, 60);
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if (engine.paused)
{
gfx_createTextObject(TS_PAUSED, "PAUSED", -1, screen->h / 2, FONT_WHITE);
screen_blitText(TS_PAUSED);
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renderer_update();
audio_pauseMusic();
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while (engine.paused)
{
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engine.done = game_checkPauseRequest();
game_delayFrame();
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}
audio_resumeMusic();
}
if ((game.area == MISN_MARS) && (engine.addAliens > -1))
{
if ((rand() % 5) == 0)
// XXX: The originally specified range for x was [800, 100],
// which with the original rrand function caused the result
// returned to be `800 + rand() % -699`. Clearly a mistake,
// but I'm not entirely sure what the original intention was.
// For now, I've set the range to [800, 1500], which
// approximately replicates the original's results.
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collectable_add(RANDRANGE(800, 1500),
RANDRANGE(-screen->h / 3, (4 * screen->h) / 3), P_MINE, 25,
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180 + rand() % 60);
}
if (engine.addAliens > -1)
{
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WRAP_ADD(engine.addAliens, -1, 0, currentMission.addAliens);
if ((engine.addAliens == 0) && (allowableAliens > 0))
{
allowableAliens -= alien_add();
}
}
if ((player.shield <= 0) && (engine.missionCompleteTimer == 0))
engine.missionCompleteTimer = SDL_GetTicks() + 7000;
// specific to Boss 1
if ((game.area == MISN_MOEBO) &&
(aliens[ALIEN_BOSS].flags & FL_ESCAPED))
{
audio_playSound(SFX_DEATH, aliens[ALIEN_BOSS].x);
screen_clear(white);
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renderer_update();
for (int i = 0 ; i < 300 ; i++)
{
SDL_Delay(10);
if ((rand() % 25) == 0)
audio_playSound(SFX_EXPLOSION, aliens[ALIEN_BOSS].x);
}
SDL_Delay(1000);
break;
}
game_delayFrame();
}
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screen_flushBuffer();
if ((player.shield > 0) && (!missionFailed()))
{
if (game.area < MISN_VENUS)
missionFinishedScreen();
switch (game.area)
{
case MISN_MOEBO:
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cutscene_init(1);
cutscene_init(2);
break;
case MISN_NEROD:
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cutscene_init(3);
break;
case MISN_ELAMALE:
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cutscene_init(4);
break;
case MISN_ODEON:
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cutscene_init(5);
break;
case MISN_ELLESH:
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cutscene_init(6);
break;
case MISN_VENUS:
doCredits();
break;
}
if (game.area < MISN_VENUS)
{
updateSystemStatus();
saveGame(0);
}
rtn = 1;
if (game.area == MISN_VENUS)
rtn = 0;
}
else
{
gameover();
rtn = 0;
}
exitPlayer();
return rtn;
}