starfighter/code/title.cpp

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/*
Copyright (C) 2003 Parallel Realities
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "Starfighter.h"
static signed char showGameMenu(signed char continueSaveSlot)
{
blitText(2);
if (continueSaveSlot != 0)
{
blitText(3);
blitText(4);
}
blitText(5);
if (engine.cheat)
{
textShape[7].y = 450;
blitText(6);
}
else
{
textShape[7].y = 430;
}
blitText(7);
if (engine.cheat)
return 6;
return 5;
}
static signed char showLoadMenu()
{
signed char rtn = 1;
for (int i = 13 ; i < 18 ; i++)
{
if (textShape[i].image != NULL)
{
blitText(i);
rtn++;
textShape[12].y = textShape[i].y + 40;
}
}
blitText(12);
return rtn;
}
static void createOptionsMenu()
{
if (engine.useSound)
textSurface(8, "SOUND - ON", -1, 350, FONT_WHITE);
else
textSurface(8, "SOUND - OFF", -1, 350, FONT_WHITE);
if (engine.useMusic)
textSurface(9, "MUSIC - ON", -1, 370, FONT_WHITE);
else
textSurface(9, "MUSIC - OFF", -1, 370, FONT_WHITE);
if (engine.fullScreen)
textSurface(10, "FULLSCREEN - ON", -1, 390, FONT_WHITE);
else
textSurface(10, "FULLSCREEN - OFF", -1, 390, FONT_WHITE);
char string[50];
strcpy(string, "AUTO SAVE SLOT - NONE");
if (currentGame.autoSaveSlot > -1)
sprintf(string, "AUTO SAVE SLOT - #%d", currentGame.autoSaveSlot + 1);
textSurface(11, string, -1, 410, FONT_WHITE);
}
static signed char showOptionsMenu()
{
textShape[12].y = 450;
blitText(8);
blitText(9);
blitText(10);
blitText(11);
blitText(12);
return 5;
}
static void createCheatMenu()
{
if (engine.cheatShield)
textSurface(18, "UNLIMITED SHIELD - ON", -1, 350, FONT_WHITE);
else
textSurface(18, "UNLIMITED SHIELD - OFF", -1, 350, FONT_WHITE);
if (engine.cheatAmmo)
textSurface(19, "UNLIMITED AMMO - ON", -1, 370, FONT_WHITE);
else
textSurface(19, "UNLIMITED AMMO - OFF", -1, 370, FONT_WHITE);
if (engine.cheatCash)
textSurface(20, "UNLIMITED CASH - ON", -1, 390, FONT_WHITE);
else
textSurface(20, "UNLIMITED CASH - OFF", -1, 390, FONT_WHITE);
if (engine.cheatTime)
textSurface(21, "UNLIMITED TIME - ON", -1, 410, FONT_WHITE);
else
textSurface(21, "UNLIMITED TIME - OFF", -1, 410, FONT_WHITE);
}
static signed char showCheatMenu()
{
textShape[12].y = 450;
blitText(18);
blitText(19);
blitText(20);
blitText(21);
blitText(12);
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();
loadMusic("music/Platinum.mod");
loadBackground("gfx/spirit.jpg");
SDL_Surface *prlogo, *sflogo;
prlogo = loadImage("gfx/prlogo.png");
sflogo = loadImage("gfx/sflogo.png");
int prx = ((800 - prlogo->w) / 2);
int pry = ((600 - prlogo->h) / 2);
int sfx = ((800 - sflogo->w) / 2);
int sfy = ((600 - sflogo->h) / 2);
textSurface(0, "PRESENTS", -1, 300, FONT_WHITE);
textSurface(1, "AN SDL GAME", -1, 300, FONT_WHITE);
textSurface(2, "START NEW GAME", -1, 350, FONT_WHITE);
textSurface(3, "LOAD GAME", -1, 370, FONT_WHITE);
textSurface(4, "CONTINUE CURRENT GAME", -1, 390, FONT_WHITE);
textSurface(5, "OPTIONS", -1, 410, FONT_WHITE);
textSurface(6, "CHEAT OPTIONS", -1, 430, FONT_WHITE);
textSurface(7, "QUIT", -1, 430, FONT_WHITE);
createOptionsMenu();
textSurface(12, "BACK TO MAIN MENU", -1, 0, FONT_WHITE);
createCheatMenu();
// Set the star motion
engine.ssx = -0.5;
engine.ssy = 0;
int then = SDL_GetTicks();
int now;
for (int i = 0 ; i < 15 ; i++)
{
enemy[i] = defEnemy[rand() % 3];
if ((rand() % 5) == 0)
enemy[i] = defEnemy[CD_TRANSPORTSHIP];
if ((rand() % 5) == 0)
enemy[i] = defEnemy[CD_MINER];
enemy[i].x = rand() % 800;
enemy[i].y = rand() % 560;
enemy[i].dx = 1 + rand() % 3;
enemy[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 > 0)
{selectedOption = 3; optionRec.y += 40;}
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bool skip = false;
signed char listLength = 5; // menu list length
signed char menuType = 0;
drawBackGround();
engine.done = 0;
flushInput();
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = 0;
if ((engine.useMusic) && (engine.useAudio))
Mix_PlayMusic(engine.music, 1);
while (!engine.done)
{
updateScreen();
unBuffer();
now = SDL_GetTicks();
doStarfield();
doExplosions();
for (int i = 0 ; i < 15 ; i++)
{
addEngine(&enemy[i]);
enemy[i].x += enemy[i].dx;
blit(enemy[i].image[0], (int)enemy[i].x, (int)enemy[i].y);
if (enemy[i].x > 830)
{
enemy[i].x = -40;
enemy[i].y = rand() % 580;
enemy[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(0);
}
else if ((now - then > 16000) && (now - then < 21000) && (!skip))
{
blitText(1);
}
else if ((now - then > 25500) || (skip))
{
blit(sflogo, sfx, sfy);
if ((now - then >= 27500) || (skip))
{
addBuffer(280, 345, 235, 145);
blevelRect(optionRec.x, optionRec.y, optionRec.w, optionRec.h, redGlow, 0x00, 0x00);
switch(menuType)
{
case 0:
listLength = showGameMenu(continueSaveSlot);
break;
case 1:
listLength = showLoadMenu();
break;
case 2:
listLength = showOptionsMenu();
break;
case 3:
listLength = showCheatMenu();
break;
}
redGlow += redDir;
if (redGlow <= 0) {redDir = 2; redGlow = 0;}
if (redGlow >= 255) {redDir = -2; redGlow = 255;}
if (engine.keyState[SDLK_UP])
{
engine.keyState[SDLK_UP] = 0;
wrapChar(&(--selectedOption), 1, listLength);
if (menuType == 0)
if ((selectedOption == 2) || (selectedOption == 3))
if (continueSaveSlot == 0)
selectedOption = 1;
}
if (engine.keyState[SDLK_DOWN])
{
engine.keyState[SDLK_DOWN] = 0;
wrapChar(&(++selectedOption), 1, listLength);
if (menuType == 0)
if ((selectedOption == 2) || (selectedOption == 3))
if (continueSaveSlot == 0)
selectedOption = 4;
}
optionRec.y = 326 + (20 * selectedOption);
if (menuType > 0)
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;
}
if ((engine.keyState[SDLK_LCTRL]) || (engine.keyState[SDLK_RCTRL]) || (engine.keyState[SDLK_SPACE]))
{
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 0:
if ((selectedOption == 1) || (selectedOption == 3))
engine.done = 1;
else if (selectedOption == 2)
{menuType = 1; selectedOption = 1;}
else if (selectedOption == 4)
{menuType = 2; selectedOption = 1;}
else if (selectedOption == 5)
{
if (engine.cheat)
{menuType = 3; selectedOption = 1;}
else
engine.done = 1;
}
else if (selectedOption == 6)
engine.done = 1;
break;
case 1:
if (selectedOption != listLength)
{engine.done = 1; continueSaveSlot = selectedOption; selectedOption = 3;}
else
{menuType = 0; selectedOption = 1;}
break;
case 2:
if ((selectedOption == 1) && (engine.useAudio))
engine.useSound = !engine.useSound;
else if ((selectedOption == 2) && (engine.useAudio))
{
engine.useMusic = !engine.useMusic;
if (engine.useMusic)
{
if (Mix_PausedMusic() == 1)
Mix_ResumeMusic();
else
Mix_PlayMusic(engine.music, 1);
}
else
{
Mix_PauseMusic();
}
}
else if (selectedOption == 3)
{
engine.fullScreen = !engine.fullScreen;
#if LINUX
SDL_WM_ToggleFullScreen(screen);
#else
if (engine.fullScreen)
screen = SDL_SetVideoMode(800, 600, 0, SDL_DOUBLEBUF|SDL_HWPALETTE|SDL_FULLSCREEN);
else
screen = SDL_SetVideoMode(800, 600, 0, SDL_DOUBLEBUF|SDL_HWPALETTE);
drawBackground();
flushBuffer();
#endif
}
else if (selectedOption == 4)
wrapChar(&(++currentGame.autoSaveSlot), -1, 4);
else if (selectedOption == listLength)
{menuType = 0; selectedOption = 1;}
createOptionsMenu();
break;
case 3:
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)
{menuType = 0; selectedOption = 1;}
createCheatMenu();
break;
case 4:
if (selectedOption == listLength)
{menuType = 0; selectedOption = 1;}
break;
}
}
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0;
}
delayFrame();
}
Mix_HaltMusic();
SDL_FreeSurface(prlogo);
SDL_FreeSurface(sflogo);
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0;
resetLists();
if (selectedOption == 1)
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. The text will be placed
into a data file when the game is finished.
*/
void showStory()
{
freeGraphics();
int y = 620;
FILE *fp;
#if USEPACK
int dataLocation = locateDataInPak("data/intro.txt", 1);
fp = fopen(PACKLOCATION, "rb");
fseek(fp, dataLocation, SEEK_SET);
#else
fp = fopen("data/intro.txt", "rb");
#endif
int i = 0;
int nextPos = -1;
char string[255];
fscanf(fp, "%d ", &nextPos);
while (nextPos != -1)
{
fscanf(fp, "%[^\n]%*c", string);
y += nextPos;
textSurface(i, string, -1, y, FONT_WHITE);
i++;
fscanf(fp, "%d ", &nextPos);
}
fclose(fp);
loadBackground("gfx/startUp.jpg");
blit(background, 0, 0);
flushBuffer();
flushInput();
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0;
while (true)
{
updateScreen();
unBuffer();
getPlayerInput();
if ((engine.keyState[SDLK_LCTRL]) || (engine.keyState[SDLK_RCTRL]) || (engine.keyState[SDLK_SPACE]))
break;
if (textShape[8].y > 450)
{
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);
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0;
engine.gameSection = SECTION_INTERMISSION;
loadMusic("music/Wybierak.mod");
SDL_Surface *gameover = loadImage("gfx/gameover.png");
clearScreen(black);
updateScreen();
clearScreen(black);
SDL_Delay(1000);
if ((engine.useMusic) && (engine.useAudio))
{
Mix_VolumeMusic(100);
Mix_PlayMusic(engine.music, 1);
}
int x = (800 - gameover->w) / 2;
int y = (600 - gameover->h) / 2;
updateScreen();
flushInput();
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0;
while (true)
{
getPlayerInput();
if ((engine.keyState[SDLK_LCTRL]) || (engine.keyState[SDLK_RCTRL]) || (engine.keyState[SDLK_SPACE]))
break;
updateScreen();
unBuffer();
x = ((800 - gameover->w) / 2) - rrand(-2, 2);
y = ((600 - gameover->h) / 2) - rrand(-2, 2);
blit(gameover, x, y);
delayFrame();
}
SDL_FreeSurface(gameover);
if ((engine.useMusic) && (engine.useAudio))
Mix_HaltMusic();
flushBuffer();
}
void doCredits()
{
loadBackground("gfx/credits.jpg");
flushBuffer();
freeGraphics();
if ((engine.useMusic) && (engine.useAudio))
loadMusic("music/Solace.s3m");
FILE *fp;
int numberOfCredits = 0;
int lastCredit = 0;
int yPos = 0;
int yPos2 = 600;
char text[255];
textObject *credit;
clearScreen(black);
updateScreen();
clearScreen(black);
drawBackGround();
#if USEPACK
int dataLocation = locateDataInPak("data/credits.txt", 1);
fp = fopen(PACKLOCATION, "rb");
fseek(fp, dataLocation, SEEK_SET);
#else
fp = fopen("data/credits.txt", "rb");
#endif
for (int i = 0 ; i < 6 ; i++)
{
fscanf(fp, "%[^\n]%*c", text);
drawString(text, -1, 240 + (i * 20), FONT_WHITE);
}
fscanf(fp, "%d%*c", &numberOfCredits);
credit = (textObject*) malloc(sizeof(textObject) * numberOfCredits);
for (int i = 0 ; i < numberOfCredits ; i++)
{
fscanf(fp, "%d %[^\n]%*c", &yPos, text);
credit[i].image = textSurface(text, FONT_WHITE);
credit[i].x = (800 - credit[i].image->w) / 2;
yPos2 += yPos;
credit[i].y = yPos2;
}
fclose(fp);
if ((engine.useMusic) && (engine.useAudio))
{
Mix_VolumeMusic(100);
Mix_PlayMusic(engine.music, 1);
}
updateScreen();
SDL_Delay(10000);
drawBackGround();
engine.done = 0;
lastCredit = numberOfCredits - 1;
engine.keyState[SDLK_ESCAPE] = 0;
flushInput();
while (true)
{
updateScreen();
unBuffer();
getPlayerInput();
if (engine.keyState[SDLK_ESCAPE])
break;
float speed = 0.5;
if(engine.keyState[SDLK_DOWN])
speed = 2;
else if(engine.keyState[SDLK_UP])
speed = -2;
for (int i = 0 ; i < numberOfCredits ; i++)
{
if ((credit[i].y > -10) && (credit[i].y < 610))
blit(credit[i].image, (int)credit[i].x, (int)credit[i].y);
if (speed > 0 && credit[lastCredit].y > 400)
credit[i].y -= speed;
else if(speed < 0 && credit[0].y < 600)
credit[i].y -= speed;
}
delayFrame();
}
for (int i = 0 ; i < numberOfCredits ; i++)
{
SDL_FreeSurface(credit[i].image);
}
free(credit);
}