starfighter/src/title.c

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/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011, 2012, 2013 Guus Sliepen
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Copyright (C) 2012, 2015-2019 Julie Marchant <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/>.
*/
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#include <libintl.h>
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#include <stdlib.h>
#include <stdio.h>
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#include "SDL.h"
#include "colors.h"
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#include "defs.h"
#include "structs.h"
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#include "alien.h"
#include "audio.h"
#include "engine.h"
#include "explosion.h"
#include "game.h"
#include "gfx.h"
#include "player.h"
#include "renderer.h"
#include "save.h"
#include "screen.h"
#include "title.h"
#include "window.h"
static int showGameMenu(int continueSaveSlot)
{
screen_blitText(TS_START_NEW_GAME, -1, MENU_Y);
screen_blitText(TS_LOAD_GAME, -1, MENU_Y + MENU_SPACING);
if (continueSaveSlot != -1)
{
screen_blitText(TS_CONTINUE_CURRENT_GAME, -1, MENU_Y + 2 * MENU_SPACING);
}
screen_blitText(TS_OPTIONS, -1, MENU_Y + 3 * MENU_SPACING);
screen_blitText(TS_CREDITS, -1, MENU_Y + 4 * MENU_SPACING);
if (engine.cheat)
{
gfx_textSprites[TS_QUIT].y = MENU_SPACING;
screen_blitText(TS_CHEAT_OPTIONS, -1, MENU_Y + 5 * MENU_SPACING);
}
else
{
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gfx_textSprites[TS_QUIT].y = 0;
}
screen_blitText(TS_QUIT, -1, MENU_Y + 5 * MENU_SPACING);
if (engine.cheat)
return 7;
return 6;
}
static int showLoadMenu()
{
int rtn = 1;
for (int i = TS_SAVESLOT_0 ; i <= TS_SAVESLOT_5 ; i++)
{
rtn++;
if (gfx_textSprites[i].image != NULL)
{
screen_blitText(i, -1, MENU_Y);
gfx_textSprites[TS_BACK_TO_MAIN_MENU].y = gfx_textSprites[i].y + 2 * MENU_SPACING;
}
}
screen_blitText(TS_BACK_TO_MAIN_MENU, -1, MENU_Y);
return rtn;
}
static void createDifficultyMenu()
{
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char difficulty[STRMAX_SHORT];
char menutext[STRMAX_SHORT];
gfx_createTextObject(TS_START_GAME, _("START GAME"), 0, 0, FONT_WHITE);
game_getDifficultyText(difficulty, game.difficulty);
/// Difficulty menu option.
/// Retain "%s" as-is. It is replaced with the difficulty chosen.
snprintf(menutext, STRMAX_SHORT, _("DIFFICULTY - %s"), difficulty);
gfx_createTextObject(TS_DIFFICULTY, menutext, 0, 0, FONT_WHITE);
}
static int showDifficultyMenu()
{
screen_blitText(TS_START_GAME, -1, MENU_Y);
screen_blitText(TS_DIFFICULTY, -1, MENU_Y + MENU_SPACING);
gfx_textSprites[TS_BACK_TO_MAIN_MENU].y = 0;
screen_blitText(TS_BACK_TO_MAIN_MENU, -1, MENU_Y + 3 * MENU_SPACING);
return 3;
}
static void createOptionsMenu()
{
if (engine.useSound)
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gfx_createTextObject(TS_SOUND, _("SOUND - ON"), 0, 0, FONT_WHITE);
else
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gfx_createTextObject(TS_SOUND, _("SOUND - OFF"), 0, 0, FONT_WHITE);
if (engine.useMusic)
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gfx_createTextObject(TS_MUSIC, _("MUSIC - ON"), 0, 0, FONT_WHITE);
else
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gfx_createTextObject(TS_MUSIC, _("MUSIC - OFF"), 0, 0, FONT_WHITE);
if (engine.fullScreen)
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gfx_createTextObject(TS_FULLSCREEN, _("FULLSCREEN - ON"), 0, 0, FONT_WHITE);
else
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gfx_createTextObject(TS_FULLSCREEN, _("FULLSCREEN - OFF"), 0, 0, FONT_WHITE);
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if (engine.autoPause)
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gfx_createTextObject(TS_AUTOPAUSE, _("AUTOPAUSE - ON"), 0, 0, FONT_WHITE);
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else
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gfx_createTextObject(TS_AUTOPAUSE, _("AUTOPAUSE - OFF"), 0, 0, FONT_WHITE);
}
static int showOptionsMenu()
{
screen_blitText(TS_SOUND, -1, MENU_Y);
screen_blitText(TS_MUSIC, -1, MENU_Y + MENU_SPACING);
screen_blitText(TS_FULLSCREEN, -1, MENU_Y + 2 * MENU_SPACING);
screen_blitText(TS_AUTOPAUSE, -1, MENU_Y + 3 * MENU_SPACING);
gfx_textSprites[TS_BACK_TO_MAIN_MENU].y = 0;
screen_blitText(TS_BACK_TO_MAIN_MENU, -1, MENU_Y + 5 * MENU_SPACING);
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return 5;
}
static void createCheatMenu()
{
if (engine.cheatShield)
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gfx_createTextObject(TS_UNLIMITED_SHIELD, _("UNLIMITED SHIELD - ON"), 0, 0, FONT_WHITE);
else
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gfx_createTextObject(TS_UNLIMITED_SHIELD, _("UNLIMITED SHIELD - OFF"), 0, 0, FONT_WHITE);
if (engine.cheatAmmo)
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gfx_createTextObject(TS_UNLIMITED_AMMO, _("UNLIMITED AMMO - ON"), 0, 0, FONT_WHITE);
else
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gfx_createTextObject(TS_UNLIMITED_AMMO, _("UNLIMITED AMMO - OFF"), 0, 0, FONT_WHITE);
if (engine.cheatCash)
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gfx_createTextObject(TS_UNLIMITED_CASH, _("UNLIMITED CASH - ON"), 0, 0, FONT_WHITE);
else
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gfx_createTextObject(TS_UNLIMITED_CASH, _("UNLIMITED CASH - OFF"), 0, 0, FONT_WHITE);
if (engine.cheatTime)
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gfx_createTextObject(TS_UNLIMITED_TIME, _("UNLIMITED TIME - ON"), 0, 0, FONT_WHITE);
else
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gfx_createTextObject(TS_UNLIMITED_TIME, _("UNLIMITED TIME - OFF"), 0, 0, FONT_WHITE);
}
static int showCheatMenu()
{
screen_blitText(TS_UNLIMITED_SHIELD, -1, MENU_Y);
screen_blitText(TS_UNLIMITED_AMMO, -1, MENU_Y + MENU_SPACING);
screen_blitText(TS_UNLIMITED_CASH, -1, MENU_Y + 2 * MENU_SPACING);
screen_blitText(TS_UNLIMITED_TIME, -1, MENU_Y + 3 * MENU_SPACING);
gfx_textSprites[TS_BACK_TO_MAIN_MENU].y = 0;
screen_blitText(TS_BACK_TO_MAIN_MENU, -1, MENU_Y + 5 * MENU_SPACING);
return 5;
}
/*
This is the main title screen, with the stars whirling past and the
"Parallel Realities, Present..." text. Nothing too special.
*/
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int title_show()
{
int continueSaveSlot;
int then;
int now;
int x;
int y;
int redGlow = 255;
int redDir = -2;
char buildVersion[25];
int selectedOption = 1;
int skip = 0;
int listLength = 6; // menu list length
int menuType = MENU_MAIN;
SDL_Surface *copyrightText;
SDL_Surface *infoText;
game_init();
engine.gameSection = SECTION_TITLE;
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screen_flushBuffer();
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gfx_free();
engine_resetLists();
// required to stop the title screen crashing
game.system = 0;
game.area = MISN_START;
gfx_loadSprites();
screen_clear(black);
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renderer_update();
screen_clear(black);
continueSaveSlot = save_initSlots();
gfx_loadBackground("gfx/spirit.jpg");
SDL_Surface *prlogo, *sflogo;
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prlogo = gfx_loadImage("gfx/prlogo.png");
sflogo = gfx_loadImage("gfx/sflogo.png");
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gfx_createTextObject(TS_PRESENTS, "PRESENTS", 0, 0, FONT_WHITE);
gfx_createTextObject(TS_AN_SDL_GAME, "AN SDL GAME", 0, 0, FONT_WHITE);
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gfx_createTextObject(TS_START_NEW_GAME, _("START NEW GAME"), 0, 0, FONT_WHITE);
gfx_createTextObject(TS_LOAD_GAME, _("LOAD GAME"), 0, 0, FONT_WHITE);
gfx_createTextObject(TS_CONTINUE_CURRENT_GAME, _("CONTINUE CURRENT GAME"), 0, 0, FONT_WHITE);
gfx_createTextObject(TS_OPTIONS, _("OPTIONS"), 0, 0, FONT_WHITE);
gfx_createTextObject(TS_CREDITS, _("CREDITS"), 0, 0, FONT_WHITE);
gfx_createTextObject(TS_CHEAT_OPTIONS, _("CHEAT OPTIONS"), 0, 0, FONT_WHITE);
gfx_createTextObject(TS_QUIT, _("QUIT"), 0, 0, FONT_WHITE);
createOptionsMenu();
createDifficultyMenu();
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gfx_createTextObject(TS_BACK_TO_MAIN_MENU, _("BACK TO MAIN MENU"), 0, 0, FONT_WHITE);
createCheatMenu();
copyrightText = gfx_createSurface(screen->w, 3 * MENU_SPACING);
gfx_renderString("Copyright Parallel Realities 2003",
5, 0, FONT_WHITE, 0, copyrightText);
gfx_renderString("Copyright Guus Sliepen, Astrid S. de Wijn and others 2012",
5, MENU_SPACING, FONT_WHITE, 0, copyrightText);
gfx_renderString("Copyright 2015-2019 Julie Marchant",
5, 2 * MENU_SPACING, FONT_WHITE, 0, copyrightText);
sprintf(buildVersion, "Version %s", VERSION );
infoText = gfx_createSurface(strlen(buildVersion) * (PIXFONT_W + 1) + 6, MENU_SPACING);
gfx_renderString(buildVersion, 0, 0, FONT_WHITE, 0, infoText);
// Set the star motion
engine.ssx = -0.5;
engine.ssy = 0;
engine.smx = 0;
engine.smy = 0;
then = SDL_GetTicks();
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;
}
SDL_Rect optionRec;
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optionRec.x = screen->w / 2 - MENU_W / 2;
optionRec.y = MENU_Y - 5;
optionRec.h = MENU_SPACING + 2;
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optionRec.w = MENU_W;
if (continueSaveSlot != -1)
{
selectedOption = 3;
optionRec.y += 40;
}
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screen_drawBackground();
engine.done = 0;
player_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)
{
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renderer_update();
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screen_unBuffer();
now = SDL_GetTicks();
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game_doStars();
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game_doExplosions();
for (int i = 0 ; i < 15 ; i++)
{
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explosion_addEngine(&aliens[i]);
aliens[i].x += aliens[i].dx;
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screen_blit(aliens[i].image[0], (int)aliens[i].x, (int)aliens[i].y);
if (aliens[i].x > screen->w + 30)
{
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))
{
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screen_blit(prlogo, ((screen->w - prlogo->w) / 2), ((screen->h - prlogo->h) / 2));
}
else if ((now - then > 9000) && (now - then < 15000) && (!skip))
{
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screen_blitText(TS_PRESENTS, -1, screen->h / 2);
}
else if ((now - then > 16000) && (now - then < 21000) && (!skip))
{
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screen_blitText(TS_AN_SDL_GAME, -1, screen->h / 2);
}
else if ((now - then > 25500) || (skip))
{
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screen_blit(sflogo, ((screen->w - sflogo->w) / 2), ((screen->h - sflogo->h) / 3));
if ((now - then >= 27500) || (skip))
{
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optionRec.x = screen->w / 2 - optionRec.w / 2;
optionRec.y = (MENU_Y - 4 - MENU_SPACING) + MENU_SPACING * selectedOption;
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if (menuType > MENU_MAIN)
if (selectedOption == listLength)
optionRec.y += MENU_SPACING;
screen_drawRect(optionRec.x, optionRec.y, optionRec.w, optionRec.h, redGlow, 0x00, 0x00);
screen_addBuffer(optionRec.x, optionRec.y, optionRec.w + 1, optionRec.h + 1);
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;
}
screen_addBuffer(optionRec.x - 1, MENU_Y, optionRec.w + 2, listLength * MENU_SPACING);
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 == 3)
if (continueSaveSlot == -1)
selectedOption = 2;
}
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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)
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if (selectedOption == 3)
if (continueSaveSlot == -1)
selectedOption = 4;
}
x = 0;
y = screen->h - copyrightText->h;
screen_blit(copyrightText, x, y);
screen_addBuffer(x, y, copyrightText->w, copyrightText->h);
x = screen->w - infoText->w;
y = screen->h - infoText->h;
screen_blit(infoText, x, y);
screen_addBuffer(x, y, infoText->w, infoText->h);
}
}
player_getInput();
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if ((engine.keyState[KEY_FIRE] || engine.keyState[KEY_ALTFIRE]))
{
if ((now - then <= 27500) && (!skip))
{
skip = 1;
}
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 = 5;
}
else if (selectedOption == 5)
{
engine.done = 1;
}
else if (selectedOption == 6)
{
if (engine.cheat)
{
menuType = MENU_CHEAT;
selectedOption = 1;
}
else
engine.done = 1;
}
else if (selectedOption == 7)
engine.done = 1;
break;
case MENU_DIFFICULTY:
if (selectedOption == 1)
engine.done = 1;
else if (selectedOption == 2)
{
game.difficulty++;
game.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 ? FULLSCREEN : 0));
}
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else if (selectedOption == 4)
{
engine.autoPause = !engine.autoPause;
}
else if (selectedOption == listLength)
{
menuType = MENU_MAIN;
selectedOption = 4;
}
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;
}
}
engine.keyState[KEY_FIRE] = 0;
engine.keyState[KEY_ALTFIRE] = 0;
}
game_delayFrame();
}
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audio_haltMusic();
SDL_FreeSurface(prlogo);
SDL_FreeSurface(sflogo);
SDL_FreeSurface(copyrightText);
SDL_FreeSurface(infoText);
engine.keyState[KEY_FIRE] = 0;
engine.keyState[KEY_ALTFIRE] = 0;
engine_resetLists();
if (selectedOption == 1)
{
game_init();
selectedOption = 2; // go straight to mission 0
}
if (selectedOption == 3)
{
game_init();
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selectedOption = save_load(continueSaveSlot);
}
if (selectedOption == 5)
{
title_showCredits();
selectedOption = 0;
}
// Send back a negative number...
if (selectedOption > 5)
{
selectedOption = -1;
exit(0);
}
return selectedOption;
}
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void title_showCredits()
{
gfx_loadBackground("gfx/credits.jpg");
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screen_flushBuffer();
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gfx_free();
FILE *fp;
int lastCredit = -1;
int yPos = 0;
int yPos2 = screen->h;
char text[STRMAX];
int i;
TextObject *credit;
screen_clear(black);
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renderer_update();
screen_clear(black);
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screen_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 = malloc(300 * sizeof(*credit));
if (credit == NULL)
{
engine_warn("Failed to allocate memory for credits");
return;
}
while (fscanf(fp, "%d %[^\n]%*c", &yPos, text) == 2)
{
lastCredit++;
credit[lastCredit].image = gfx_createTextSurface(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;
engine.keyState[KEY_FIRE] = 0;
engine.keyState[KEY_ALTFIRE] = 0;
player_flushInput();
while (1)
{
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renderer_update();
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screen_unBuffer();
player_getInput();
if (engine.keyState[KEY_ESCAPE] || engine.keyState[KEY_FIRE] ||
engine.keyState[KEY_ALTFIRE])
break;
float speed = 0.5;
if (engine.keyState[KEY_DOWN])
speed = 2;
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)))
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screen_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;
}
game_delayFrame();
}
for (i = 0 ; i <= lastCredit ; i++)
{
SDL_FreeSurface(credit[i].image);
}
free(credit);
}