starfighter/src/game.cpp

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/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011, 2012, 2013 Guus Sliepen
Copyright (C) 2012, 2014, 2015 Julian Marchant
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 3
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Starfighter.h"
Game currentGame;
void newGame()
{
currentGame.system = 0;
currentGame.area = 0;
currentGame.sfxVolume = 0;
currentGame.musicVolume = 0;
if (!engine.useAudio)
{
engine.useSound = false;
engine.useMusic = false;
}
currentGame.cash = 0;
currentGame.cashEarned = 0;
currentGame.shots = 0;
currentGame.hits = 0;
currentGame.accuracy = 0;
currentGame.totalKills = currentGame.wingMate1Kills = currentGame.wingMate2Kills = 0;
currentGame.totalOtherKills = 0;
currentGame.hasWingMate1 = currentGame.hasWingMate2 = 0;
currentGame.wingMate1Ejects = currentGame.wingMate2Ejects = 0;
currentGame.secondaryMissions = currentGame.secondaryMissionsCompleted = 0;
currentGame.shieldPickups = currentGame.rocketPickups = currentGame.cellPickups = 0;
currentGame.powerups = currentGame.minesKilled = currentGame.cargoPickups = 0;
currentGame.slavesRescued = 0;
currentGame.experimentalShield = 1000;
currentGame.timeTaken = 0;
currentGame.stationedPlanet = -1;
currentGame.destinationPlanet = -1;
for (int i = 0 ; i < 10 ; i++)
currentGame.missionCompleted[i] = 0;
currentGame.distanceCovered = 0;
currentGame.minPlasmaRate = 1;
currentGame.minPlasmaOutput = 1;
currentGame.minPlasmaDamage = 1;
currentGame.maxPlasmaRate = 2;
currentGame.maxPlasmaOutput = 2;
currentGame.maxPlasmaDamage = 2;
currentGame.maxPlasmaAmmo = 100;
currentGame.maxRocketAmmo = 10;
switch (currentGame.difficulty)
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{
case DIFFICULTY_EASY:
player.maxShield = 100;
currentGame.minPlasmaRate = 2;
currentGame.minPlasmaOutput = 2;
currentGame.minPlasmaDamage = 2;
currentGame.maxPlasmaRate = 3;
currentGame.maxPlasmaOutput = 3;
currentGame.maxPlasmaDamage = 3;
break;
case DIFFICULTY_HARD:
player.maxShield = 25;
break;
case DIFFICULTY_NIGHTMARE:
player.maxShield = 1;
currentGame.maxPlasmaRate = 1;
currentGame.maxPlasmaOutput = 1;
currentGame.maxPlasmaDamage = 1;
currentGame.maxRocketAmmo = 5;
break;
default:
player.maxShield = 50;
}
player.shield = player.maxShield;
player.ammo[0] = 0;
player.ammo[1] = 5;
player.weaponType[0] = W_PLAYER_WEAPON;
player.weaponType[1] = W_ROCKETS;
initWeapons();
initMissions();
initPlanetMissions(currentGame.system);
}
int mainGameLoop()
{
resetLists();
setMission(currentGame.area);
missionBriefScreen();
initCargo();
initPlayer();
initAliens();
clearInfoLines();
loadScriptEvents();
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 < MAX_ALIENS ; i++)
{
if ((enemy[i].active) && (enemy[i].flags & FL_WEAPCO))
{
allowableAliens--;
}
}
drawBackGround();
flushBuffer();
// Default to no aliens dead...
engine.allAliensDead = 0;
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engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
flushInput();
while (engine.done != 1)
{
updateScreen();
if ((allMissionsCompleted()) && (engine.missionCompleteTimer == 0))
{
engine.missionCompleteTimer = SDL_GetTicks() + 4000;
}
if ((missionFailed()) && (engine.missionCompleteTimer == 0))
{
if (currentGame.area != 5)
engine.missionCompleteTimer = SDL_GetTicks() + 4000;
}
if (engine.missionCompleteTimer != 0)
{
engine.gameSection = SECTION_INTERMISSION;
if (player.shield > 0)
{
if (SDL_GetTicks() >= engine.missionCompleteTimer)
{
if ((!missionFailed()) && (currentGame.area != 26))
{
leaveSector();
if ((engine.done == 2) && (currentGame.area != 10) && (currentGame.area != 15))
{
if ((enemy[FR_PHOEBE].shield > 0) && (currentGame.area != 25))
{
enemy[FR_PHOEBE].x = player.x - 40;
enemy[FR_PHOEBE].y = player.y - 35;
enemy[FR_PHOEBE].face = 0;
}
if ((enemy[FR_URSULA].shield > 0) && (currentGame.area != 25))
{
enemy[FR_URSULA].x = player.x - 40;
enemy[FR_URSULA].y = player.y + 45;
enemy[FR_URSULA].face = 0;
}
if ((currentGame.area == 9) || (currentGame.area == 17))
{
enemy[FR_SID].x = player.x - 100;
enemy[FR_SID].y = player.y;
enemy[FR_SID].face = 0;
}
}
}
else if ((currentGame.area == 26) && (engine.musicVolume > 0))
{
limitFloat(&(engine.musicVolume -= 0.2), 0, 100);
Mix_VolumeMusic((int)engine.musicVolume);
}
else
{
engine.done = 1;
}
}
else
{
getPlayerInput();
}
}
else
{
limitFloat(&(engine.musicVolume -= 0.2), 0, 100);
Mix_VolumeMusic((int)engine.musicVolume);
if (SDL_GetTicks() >= engine.missionCompleteTimer)
{
engine.done = 1;
}
}
}
else
{
getPlayerInput();
}
unBuffer();
doStarfield();
doCollectables();
doBullets();
doAliens();
doPlayer();
doCargo();
doDebris();
doExplosions();
doInfo();
wrapChar(&(--engine.eventTimer), 0, 60);
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if (engine.paused)
{
textSurface(22, "PAUSED", -1, screen->h / 2, FONT_WHITE);
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blitText(22);
updateScreen();
while (engine.paused)
{
engine.done = checkPauseRequest();
delayFrame();
}
}
if ((currentGame.area == 24) && (engine.addAliens > -1))
{
if ((rand() % 10) == 0)
addCollectable(rrand(800, 100), player.y, P_MINE, 25, 180 + rand() % 60);
}
if (engine.addAliens > -1)
{
wrapInt(&(--engine.addAliens), 0, currentMission.addAliens);
if ((engine.addAliens == 0) && (allowableAliens > 0))
{
allowableAliens -= addAlien();
}
}
if ((player.shield <= 0) && (engine.missionCompleteTimer == 0))
engine.missionCompleteTimer = SDL_GetTicks() + 7000;
// specific to Boss 1
if ((currentGame.area == 5) && (enemy[WC_BOSS].flags & FL_ESCAPED))
{
playSound(SFX_DEATH, enemy[WC_BOSS].x);
clearScreen(white);
updateScreen();
for (int i = 0 ; i < 300 ; i++)
{
SDL_Delay(10);
if ((rand() % 25) == 0)
playSound(SFX_EXPLOSION, enemy[WC_BOSS].x);
}
SDL_Delay(1000);
break;
}
delayFrame();
}
flushBuffer();
if ((player.shield > 0) && (!missionFailed()))
{
if (currentGame.area < 26)
missionFinishedScreen();
switch (currentGame.area)
{
case 5:
doCutscene(1);
doCutscene(2);
break;
case 7:
doCutscene(3);
break;
case 11:
doCutscene(4);
break;
case 13:
doCutscene(5);
break;
case 18:
doCutscene(6);
break;
case 26:
doCredits(true);
break;
}
if (currentGame.area < 26)
{
updateSystemStatus();
saveGame(0);
}
rtn = 1;
if (currentGame.area == 26)
rtn = 0;
}
else
{
gameover();
rtn = 0;
}
exitPlayer();
return rtn;
}