From e51c55b16b8c5a27f1f23c39e9a7a4317827d98a Mon Sep 17 00:00:00 2001 From: Julie Marchant Date: Mon, 20 May 2019 01:56:16 -0400 Subject: [PATCH] Revert "Converted to C... tried and failed to convert Autoconf." This reverts commit 7fd19f29ba5d8774e111536464ff6b193d5f21b8. --- configure.ac | 3 +- src/Makefile.am | 55 +- src/{Starfighter.c => Starfighter.cpp} | 2 +- src/{alien.c => alien.cpp} | 0 src/{audio.c => audio.cpp} | 0 src/{bullet.c => bullet.cpp} | 0 src/{cargo.c => cargo.cpp} | 0 src/{collectable.c => collectable.cpp} | 0 src/{colors.c => colors.cpp} | 0 src/{cutscene.c => cutscene.cpp} | 0 src/{engine.c => engine.cpp} | 0 src/{event.c => event.cpp} | 0 src/{explosion.c => explosion.cpp} | 0 src/game.c | 2582 ---------------------- src/{gfx.c => gfx.cpp} | 0 src/{info.c => info.cpp} | 0 src/{intermission.c => intermission.cpp} | 0 src/{mission.c => mission.cpp} | 0 src/{player.c => player.cpp} | 0 src/{radio.c => radio.cpp} | 0 src/{renderer.c => renderer.cpp} | 0 src/{save.c => save.cpp} | 0 src/{screen.c => screen.cpp} | 0 src/{ship.c => ship.cpp} | 0 src/{shop.c => shop.cpp} | 0 src/{title.c => title.cpp} | 0 src/{weapons.c => weapons.cpp} | 0 src/{window.c => window.cpp} | 0 28 files changed, 31 insertions(+), 2611 deletions(-) rename src/{Starfighter.c => Starfighter.cpp} (98%) rename src/{alien.c => alien.cpp} (100%) rename src/{audio.c => audio.cpp} (100%) rename src/{bullet.c => bullet.cpp} (100%) rename src/{cargo.c => cargo.cpp} (100%) rename src/{collectable.c => collectable.cpp} (100%) rename src/{colors.c => colors.cpp} (100%) rename src/{cutscene.c => cutscene.cpp} (100%) rename src/{engine.c => engine.cpp} (100%) rename src/{event.c => event.cpp} (100%) rename src/{explosion.c => explosion.cpp} (100%) delete mode 100644 src/game.c rename src/{gfx.c => gfx.cpp} (100%) rename src/{info.c => info.cpp} (100%) rename src/{intermission.c => intermission.cpp} (100%) rename src/{mission.c => mission.cpp} (100%) rename src/{player.c => player.cpp} (100%) rename src/{radio.c => radio.cpp} (100%) rename src/{renderer.c => renderer.cpp} (100%) rename src/{save.c => save.cpp} (100%) rename src/{screen.c => screen.cpp} (100%) rename src/{ship.c => ship.cpp} (100%) rename src/{shop.c => shop.cpp} (100%) rename src/{title.c => title.cpp} (100%) rename src/{weapons.c => weapons.cpp} (100%) rename src/{window.c => window.cpp} (100%) diff --git a/configure.ac b/configure.ac index 4f63ef4..466dc64 100644 --- a/configure.ac +++ b/configure.ac @@ -9,11 +9,12 @@ AC_PREREQ([2.69]) AC_INIT([Project: Starfighter], [1.8-dev], [onpon4@riseup.net], [starfighter]) AM_INIT_AUTOMAKE([foreign -Wall -Werror]) -AC_CONFIG_SRCDIR([src/Starfighter.c]) +AC_CONFIG_SRCDIR([src/Starfighter.cpp]) AC_CONFIG_HEADERS([config.h]) PKG_PROG_PKG_CONFIG # Checks for programs. +AC_PROG_CXX AC_PROG_CC AC_PROG_INSTALL diff --git a/src/Makefile.am b/src/Makefile.am index c218662..cff325c 100644 --- a/src/Makefile.am +++ b/src/Makefile.am @@ -5,60 +5,61 @@ bin_PROGRAMS = starfighter -starfighter_CFLAGS = $(STARFIGHTER_CFLAGS) $(SDL_CFLAGS) -DDATADIR=\"$(pkgdatadir)\" -Wall +starfighter_CPPFLAGS = $(STARFIGHTER_CFLAGS) -DDATADIR=\"$(pkgdatadir)\" -Wall +starfighter_CXXFLAGS = $(SDL_CFLAGS) starfighter_LDADD = $(SDL_LIBS) starfighter_SOURCES = \ - Starfighter.c \ - alien.c \ + Starfighter.cpp \ + alien.cpp \ alien.h \ - audio.c \ + audio.cpp \ audio.h \ - bullet.c \ + bullet.cpp \ bullet.h \ - cargo.c \ + cargo.cpp \ cargo.h \ - collectable.c \ + collectable.cpp \ collectable.h \ - colors.c \ + colors.cpp \ colors.h \ - cutscene.c \ + cutscene.cpp \ cutscene.h \ defs.h \ - engine.c \ + engine.cpp \ engine.h \ - event.c \ + event.cpp \ event.h \ - explosion.c \ + explosion.cpp \ explosion.h \ - game.c \ + game.cpp \ game.h \ - gfx.c \ + gfx.cpp \ gfx.h \ - info.c \ + info.cpp \ info.h \ - intermission.c \ + intermission.cpp \ intermission.h \ - mission.c \ + mission.cpp \ mission.h \ - player.c \ + player.cpp \ player.h \ - radio.c \ + radio.cpp \ radio.h \ - renderer.c \ + renderer.cpp \ renderer.h \ - save.c \ + save.cpp \ save.h \ - screen.c \ + screen.cpp \ screen.h \ - ship.c \ + ship.cpp \ ship.h \ - shop.c \ + shop.cpp \ shop.h \ structs.h \ - title.c \ + title.cpp \ title.h \ - weapons.c \ + weapons.cpp \ weapons.h \ - window.c \ + window.cpp \ window.h diff --git a/src/Starfighter.c b/src/Starfighter.cpp similarity index 98% rename from src/Starfighter.c rename to src/Starfighter.cpp index fc77dee..1d99e2d 100644 --- a/src/Starfighter.c +++ b/src/Starfighter.cpp @@ -2,7 +2,7 @@ Project: Starfighter Copyright (C) 2003 Parallel Realities Copyright (C) 2011, 2012 Guus Sliepen -Copyright (C) 2015-2019 Julie Marchant +Copyright (C) 2015-2017 Julie Marchant This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License diff --git a/src/alien.c b/src/alien.cpp similarity index 100% rename from src/alien.c rename to src/alien.cpp diff --git a/src/audio.c b/src/audio.cpp similarity index 100% rename from src/audio.c rename to src/audio.cpp diff --git a/src/bullet.c b/src/bullet.cpp similarity index 100% rename from src/bullet.c rename to src/bullet.cpp diff --git a/src/cargo.c b/src/cargo.cpp similarity index 100% rename from src/cargo.c rename to src/cargo.cpp diff --git a/src/collectable.c b/src/collectable.cpp similarity index 100% rename from src/collectable.c rename to src/collectable.cpp diff --git a/src/colors.c b/src/colors.cpp similarity index 100% rename from src/colors.c rename to src/colors.cpp diff --git a/src/cutscene.c b/src/cutscene.cpp similarity index 100% rename from src/cutscene.c rename to src/cutscene.cpp diff --git a/src/engine.c b/src/engine.cpp similarity index 100% rename from src/engine.c rename to src/engine.cpp diff --git a/src/event.c b/src/event.cpp similarity index 100% rename from src/event.c rename to src/event.cpp diff --git a/src/explosion.c b/src/explosion.cpp similarity index 100% rename from src/explosion.c rename to src/explosion.cpp diff --git a/src/game.c b/src/game.c deleted file mode 100644 index 10e1a02..0000000 --- a/src/game.c +++ /dev/null @@ -1,2582 +0,0 @@ -/* -Copyright (C) 2003 Parallel Realities -Copyright (C) 2011, 2012, 2013 Guus Sliepen -Copyright (C) 2012, 2014-2017 Julie Marchant - -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 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 -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, see . -*/ - -#include -#include -#include - -#include "SDL.h" - -#include "colors.h" -#include "defs.h" -#include "structs.h" - -#include "alien.h" -#include "audio.h" -#include "bullet.h" -#include "cargo.h" -#include "collectable.h" -#include "cutscene.h" -#include "engine.h" -#include "event.h" -#include "explosion.h" -#include "game.h" -#include "gfx.h" -#include "info.h" -#include "intermission.h" -#include "mission.h" -#include "player.h" -#include "radio.h" -#include "renderer.h" -#include "save.h" -#include "screen.h" -#include "ship.h" -#include "title.h" -#include "weapons.h" - -typedef struct Star_ { - - float x, y, dx, dy; - int speed; // How fast the star moves - -} Star; - -Game game; - -static Star stars[STARS_NUM]; -static Uint32 frameLimit = 0; -static int thirds = 0; - -static const int nKlineInsult = 3; -static const char *klineInsult[nKlineInsult] = { - "Pathetic.", "How very disappointing...", "Heroic. And stupid." -}; - -static const int nKlineVenusInsult = 2; -static const char *klineVenusInsult[nKlineVenusInsult] = { - "Fool.", "And now you're nothing but a DEAD hero." -}; - -static const int nPhoebePlayerHitMessage = 3; -static const char *phoebePlayerHitMessage[nPhoebePlayerHitMessage] = { - "Oops! Sorry!", - "Whoops! Are you OK, Chris?", - "Oh, sorry! I didn't see you there!" -}; - -static const int nUrsulaPlayerHitMessage = 3; -static const char *ursulaPlayerHitMessage[nUrsulaPlayerHitMessage] = { - "Get out of the way!", - "Don't fly into my missiles!", - "Dammit, Chris, you made me miss!" -}; - -static const int nPlayerPhoebeHitMessage = 3; -static const char *playerPhoebeHitMessage[nPlayerPhoebeHitMessage] = { - "OW! I hope that was an accident!", - "Chris, please be more careful!", - "Ouch! What are you shooting at me for?" -}; - -static const int nPlayerUrsulaHitMessage = 5; -static const char *playerUrsulaHitMessage[nPlayerUrsulaHitMessage] = { - "I am NOT your enemy!", - "Hey! Watch it!", - "What are you doing?! Shoot THEM!", - "Open your eyes!", - "Are you blind?!" -}; - - -void game_init() -{ - game.system = SYSTEM_SPIRIT; - game.area = MISN_START; - game.sfxVolume = 0; - game.musicVolume = 0; - - if (!engine.useAudio) - { - engine.useSound = 0; - engine.useMusic = 0; - } - - 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; - - player.maxShield = 50; - - switch (game.difficulty) - { - 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; - - 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); - } - - weapons_init(); - mission_init(); - intermission_initPlanets(game.system); -} - -static void game_addDebris(int x, int y, int amount) -{ - if ((rand() % 2) == 0) - audio_playSound(SFX_DEBRIS, x, y); - else - audio_playSound(SFX_DEBRIS2, x, y); - - Object *debris; - - amount = RANDRANGE(3, amount); - LIMIT(amount, 3, 8); - - for (int i = 0 ; i < amount ; i++) - { - debris = (Object*)malloc(sizeof(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; - } -} - -/* -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)) - { - if (SDL_LockSurface(screen) < 0) - engine_showError(2, ""); - } - - 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); - r.x = (int)stars[i].x; - r.y = (int)stars[i].y; - r.w = 1; - r.h = 1; - - screen_addBuffer(r.x, r.y, r.w, r.h); - } - - if (SDL_MUSTLOCK(screen)) - { - SDL_UnlockSurface(screen); - } -} - -/* -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() -{ - Collectable *collectable = engine.collectableHead; - Collectable *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)) - screen_blit(collectable->image, (int)collectable->x, (int)collectable->y); - - 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))) - { - 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; - 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) - 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; - break; - - case P_SHIELD: - LIMIT_ADD(player.shield, 10, 0, player.maxShield); - game.shieldPickups ++; - 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); - weapons[W_PLAYER_WEAPON].reload[0] = MAX( - rate2reload[game.maxPlasmaRate], - weapons[W_PLAYER_WEAPON].reload[0] - 2); - - if (weapons[W_PLAYER_WEAPON].reload[0] <= rate2reload[game.maxPlasmaRate]) - sprintf(temp, "Firing rate already at maximum"); - else - { - weapons[W_PLAYER_WEAPON].reload[0] -= 2; - sprintf(temp, "Firing rate increased"); - } - } - else if ((game.area != MISN_INTERCEPTION) || - (player.ammo[0] > 0)) - { - if (game.area != MISN_INTERCEPTION) - LIMIT_ADD(player.ammo[0], collectable->value, - 0, game.maxPlasmaAmmo); - - if (weapons[W_PLAYER_WEAPON].reload[0] <= rate2reload[game.maxPlasmaRate]) - sprintf(temp, "Firing rate already at maximum"); - else - { - weapons[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) - { - player.ammo[0] = MAX(player.ammo[0], 50); - weapons[W_PLAYER_WEAPON].ammo[0] = MIN( - game.maxPlasmaOutput, weapons[W_PLAYER_WEAPON].ammo[0] + 1); - - if (weapons[W_PLAYER_WEAPON].ammo[0] >= game.maxPlasmaOutput) - sprintf(temp, "Plasma output already at maximum"); - else - { - weapons[W_PLAYER_WEAPON].ammo[0]++; - sprintf(temp, "Plasma output increased"); - } - } - else if ((game.area != MISN_INTERCEPTION) || - (player.ammo[0] > 0)) - { - if (game.area != MISN_INTERCEPTION) - LIMIT_ADD(player.ammo[0], collectable->value, - 0, game.maxPlasmaAmmo); - - if (weapons[W_PLAYER_WEAPON].ammo[0] >= game.maxPlasmaOutput) - sprintf(temp, "Plasma output already at maximum"); - else - { - weapons[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); - weapons[W_PLAYER_WEAPON].damage = MIN( - game.maxPlasmaDamage, weapons[W_PLAYER_WEAPON].damage + 1); - - if (weapons[W_PLAYER_WEAPON].damage >= game.maxPlasmaDamage) - sprintf(temp, "Plasma damage already at maximum"); - else - { - weapons[W_PLAYER_WEAPON].damage++; - sprintf(temp, "Plasma damage increased"); - } - } - else if ((game.area != MISN_INTERCEPTION) || - (player.ammo[0] > 0)) - { - if (game.area != MISN_INTERCEPTION) - LIMIT_ADD(player.ammo[0], collectable->value, - 0, game.maxPlasmaAmmo); - - if (weapons[W_PLAYER_WEAPON].damage >= game.maxPlasmaDamage) - sprintf(temp, "Plasma damage already at maximum"); - else - { - weapons[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) || - (player.ammo[0] > 0)) - { - if (game.difficulty == DIFFICULTY_ORIGINAL) - player.ammo[0] = MAX(player.ammo[0], 50); - else if (game.area != MISN_INTERCEPTION) - LIMIT_ADD(player.ammo[0], collectable->value, - 0, game.maxPlasmaAmmo); - - weapons[W_PLAYER_WEAPON].ammo[0] = 5; - weapons[W_PLAYER_WEAPON].damage = 5; - weapons[W_PLAYER_WEAPON].reload[0] = rate2reload[5]; - weapons[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) - sprintf(temp, "Plasma cells already at Maximum"); - else - { - LIMIT_ADD(player.ammo[0], collectable->value, - 0, game.maxPlasmaAmmo); - 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; - break; - - case P_CARGO: - strcpy(temp, "Picked up some Cargo"); - game.cargoPickups++; - break; - - case P_SLAVES: - sprintf(temp, "Rescued %d slaves", collectable->value); - game.slavesRescued += collectable->value; - break; - - case P_ESCAPEPOD: - sprintf(temp, "Picked up an Escape Pod"); - break; - - case P_ORE: - sprintf(temp, "Picked up some Ore"); - break; - } - - mission_updateRequirements(M_COLLECT, collectable->type, - collectable->value); - - collectable->active = 0; - if (collectable->type != P_MINE) - { - info_setLine(temp, FONT_WHITE); - if (collectable->type == P_SHIELD) - audio_playSound(SFX_SHIELDUP, player.x, player.y); - else - audio_playSound(SFX_PICKUP, player.x, player.y); - } - } - - // stop people from exploiting a weapon check condition - if (player.ammo[0] == 0) - { - weapons[W_PLAYER_WEAPON].ammo[0] = game.minPlasmaOutput; - weapons[W_PLAYER_WEAPON].damage = game.minPlasmaDamage; - weapons[W_PLAYER_WEAPON].reload[0] = rate2reload[game.minPlasmaRate]; - } - } - - if (collectable->life < 1) - { - collectable->active = 0; - if ((collectable->type == P_CARGO) || - (collectable->type == P_ESCAPEPOD) || - (collectable->type == P_SLAVES)) - mission_updateRequirements(M_PROTECT_PICKUP, collectable->type, 1); - } - - if (collectable->active) - { - prevCollectable = collectable; - engine.collectableTail = collectable; - } - else - { - if ((collectable->type == P_MINE) && (collectable->x >= 0) && - (collectable->x <= screen->w) && (collectable->y >= 0) && - (collectable->y <= screen->h)) - collectable_explode(collectable); - prevCollectable->next = collectable->next; - free(collectable); - collectable = prevCollectable; - } - } -} - -/* -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; - - Collectable *collectable; - Collectable *prevCollectable; - - int okayToHit = 0; - int old_shield; - float homingMissileSpeed = 0; - int charger_num; - - bullet = engine.bulletHead; - prevBullet = engine.bulletHead; - engine.bulletTail = engine.bulletHead; - - 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); - } - else if (bullet->id == WT_MICROROCKET) - { - explosion_add(bullet->x, bullet->y, SP_TINY_EXPLOSION); - } - - if ((bullet->flags & WF_AIMED)) - { - screen_blit(bullet->image[0], (int)(bullet->x - bullet->dx), - (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++) - screen_blit(bullet->image[0], - (int)(bullet->x - RANDRANGE( - -(charger_num / 6), charger_num / 6)), - (int)(bullet->y + RANDRANGE(-3, 3))); - } - - screen_blit(bullet->image[0], (int)bullet->x, (int)bullet->y); - 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) in line 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) in line 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++) - { - if ((aliens[i].shield < 1) || (!aliens[i].active)) - continue; - - okayToHit = 0; - - if ((bullet->flags & WF_FRIEND) && (aliens[i].flags & FL_WEAPCO)) - okayToHit = 1; - if ((bullet->flags & WF_WEAPCO) && (aliens[i].flags & FL_FRIEND)) - okayToHit = 1; - if ((bullet->id == WT_ROCKET) || (bullet->id == WT_LASER) || - (bullet->id == WT_CHARGER)) - okayToHit = 1; - - if (bullet->owner == aliens[i].owner) - okayToHit = 0; - - if (okayToHit) - { - if ((bullet->active) && (bullet_collision(bullet, &aliens[i]))) - { - old_shield = aliens[i].shield; - - if (bullet->owner == &player) - { - game.hits++; - if (aliens[i].classDef == CD_PHOEBE) - radio_setMessage(FS_PHOEBE, playerPhoebeHitMessage[rand() % nPlayerPhoebeHitMessage], 0); - else if (aliens[i].classDef == CD_URSULA) - radio_setMessage(FS_URSULA, playerUrsulaHitMessage[rand() % nPlayerUrsulaHitMessage], 0); - } - - if (!(aliens[i].flags & FL_IMMORTAL)) - { - alien_hurt(&aliens[i], bullet->owner, - bullet->damage, (bullet->flags & WF_DISABLE)); - - aliens[i].hit = 5; - } - 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; - } - - if (bullet->id == WT_CHARGER) - { - bullet->damage -= old_shield; - if (bullet->damage <= 0) - { - bullet->active = 0; - bullet->shield = 0; - audio_playSound(SFX_EXPLOSION, bullet->x, bullet->y); - for (int i = 0 ; i < 10 ; i++) - explosion_add(bullet->x + RANDRANGE(-35, 35), - bullet->y + RANDRANGE(-35, 35), - SP_BIG_EXPLOSION); - } - } - else - { - bullet->active = 0; - bullet->shield = 0; - } - - if (bullet->id == WT_ROCKET) - explosion_add(bullet->x, bullet->y, SP_BIG_EXPLOSION); - else - explosion_add(bullet->x, bullet->y, SP_SMALL_EXPLOSION); - } - } - } - - // 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)) - { - old_shield = player.shield; - - player_damage(bullet->damage, 0); - - if (player.shield > 0) - { - if (bullet->owner->classDef == CD_PHOEBE) - { - radio_setMessage(FS_PHOEBE, phoebePlayerHitMessage[rand() % nPhoebePlayerHitMessage], 0); - } - else if (bullet->owner->classDef == CD_URSULA) - { - radio_setMessage(FS_URSULA, ursulaPlayerHitMessage[rand() % nUrsulaPlayerHitMessage], 0); - } - } - - if (bullet->id == WT_CHARGER) - { - bullet->damage -= old_shield; - if (bullet->damage <= 0) - { - bullet->active = 0; - bullet->shield = 0; - audio_playSound(SFX_EXPLOSION, bullet->x, bullet->y); - for (int i = 0 ; i < 10 ; i++) - explosion_add(bullet->x + RANDRANGE(-35, 35), - bullet->y + RANDRANGE(-35, 35), SP_BIG_EXPLOSION); - } - } - else - { - bullet->active = 0; - bullet->shield = 0; - } - - audio_playSound(SFX_HIT, player.x, player.y); - - if (bullet->id == WT_ROCKET) - explosion_add(bullet->x, bullet->y, SP_BIG_EXPLOSION); - else - explosion_add(bullet->x, bullet->y, SP_SMALL_EXPLOSION); - } - } - } - - if ((game.difficulty != DIFFICULTY_EASY) && - ((bullet->owner == &player) || (bullet->id == WT_ROCKET))) - { - for (int j = 0 ; j < 20 ; j++) - { - if (cargo[j].active) - { - if (bullet_collision(bullet, &cargo[j])) - { - bullet->active = 0; - explosion_add(bullet->x, bullet->y, SP_SMALL_EXPLOSION); - audio_playSound(SFX_HIT, cargo[j].x, cargo[j].y); - if (cargo[j].collectType != P_PHOEBE) - { - cargo[j].active = 0; - audio_playSound(SFX_EXPLOSION, cargo[j].x, cargo[j].y); - for (int i = 0 ; i < 10 ; i++) - explosion_add(cargo[j].x + RANDRANGE(-15, 15), - cargo[j].y + RANDRANGE(-15, 15), - SP_BIG_EXPLOSION); - mission_updateRequirements(M_PROTECT_PICKUP, - P_CARGO, 1); - } - } - } - } - } - - // check to see if a bullet (on any side) hits a mine - collectable = engine.collectableHead; - prevCollectable = engine.collectableHead; - engine.collectableTail = engine.collectableHead; - while (collectable->next != NULL) - { - collectable = collectable->next; - - if (collectable->type == P_MINE) - { - if (collectable_collision(collectable, bullet)) - { - collectable->active = 0; - - if (bullet->id != WT_CHARGER) - { - bullet->active = 0; - } - else - { - bullet->shield--; - if (bullet->shield < 0) - bullet->active = 0; - } - - if (bullet->owner == &player) - { - game.minesKilled++; - game.hits++; - } - } - } - - if (collectable->active) - { - prevCollectable = collectable; - engine.collectableTail = collectable; - } - else - { - collectable_explode(collectable); - prevCollectable->next = collectable->next; - free(collectable); - collectable = prevCollectable; - } - } - - bullet->shield--; - - if (bullet->shield < 1) - { - if (bullet->flags & WF_TIMEDEXPLOSION) - { - audio_playSound(SFX_EXPLOSION, bullet->x, bullet->y); - for (int i = 0 ; i < 10 ; i++) - explosion_add(bullet->x + RANDRANGE(-35, 35), - bullet->y + RANDRANGE(-35, 35), SP_BIG_EXPLOSION); - - player_checkShockDamage(bullet->x, bullet->y); - } - bullet->active = 0; - } - - if (bullet->active) - { - prevBullet = bullet; - engine.bulletTail = bullet; - } - else - { - prevBullet->next = bullet->next; - free(bullet); - bullet = prevBullet; - } - } -} - -static void game_doAliens() -{ - static float barrierLoop = 0; - - int shapeToUse; - int 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 = 1; // 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)) - 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 = 0; - - if (aliens[i].classDef == CD_CLOAKFIGHTER) - { - game.experimentalShield = aliens[i].shield; - info_setLine("Experimental Fighter has fled", - FONT_CYAN); - } - - aliens[i].shield = 0; - mission_updateRequirements(M_ESCAPE_TARGET, - aliens[i].classDef, 1); - - if (aliens[i].classDef != CD_CLOAKFIGHTER) - mission_updateRequirements(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, aliens[i].y); - } - - 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 = 0; - } - - if (canFire) - { - for (int j = 0 ; j < 2 ; j++) - { - if ((aliens[i].reload[j] == 0) && - ((rand() % 1000 < aliens[i].chance[j]) || - (aliens[i].flags & FL_CONTINUOUS_FIRE))) - { - 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, aliens[i].y); - } - } - } - } - - 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) - collectable_add(aliens[i].x, aliens[i].y, P_MINE, 25, - 600 + rand() % 2400); - - // Kline drops mines a lot more often - if ((&aliens[i] == &aliens[ALIEN_KLINE])) - { - if ((rand() % 10) == 0) - collectable_add(aliens[i].x, aliens[i].y, P_MINE, 25, - 600 + rand() % 2400); - } - } - - shapeToUse = aliens[i].imageIndex[aliens[i].face]; - - if (aliens[i].hit) - shapeToUse += SS_HIT_INDEX; - - 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)) - explosion_addEngine(&aliens[i]); - if ((!(aliens[i].flags & FL_ISCLOAKED)) || (aliens[i].hit > 0)) - screen_blit(gfx_shipSprites[shapeToUse], (int)aliens[i].x, - (int)aliens[i].y); - if (aliens[i].flags & FL_DISABLED) - { - if ((rand() % 10) == 0) - explosion_add(aliens[i].x + (rand() % aliens[i].image[0]->w), - aliens[i].y + (rand() % aliens[i].image[0]->h), - SP_ELECTRICAL); - } - } - - if ((game.area == MISN_MARS) && (aliens[i].x < -60)) - aliens[i].active = 0; - } - else - { - aliens[i].shield--; - if ((aliens[i].x > 0) && (aliens[i].x < screen->w) && - (aliens[i].y > 0) && (aliens[i].y < screen->h)) - { - screen_blit(aliens[i].image[aliens[i].face], (int)aliens[i].x, - (int)aliens[i].y); - explosion_add(aliens[i].x + (rand() % aliens[i].image[0]->w), - aliens[i].y + (rand() % aliens[i].image[0]->h), - SP_BIG_EXPLOSION); - } - if (aliens[i].shield < aliens[i].deathCounter) - { - aliens[i].active = 0; - 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)) - game_addDebris((int)aliens[i].x, (int)aliens[i].y, - aliens[i].maxShield); - - if (aliens[i].classDef == CD_ASTEROID) - { - n = 1 + (rand() % 3); - for (int j = 0 ; j < n ; j++) - { - alien_addSmallAsteroid(&aliens[i]); - } - } - } - } - - // Adjust the movement even whilst exploding - if ((!(aliens[i].flags & FL_NOMOVE)) && - (!(aliens[i].flags & FL_DISABLED))) - alien_move(&aliens[i]); - - if ((game.area != MISN_ELLESH) || (aliens[i].shield < 0)) - aliens[i].x += engine.ssx; - - aliens[i].x += engine.smx; - aliens[i].y += engine.ssy + engine.smy; - } - } -} - -static void game_doPlayer() -{ - // This causes the motion to slow - engine.ssx *= 0.99; - engine.ssy *= 0.99; - - engine.smx = 0; - engine.smy = 0; - - int shapeToUse; - float cd; - float cc; - int xmoved = 0; - int ymoved = 0; - - if (player.shield > -100) - { - if (player.shield > 0) - { - if ((engine.keyState[KEY_FIRE])) - ship_fireBullet(&player, 0); - - 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); - } - - if (player.weaponType[1] == W_LASER) - { - if (player.ammo[1] < 100) - { - ship_fireBullet(&player, 1); - - if (!engine.cheatAmmo) - player.ammo[1] += 1; - - if (player.ammo[1] >= 100) - { - player.ammo[1] = 200; - info_setLine("Laser Overheat!", FONT_WHITE); - } - } - } - } - - if (player.weaponType[1] == W_CHARGER) - { - if (engine.keyState[KEY_ALTFIRE] && - ((game.difficulty == DIFFICULTY_ORIGINAL) || - !(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) - { - LIMIT_ADD(player.ammo[1], 1, 0, 200); - } - else - { - LIMIT_ADD(player.ammo[1], 1, 0, 150); - if (player.ammo[1] >= 150) - { - ship_fireBullet(&player, 1); - player.ammo[1] = 0; - player_chargerFired = 1; - } - } - } - } - else - { - if (player.ammo[1] > 0) - ship_fireBullet(&player, 1); - player.ammo[1] = 0; - player_chargerFired = 0; - } - } - - if ((engine.keyState[KEY_SWITCH])) - { - if ((weapons[W_PLAYER_WEAPON].ammo[0] >= 3) && - (weapons[W_PLAYER_WEAPON].ammo[0] <= game.maxPlasmaOutput)) - { - weapons[W_PLAYER_WEAPON].flags ^= WF_SPREAD; - - if (weapons[W_PLAYER_WEAPON].flags & WF_SPREAD) - { - info_setLine("Weapon set to Spread", FONT_WHITE); - } - else - { - info_setLine("Weapon set to Concentrate", FONT_WHITE); - } - } - - engine.keyState[KEY_SWITCH] = 0; - } - - LIMIT_ADD(player.reload[0], -1, 0, 999); - LIMIT_ADD(player.reload[1], -1, 0, 999); - - if (engine.keyState[KEY_UP]) - { - player.y -= player.speed; - engine.ssy += 0.1; - ymoved = 1; - } - - if (engine.keyState[KEY_DOWN]) - { - player.y += player.speed; - engine.ssy -= 0.1; - ymoved = 1; - } - - if (engine.keyState[KEY_LEFT]) - { - player.x -= player.speed; - engine.ssx += 0.1; - player.face = 1; - xmoved = 1; - } - - if (engine.keyState[KEY_RIGHT]) - { - player.x += player.speed; - engine.ssx -= 0.1; - player.face = 0; - xmoved = 1; - } - - if (engine.keyState[KEY_ESCAPE]) - { - if ((engine.done == 0) && (engine.gameSection == SECTION_GAME) && - (mission.remainingObjectives1 == 0)) - { - audio_playSound(SFX_FLY, screen->w / 2, screen->h / 2); - engine.done = 2; - engine.missionCompleteTimer = (SDL_GetTicks() - 1); - } - } - - if (engine.keyState[KEY_PAUSE]) - { - engine.paused = 1; - engine.keyState[KEY_PAUSE] = 0; - } - - if ((game.area == MISN_ELLESH) || - (game.area == MISN_MARS)) - { - player.face = 0; - xmoved = 1; - ymoved = 1; - } - - if (engine.done == 0) - { - if ((game.difficulty != DIFFICULTY_ORIGINAL) || - ((game.area != MISN_ELLESH) && - (game.area != MISN_MARS))) - { - if (xmoved) - { - 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; - } - } - else if (game.difficulty != DIFFICULTY_ORIGINAL) - { - 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; - } - } - - if (ymoved) - { - 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; - } - } - else if (game.difficulty != DIFFICULTY_ORIGINAL) - { - 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; - } - } - } - else - { - LIMIT(player.x, xViewBorder, screen->w - xViewBorder); - LIMIT(player.y, yViewBorder, screen->h - yViewBorder); - } - } - - if ((player.maxShield <= 1) || (player.shield > engine.lowShield)) - explosion_addEngine(&player); - - shapeToUse = player.face; - - if (player.hit) - shapeToUse += SS_HIT_INDEX; - - LIMIT_ADD(player.hit, -1, 0, 100); - - screen_blit(gfx_shipSprites[shapeToUse], (int)player.x, (int)player.y); - if ((player.maxShield > 1) && (player.shield <= engine.lowShield) && - (rand() % 5 < 1)) - explosion_add(player.x + RANDRANGE(-10, 10), - player.y + RANDRANGE(-10, 20), SP_SMOKE); - } - else - { - // Player is dead. At this point, the shield counts down to - // -100 and does death and explosion stuff along the way. - player.active = 0; - player.shield--; - if (player.shield == -1) - { - if (aliens[ALIEN_KLINE].active) - { - if (game.area == MISN_VENUS) - radio_setMessage(FS_KLINE, klineVenusInsult[rand() % nKlineVenusInsult], 1); - else - radio_setMessage(FS_KLINE, klineInsult[rand() % nKlineInsult], 1); - } - else if ((aliens[ALIEN_BOSS].active) && (aliens[ALIEN_BOSS].classDef == CD_KRASS)) - { - radio_setMessage(FS_KRASS, "That was the easiest $90,000,000 I've ever earned! Bwah! Ha! Ha! Ha!", 1); - } - - // Make it look like the ships are all still moving... - if (game.area == MISN_ELLESH) - { - for (int i = 0 ; i < ALIEN_MAX ; i++) - aliens[i].flags |= FL_LEAVESECTOR; - } - - audio_playSound(SFX_DEATH, player.x, player.y); - audio_playSound(SFX_EXPLOSION, player.x, player.y); - } - - engine.keyState[KEY_UP] = engine.keyState[KEY_DOWN] = engine.keyState[KEY_LEFT] = engine.keyState[KEY_RIGHT] = 0; - if (CHANCE(1. / 3.)) - explosion_add(player.x + RANDRANGE(-10, 10), - player.y + RANDRANGE(-10, 10), SP_BIG_EXPLOSION); - 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) && (player.shield > 0)) || - (game.area == MISN_MARS)) - { - 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; - } - - screen_blit(cargo[i].image[0], (int)cargo[i].x, (int)cargo[i].y); - - 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); - chainX -= dx; - chainY -= dy; - } - } - } -} - -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) - { - debris->thinktime--; - - debris->x += engine.ssx + engine.smx; - debris->y += engine.ssy + engine.smy; - debris->x += debris->dx; - debris->y += debris->dy; - - explosion_add(debris->x + RANDRANGE(-10, 10), debris->y + RANDRANGE(-10, 10), SP_BIG_EXPLOSION); - } - - if (debris->thinktime < 1) - { - prevDebris->next = debris->next; - free(debris); - debris = prevDebris; - } - else - { - prevDebris = debris; - engine.debrisTail = debris; - } - - } -} - -/* -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; - - screen_blit(explosion->image[0], (int)explosion->x, (int)explosion->y); - - if(CHANCE(1. / 7.)) - { - explosion->thinktime -= 7; - - if(explosion->thinktime < 1) - { - explosion->active = 0; - } - else - { - explosion->face++; - explosion->image[0] = gfx_sprites[explosion->face]; - } - } - } - - if (explosion->active) - { - prevExplosion = explosion; - engine.explosionTail = explosion; - } - else - { - prevExplosion->next = explosion->next; - free(explosion); - explosion = prevExplosion; - } - } -} - -/* -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; - - int indicator = -1; - int indicatorX; - int indicatorY; - - if (i < 0 || !aliens[i].active || aliens[i].shield <= 0 || aliens[i].flags & FL_ISCLOAKED) - return; - - if (aliens[i].x + aliens[i].image[0]->w < 0) - { - if (aliens[i].y + aliens[i].image[0]->h < 0) - arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_NORTHWEST : SP_ARROW_NORTHWEST; - else if (aliens[i].y > screen->h) - arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_SOUTHWEST : SP_ARROW_SOUTHWEST; - else - arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_WEST : SP_ARROW_WEST; - } - else if (aliens[i].x > screen->w) - { - if (aliens[i].y + aliens[i].image[0]->h < 0) - arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_NORTHEAST : SP_ARROW_NORTHEAST; - else if (aliens[i].y > screen->h) - arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_SOUTHEAST : SP_ARROW_SOUTHEAST; - else - arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_EAST : SP_ARROW_EAST; - } - else if (aliens[i].y + aliens[i].image[0]->h < 0) - arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_NORTH : SP_ARROW_NORTH; - else if (aliens[i].y > screen->h) - arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_SOUTH : SP_ARROW_SOUTH; - - 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); - - if (i == ALIEN_SID) - indicator = SP_INDICATOR_SID; - else if (i == ALIEN_PHOEBE) - indicator = SP_INDICATOR_PHOEBE; - else if (i == ALIEN_URSULA) - indicator = SP_INDICATOR_URSULA; - else if (i == ALIEN_KLINE) - indicator = SP_INDICATOR_KLINE; - else if (i == engine.targetIndex) - indicator = SP_INDICATOR_TARGET; - - 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); - } - } -} - -static void game_doHud() -{ - int shieldColor = 0; - SDL_Rect bar; - int fontColor; - char text[25]; - - screen_addBuffer(0, 20, screen->w, 25); - screen_addBuffer(0, screen->h - 50, screen->w, 34); - - 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); - sprintf(text, "%.2d:%.2d", engine.minutes, engine.seconds); - gfx_createTextObject(TS_TIME, text, screen->w / 2 + 10, 21, fontColor); - screen_blitText(TS_TIME); - } - - if (game.area != MISN_INTERCEPTION) - { - screen_blitText(TS_OBJECTIVES_T); - sprintf(text, "%d", (mission.remainingObjectives1 + mission.remainingObjectives2)); - gfx_createTextObject(TS_OBJECTIVES, text, screen->w - 55, 21, FONT_WHITE); - screen_blitText(TS_OBJECTIVES); - } - - screen_blitText(TS_CASH_T); // cash - sprintf(text, "%.6d", game.cash); - gfx_createTextObject(TS_CASH, text, 90, 21, FONT_WHITE); - screen_blitText(TS_CASH); - - 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); - sprintf(text, "%.3d", player.ammo[0]); - gfx_createTextObject(TS_PLASMA, text, screen->w * 5 / 16 + 70, screen->h - 49, fontColor); - screen_blitText(TS_PLASMA); - - screen_blitText(TS_AMMO_T); - - 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, "%.2d", player.ammo[1]); // rocket ammo - gfx_createTextObject(TS_AMMO, text, screen->w / 2 + 80, screen->h - 49, fontColor); - screen_blitText(TS_AMMO); - } - - 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; - bar.h = 12; - - for (int i = 0 ; i < (player.ammo[1] / 5) ; i++) - { - bar.w = MAX(screen->w / 800, 1); - SDL_FillRect(screen, &bar, c); - bar.x += bar.w + (screen->w / 800); - } - } - - if ((!mission_checkCompleted()) && (SDL_GetTicks() >= engine.counter2)) - { - engine.timeTaken++; - engine.counter2 = SDL_GetTicks() + 1000; - if (engine.missionCompleteTimer == 0) - events_check(); - } - - 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, screen->h / 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 (mission.timeLimit1[i] > -1) - mission.timeLimit1[i]--; - if (mission.timeLimit2[i] > -1) - mission.timeLimit2[i]--; - } - mission_checkTimer(); - events_check(); - } - - if ((engine.seconds == 0) && (engine.minutes == 0)) - { - for (int i = 0 ; i < 3 ; i++) - { - if (mission.timeLimit1[i] > -1) - mission.timeLimit1[i]--; - if (mission.timeLimit2[i] > -1) - mission.timeLimit2[i]--; - } - mission_checkTimer(); - events_check(); - engine.counter = (SDL_GetTicks() + 1000); - } - } - } - - for (int i = 0 ; i < MAX_INFOLINES ; i++) - { - if (gfx_textSprites[i].life > 0) - { - gfx_textSprites[i].y = screen->h - 75 - (i * 20); - screen_blitText(i); - gfx_textSprites[i].life--; - - if (gfx_textSprites[i].life == 0) - { - for (int j = i ; j < MAX_INFOLINES - 1 ; j++) - { - info_copyLine(j + 1, j); - } - gfx_textSprites[MAX_INFOLINES - 1].life = 0; - } - } - } - - // Show the radio message if there is one - if (gfx_textSprites[TS_RADIO].life > 0) - { - screen_blit(gfx_messageBox, (screen->w - gfx_messageBox->w) / 2, 50); - gfx_textSprites[TS_RADIO].life--; - } - - // Do the target's remaining shield (if required) - if (game.area != MISN_DORIM) - { - if ((engine.targetIndex > -1) && (aliens[engine.targetIndex].shield > 0) && - (engine.targetIndex > engine.maxAliens)) - { - if (engine.targetIndex == ALIEN_SID) - screen_blitText(TS_TARGET_SID); - else if (engine.targetIndex == ALIEN_PHOEBE) - screen_blitText(TS_TARGET_PHOEBE); - else if (engine.targetIndex == ALIEN_KLINE) - screen_blitText(TS_TARGET_KLINE); - else - screen_blitText(TS_TARGET); - - bar.w = MAX(screen->w / 800, 1); - bar.h = 12; - bar.x = screen->w * 11 / 16 + 65; - bar.y = screen->h - 50; - - for (float i = 0 ; i < (engine.targetShield * aliens[engine.targetIndex].shield) ; i++) - { - if (i > engine.targetShield * aliens[engine.targetIndex].maxShield * 2 / 3) - shieldColor = green; - else if ((i >= engine.targetShield * aliens[engine.targetIndex].maxShield / 3) && - (i <= engine.targetShield * aliens[engine.targetIndex].maxShield * 2 / 3)) - shieldColor = yellow; - else - shieldColor = red; - SDL_FillRect(screen, &bar, shieldColor); - bar.x += bar.w + (screen->w / 800); - } - } - } - - screen_blitText(TS_POWER); - - bar.w = screen->w / 32; - bar.h = 12; - bar.x = screen->w / 32 + 55; - bar.y = screen->h - 29; - - for (int i = 1 ; i <= 5 ; i++) - { - if (weapons[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; - } - - screen_blitText(TS_OUTPUT); - - bar.w = screen->w / 32; - bar.h = 12; - bar.x = screen->w * 5 / 16 + 65; - bar.y = screen->h - 29; - SDL_FillRect(screen, &bar, yellow); - - for (int i = 1 ; i <= 5 ; i++) - { - if (weapons[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; - } - - screen_blitText(TS_COOLER); - - bar.w = screen->w / 32; - bar.h = 12; - bar.x = screen->w * 97 / 160 + 65; - bar.y = screen->h - 29; - - for (int i = 1 ; i <= 5 ; i++) - { - if (weapons[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; - } - - screen_blitText(TS_SHIELD); - if (player.shield < 1) - return; - - if ((player.weaponType[1] == W_LASER) && (engine.eventTimer % 8 == 1)) - LIMIT_ADD(player.ammo[1], -1, 0, 200); - - if ((engine.eventTimer < 30) && (player.shield <= engine.lowShield)) - return; - - int blockSize = MAX(screen->w / 800, 1); - - bar.w = blockSize; - bar.h = 12; - bar.x = screen->w / 32 + 65; - bar.y = screen->h - 50; - - 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; - } -} - -/* - * 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; -} - -/* -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 int game_checkPauseRequest() -{ - player_getInput(); - - if (engine.keyState[KEY_ESCAPE]) - { - engine.paused = 0; - player.shield = 0; - return 1; - } - - if (engine.keyState[KEY_PAUSE]) - { - engine.paused = 0; - engine.keyState[KEY_PAUSE] = 0; - } - - return 0; -} - -int 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 !(x1w - gameover->w) / 2; - int y = (screen->h - gameover->h) / 2; - - renderer_update(); - - player_flushInput(); - engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0; - - while (1) - { - player_getInput(); - - if (engine.keyState[KEY_FIRE] || engine.keyState[KEY_ALTFIRE]) - break; - - renderer_update(); - - screen_unBuffer(); - x = ((screen->w - gameover->w) / 2) - RANDRANGE(-2, 2); - y = ((screen->h - gameover->h) / 2) - RANDRANGE(-2, 2); - screen_blit(gameover, x, y); - - game_delayFrame(); - } - - SDL_FreeSurface(gameover); - audio_haltMusic(); - screen_flushBuffer(); -} - -int game_mainLoop() -{ - engine_resetLists(); - - mission_set(game.area); - mission_showStartScreen(); - - cargo_init(); - player_init(); - aliens_init(); - - // specific for Phoebe being captured! - if (game.area == MISN_NEROD) - game.hasWingMate1 = 1; - - if (game.area == MISN_ELAMALE) - aliens[ALIEN_KLINE].active = 0; - - for (int i = 0 ; i < engine.maxAliens ; i++) - alien_add(); - - if (game.hasWingMate1) - alien_addFriendly(ALIEN_PHOEBE); - - if (game.hasWingMate2) - alien_addFriendly(ALIEN_URSULA); - - if ((game.area == MISN_URUSOR) || - (game.area == MISN_POSWIC) || - (game.area == MISN_EARTH)) - alien_addFriendly(ALIEN_SID); - - // Disable Wingmates for certain missions - switch (game.area) - { - 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 = 0; - aliens[ALIEN_URSULA].active = 0; - break; - } - - if (game.area == MISN_DORIM) - { - aliens[0].collectChance = 100; - aliens[0].collectType = P_ESCAPEPOD; - } - - // Some specifics for interception missions - if (game.area == MISN_INTERCEPTION) - { - if ((game.system > SYSTEM_EYANANTH) && ((rand() % 5) == 0)) - { - aliens[ALIEN_KLINE] = alien_defs[CD_KLINE]; - aliens[ALIEN_KLINE].owner = &aliens[ALIEN_KLINE]; - aliens[ALIEN_KLINE].target = &player; - aliens[ALIEN_KLINE].active = 1; - aliens[ALIEN_KLINE].x = player.x + 1000; - aliens[ALIEN_KLINE].y = player.y; - player_setTarget(ALIEN_KLINE); - } - - if ((game.system == SYSTEM_MORDOR) && (game.experimentalShield > 0)) - { - if ((rand() % 5) > 0) - { - 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 = 1; - aliens[ALIEN_BOSS].x = player.x - 1000; - aliens[ALIEN_BOSS].y = player.y; - player_setTarget(ALIEN_BOSS); - aliens[ALIEN_BOSS].shield = game.experimentalShield; - } - } - } - - if (game.area == MISN_VENUS) - { - aliens[ALIEN_KLINE].x = player.x + 1000; - aliens[ALIEN_KLINE].y = player.y; - } - - for (int i = 0 ; i < ALIEN_MAX ; i++) - { - aliens[i].systemPower = aliens[i].maxShield; - aliens[i].deathCounter = 0 - (aliens[i].maxShield * 3); - LIMIT(aliens[i].deathCounter, -350, 0); - } - - // Set target energy meter - switch (game.area) - { - case MISN_MOEBO: - case MISN_ELAMALE: - case MISN_ODEON: - case MISN_FELLON: - case MISN_ELLESH: - case MISN_PLUTO: - case MISN_NEPTUNE: - case MISN_URANUS: - case MISN_JUPITER: - player_setTarget(ALIEN_BOSS); - break; - case MISN_NEROD: - player_setTarget(ALIEN_PHOEBE); - break; - case MISN_ALLEZ: - player_setTarget(ALIEN_FRIEND1); - break; - case MISN_URUSOR: - case MISN_POSWIC: - player_setTarget(ALIEN_SID); - break; - case MISN_EARTH: - case MISN_VENUS: - player_setTarget(ALIEN_KLINE); - break; - } - - info_clearLines(); - - 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 ((mission.primaryType[i] == M_DESTROY_TARGET_TYPE) && - (mission.target1[i] == CD_ANY)) - allowableAliens = mission.targetValue1[i]; - - if (mission.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--; - } - } - - screen_drawBackground(); - screen_flushBuffer(); - - // Default to no aliens dead... - engine.allAliensDead = 0; - - engine.keyState[KEY_FIRE] = 0; - engine.keyState[KEY_ALTFIRE] = 0; - player_flushInput(); - - while (engine.done != 1) - { - renderer_update(); - - if ((mission_checkCompleted()) && (engine.missionCompleteTimer == 0)) - { - engine.missionCompleteTimer = SDL_GetTicks() + 4000; - } - - if ((mission_checkFailed()) && (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 ((!mission_checkFailed()) && (game.area != MISN_VENUS)) - { - player_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 - { - player_getInput(); - } - } - else - { - LIMIT_ADD(engine.musicVolume, -0.2, 0, 100); - audio_setMusicVolume(engine.musicVolume); - if (SDL_GetTicks() >= engine.missionCompleteTimer) - { - engine.done = 1; - } - } - } - else - { - player_getInput(); - } - - screen_unBuffer(); - game_doStars(); - game_doCollectables(); - game_doBullets(); - game_doAliens(); - game_doPlayer(); - game_doCargo(); - game_doDebris(); - game_doExplosions(); - game_doHud(); - - // Start delaying damage again gradually - if (player_damageDelay > 0) - { - if (player_resetDamageDelay) - { - player_damageDelay--; - } - else - { - player_resetDamageDelay = 1; - } - } - - WRAP_ADD(engine.eventTimer, -1, 0, 60); - - if (engine.paused) - { - gfx_createTextObject(TS_PAUSED, "PAUSED", -1, screen->h / 2, FONT_WHITE); - screen_blitText(TS_PAUSED); - renderer_update(); - audio_pauseMusic(); - - while (engine.paused) - { - engine.done = game_checkPauseRequest(); - game_delayFrame(); - } - - if (!engine.done) - 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. - collectable_add(screen->w + RANDRANGE(0, 700), - RANDRANGE(-screen->h / 3, (4 * screen->h) / 3), P_MINE, 25, - 180 * screen->w / 800 + RANDRANGE(0, 60)); - } - - if (engine.addAliens > -1) - { - WRAP_ADD(engine.addAliens, -1, 0, mission.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, aliens[ALIEN_BOSS].y); - screen_clear(white); - renderer_update(); - for (int i = 0 ; i < 300 ; i++) - { - SDL_Delay(10); - if ((rand() % 25) == 0) - audio_playSound(SFX_EXPLOSION, aliens[ALIEN_BOSS].x, aliens[ALIEN_BOSS].y); - } - SDL_Delay(1000); - break; - } - - game_delayFrame(); - } - - screen_flushBuffer(); - - if ((player.shield > 0) && (!mission_checkFailed())) - { - if (game.area < MISN_VENUS) - mission_showFinishedScreen(); - - switch (game.area) - { - case MISN_MOEBO: - cutscene_init(1); - cutscene_init(2); - break; - case MISN_NEROD: - cutscene_init(3); - break; - case MISN_ELAMALE: - cutscene_init(4); - break; - case MISN_ODEON: - cutscene_init(5); - break; - case MISN_ELLESH: - cutscene_init(6); - break; - case MISN_VENUS: - title_showCredits(); - break; - } - - if (game.area < MISN_VENUS) - { - intermission_updateSystemStatus(); - save(0); - } - - rtn = 1; - - if (game.area == MISN_VENUS) - rtn = 0; - } - else - { - game_showGameOver(); - rtn = 0; - } - - player_exit(); - - return rtn; -} diff --git a/src/gfx.c b/src/gfx.cpp similarity index 100% rename from src/gfx.c rename to src/gfx.cpp diff --git a/src/info.c b/src/info.cpp similarity index 100% rename from src/info.c rename to src/info.cpp diff --git a/src/intermission.c b/src/intermission.cpp similarity index 100% rename from src/intermission.c rename to src/intermission.cpp diff --git a/src/mission.c b/src/mission.cpp similarity index 100% rename from src/mission.c rename to src/mission.cpp diff --git a/src/player.c b/src/player.cpp similarity index 100% rename from src/player.c rename to src/player.cpp diff --git a/src/radio.c b/src/radio.cpp similarity index 100% rename from src/radio.c rename to src/radio.cpp diff --git a/src/renderer.c b/src/renderer.cpp similarity index 100% rename from src/renderer.c rename to src/renderer.cpp diff --git a/src/save.c b/src/save.cpp similarity index 100% rename from src/save.c rename to src/save.cpp diff --git a/src/screen.c b/src/screen.cpp similarity index 100% rename from src/screen.c rename to src/screen.cpp diff --git a/src/ship.c b/src/ship.cpp similarity index 100% rename from src/ship.c rename to src/ship.cpp diff --git a/src/shop.c b/src/shop.cpp similarity index 100% rename from src/shop.c rename to src/shop.cpp diff --git a/src/title.c b/src/title.cpp similarity index 100% rename from src/title.c rename to src/title.cpp diff --git a/src/weapons.c b/src/weapons.cpp similarity index 100% rename from src/weapons.c rename to src/weapons.cpp diff --git a/src/window.c b/src/window.cpp similarity index 100% rename from src/window.c rename to src/window.cpp