/* 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 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 "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; currentGame.minPlasmaRateLimit = 2; currentGame.minPlasmaDamageLimit = 2; currentGame.minPlasmaOutputLimit = 2; currentGame.maxPlasmaRateLimit = 3; currentGame.maxPlasmaDamageLimit = 3; currentGame.maxPlasmaOutputLimit = 3; currentGame.maxPlasmaAmmoLimit = 250; currentGame.maxRocketAmmoLimit = 50; switch (currentGame.difficulty) { case DIFFICULTY_EASY: player.maxShield = 100; currentGame.minPlasmaRate = 2; currentGame.minPlasmaOutput = 2; currentGame.minPlasmaDamage = 2; currentGame.maxPlasmaRate = 3; currentGame.maxPlasmaOutput = 3; currentGame.maxPlasmaDamage = 3; currentGame.maxPlasmaAmmo = 150; currentGame.maxRocketAmmo = 20; currentGame.minPlasmaRateLimit = 3; currentGame.minPlasmaDamageLimit = 3; currentGame.minPlasmaOutputLimit = 3; currentGame.maxPlasmaRateLimit = 5; currentGame.maxPlasmaDamageLimit = 5; currentGame.maxPlasmaOutputLimit = 5; 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; currentGame.cash = 6000; break; default: player.maxShield = 50; } player.shield = player.maxShield; player.ammo[0] = 0; player.ammo[1] = currentGame.maxRocketAmmo / 2; player.weaponType[0] = W_PLAYER_WEAPON; player.weaponType[1] = W_ROCKETS; initWeapons(); initMissions(); initPlanetMissions(currentGame.system); } int mainGameLoop() { static float barrierLoop = 0; bool canFire; int shapeToUse; FILE *fp; char string[255]; int index, alienType, placeAttempt; int barrierSpeed; int n; resetLists(); setMission(currentGame.area); missionBriefScreen(); initCargo(); initPlayer(); // Init aliens for (int i = 0 ; i < ALIEN_MAX ; i++) { aliens[i].active = false; aliens[i].shield = -1; aliens[i].flags = 0; } engine.targetIndex = -1; strcpy(string, ""); barrierSpeed = 1; sprintf(string, "data/aliens%d.dat", currentGame.area); fp = fopen(string, "rb"); if (fp != NULL) { while (fscanf(fp, "%d %d ", &index, &alienType) == 2) { placeAttempt = 0; aliens[index] = alien_defs[alienType]; aliens[index].owner = &aliens[index]; aliens[index].target = &aliens[index]; aliens[index].face = rand() % 2; aliens[index].active = true; /* we make 1000 attempts to place this enemy since it is required. If after 1000 attempts we still haven't managed to place the alien, then it simply isn't going to happen and we will just exit the game. The chances of this happening are very very low! */ while (true) { placeAttempt++; if (alien_place(&aliens[index])) break; if (placeAttempt > 1000) showErrorAndExit(2, ""); } if (currentGame.area == 2) addCargo(&aliens[index], P_CARGO); else if (currentGame.area == 7) addCargo(&aliens[index], P_PHOEBE); if (index == ALIEN_KLINE) { aliens[ALIEN_KLINE].target = &player; } if (aliens[index].classDef == CD_CLOAKFIGHTER) { aliens[index].active = false; aliens[index].maxShield = aliens[index].shield = 400; aliens[index].flags &= ~FL_RUNSAWAY; aliens[index].speed = 3; } if ((aliens[index].classDef == CD_MOBILE_RAY) && (index >= 11)) { aliens[index].active = false; } if (aliens[index].classDef == CD_FIREFLY) { aliens[index].active = false; } if (aliens[index].classDef == CD_BARRIER) { aliens[index].owner = &aliens[ALIEN_BOSS]; aliens[index].speed = barrierSpeed; barrierSpeed++; } if ((currentGame.area == 17) && (aliens[index].classDef == CD_BOSS)) { aliens[index].imageIndex[1] = 29; aliens[index].flags |= FL_IMMORTAL; } if (currentGame.area == 18) aliens[index].flags |= FL_HASMINIMUMSPEED; if (currentGame.area == 23) { aliens[index].flags = FL_WEAPCO; if (index == ALIEN_BOSS) aliens[index].chance[1] = 5; } } fclose(fp); if (currentGame.area == 5) { aliens[ALIEN_BOSS].target = &player; aliens[ALIEN_BOSS].x = -screen->w / 2; aliens[ALIEN_BOSS].y = screen->h / 2; aliens[ALIEN_BOSS_PART1].owner = &aliens[ALIEN_BOSS]; aliens[ALIEN_BOSS_PART1].target = &player; aliens[ALIEN_BOSS_PART1].dx = -25; aliens[ALIEN_BOSS_PART1].dy = -21; aliens[ALIEN_BOSS_PART2].owner = &aliens[ALIEN_BOSS]; aliens[ALIEN_BOSS_PART2].target = &player; aliens[ALIEN_BOSS_PART2].dx = -20; aliens[ALIEN_BOSS_PART2].dy = 37; } else if ((currentGame.area == 11) || (currentGame.area == 14)) { aliens[ALIEN_BOSS].target = &player; aliens[ALIEN_BOSS].x = -screen->w / 2; aliens[ALIEN_BOSS].y = screen->h / 2; aliens[ALIEN_BOSS_PART1].owner = &aliens[ALIEN_BOSS]; aliens[ALIEN_BOSS_PART1].target = &player; aliens[ALIEN_BOSS_PART1].dx = 15; aliens[ALIEN_BOSS_PART1].dy = -22; aliens[ALIEN_BOSS_PART2].owner = &aliens[ALIEN_BOSS]; aliens[ALIEN_BOSS_PART2].target = &player; aliens[ALIEN_BOSS_PART2].dx = 15; aliens[ALIEN_BOSS_PART2].dy = 22; aliens[ALIEN_BOSS_PART3].owner = &aliens[ALIEN_BOSS_PART1]; aliens[ALIEN_BOSS_PART3].target = &player; aliens[ALIEN_BOSS_PART3].dx = -35; aliens[ALIEN_BOSS_PART3].dy = -12; aliens[ALIEN_BOSS_PART4].owner = &aliens[ALIEN_BOSS_PART2]; aliens[ALIEN_BOSS_PART4].target = &player; aliens[ALIEN_BOSS_PART4].dx = -35; aliens[ALIEN_BOSS_PART4].dy = 20; if (currentGame.area == 14) { aliens[ALIEN_BOSS].AIType = AI_EVASIVE; for (int i = 10 ; i < 15 ; i++) { aliens[i].imageIndex[0] += 15; aliens[i].imageIndex[1] += 15; aliens[i].image[0] = shipShape[aliens[i].imageIndex[0]]; aliens[i].image[1] = shipShape[aliens[i].imageIndex[1]]; } } } else if (currentGame.area == 21) { aliens[ALIEN_BOSS].target = &player; aliens[ALIEN_BOSS].x = -screen->w / 2; aliens[ALIEN_BOSS].y = screen->h / 2; aliens[ALIEN_BOSS_PART1].owner = &aliens[ALIEN_BOSS]; aliens[ALIEN_BOSS_PART1].dy = 20; aliens[ALIEN_BOSS_PART2].owner = &aliens[ALIEN_BOSS]; aliens[ALIEN_BOSS_PART2].dy = -16; } } // specific for Phoebe being captured! if (currentGame.area == 7) currentGame.hasWingMate1 = 1; if (currentGame.area == 11) aliens[ALIEN_KLINE].active = false; for (int i = 0 ; i < engine.maxAliens ; i++) alien_add(); if (currentGame.hasWingMate1) alien_addFriendly(ALIEN_PHOEBE); if (currentGame.hasWingMate2) alien_addFriendly(ALIEN_URSULA); if ((currentGame.area == 9) || (currentGame.area == 17) || (currentGame.area == 25)) alien_addFriendly(ALIEN_SID); // Disable Wingmates for certain missions switch (currentGame.area) { case 7: case 9: case 10: case 15: case 16: case 18: case 24: case 26: aliens[ALIEN_PHOEBE].active = false; aliens[ALIEN_URSULA].active = false; break; } if (currentGame.area == 10) { aliens[0].collectChance = 100; aliens[0].collectType = P_ESCAPEPOD; } // Some specifics for interception missions if (currentGame.area == MAX_MISSIONS - 1) { if ((currentGame.system > 1) && ((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 = true; aliens[ALIEN_KLINE].x = player.x + 1000; aliens[ALIEN_KLINE].y = player.y; player_setTarget(ALIEN_KLINE); } if ((currentGame.system == 2) && (currentGame.experimentalShield > 0)) { if ((rand() % 2) == 0) { aliens[10] = alien_defs[CD_CLOAKFIGHTER]; aliens[10].owner = &aliens[10]; aliens[10].target = &aliens[10]; aliens[10].shield = 1000; aliens[10].active = true; aliens[10].x = player.x - 1000; aliens[10].y = player.y; player_setTarget(10); aliens[10].shield = currentGame.experimentalShield; } } } if (currentGame.area == 26) { 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); limitInt(&aliens[i].deathCounter, -350, 0); } // Set target energy meter switch (currentGame.area) { case 5: case 11: case 13: case 17: case 18: case 19: case 20: case 21: case 23: player_setTarget(ALIEN_BOSS); break; case 7: player_setTarget(ALIEN_PHOEBE); break; case 8: player_setTarget(ALIEN_GOODTRANSPORT); break; case 9: player_setTarget(ALIEN_SID); break; case 10: player_setTarget(0); break; case 25: case 26: player_setTarget(ALIEN_KLINE); break; default: break; } 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 < ALIEN_MAX ; i++) { if ((aliens[i].active) && (aliens[i].flags & FL_WEAPCO)) { allowableAliens--; } } drawBackGround(); flushBuffer(); // Default to no aliens dead... engine.allAliensDead = 0; engine.keyState[KEY_FIRE] = 0; 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 ((aliens[ALIEN_PHOEBE].shield > 0) && (currentGame.area != 25)) { 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) && (currentGame.area != 25)) { aliens[ALIEN_URSULA].x = player.x - 40; aliens[ALIEN_URSULA].y = player.y + 45; aliens[ALIEN_URSULA].face = 0; } if ((currentGame.area == 9) || (currentGame.area == 17)) { aliens[ALIEN_SID].x = player.x - 100; aliens[ALIEN_SID].y = player.y; aliens[ALIEN_SID].face = 0; } } } else if ((currentGame.area == 26) && (engine.musicVolume > 0)) { limitFloat(&(engine.musicVolume -= 0.2), 0, 100); audio_setMusicVolume((int)engine.musicVolume); } else { engine.done = 1; } } else { getPlayerInput(); } } else { limitFloat(&(engine.musicVolume -= 0.2), 0, 100); audio_setMusicVolume((int)engine.musicVolume); if (SDL_GetTicks() >= engine.missionCompleteTimer) { engine.done = 1; } } } else { getPlayerInput(); } unBuffer(); doStarfield(); doCollectables(); doBullets(); barrierLoop += 0.2; // A global variable for checking if all the aliens are dead engine.allAliensDead = 1; object *alien = aliens; for (int i = 0 ; i < ALIEN_MAX ; i++) { if (alien->active) { if (alien->shield > 0) { if ((alien->flags & FL_WEAPCO) && (!(alien->flags & FL_DISABLED))) engine.allAliensDead = 0; // Set part attributes if (alien->owner != alien) { alien->face = alien->owner->face; if (alien->face == 0) alien->x = alien->owner->x - alien->dx; else alien->x = alien->owner->x + alien->owner->image[0]->w + alien->dx - alien->image[0]->w; alien->y = (alien->owner->y + alien->dy); if (alien->owner->shield < 1) { if ((alien->classDef != CD_URANUSBOSSWING1) && (alien->classDef != CD_URANUSBOSSWING2)) { alien->shield = 0; } else { alien->flags &= ~FL_IMMORTAL; alien->owner = alien; alien->chance[0] = 25; } } } canFire = true; // The alien is allowed to fire limitInt(&--alien->thinktime, 0, 250); if (alien->target->shield < 1) alien->target = alien; // Specific to Sid to stop him pissing about(!) if ((alien->classDef == CD_SID) && (alien->target->flags & FL_DISABLED)) alien->target = alien; if (alien->target == alien) { if (engine.missionCompleteTimer == 0) { alien_searchForTarget(alien); } else { if (alien->flags & FL_FRIEND) { alien->target = &player; alien->thinktime = 1; } } } if ((!(alien->flags & FL_DISABLED)) && (alien->thinktime == 0) && (alien->target != alien) && (alien->owner == alien)) { if (alien->classDef == CD_KLINE) alien_setKlineAI(alien); else alien_setAI(alien); alien->thinktime = (rand() % 25) * 10; // Face direction of movement unless you always face // your target(!) if (!(alien->flags & FL_ALWAYSFACE)) { alien->face = (alien->dx > 0); } limitFloat(&alien->dx, 0 - alien->speed, alien->speed); limitFloat(&alien->dy, 0 - alien->speed, alien->speed); } if (alien->flags & FL_ALWAYSFACE) { alien->face = 0; if (alien->x > alien->target->x) alien->face = 1; } if ((currentGame.area == 18) && (alien->classDef == CD_BOSS)) alien->face = 0; if ((alien->flags & FL_DEPLOYDRONES) && ((rand() % 300) == 0)) alien_addDrone(alien); if (alien->flags & FL_LEAVESECTOR) { limitFloat(&(alien->dx -= 0.5), 0, -15); alien->dy = 0; alien->thinktime = 999; alien->face = 0; if (alien->x >= 5000) { alien->flags -= FL_LEAVESECTOR; alien->flags += FL_ESCAPED; alien->active = false; if (alien->classDef == CD_CLOAKFIGHTER) { currentGame.experimentalShield = alien->shield; setInfoLine("Experimental Fighter has fled", FONT_CYAN); } alien->shield = 0; updateMissionRequirements(M_ESCAPE_TARGET, alien->classDef, 1); if (alien->classDef != CD_CLOAKFIGHTER) updateMissionRequirements(M_DESTROY_TARGET_TYPE, alien->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 ((alien->flags & FL_CANCLOAK) && ((rand() % 500) == 0)) { if (alien->flags & FL_ISCLOAKED) alien->flags -= FL_ISCLOAKED; else alien->flags += FL_ISCLOAKED; audio_playSound(SFX_CLOAK, alien->x); } if (alien->classDef == CD_BARRIER) { alien->dx = -10 + (sinf(barrierLoop + alien->speed) * 60); alien->dy = 20 + (cosf(barrierLoop + alien->speed) * 40); } if (alien->classDef == CD_MOBILESHIELD) { limitInt(&(++aliens[ALIEN_BOSS].shield), 0, aliens[ALIEN_BOSS].maxShield); } limitCharAdd(&alien->reload[0], -1, 0, 999); limitCharAdd(&alien->reload[1], -1, 0, 999); if ((!(alien->flags & FL_DISABLED)) && (!(alien->flags & FL_NOFIRE))) { if ((alien->target->shield > 0)) canFire = alien_checkTarget(alien); if (((alien->thinktime % 2) == 0) && (alien->flags & FL_FRIEND)) canFire = alien_enemiesInFront(alien); } else { canFire = false; } if ((canFire) && (dev.fireAliens)) { if ((alien->reload[0] == 0) && ((rand() % 1000 < alien->chance[0]) || (alien->flags & FL_CONTINUOUS_FIRE))) { ship_fireBullet(alien, 0); } if ((alien->reload[1] == 0) && ((rand() % 1000 < alien->chance[1]) || (alien->flags & FL_CONTINUOUS_FIRE))) { if ((alien->weaponType[1] != W_ENERGYRAY) && (alien->weaponType[1] != W_LASER)) { if (alien->weaponType[1] == W_CHARGER) alien->ammo[1] = 50 + rand() % 150; ship_fireBullet(alien, 1); } else if (alien->weaponType[1] == W_LASER) { alien->flags += FL_FIRELASER; } else if ((alien->weaponType[1] == W_ENERGYRAY) && (alien->ammo[0] == 250)) { alien->flags += FL_FIRERAY; audio_playSound(SFX_ENERGYRAY, alien->x); } } } if (alien->flags & FL_FIRERAY) { ship_fireRay(alien); } else { limitCharAdd(&alien->ammo[0], 1, 0, 250); } if (alien->flags & FL_FIRELASER) { ship_fireBullet(alien, 1); if ((rand() % 25) == 0) alien->flags -= FL_FIRELASER; } if (alien->flags & FL_DROPMINES) { if ((rand() % 150) == 0) addCollectable(alien->x, alien->y, P_MINE, 25, 600 + rand() % 2400); // Kline drops mines a lot more often if ((alien == &aliens[ALIEN_KLINE])) { if ((rand() % 10) == 0) addCollectable(alien->x, alien->y, P_MINE, 25, 600 + rand() % 2400); } } shapeToUse = alien->imageIndex[alien->face]; if (alien->hit) shapeToUse += SHIP_HIT_INDEX; limitCharAdd(&alien->hit, -1, 0, 100); if ((alien->x + alien->image[0]->w > 0) && (alien->x < screen->w) && (alien->y + alien->image[0]->h > 0) && (alien->y < screen->h)) { if ((!(alien->flags & FL_DISABLED)) && (alien->classDef != CD_ASTEROID) && (alien->classDef != CD_ASTEROID2)) addEngine(alien); if ((!(alien->flags & FL_ISCLOAKED)) || (alien->hit > 0)) blit(shipShape[shapeToUse], (int)alien->x, (int)alien->y); if (alien->flags & FL_DISABLED) { if ((rand() % 10) == 0) addExplosion(alien->x + (rand() % alien->image[0]->w), alien->y + (rand() % alien->image[0]->h), E_ELECTRICAL); } } if ((currentGame.area == 24) && (alien->x < -300)) alien->active = false; } else { alien->shield--; if ((alien->x > 0) && (alien->x < screen->w) && (alien->y > 0) && (alien->y < screen->h)) { blit(alien->image[alien->face], (int)alien->x, (int)alien->y); addExplosion(alien->x + (rand() % alien->image[0]->w), alien->y + (rand() % alien->image[0]->h), E_BIG_EXPLOSION); } if (alien->shield < alien->deathCounter) { alien->active = false; if ((alien->classDef == CD_BOSS) || (alien->owner == &aliens[ALIEN_BOSS]) || (alien->flags & FL_FRIEND) || (alien->classDef == CD_ASTEROID) || (alien->classDef == CD_KLINE)) addDebris((int)alien->x, (int)alien->y, alien->maxShield); if (alien->classDef == CD_ASTEROID) { n = 1 + (rand() % 3); for (int i = 0 ; i < n ; i++) alien_addSmallAsteroid(alien); } } } // Adjust the movement even whilst exploding if ((dev.moveAliens) && (!(alien->flags & FL_NOMOVE)) && (!(alien->flags & FL_DISABLED))) alien_move(alien); if ((currentGame.area != 18) || (alien->shield < 0)) alien->x += engine.ssx; alien->x += engine.smx; alien->y += engine.ssy + engine.smy; } alien++; } doPlayer(); doCargo(); doDebris(); doExplosions(); doInfo(); wrapChar(&(--engine.eventTimer), 0, 60); if (engine.paused) { textSurface(22, "PAUSED", -1, screen->h / 2, FONT_WHITE); 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 -= alien_add(); } } if ((player.shield <= 0) && (engine.missionCompleteTimer == 0)) engine.missionCompleteTimer = SDL_GetTicks() + 7000; // specific to Boss 1 if ((currentGame.area == 5) && (aliens[ALIEN_BOSS].flags & FL_ESCAPED)) { audio_playSound(SFX_DEATH, aliens[ALIEN_BOSS].x); clearScreen(white); updateScreen(); for (int i = 0 ; i < 300 ; i++) { SDL_Delay(10); if ((rand() % 25) == 0) audio_playSound(SFX_EXPLOSION, aliens[ALIEN_BOSS].x); } SDL_Delay(1000); break; } 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(); break; } if (currentGame.area < 26) { updateSystemStatus(); saveGame(0); } rtn = 1; if (currentGame.area == 26) rtn = 0; } else { gameover(); rtn = 0; } exitPlayer(); return rtn; }