/* Copyright (C) 2003 Parallel Realities This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "Starfighter.h" static signed char showGameMenu(signed char continueSaveSlot) { blitText(2); if (continueSaveSlot != 0) { blitText(3); blitText(4); } blitText(5); if (engine.cheat) { textShape[7].y = 450; blitText(6); } else { textShape[7].y = 430; } blitText(7); if (engine.cheat) return 6; return 5; } static signed char showLoadMenu() { signed char rtn = 1; for (int i = 13 ; i < 18 ; i++) { if (textShape[i].image != NULL) { blitText(i); rtn++; textShape[12].y = textShape[i].y + 40; } } blitText(12); return rtn; } static void createOptionsMenu() { if (engine.useSound) textSurface(8, "SOUND - ON", -1, 350, FONT_WHITE); else textSurface(8, "SOUND - OFF", -1, 350, FONT_WHITE); if (engine.useMusic) textSurface(9, "MUSIC - ON", -1, 370, FONT_WHITE); else textSurface(9, "MUSIC - OFF", -1, 370, FONT_WHITE); if (engine.fullScreen) textSurface(10, "FULLSCREEN - ON", -1, 390, FONT_WHITE); else textSurface(10, "FULLSCREEN - OFF", -1, 390, FONT_WHITE); char string[50]; strcpy(string, "AUTO SAVE SLOT - NONE"); if (currentGame.autoSaveSlot > -1) sprintf(string, "AUTO SAVE SLOT - #%d", currentGame.autoSaveSlot + 1); textSurface(11, string, -1, 410, FONT_WHITE); } static signed char showOptionsMenu() { textShape[12].y = 450; blitText(8); blitText(9); blitText(10); blitText(11); blitText(12); return 5; } static void createCheatMenu() { if (engine.cheatShield) textSurface(18, "UNLIMITED SHIELD - ON", -1, 350, FONT_WHITE); else textSurface(18, "UNLIMITED SHIELD - OFF", -1, 350, FONT_WHITE); if (engine.cheatAmmo) textSurface(19, "UNLIMITED AMMO - ON", -1, 370, FONT_WHITE); else textSurface(19, "UNLIMITED AMMO - OFF", -1, 370, FONT_WHITE); if (engine.cheatCash) textSurface(20, "UNLIMITED CASH - ON", -1, 390, FONT_WHITE); else textSurface(20, "UNLIMITED CASH - OFF", -1, 390, FONT_WHITE); if (engine.cheatTime) textSurface(21, "UNLIMITED TIME - ON", -1, 410, FONT_WHITE); else textSurface(21, "UNLIMITED TIME - OFF", -1, 410, FONT_WHITE); } static signed char showCheatMenu() { textShape[12].y = 450; blitText(18); blitText(19); blitText(20); blitText(21); blitText(12); return 5; } /* This is the main title screen, with the stars whirling past and the "Parallel Realities, Present..." text. Nothing too special. */ int doTitle() { newGame(); engine.gameSection = SECTION_TITLE; flushBuffer(); freeGraphics(); resetLists(); // required to stop the title screen crashing currentGame.system = 0; currentGame.area = 0; loadGameGraphics(); clearScreen(black); updateScreen(); clearScreen(black); signed char continueSaveSlot = initSaveSlots(); loadMusic("music/Platinum.mod"); loadBackground("gfx/spirit.jpg"); SDL_Surface *prlogo, *sflogo; prlogo = loadImage("gfx/prlogo.png"); sflogo = loadImage("gfx/sflogo.png"); int prx = ((screen->w - prlogo->w) / 2); int pry = ((screen->h - prlogo->h) / 2); int sfx = ((screen->w - sflogo->w) / 2); int sfy = ((screen->h - sflogo->h) / 2); textSurface(0, "PRESENTS", -1, 300, FONT_WHITE); textSurface(1, "AN SDL GAME", -1, 300, FONT_WHITE); textSurface(2, "START NEW GAME", -1, 350, FONT_WHITE); textSurface(3, "LOAD GAME", -1, 370, FONT_WHITE); textSurface(4, "CONTINUE CURRENT GAME", -1, 390, FONT_WHITE); textSurface(5, "OPTIONS", -1, 410, FONT_WHITE); textSurface(6, "CHEAT OPTIONS", -1, 430, FONT_WHITE); textSurface(7, "QUIT", -1, 430, FONT_WHITE); createOptionsMenu(); textSurface(12, "BACK TO MAIN MENU", -1, 0, FONT_WHITE); createCheatMenu(); // Set the star motion engine.ssx = -0.5; engine.ssy = 0; int then = SDL_GetTicks(); int now; for (int i = 0 ; i < 15 ; i++) { enemy[i] = defEnemy[rand() % 3]; if ((rand() % 5) == 0) enemy[i] = defEnemy[CD_TRANSPORTSHIP]; if ((rand() % 5) == 0) enemy[i] = defEnemy[CD_MINER]; enemy[i].x = rand() % screen->w; enemy[i].y = rand() % (screen->h - 40); enemy[i].dx = 1 + rand() % 3; enemy[i].face = 0; } int redGlow = 255; signed char redDir = -2; char buildVersion[25]; sprintf(buildVersion, "Version "VERSION); SDL_Rect optionRec; optionRec.x = 290; optionRec.y = 345; optionRec.h = 22; optionRec.w = 215; signed char selectedOption = 1; if (continueSaveSlot > 0) {selectedOption = 3; optionRec.y += 40;} bool skip = false; signed char listLength = 5; // menu list length signed char menuType = 0; drawBackGround(); engine.done = 0; flushInput(); engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = 0; if ((engine.useMusic) && (engine.useAudio)) Mix_PlayMusic(engine.music, 1); while (!engine.done) { updateScreen(); unBuffer(); now = SDL_GetTicks(); doStarfield(); doExplosions(); for (int i = 0 ; i < 15 ; i++) { addEngine(&enemy[i]); enemy[i].x += enemy[i].dx; blit(enemy[i].image[0], (int)enemy[i].x, (int)enemy[i].y); if (enemy[i].x > 830) { enemy[i].x = -40; enemy[i].y = rand() % (screen->h - 20); enemy[i].dx = 1 + rand() % 3; } } if ((now - then > 2000) && (now - then < 8000) && (!skip)) { blit(prlogo, prx, pry); } else if ((now - then > 9000) && (now - then < 15000) && (!skip)) { blitText(0); } else if ((now - then > 16000) && (now - then < 21000) && (!skip)) { blitText(1); } else if ((now - then > 25500) || (skip)) { blit(sflogo, sfx, sfy); if ((now - then >= 27500) || (skip)) { addBuffer(280, 345, 235, 145); blevelRect(optionRec.x, optionRec.y, optionRec.w, optionRec.h, redGlow, 0x00, 0x00); switch(menuType) { case 0: listLength = showGameMenu(continueSaveSlot); break; case 1: listLength = showLoadMenu(); break; case 2: listLength = showOptionsMenu(); break; case 3: listLength = showCheatMenu(); break; } redGlow += redDir; if (redGlow <= 0) {redDir = 2; redGlow = 0;} if (redGlow >= 255) {redDir = -2; redGlow = 255;} if (engine.keyState[SDLK_UP]) { engine.keyState[SDLK_UP] = 0; wrapChar(&(--selectedOption), 1, listLength); if (menuType == 0) if ((selectedOption == 2) || (selectedOption == 3)) if (continueSaveSlot == 0) selectedOption = 1; } if (engine.keyState[SDLK_DOWN]) { engine.keyState[SDLK_DOWN] = 0; wrapChar(&(++selectedOption), 1, listLength); if (menuType == 0) if ((selectedOption == 2) || (selectedOption == 3)) if (continueSaveSlot == 0) selectedOption = 4; } optionRec.y = 326 + (20 * selectedOption); if (menuType > 0) if (selectedOption == listLength) optionRec.y += 20; if (!skip) { drawString("Copyright Parallel Realities 2003", 5, 560, FONT_WHITE, background); drawString("Copyright Guus Sliepen, Astrid S. de Wijn and others 2012", 5, 580, FONT_WHITE, background); drawString(buildVersion, 794 - strlen(buildVersion) * 9, 580, FONT_WHITE, background); addBuffer(0, 560, 800, 40); skip = true; } } } getPlayerInput(); // if someone has invoked the credits cheat if (engine.cheatCredits) { doCredits(); engine.cheatCredits = false; } if ((engine.keyState[SDLK_LCTRL]) || (engine.keyState[SDLK_RCTRL]) || (engine.keyState[SDLK_SPACE])) { if ((now - then <= 27500) && (!skip)) { drawString("Copyright Parallel Realities 2003", 5, 560, FONT_WHITE, background); drawString("Copyright Guus Sliepen, Astrid S. de Wijn and others 2012", 5, 580, FONT_WHITE, background); drawString(buildVersion, 794 - strlen(buildVersion) * 9, 580, FONT_WHITE, background); addBuffer(0, 560, 800, 40); skip = true; } else { switch(menuType) { case 0: if ((selectedOption == 1) || (selectedOption == 3)) engine.done = 1; else if (selectedOption == 2) {menuType = 1; selectedOption = 1;} else if (selectedOption == 4) {menuType = 2; selectedOption = 1;} else if (selectedOption == 5) { if (engine.cheat) {menuType = 3; selectedOption = 1;} else engine.done = 1; } else if (selectedOption == 6) engine.done = 1; break; case 1: if (selectedOption != listLength) {engine.done = 1; continueSaveSlot = selectedOption; selectedOption = 3;} else {menuType = 0; selectedOption = 1;} break; case 2: if ((selectedOption == 1) && (engine.useAudio)) engine.useSound = !engine.useSound; else if ((selectedOption == 2) && (engine.useAudio)) { engine.useMusic = !engine.useMusic; if (engine.useMusic) { if (Mix_PausedMusic() == 1) Mix_ResumeMusic(); else Mix_PlayMusic(engine.music, 1); } else { Mix_PauseMusic(); } } else if (selectedOption == 3) { engine.fullScreen = !engine.fullScreen; #if LINUX SDL_WM_ToggleFullScreen(screen); #else if (engine.fullScreen) screen = SDL_SetVideoMode(screen->w, screen->h, 0, SDL_DOUBLEBUF|SDL_HWPALETTE|SDL_FULLSCREEN); else screen = SDL_SetVideoMode(screen->w, screen->h, 0, SDL_DOUBLEBUF|SDL_HWPALETTE); drawBackground(); flushBuffer(); #endif } else if (selectedOption == 4) wrapChar(&(++currentGame.autoSaveSlot), -1, 4); else if (selectedOption == listLength) {menuType = 0; selectedOption = 1;} createOptionsMenu(); break; case 3: if (selectedOption == 1) engine.cheatShield = !engine.cheatShield; else if (selectedOption == 2) engine.cheatAmmo = !engine.cheatAmmo; else if (selectedOption == 3) engine.cheatCash = !engine.cheatCash; else if (selectedOption == 4) engine.cheatTime = !engine.cheatTime; else if (selectedOption == listLength) {menuType = 0; selectedOption = 1;} createCheatMenu(); break; case 4: if (selectedOption == listLength) {menuType = 0; selectedOption = 1;} break; } } engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0; } delayFrame(); } Mix_HaltMusic(); SDL_FreeSurface(prlogo); SDL_FreeSurface(sflogo); engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0; resetLists(); if (selectedOption == 1) selectedOption = 2; // go straight to mission 0 if (selectedOption == 3) { newGame(); selectedOption = loadGame(continueSaveSlot); } // Send back a negative number... if (selectedOption > 4) { selectedOption = -1; exit(0); } return selectedOption; } /* Scrolls the intro text up the screen and nothing else. The text will be placed into a data file when the game is finished. */ void showStory() { freeGraphics(); int y = screen->h + 20; FILE *fp; #if USEPACK int dataLocation = locateDataInPak("data/intro.txt", 1); fp = fopen(PACKLOCATION, "rb"); fseek(fp, dataLocation, SEEK_SET); #else fp = fopen("data/intro.txt", "rb"); #endif int i = 0; int nextPos = -1; char string[255]; fscanf(fp, "%d ", &nextPos); while (nextPos != -1) { fscanf(fp, "%[^\n]%*c", string); y += nextPos; textSurface(i, string, -1, y, FONT_WHITE); i++; fscanf(fp, "%d ", &nextPos); } fclose(fp); loadBackground("gfx/startUp.jpg"); blit(background, 0, 0); flushBuffer(); flushInput(); engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0; while (true) { updateScreen(); unBuffer(); getPlayerInput(); if ((engine.keyState[SDLK_LCTRL]) || (engine.keyState[SDLK_RCTRL]) || (engine.keyState[SDLK_SPACE])) break; if (textShape[8].y > (int)(screen->h / 2) + 150) { for (int i = 0 ; i < 9 ; i++) { textShape[i].y -= 0.33333; blitText(i); } } else { SDL_Delay(3000); break; } delayFrame(); } } /* The game over screen :( */ void gameover() { flushBuffer(); freeGraphics(); SDL_FillRect(background, NULL, black); engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0; engine.gameSection = SECTION_INTERMISSION; loadMusic("music/Wybierak.mod"); SDL_Surface *gameover = loadImage("gfx/gameover.png"); clearScreen(black); updateScreen(); clearScreen(black); SDL_Delay(1000); if ((engine.useMusic) && (engine.useAudio)) { Mix_VolumeMusic(100); Mix_PlayMusic(engine.music, 1); } int x = (screen->w - gameover->w) / 2; int y = (screen->h - gameover->h) / 2; updateScreen(); flushInput(); engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0; while (true) { getPlayerInput(); if ((engine.keyState[SDLK_LCTRL]) || (engine.keyState[SDLK_RCTRL]) || (engine.keyState[SDLK_SPACE])) break; updateScreen(); unBuffer(); x = ((screen->w - gameover->w) / 2) - rrand(-2, 2); y = ((screen->h - gameover->h) / 2) - rrand(-2, 2); blit(gameover, x, y); delayFrame(); } SDL_FreeSurface(gameover); if ((engine.useMusic) && (engine.useAudio)) Mix_HaltMusic(); flushBuffer(); } void doCredits() { loadBackground("gfx/credits.jpg"); flushBuffer(); freeGraphics(); if ((engine.useMusic) && (engine.useAudio)) loadMusic("music/Solace.s3m"); FILE *fp; int numberOfCredits = 0; int lastCredit = 0; int yPos = 0; int yPos2 = screen->h; char text[255]; textObject *credit; clearScreen(black); updateScreen(); clearScreen(black); drawBackGround(); #if USEPACK int dataLocation = locateDataInPak("data/credits.txt", 1); fp = fopen(PACKLOCATION, "rb"); fseek(fp, dataLocation, SEEK_SET); #else fp = fopen("data/credits.txt", "rb"); #endif for (int i = 0 ; i < 6 ; i++) { fscanf(fp, "%[^\n]%*c", text); drawString(text, -1, 240 + (i * 20), FONT_WHITE); } fscanf(fp, "%d%*c", &numberOfCredits); credit = (textObject*) malloc(sizeof(textObject) * numberOfCredits); for (int i = 0 ; i < numberOfCredits ; i++) { fscanf(fp, "%d %[^\n]%*c", &yPos, text); credit[i].image = textSurface(text, FONT_WHITE); credit[i].x = (screen->w - credit[i].image->w) / 2; yPos2 += yPos; credit[i].y = yPos2; } fclose(fp); if ((engine.useMusic) && (engine.useAudio)) { Mix_VolumeMusic(100); Mix_PlayMusic(engine.music, 1); } updateScreen(); SDL_Delay(10000); drawBackGround(); engine.done = 0; lastCredit = numberOfCredits - 1; engine.keyState[SDLK_ESCAPE] = 0; flushInput(); while (true) { updateScreen(); unBuffer(); getPlayerInput(); if (engine.keyState[SDLK_ESCAPE]) break; float speed = 0.5; if(engine.keyState[SDLK_DOWN]) speed = 2; else if(engine.keyState[SDLK_UP]) speed = -2; for (int i = 0 ; i < numberOfCredits ; i++) { if ((credit[i].y > -10) && (credit[i].y < (screen->h + 10))) blit(credit[i].image, (int)credit[i].x, (int)credit[i].y); if (speed > 0 && credit[lastCredit].y > ((int)(screen->h / 2) + 100)) credit[i].y -= speed; else if(speed < 0 && credit[0].y < screen->h) credit[i].y -= speed; } delayFrame(); } for (int i = 0 ; i < numberOfCredits ; i++) { SDL_FreeSurface(credit[i].image); } free(credit); }