/* Copyright (C) 2003 Parallel Realities Copyright (C) 2011, 2012, 2013 Guus Sliepen Copyright (C) 2012, 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" static signed char showGameMenu(signed char continueSaveSlot) { blitText(TS_START_NEW_GAME); if (continueSaveSlot != -1) { blitText(TS_LOAD_GAME); blitText(TS_CONTINUE_CURRENT_GAME); } blitText(TS_OPTIONS); if (engine.cheat) { textShape[TS_QUIT].y = 450; blitText(TS_CHEAT_OPTIONS); } else { textShape[TS_QUIT].y = 430; } blitText(TS_QUIT); if (engine.cheat) return 6; return 5; } static signed char showLoadMenu() { signed char rtn = 1; for (int i = TS_SAVESLOT_0 ; i <= TS_SAVESLOT_5 ; i++) { rtn++; if (textShape[i].image != NULL) { blitText(i); textShape[TS_BACK_TO_MAIN_MENU].y = textShape[i].y + 40; } } blitText(TS_BACK_TO_MAIN_MENU); return rtn; } static void createDifficultyMenu() { textSurface(TS_START_GAME, "START GAME", -1, 350, FONT_WHITE); if (currentGame.difficulty == DIFFICULTY_EASY) textSurface(TS_DIFFICULTY, "DIFFICULTY - EASY", -1, 370, FONT_WHITE); else if (currentGame.difficulty == DIFFICULTY_HARD) textSurface(TS_DIFFICULTY, "DIFFICULTY - HARD", -1, 370, FONT_WHITE); else if (currentGame.difficulty == DIFFICULTY_NIGHTMARE) textSurface(TS_DIFFICULTY, "DIFFICULTY - NIGHTMARE!", -1, 370, FONT_WHITE); else textSurface(TS_DIFFICULTY, "DIFFICULTY - NORMAL", -1, 370, FONT_WHITE); } static signed char showDifficultyMenu() { textShape[TS_BACK_TO_MAIN_MENU].y = 410; blitText(TS_START_GAME); blitText(TS_DIFFICULTY); blitText(TS_BACK_TO_MAIN_MENU); return 3; } static void createOptionsMenu() { if (engine.useSound) textSurface(TS_SOUND, "SOUND - ON", -1, 350, FONT_WHITE); else textSurface(TS_SOUND, "SOUND - OFF", -1, 350, FONT_WHITE); if (engine.useMusic) textSurface(TS_MUSIC, "MUSIC - ON", -1, 370, FONT_WHITE); else textSurface(TS_MUSIC, "MUSIC - OFF", -1, 370, FONT_WHITE); if (engine.fullScreen) textSurface(TS_FULLSCREEN, "FULLSCREEN - ON", -1, 390, FONT_WHITE); else textSurface(TS_FULLSCREEN, "FULLSCREEN - OFF", -1, 390, FONT_WHITE); } static signed char showOptionsMenu() { textShape[TS_BACK_TO_MAIN_MENU].y = 430; blitText(TS_SOUND); blitText(TS_MUSIC); blitText(TS_FULLSCREEN); blitText(TS_BACK_TO_MAIN_MENU); return 4; } static void createCheatMenu() { if (engine.cheatShield) textSurface(TS_UNLIMITED_SHIELD, "UNLIMITED SHIELD - ON", -1, 350, FONT_WHITE); else textSurface(TS_UNLIMITED_SHIELD, "UNLIMITED SHIELD - OFF", -1, 350, FONT_WHITE); if (engine.cheatAmmo) textSurface(TS_UNLIMITED_AMMO, "UNLIMITED AMMO - ON", -1, 370, FONT_WHITE); else textSurface(TS_UNLIMITED_AMMO, "UNLIMITED AMMO - OFF", -1, 370, FONT_WHITE); if (engine.cheatCash) textSurface(TS_UNLIMITED_CASH, "UNLIMITED CASH - ON", -1, 390, FONT_WHITE); else textSurface(TS_UNLIMITED_CASH, "UNLIMITED CASH - OFF", -1, 390, FONT_WHITE); if (engine.cheatTime) textSurface(TS_UNLIMITED_TIME, "UNLIMITED TIME - ON", -1, 410, FONT_WHITE); else textSurface(TS_UNLIMITED_TIME, "UNLIMITED TIME - OFF", -1, 410, FONT_WHITE); } static signed char showCheatMenu() { textShape[TS_BACK_TO_MAIN_MENU].y = 450; blitText(TS_UNLIMITED_SHIELD); blitText(TS_UNLIMITED_AMMO); blitText(TS_UNLIMITED_CASH); blitText(TS_UNLIMITED_TIME); blitText(TS_BACK_TO_MAIN_MENU); 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(); 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(TS_PRESENTS, "PRESENTS", -1, 300, FONT_WHITE); textSurface(TS_AN_SDL_GAME, "AN SDL GAME", -1, 300, FONT_WHITE); textSurface(TS_START_NEW_GAME, "START NEW GAME", -1, 350, FONT_WHITE); textSurface(TS_LOAD_GAME, "LOAD GAME", -1, 370, FONT_WHITE); textSurface(TS_CONTINUE_CURRENT_GAME, "CONTINUE CURRENT GAME", -1, 390, FONT_WHITE); textSurface(TS_OPTIONS, "OPTIONS", -1, 410, FONT_WHITE); textSurface(TS_CHEAT_OPTIONS, "CHEAT OPTIONS", -1, 430, FONT_WHITE); textSurface(TS_QUIT, "QUIT", -1, 430, FONT_WHITE); createOptionsMenu(); createDifficultyMenu(); textSurface(TS_BACK_TO_MAIN_MENU, "BACK TO MAIN MENU", -1, 0, FONT_WHITE); createCheatMenu(); // Set the star motion engine.ssx = -0.5; engine.ssy = 0; engine.smx = 0; engine.smy = 0; int then = SDL_GetTicks(); int now; for (int i = 0 ; i < 15 ; i++) { aliens[i] = alien_defs[rand() % 3]; if ((rand() % 5) == 0) aliens[i] = alien_defs[CD_TRANSPORTSHIP]; if ((rand() % 5) == 0) aliens[i] = alien_defs[CD_MINER]; aliens[i].x = rand() % screen->w; aliens[i].y = rand() % (screen->h - 40); aliens[i].dx = 1 + rand() % 3; aliens[i].face = 0; } 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 > -1) {selectedOption = 3; optionRec.y += 40;} bool skip = false; signed char listLength = 5; // menu list length signed char menuType = MENU_MAIN; drawBackGround(); engine.done = 0; flushInput(); engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0; audio_playMusic("music/walking_among_androids.ogg", 1); while (!engine.done) { updateScreen(); unBuffer(); now = SDL_GetTicks(); doStarfield(); doExplosions(); for (int i = 0 ; i < 15 ; i++) { addEngine(&aliens[i]); aliens[i].x += aliens[i].dx; blit(aliens[i].image[0], (int)aliens[i].x, (int)aliens[i].y); if (aliens[i].x > 830) { aliens[i].x = -40; aliens[i].y = rand() % (screen->h - 20); aliens[i].dx = 1 + rand() % 3; } } if ((now - then > 2000) && (now - then < 8000) && (!skip)) { blit(prlogo, prx, pry); } else if ((now - then > 9000) && (now - then < 15000) && (!skip)) { blitText(TS_PRESENTS); } else if ((now - then > 16000) && (now - then < 21000) && (!skip)) { blitText(TS_AN_SDL_GAME); } else if ((now - then > 25500) || (skip)) { blit(sflogo, sfx, sfy); if ((now - then >= 27500) || (skip)) { addBuffer(0, 0, screen->w, screen->h); blevelRect(optionRec.x, optionRec.y, optionRec.w, optionRec.h, redGlow, 0x00, 0x00); switch(menuType) { case MENU_MAIN: listLength = showGameMenu(continueSaveSlot); break; case MENU_DIFFICULTY: listLength = showDifficultyMenu(); break; case MENU_LOAD: listLength = showLoadMenu(); break; case MENU_OPTIONS: listLength = showOptionsMenu(); break; case MENU_CHEAT: listLength = showCheatMenu(); break; } redGlow += redDir; if (redGlow <= 0) {redDir = 2; redGlow = 0;} if (redGlow >= 255) {redDir = -2; redGlow = 255;} if (engine.keyState[KEY_UP]) { engine.keyState[KEY_UP] = 0; wrapChar(&(--selectedOption), 1, listLength + 1); if (menuType == MENU_MAIN) if ((selectedOption == 2) || (selectedOption == 3)) if (continueSaveSlot == -1) selectedOption = 1; } if (engine.keyState[KEY_DOWN]) { engine.keyState[KEY_DOWN] = 0; wrapChar(&(++selectedOption), 0, listLength); if (menuType == MENU_MAIN) if ((selectedOption == 2) || (selectedOption == 3)) if (continueSaveSlot == -1) selectedOption = 4; } optionRec.y = 326 + (20 * selectedOption); if (menuType > MENU_MAIN) 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[KEY_FIRE] || engine.keyState[KEY_ALTFIRE])) { 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 MENU_MAIN: if (selectedOption == 1) { menuType = MENU_DIFFICULTY; selectedOption = 1; } else if (selectedOption == 2) { menuType = MENU_LOAD; selectedOption = 1; } else if (selectedOption == 3) engine.done = 1; else if (selectedOption == 4) { menuType = MENU_OPTIONS; selectedOption = 1; } else if (selectedOption == 5) { if (engine.cheat) { menuType = MENU_CHEAT; selectedOption = 1; } else engine.done = 1; } else if (selectedOption == 6) engine.done = 1; break; case MENU_DIFFICULTY: if (selectedOption == 1) engine.done = 1; else if (selectedOption == 2) { currentGame.difficulty++; if (currentGame.difficulty > DIFFICULTY_NIGHTMARE) currentGame.difficulty = DIFFICULTY_EASY; } else if (selectedOption == listLength) { menuType = MENU_MAIN; selectedOption = 1; } createDifficultyMenu(); break; case MENU_LOAD: if (selectedOption != listLength) { engine.done = 1; continueSaveSlot = selectedOption - 1; selectedOption = 3; } else { menuType = MENU_MAIN; selectedOption = 1; } break; case MENU_OPTIONS: if ((selectedOption == 1) && (engine.useAudio)) engine.useSound = !engine.useSound; else if ((selectedOption == 2) && (engine.useAudio)) { engine.useMusic = !engine.useMusic; if (engine.useMusic) { audio_playMusic( "music/walking_among_androids.ogg", 1); } else { audio_haltMusic(); } } else if (selectedOption == 3) { engine.fullScreen = !engine.fullScreen; SDL_SetWindowFullscreen(window, (engine.fullScreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0)); } else if (selectedOption == listLength) { menuType = MENU_MAIN; selectedOption = 1; } createOptionsMenu(); break; case MENU_CHEAT: if (selectedOption == 1) engine.cheatShield = !engine.cheatShield; else if (selectedOption == 2) engine.cheatAmmo = !engine.cheatAmmo; else if (selectedOption == 3) engine.cheatCash = !engine.cheatCash; else if (selectedOption == 4) engine.cheatTime = !engine.cheatTime; else if (selectedOption == listLength) { menuType = MENU_MAIN; selectedOption = 1; } createCheatMenu(); break; default: menuType = MENU_MAIN; selectedOption = 1; break; } } engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0; } delayFrame(); } audio_haltMusic(); SDL_FreeSurface(prlogo); SDL_FreeSurface(sflogo); engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0; resetLists(); if (selectedOption == 1) { newGame(); 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. */ void showStory() { freeGraphics(); int y = screen->h + 20; FILE *fp; fp = fopen("data/intro.txt", "rb"); int i = 0; int nextPos = -1; char string[255]; while (fscanf(fp, "%d %[^\n]%*c", &nextPos, string) == 2) { y += nextPos; textSurface(i, string, -1, y, FONT_WHITE); i++; } fclose(fp); loadBackground("gfx/startUp.jpg"); blit(background, 0, 0); flushBuffer(); flushInput(); engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0; while (true) { updateScreen(); unBuffer(); getPlayerInput(); if ((engine.keyState[KEY_FIRE] || engine.keyState[KEY_ALTFIRE])) break; if (textShape[8].y > (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[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0; engine.gameSection = SECTION_INTERMISSION; SDL_Surface *gameover = loadImage("gfx/gameover.png"); clearScreen(black); updateScreen(); clearScreen(black); SDL_Delay(1000); audio_playMusic("music/death.ogg", -1); int x = (screen->w - gameover->w) / 2; int y = (screen->h - gameover->h) / 2; updateScreen(); flushInput(); engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0; while (true) { getPlayerInput(); if ((engine.keyState[KEY_FIRE] || engine.keyState[KEY_ALTFIRE])) 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); audio_haltMusic(); flushBuffer(); } void doCredits() { loadBackground("gfx/credits.jpg"); flushBuffer(); freeGraphics(); FILE *fp; int lastCredit = -1; int yPos = 0; int yPos2 = screen->h; char text[255]; int i; textObject *credit; clearScreen(black); updateScreen(); clearScreen(black); drawBackGround(); audio_playMusic("music/rise_of_spirit.ogg", 1); fp = fopen("data/credits.txt", "rb"); // FIXME: It would be nice for the size of this array to be determined // by the number of lines in the text file. I'm not sure how to do // that at the moment, so just giving it a very large number for now. credit = (textObject*) malloc(sizeof(textObject) * 300); while (fscanf(fp, "%d %[^\n]%*c", &yPos, text) == 2) { lastCredit++; credit[lastCredit].image = textSurface(text, FONT_WHITE); credit[lastCredit].x = (screen->w - credit[lastCredit].image->w) / 2; yPos2 += yPos; credit[lastCredit].y = yPos2; } fclose(fp); engine.done = 0; engine.keyState[KEY_ESCAPE] = 0; flushInput(); while (true) { updateScreen(); unBuffer(); getPlayerInput(); if (engine.keyState[KEY_ESCAPE]) break; float speed = 0.5; if(engine.keyState[KEY_DOWN]) speed = 2; else if(engine.keyState[KEY_UP]) speed = -2; for (i = 0 ; i <= lastCredit ; i++) { if ((credit[i].y > -10) && (credit[i].y < (screen->h + 10))) blit(credit[i].image, (int)credit[i].x, (int)credit[i].y); if (speed > 0 && credit[lastCredit].y > ((screen->h / 2) + 100)) credit[i].y -= speed; else if(speed < 0 && credit[0].y < screen->h) credit[i].y -= speed; } delayFrame(); } for (i = 0 ; i <= lastCredit ; i++) { SDL_FreeSurface(credit[i].image); } free(credit); }