starfighter/code/intermission.cpp

864 lines
23 KiB
C++

/*
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"
const char *systemNames[] = {"Spirit", "Eyananth", "Mordor", "Sol"};
const char *systemBackground[] = {
"gfx/spirit.jpg", "gfx/eyananth.jpg",
"gfx/mordor.jpg", "gfx/sol.jpg"
};
/*
Drives the cursor. Is used by some other screens too
*/
static void doCursor()
{
getPlayerInput();
limitInt(&engine.cursor_x, 10, screen->w - 10 - shape[0]->w);
limitInt(&engine.cursor_y, 10, screen->h - 10 - shape[0]->h);
blit(shape[0], engine.cursor_x, engine.cursor_y);
}
/*
Sets the player's current status information lines. These are the lines
that are scrolled up the screen when the player clicks on Current Status
These are set only once.
*/
static void setStatusLines()
{
char string[50];
sprintf(string, "System : %s", systemNames[currentGame.system]);
textSurface(0, string, 0, 0, FONT_WHITE);
signed char total = 0;
signed char completed = 0;
for (int i = 0 ; i < 10 ; i++)
{
if (systemPlanet[i].missionNumber > -1)
{
switch(systemPlanet[i].missionCompleted)
{
case 0:
total++;
break;
case 1:
total++;
completed++;
break;
}
}
}
for (int i = 0 ; i < 30 ; i++)
textSurface(i, "", 0, 0, FONT_WHITE);
sprintf(string, "Missions Completed : %d/%d", completed, total);
textSurface(1, string, 0, 0, FONT_WHITE);
sprintf(string, "Shots Fired : %d", currentGame.shots);
textSurface(2, string, 0, 0, FONT_WHITE);
sprintf(string, "Hits Scored : %d", currentGame.hits);
textSurface(3, string, 0, 0, FONT_WHITE);
sprintf(string, "Accuracy : %d%%", currentGame.accuracy);
textSurface(4, string, 0, 0, FONT_WHITE);
sprintf(string, "Enemies Killed by Others : %d", currentGame.totalOtherKills);
textSurface(5, string, 0, 0, FONT_WHITE);
sprintf(string, "Total Cash Earned : %d", currentGame.cashEarned);
textSurface(6, string, 0, 0, FONT_WHITE);
textSurface(7, "*** Chris ***", 0, 0, FONT_WHITE);
sprintf(string, "Enemies Killed : %d", currentGame.totalKills);
textSurface(8, string, 0, 0, FONT_WHITE);
sprintf(string, "Shield Restores Picked Up : %d", currentGame.shieldPickups);
textSurface(9, string, 0, 0, FONT_WHITE);
sprintf(string, "Plasma Cells Picked Up : %d", currentGame.cellPickups);
textSurface(10, string, 0, 0, FONT_WHITE);
sprintf(string, "Rockets Picked Up : %d", currentGame.rocketPickups);
textSurface(11, string, 0, 0, FONT_WHITE);
sprintf(string, "Powerups Picked Up : %d", currentGame.rocketPickups);
textSurface(12, string, 0, 0, FONT_WHITE);
sprintf(string, "Mines Destroyed : %d", currentGame.minesKilled);
textSurface(13, string, 0, 0, FONT_WHITE);
sprintf(string, "Slaves Rescued : %d", currentGame.slavesRescued);
textSurface(14, string, 0, 0, FONT_WHITE);
sprintf(string, "Cargo Picked Up : %d", currentGame.cargoPickups);
textSurface(15, string, 0, 0, FONT_WHITE);
if (currentGame.hasWingMate1)
{
textSurface(16, "*** Phoebe ***", 0, 0, FONT_WHITE);
sprintf(string, "Enemies Killed : %d", currentGame.wingMate1Kills);
textSurface(17, string, 0, 0, FONT_WHITE);
sprintf(string, "Ejections : %d", currentGame.wingMate1Ejects);
textSurface(18, string, 0, 0, FONT_WHITE);
}
if (currentGame.hasWingMate2)
{
textSurface(19, "*** Ursula ***", 0, 0, FONT_WHITE);
sprintf(string, "Enemies Killed : %d", currentGame.wingMate2Kills);
textSurface(20, string, 0, 0, FONT_WHITE);
sprintf(string, "Ejections : %d", currentGame.wingMate2Ejects);
textSurface(21, string, 0, 0, FONT_WHITE);
}
signed char percentage = 0;
if ((currentGame.secondaryMissions > 0) && (currentGame.secondaryMissionsCompleted > 0))
percentage = (currentGame.secondaryMissionsCompleted / currentGame.secondaryMissions) * 100;
sprintf(string, "Seconday Missions Completed : %d / %d (%d%%)", currentGame.secondaryMissionsCompleted, currentGame.secondaryMissions, percentage);
textSurface(24, string, 0, 0, FONT_WHITE);
int timeTaken = currentGame.timeTaken;
snprintf(string, sizeof string, "Total Time : %2d:%02d:%02d", timeTaken / 3600, (timeTaken / 60) % 60, timeTaken % 60);
textSurface(26, string, -1, 0, FONT_WHITE);
textSurface(27, "Current Status", -1, 0, FONT_WHITE);
textShape[0].y = 400;
textShape[0].x = 150;
for (int i = 1 ; i < 25 ; i++)
{
textShape[i].y = textShape[i - 1].y + 20;
if ((i == 7) || (i == 16) || (i == 19))
textShape[i].y += 25;
textShape[i].x = 150;
}
textShape[26].y = 404;
textShape[27].y = 83;
}
/*
Sets the names and stats of the planets within the current system.
This will later be placed into a data file.
*/
static void setSystemPlanets()
{
FILE *fp;
char string[100];
strcpy(string, "");
switch (currentGame.system)
{
case 0:
strcpy(string, "data/planets_spirit.dat");
break;
case 1:
strcpy(string, "data/planets_eyananth.dat");
break;
case 2:
strcpy(string, "data/planets_mordor.dat");
break;
case 3:
strcpy(string, "data/planets_sol.dat");
break;
}
#if USEPACK
int dataLocation = locateDataInPak(string, 1);
fp = fopen(PACKLOCATION, "rb");
fseek(fp, dataLocation, SEEK_SET);
#else
fp = fopen(string, "rb");
#endif
int distance;
char name[50];
int image;
for (int i = 0 ; i < 10 ; i++)
{
fscanf(fp, "%d %s %d", &distance, name, &image);
systemPlanet[i].y = distance;
strcpy(systemPlanet[i].name, name);
systemPlanet[i].image = shape[image];
}
int messageMission;
int messageSlot;
char face[50];
char from[100];
char subject[100];
for (int i = 0 ; i < 10 ; i++)
{
fscanf(fp, "%d %d %s%*c", &messageMission, &messageSlot, face);
fscanf(fp, "%[^\n]%*c", from);
fscanf(fp, "%[^\n]%*c", subject);
systemPlanet[i].messageMission = messageMission;
systemPlanet[i].messageSlot = messageSlot;
systemPlanet[i].faceImage = getFace(face);
strcpy(systemPlanet[i].from, from);
strcpy(systemPlanet[i].subject, subject);
}
fclose(fp);
}
/*
Spins the planets around the sun, spaced according to their Y value
as defined in setSystemPlanets(). Moving the cursor over the planet
will show their name and their current status
*/
static bool showSystem(float x, float y, bool selectable)
{
SDL_Rect r;
signed char planet = 0;
int planetSpace = systemPlanet[planet].y;
bool rtn = false;
// Blit the sun
blit(shape[30], 370, 220);
for (int i = 50 ; i < 300 ; i+= planetSpace)
{
x *= 0.75;
y *= 0.75;
circle(400, 250, i, screen, darkGrey);
r.x = int(400 + (sinf(x) * i));
r.y = int(250 + (cosf(y) * i));
r.w = 10;
r.h = 10;
r.x -= (systemPlanet[planet].image->w / 2);
r.y -= (systemPlanet[planet].image->h / 2);
blit(systemPlanet[planet].image, r.x, r.y);
if (selectable && collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, r.x, r.y, systemPlanet[planet].image->w, systemPlanet[planet].image->h))
{
drawString(systemPlanet[planet].name, -1, 545, FONT_WHITE);
if ((engine.keyState[SDLK_LCTRL]) || (engine.keyState[SDLK_RCTRL]))
{
if (currentGame.system == 0)
{
currentGame.stationedPlanet = planet;
currentGame.destinationPlanet = planet;
currentGame.area = systemPlanet[currentGame.stationedPlanet].missionNumber;
strcpy(currentGame.stationedName, systemPlanet[currentGame.stationedPlanet].name);
}
else
{
currentGame.destinationPlanet = planet;
strcpy(currentGame.destinationName, systemPlanet[currentGame.destinationPlanet].name);
}
rtn = true;
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = 0;
}
}
planet++;
if (systemPlanet[planet].y == -1)
break;
planetSpace = systemPlanet[planet].y;
}
return rtn;
}
/*
Scrolls the player's current information up the screen. When
the specified status line reaches a certain Y value, the entire
list is reset and the information lines begin again from the bottom
(in other words, they loop around).
*/
static void showStatus(SDL_Surface *infoSurface)
{
float speed = 0.25;
if(engine.keyState[SDLK_DOWN])
speed = 1;
else if(engine.keyState[SDLK_UP])
speed = -1;
blit(infoSurface, 100, 80);
for (int i = 0 ; i < 22 ; i++)
{
textShape[i].y -= speed;
if ((textShape[i].y > 80) && (textShape[i].y < 400))
blitText(i);
}
if (textShape[21].y < 65)
{
textShape[0].y = 400;
for (int i = 1 ; i < 25 ; i++)
{
textShape[i].y = textShape[i - 1].y + 20;
if ((i == 7) || (i == 16) || (i == 19))
textShape[i].y += 25;
}
}
blevelRect(100, 80, 600, 20, 0x00, 0x00, 0x99);
blevelRect(100, 400, 600, 20, 0x00, 0x00, 0x99);
blitText(26);
blitText(27);
}
static void createOptions(SDL_Surface *optionsSurface)
{
SDL_FillRect(optionsSurface, NULL, black);
blevelRect(optionsSurface, 0, 0, optionsSurface->w - 2, optionsSurface->h - 2, 0x00, 0x00, 0x44);
drawString("++ OPTIONS ++", 105, 8, FONT_WHITE, optionsSurface);
blevelRect(optionsSurface, 190, 45, 50, 22, 0x00, 0x00, 0x00);
blevelRect(optionsSurface, 250, 45, 50, 22, 0x00, 0x00, 0x00);
blevelRect(optionsSurface, 20, 45, 150, 22, 0x00, 0x00, 0x00);
if (engine.useSound)
blevelRect(optionsSurface, 190, 45, 50, 22, 0xff, 0x00, 0x00);
else
blevelRect(optionsSurface, 250, 45, 50, 22, 0xff, 0x00, 0x00);
drawString("ON", 207, 50, FONT_WHITE, optionsSurface);
drawString("OFF", 263, 50, FONT_WHITE, optionsSurface);
drawString("SOUND", 30, 50, FONT_WHITE, optionsSurface);
blevelRect(optionsSurface, 190, 95, 50, 22, 0x00, 0x00, 0x00);
blevelRect(optionsSurface, 250, 95, 50, 22, 0x00, 0x00, 0x00);
blevelRect(optionsSurface, 20, 95, 150, 22, 0x00, 0x00, 0x00);
if (engine.useMusic)
blevelRect(optionsSurface, 190, 95, 50, 22, 0xff, 0x00, 0x00);
else
blevelRect(optionsSurface, 250, 95, 50, 22, 0xff, 0x00, 0x00);
drawString("ON", 207, 100, FONT_WHITE, optionsSurface);
drawString("OFF", 263, 100, FONT_WHITE, optionsSurface);
drawString("MUSIC", 30, 100, FONT_WHITE, optionsSurface);
blevelRect(optionsSurface, 190, 145, 50, 22, 0x00, 0x00, 0x00);
blevelRect(optionsSurface, 250, 145, 50, 22, 0x00, 0x00, 0x00);
blevelRect(optionsSurface, 20, 145, 150, 22, 0x00, 0x00, 0x00);
if (engine.fullScreen)
blevelRect(optionsSurface, 190, 145, 50, 22, 0xff, 0x00, 0x00);
else
blevelRect(optionsSurface, 250, 145, 50, 22, 0xff, 0x00, 0x00);
drawString("ON", 207, 150, FONT_WHITE, optionsSurface);
drawString("OFF", 263, 150, FONT_WHITE, optionsSurface);
drawString("FULLSCREEN", 30, 150, FONT_WHITE, optionsSurface);
blevelRect(optionsSurface, 20, 195, 150, 22, 0x00, 0x00, 0x00);
blevelRect(optionsSurface, 190, 195, 110, 22, 0x00, 0x00, 0x00);
if (currentGame.autoSaveSlot == -1)
{
drawString("NONE", 225, 200, FONT_WHITE, optionsSurface);
}
else
{
char string[] = "Slot %d";
sprintf(string, "Slot %d", currentGame.autoSaveSlot + 1);
blevelRect(optionsSurface, 190, 195, 110, 22, 0xff, 0x00, 0x00);
drawString(string, 225, 200, FONT_WHITE, optionsSurface);
}
drawString("AUTOSAVE SLOT", 30, 200, FONT_WHITE, optionsSurface);
}
static void showOptions(SDL_Surface *optionsSurface)
{
if ((engine.keyState[SDLK_LCTRL]) || (engine.keyState[SDLK_RCTRL]))
{
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 417, 172, 45, 22))
engine.useSound = true;
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 478, 172, 45, 22))
engine.useSound = false;
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 417, 222, 45, 22))
{
engine.useMusic = true;
if (engine.useAudio)
{
if (Mix_PausedMusic() == 1)
Mix_ResumeMusic();
else
Mix_PlayMusic(engine.music, -1);
}
}
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 478, 222, 45, 22))
{
engine.useMusic = false;
if (engine.useAudio)
Mix_PauseMusic();
}
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 417, 272, 45, 22))
{
if (!engine.fullScreen)
{
#if LINUX
SDL_WM_ToggleFullScreen(screen);
#else
screen = SDL_SetVideoMode(screen->w, screen->h, 0, SDL_DOUBLEBUF|SDL_HWPALETTE|SDL_FULLSCREEN);
drawBackground();
flushBuffer();
#endif
engine.fullScreen = true;
}
}
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 478, 272, 45, 22))
{
if (engine.fullScreen)
{
#if LINUX
SDL_WM_ToggleFullScreen(screen);
#else
screen = SDL_SetVideoMode(screen->w, screen->h, 0, SDL_DOUBLEBUF|SDL_HWPALETTE);
drawBackground();
flushBuffer();
#endif
engine.fullScreen = false;
}
}
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 417, 322, 100, 22))
{
wrapChar(&(++currentGame.autoSaveSlot), -1, 4);
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = 0;
}
createOptions(optionsSurface);
}
}
/*
Oddly named function that controls the entire intermission
screen. This simply draws a background, stars, gridlines and the icons
at the bottom of the screen. Will call (and continue to call) the specified
functions when the player has selected an icon.
*/
int galaxyMap()
{
freeGraphics();
checkForBossMission(); // double check just to make sure!
// Tell the game we are not in a mission so
// do not perform certain keyboard actions
engine.gameSection = SECTION_INTERMISSION;
clearScreen(black);
updateScreen();
clearScreen(black);
initSaveSlots();
loadMusic("music/3DParadise.mod");
loadBackground(systemBackground[currentGame.system]);
char string[25];
engine.cursor_x = screen->w / 2;
engine.cursor_y = screen->h / 2;
shape[0] = loadImage("gfx/cursor.png");
// Icons 1 - 29
for (int i = 0 ; i < 26 ; i++)
{
sprintf(string, "gfx/icon%d.png", (i + 1));
shape[i + 1] = loadImage(string);
}
shape[27] = loadImage("gfx/buyIcon.png");
shape[28] = loadImage("gfx/sellIcon.png");
shape[29] = loadImage("gfx/firefly1.png");
// Planets 30 - 39
shape[30] = loadImage("gfx/planet_sun.png");
shape[31] = loadImage("gfx/planet_green.png");
shape[32] = loadImage("gfx/planet_blue.png");
shape[33] = loadImage("gfx/planet_red.png");
shape[34] = loadImage("gfx/planet_orange.png");
// Faces (as defines)
shape[FACE_CHRIS] = loadImage("gfx/face_chris.png");
shape[FACE_SID] = loadImage("gfx/face_sid.png");
shape[FACE_KRASS] = loadImage("gfx/face_krass.png");
shape[FACE_PHOEBE] = loadImage("gfx/face_phoebe.png");
shape[FACE_URSULA] = loadImage("gfx/face_ursula.png");
shape[FACE_KLINE] = loadImage("gfx/face_kline.png");
engine.done = 0;
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = 0;
engine.ssx = engine.ssy = 0;
SDL_Rect r;
SDL_Rect destRect;
int distance = 0;
int interceptionChance = 0;
setStatusLines();
initShop();
setSystemPlanets();
SDL_Surface *statsSurface = alphaRect(600, 330, 0x00, 0x00, 0x99);
SDL_Surface *savesSurface = createSurface(350, 300);
SDL_Surface *optionsSurface = createSurface(320, 240);
SDL_Surface *commsSurface = createSurface(450, 400);
createSavesSurface(savesSurface, -1);
createOptions(optionsSurface);
createCommsSurface(commsSurface);
signed char section = 1;
float sinX = 300;
float cosY = 300;
bool movePlanets = true;
signed char saveSlot = -1;
if (currentGame.system > 0)
interceptionChance = (300 / currentGame.system);
// There is no chance of being interceptted after the final attack on Earth
if ((currentGame.system == 3) && (systemPlanet[2].missionCompleted))
interceptionChance = 0;
int rtn = 0;
if ((engine.useAudio) && (engine.useMusic))
Mix_PlayMusic(engine.music, -1);
textObject iconInfo[12];
iconInfo[0].image = textSurface("Start Next Mission", FONT_WHITE);
iconInfo[1].image = textSurface("View System Map", FONT_WHITE);
iconInfo[2].image = textSurface("Current Status", FONT_WHITE);
iconInfo[3].image = textSurface("Save Game", FONT_WHITE);
iconInfo[4].image = textSurface("Upgrade FIREFLY", FONT_WHITE);
iconInfo[5].image = textSurface("Comms", FONT_WHITE);
iconInfo[6].image = textSurface("Options", FONT_WHITE);
iconInfo[7].image = textSurface("Exit to Title Screen", FONT_WHITE);
sprintf(string, "System : %s", systemNames[currentGame.system]);
iconInfo[8].image = textSurface(string, FONT_WHITE);
sprintf(string, "Stationed At: %s", systemPlanet[currentGame.stationedPlanet].name);
iconInfo[9].image = textSurface(string, FONT_WHITE);
if (currentGame.destinationPlanet > -1)
sprintf(string, "Destination: %s", systemPlanet[currentGame.destinationPlanet].name);
else
strcpy(string, "Destination: None");
iconInfo[10].image = textSurface(string, FONT_WHITE);
for (int i = 0 ; i < 9 ; i++)
iconInfo[i].x = (800 - iconInfo[i].image->w) / 2;
iconInfo[11].image = textSurface("Go to Destination Planet", FONT_WHITE);
bool redrawBackGround = true;
player.maxShield = (25 * currentGame.shieldUnits);
if (currentGame.distanceCovered > 0)
section = 0;
else
player.shield = player.maxShield;
flushInput();
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0;
engine.done = 0;
while (!engine.done)
{
updateScreen();
if (redrawBackGround)
{
drawBackGround();
redrawBackGround = false;
}
else
{
unBuffer();
}
doStarfield();
r.x = 0;
r.y = 0;
r.h = screen->h;
r.w = 1;
for (int i = 40 ; i < screen->w ; i+= 40)
{
r.x = i;
SDL_FillRect(screen, &r, darkerBlue);
}
r.x = 0;
r.y = 0;
r.h = 1;
r.w = screen->w;
for (int i = 40 ; i < screen->h ; i+= 40)
{
r.y = i;
SDL_FillRect(screen, &r, darkerBlue);
}
if (rand() % 1000 < 2)
{
engine.ssx = rrand(100, 100);
engine.ssy = rrand(100, 100);
engine.ssx /= 100;
engine.ssy /= 100;
}
blit(iconInfo[8].image, (int)iconInfo[8].x, 15);
switch(section)
{
case 0:
if (currentGame.stationedPlanet == currentGame.destinationPlanet)
{
currentGame.area = systemPlanet[currentGame.stationedPlanet].missionNumber;
rtn = 2;
engine.done = 1;
}
else
{
distance = abs(currentGame.stationedPlanet - currentGame.destinationPlanet);
distance = (5 / distance);
if (distance < 1)
distance = 1;
SDL_FreeSurface(iconInfo[9].image);
iconInfo[9].image = textSurface(systemPlanet[currentGame.stationedPlanet].name, FONT_WHITE);
SDL_FreeSurface(iconInfo[10].image);
iconInfo[10].image = textSurface(systemPlanet[currentGame.destinationPlanet].name, FONT_WHITE);
section = 8;
destRect.x = 180;
destRect.y = 450;
destRect.w = 1;
if (currentGame.distanceCovered > 0)
destRect.w = currentGame.distanceCovered;
destRect.h = 20;
}
break;
case 1:
if (engine.keyState[SDLK_SPACE])
{
movePlanets = !movePlanets;
engine.keyState[SDLK_SPACE] = 0;
}
if (movePlanets)
{
sinX += 0.01;
cosY += 0.01;
}
if (showSystem(sinX, cosY, true))
{
if (currentGame.system == 0)
{
sprintf(string, "Stationed At: %s", systemPlanet[currentGame.stationedPlanet].name);
SDL_FreeSurface(iconInfo[9].image);
iconInfo[9].image = textSurface(string, FONT_WHITE);
updateCommsSurface(commsSurface);
}
else
{
sprintf(string, "Destination: %s", systemPlanet[currentGame.destinationPlanet].name);
SDL_FreeSurface(iconInfo[10].image);
iconInfo[10].image = textSurface(string, FONT_WHITE);
}
}
blit(iconInfo[9].image, 90, 450);
if ((currentGame.system > 0) && (currentGame.stationedPlanet != currentGame.destinationPlanet))
blit(iconInfo[10].image, 550, 450);
break;
case 2:
showStatus(statsSurface);
break;
case 3:
blit(savesSurface, 200, 100);
saveSlot = showSaveSlots(savesSurface, saveSlot);
break;
case 4:
showShop();
break;
case 5:
blit(commsSurface, 170, 70);
doComms(commsSurface);
break;
case 6:
blit(optionsSurface, 230, 130);
showOptions(optionsSurface);
break;
case 7:
rtn = 0;
engine.done = 1;
break;
case 8:
showSystem(sinX, cosY, false);
blit(systemPlanet[currentGame.stationedPlanet].image, 150, 450);
blit(iconInfo[9].image, 135, 480);
blit(systemPlanet[currentGame.destinationPlanet].image, 650, 450);
blit(iconInfo[10].image, 635, 480);
destRect.w += distance;
SDL_FillRect(screen, &destRect, red);
if (destRect.w >= 450)
{
currentGame.stationedPlanet = currentGame.destinationPlanet;
currentGame.distanceCovered = 0;
player.shield = player.maxShield;
sprintf(string, "Stationed At: %s", systemPlanet[currentGame.stationedPlanet].name);
strcpy(currentGame.stationedName, systemPlanet[currentGame.stationedPlanet].name);
SDL_FreeSurface(iconInfo[9].image);
iconInfo[9].image = textSurface(string, FONT_WHITE);
updateCommsSurface(commsSurface);
section = 1;
redrawBackGround = true;
}
else if (interceptionChance > 0)
{
if ((rand() % interceptionChance) == 0)
{
currentGame.area = MAX_MISSIONS - 1;
rtn = 2;
engine.done = 1;
currentGame.distanceCovered = destRect.w;
}
}
break;
}
addBuffer(300, 545, 200, 15);
if (section != 8)
{
for (int i = 0 ; i < 8 ; i++)
{
// if the mission has been completed, there is no "Start Next Mission" icon
if (i == 0)
{
if ((currentGame.stationedPlanet == currentGame.destinationPlanet) && (systemPlanet[currentGame.stationedPlanet].missionCompleted != 0))
continue;
else if (currentGame.stationedPlanet == currentGame.destinationPlanet)
blit(shape[1], 80 + (i * 90), 500);
else if (currentGame.stationedPlanet != currentGame.destinationPlanet)
blit(shape[26], 80 + (i * 90), 500);
}
else
{
blit(shape[i + 1], 80 + (i * 90), 500);
}
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 80 + (i * 90), 500, 32, 32))
{
if (i != 0)
{
blit(iconInfo[i].image, (int)iconInfo[i].x, 545);
}
else
{
if (currentGame.stationedPlanet == currentGame.destinationPlanet)
blit(iconInfo[0].image, (int)iconInfo[i].x, 545);
else
blit(iconInfo[11].image, (int)iconInfo[i].x, 545);
}
if ((engine.keyState[SDLK_LCTRL]) || (engine.keyState[SDLK_RCTRL]))
{
redrawBackGround = true;
section = i;
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = 0;
}
}
}
}
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0;
doCursor();
delayFrame();
}
Mix_HaltMusic();
SDL_FreeSurface(statsSurface);
SDL_FreeSurface(savesSurface);
SDL_FreeSurface(optionsSurface);
SDL_FreeSurface(commsSurface);
for (int i = 0 ; i < 12 ; i++)
SDL_FreeSurface(iconInfo[i].image);
player.maxShield = (25 * currentGame.shieldUnits);
if (currentGame.distanceCovered == 0)
player.shield = player.maxShield;
return rtn;
}