500 lines
11 KiB
C++
500 lines
11 KiB
C++
/*
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Copyright (C) 2003 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Starfighter.h"
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void clearInfoLines()
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{
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for (int i = 0 ; i < 4 ; i++)
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{
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textShape[i].life = 0;
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}
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}
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// from a to b
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static void copyInfoLine(int a, int b)
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{
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textSurface(b, textShape[a].text, -1, 0, textShape[a].fontColor);
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textShape[b].life = textShape[a].life;
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}
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/*
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Sets one of the three information lines on the screen. The accepts the
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string and colors. It will set the information to the first free infoline
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it finds (top to bottom). If it doesn't find any free ones, it will push
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all the other info lines down one and add itself to the top.
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*/
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void setInfoLine(const char *in, int color)
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{
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int index = -1;
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for (int i = 0 ; i < 3 ; i++)
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{
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if ((textShape[i].life == 0) && (index == -1))
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{
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index = i;
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}
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}
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// Bump down
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if (index == -1)
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{
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index = 2;
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copyInfoLine(1, 0);
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copyInfoLine(2, 1);
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}
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textSurface(index, in, -1, 0, color);
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textShape[index].life = 240;
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}
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/*
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Sets a radio message that appears at the top of the screen. Used for
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script events, etc. We send a message priority too, since we don't want
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Phoebe or Ursula's banter to interrupt an important message
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*/
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void setRadioMessage(signed char face, const char *in, int priority)
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{
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if ((textShape[3].life > 0) && (priority == 0))
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return;
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textSurface(3, in, -1, 50, FONT_WHITE);
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textShape[3].life = 240;
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SDL_Surface *faceShape = NULL;
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if (face > -1)
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faceShape = shape[face];
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createMessageBox(faceShape, in, 1);
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}
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static void doTargetArrow()
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{
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if (engine.targetIndex < 0)
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return;
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if ((engine.targetArrowTimer == 0) || (enemy[engine.targetIndex].shield < 1))
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return;
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if (enemy[engine.targetIndex].flags & FL_ISCLOAKED)
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return;
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if (textShape[3].life > 0)
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return;
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engine.targetArrow = -1;
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if (engine.targetArrowTimer > 0)
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engine.targetArrowTimer--;
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int distX = (int)(enemy[engine.targetIndex].x - player.x);
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int distY = (int)(enemy[engine.targetIndex].y - player.y);
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// TODO: This is not very good. It assumes the player is always at (400,300),
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// which is not always true, resulting in the arrows sometimes not appearing when
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// the enemy is not visible and sometimes appearing when the enemy is visible.
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if (distY < -screen->h / 2)
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engine.targetArrow = 36;
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if (distY > screen->h / 2)
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engine.targetArrow = 40;
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if (distX < -screen->w / 2)
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engine.targetArrow = 42;
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if (distX > screen->w / 2)
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engine.targetArrow = 38;
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if ((distY < -screen->h / 2) && (distX > screen->w / 2))
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engine.targetArrow = 37;
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if ((distY > screen->h / 2) && (distX > screen->w / 2))
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engine.targetArrow = 39;
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if ((distY > screen->h / 2) && (distX < -screen->w / 2))
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engine.targetArrow = 41;
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if ((distY < -screen->h / 2) && (distX < -screen->w / 2))
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engine.targetArrow = 43;
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if (engine.targetArrow != -1)
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{
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blit(shape[engine.targetArrow], 380, 50);
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blit(shape[44], 365, 70);
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}
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}
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/*
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Fill in later...
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*/
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void doInfo()
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{
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int shieldColor = 0;
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SDL_Rect bar;
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signed char fontColor;
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char text[25];
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addBuffer(0, 20, 800, 25);
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addBuffer(0, 550, 800, 34);
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if (engine.minutes > -1)
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{
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if ((engine.minutes == 0) && (engine.seconds <= 29))
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fontColor = FONT_RED;
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else if ((engine.minutes == 0) && (engine.seconds > 29))
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fontColor = FONT_YELLOW;
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else
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fontColor = FONT_WHITE;
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blitText(10); // time remaining
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sprintf(text, "%.2d:%.2d", engine.minutes, engine.seconds);
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textSurface(30, text, 410, 21, fontColor);
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blitText(30);
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}
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if (currentGame.area != MAX_MISSIONS - 1)
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{
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blitText(9); // mission objectives
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sprintf(text, "%d", (currentMission.remainingObjectives1 + currentMission.remainingObjectives2));
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textSurface(39, text, 745, 21, FONT_WHITE);
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blitText(39);
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}
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blitText(8); // cash
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sprintf(text, "%.6d", currentGame.cash);
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textSurface(38, text, 90, 21, FONT_WHITE);
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blitText(38);
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doTargetArrow();
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fontColor = FONT_WHITE;
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if (player.ammo[0] > 0)
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{
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if (player.ammo[0] <= 25) fontColor = FONT_YELLOW;
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if (player.ammo[0] <= 10) fontColor = FONT_RED;
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}
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blitText(5); // plasma ammo
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sprintf(text, "%.3d", player.ammo[0]);
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textSurface(35, text, 320, 551, fontColor);
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blitText(35);
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blitText(6);
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if ((player.weaponType[1] != W_CHARGER) && (player.weaponType[1] != W_LASER))
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{
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if (player.ammo[1] == 1)
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fontColor = FONT_RED;
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else
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fontColor = FONT_WHITE;
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sprintf(text, "%.3d", player.ammo[1]); // rocket ammo
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textSurface(36, text, 465, 551, fontColor);
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blitText(36);
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}
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if (((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER)) && (player.ammo[1] > 0))
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{
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int c = white;
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if (player.ammo[1] > 100)
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c = red;
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bar.x = 450;
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bar.y = 550;
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bar.h = 12;
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for (int i = 0 ; i < (player.ammo[1] / 5) ; i++)
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{
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bar.w = 1;
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SDL_FillRect(screen, &bar, c);
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bar.x += 2;
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}
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}
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if ((!allMissionsCompleted()) && (SDL_GetTicks() >= engine.counter2))
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{
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engine.timeTaken++;
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engine.counter2 = SDL_GetTicks() + 1000;
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if (engine.missionCompleteTimer == 0)
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checkScriptEvents();
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}
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if ((engine.timeMission) && (!engine.cheatTime) && (player.shield > 0))
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{
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if (SDL_GetTicks() >= engine.counter)
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{
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if ((engine.seconds > 1) && (engine.seconds <= 11) && (engine.minutes == 0))
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{
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playSound(SFX_CLOCK);
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}
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if (engine.seconds > 0)
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{
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engine.seconds--;
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engine.counter = (SDL_GetTicks() + 1000);
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}
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else if ((engine.seconds == 0) && (engine.minutes > 0))
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{
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engine.minutes--;
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engine.seconds = 59;
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engine.counter = (SDL_GetTicks() + 1000);
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for (int i = 0 ; i < 3 ; i++)
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{
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if (currentMission.timeLimit1[i] > -1)
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currentMission.timeLimit1[i]--;
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if (currentMission.timeLimit2[i] > -1)
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currentMission.timeLimit2[i]--;
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}
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checkTimer();
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checkScriptEvents();
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}
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if ((engine.seconds == 0) && (engine.minutes == 0))
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{
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for (int i = 0 ; i < 3 ; i++)
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{
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if (currentMission.timeLimit1[i] > -1)
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currentMission.timeLimit1[i]--;
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if (currentMission.timeLimit2[i] > -1)
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currentMission.timeLimit2[i]--;
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}
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checkTimer();
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checkScriptEvents();
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engine.counter = (SDL_GetTicks() + 1000);
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}
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}
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}
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for (int i = 0 ; i < 3 ; i++)
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{
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if (textShape[i].life > 0)
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{
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textShape[i].y = (525 - (i * 20));
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blitText(i);
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textShape[i].life--;
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if (textShape[i].life == 0)
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{
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copyInfoLine(i + 1, i);
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copyInfoLine(i + 2, i + 1);
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textShape[2].life = 0;
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}
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}
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}
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// Show the radio message if there is one
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if (textShape[3].life > 0)
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{
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blit(messageBox, (800 - messageBox->w) / 2, 50);
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textShape[3].life--;
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}
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// Do the target's remaining shield (if required)
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if (currentGame.area != 10)
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{
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if ((engine.targetIndex > -1) && (enemy[engine.targetIndex].shield > 0) && (engine.targetIndex > 9))
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{
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blitText(7);
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bar.w = 1;
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bar.h = 12;
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bar.x = 620;
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bar.y = 550;
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for (float i = 0 ; i < (engine.targetShield * enemy[engine.targetIndex].shield) ; i++)
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{
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if (i > 50)
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shieldColor = green;
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else if ((i >= 25) && (i <= 50))
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shieldColor = yellow;
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else
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shieldColor = red;
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SDL_FillRect(screen, &bar, shieldColor);
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bar.x += 2;
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}
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}
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}
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blitText(11);
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bar.w = 25;
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bar.h = 12;
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bar.x = 80;
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bar.y = 571;
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for (int i = 1 ; i <= 5 ; i++)
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{
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if (weapon[0].damage >= i) {
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if(i <= currentGame.maxPlasmaDamage || (SDL_GetTicks() % 1000 > (unsigned)i * 100))
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{
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SDL_FillRect(screen, &bar, green);
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}
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} else if (i <= currentGame.maxPlasmaDamage)
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SDL_FillRect(screen, &bar, darkGreen);
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bar.x += 30;
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}
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blitText(12);
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bar.w = 25;
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bar.h = 12;
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bar.x = 315;
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bar.y = 571;
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SDL_FillRect(screen, &bar, yellow);
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for (int i = 1 ; i <= 5 ; i++)
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{
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if (weapon[0].ammo[0] >= i) {
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if(i <= currentGame.maxPlasmaOutput || (SDL_GetTicks() % 1000 > (unsigned)i * 100))
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{
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SDL_FillRect(screen, &bar, yellow);
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}
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}
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else if (i <= currentGame.maxPlasmaOutput)
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SDL_FillRect(screen, &bar, darkYellow);
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bar.x += 30;
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}
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blitText(13);
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bar.w = 25;
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bar.h = 12;
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bar.x = 550;
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bar.y = 571;
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for (int i = 1 ; i <= 5 ; i++)
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{
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if (weapon[0].reload[0] <= rate2reload[i]) {
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if(i <= currentGame.maxPlasmaRate || (SDL_GetTicks() % 1000 > (unsigned)i * 100))
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{
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SDL_FillRect(screen, &bar, blue);
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}
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}
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else if (i <= currentGame.maxPlasmaRate)
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SDL_FillRect(screen, &bar, darkerBlue);
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bar.x += 30;
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}
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blitText(4);
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if (player.shield < 1)
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return;
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if ((!engine.keyState[SDLK_SPACE]) && (player.weaponType[1] == W_LASER) && (engine.eventTimer % 8 == 1))
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limitCharAdd(&player.ammo[1], -1, 1, 255);
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if ((engine.eventTimer < 30) && (player.shield <= engine.lowShield))
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return;
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signed char blockSize = 1;
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bar.w = blockSize;
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bar.h = 12;
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bar.x = 95;
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bar.y = 550;
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for (int i = 0 ; i < player.shield ; i += blockSize)
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{
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if (i >= engine.averageShield)
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shieldColor = green;
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else if ((i >= engine.lowShield) && (i < engine.averageShield))
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shieldColor = yellow;
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else
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shieldColor = red;
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SDL_FillRect(screen, &bar, shieldColor);
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bar.x += blockSize;
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if (player.maxShield < 75)
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bar.x++;
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}
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}
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static const char *faces[] = {
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"FACE_CHRIS", "FACE_SID", "FACE_KRASS",
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"FACE_KLINE", "FACE_PHOEBE", "FACE_URSULA",
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"FACE_CREW"
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};
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int getFace(const char *face)
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{
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for (int i = 0 ; i < 7 ; i++)
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{
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if (strcmp(faces[i], face) == 0)
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return 90 + i;
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}
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return -1;
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}
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void resetLists()
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{
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object *ob, *ob2;
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collectables *c1, *c2;
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bRect *r1, *r2;
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ob = engine.bulletHead->next;
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while(ob != NULL)
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{
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ob2 = ob;
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ob = ob->next;
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delete ob2;
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}
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engine.bulletHead->next = NULL;
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engine.bulletTail = engine.bulletHead;
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ob = engine.explosionHead->next;
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while(ob != NULL)
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{
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ob2 = ob;
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ob = ob->next;
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delete ob2;
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}
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engine.explosionHead->next = NULL;
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engine.explosionTail = engine.explosionHead;
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c1 = engine.collectableHead->next;
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while (c1 != NULL)
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{
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c2 = c1;
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c1 = c1->next;
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delete c2;
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}
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engine.collectableHead->next = NULL;
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engine.collectableTail = engine.collectableHead;
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r1 = bufferHead->next;
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while (r1 != NULL)
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{
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r2 = r1;
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r1 = r1->next;
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delete r2;
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}
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bufferHead->next = NULL;
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bufferTail = bufferHead;
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ob = engine.debrisHead->next;
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while(ob != NULL)
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{
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ob2 = ob;
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ob = ob->next;
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delete ob2;
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}
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engine.debrisHead->next = NULL;
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engine.debrisTail = engine.debrisHead;
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}
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