2015-10-20 13:51:49 +02:00
|
|
|
/*
|
|
|
|
Copyright (C) 2015 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 "battle.h"
|
|
|
|
|
|
|
|
static void logic(void);
|
|
|
|
static void draw(void);
|
|
|
|
static void handleKeyboard(void);
|
|
|
|
static void postBattle(void);
|
|
|
|
void destroyBattle(void);
|
|
|
|
static void doBattle(void);
|
|
|
|
static void quitBattle(void);
|
|
|
|
static void drawMenu(void);
|
|
|
|
static void continueGame(void);
|
|
|
|
static void resume(void);
|
|
|
|
static void retry(void);
|
|
|
|
static void start(void);
|
|
|
|
static void options(void);
|
|
|
|
static void returnFromOptions(void);
|
|
|
|
|
|
|
|
static int show;
|
|
|
|
|
|
|
|
void initBattle(void)
|
|
|
|
{
|
|
|
|
memset(&battle, 0, sizeof(Battle));
|
|
|
|
battle.bulletTail = &battle.bulletHead;
|
|
|
|
battle.fighterTail = &battle.fighterHead;
|
|
|
|
battle.effectTail = &battle.effectHead;
|
|
|
|
battle.objectiveTail = &battle.objectiveHead;
|
|
|
|
|
|
|
|
app.delegate.logic = &logic;
|
|
|
|
app.delegate.draw = &draw;
|
|
|
|
memset(&app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
|
|
|
|
|
|
|
|
initStars();
|
|
|
|
|
|
|
|
initBackground();
|
|
|
|
|
|
|
|
initHud();
|
|
|
|
|
|
|
|
initMissionInfo();
|
|
|
|
|
|
|
|
show = SHOW_BATTLE;
|
|
|
|
|
|
|
|
getWidget("ok", "startBattle")->action = start;
|
|
|
|
|
|
|
|
getWidget("resume", "inBattle")->action = resume;
|
|
|
|
getWidget("options", "inBattle")->action = options;
|
|
|
|
getWidget("restart", "inBattle")->action = retry;
|
|
|
|
getWidget("quit", "inBattle")->action = quitBattle;
|
|
|
|
|
|
|
|
getWidget("continue", "battleWon")->action = continueGame;
|
|
|
|
getWidget("retry", "battleWon")->action = retry;
|
|
|
|
|
|
|
|
getWidget("retry", "battleLost")->action = retry;
|
|
|
|
getWidget("quit", "battleLost")->action = quitBattle;
|
|
|
|
|
|
|
|
selectWidget("ok", "startBattle");
|
|
|
|
}
|
|
|
|
|
|
|
|
static void logic(void)
|
|
|
|
{
|
|
|
|
if (battle.status == MS_IN_PROGRESS || battle.status == MS_COMPLETE || battle.status == MS_FAILED)
|
|
|
|
{
|
|
|
|
handleKeyboard();
|
|
|
|
|
|
|
|
if (show == SHOW_BATTLE)
|
|
|
|
{
|
|
|
|
doBattle();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
doWidgets();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void doBattle(void)
|
|
|
|
{
|
|
|
|
scrollBackground(-battle.ssx * 0.1, -battle.ssy * 0.1);
|
|
|
|
|
|
|
|
doHud();
|
|
|
|
|
|
|
|
doObjectives();
|
|
|
|
|
|
|
|
if (player != NULL)
|
|
|
|
{
|
|
|
|
battle.ssx = player->dx;
|
|
|
|
battle.ssy = player->dy;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
battle.ssx *= 0.99;
|
|
|
|
battle.ssy *= 0.99;
|
|
|
|
}
|
|
|
|
|
|
|
|
battle.planet.x -= (battle.ssx * 0.25);
|
|
|
|
battle.planet.y -= (battle.ssy * 0.25);
|
|
|
|
|
|
|
|
doStars(battle.ssx, battle.ssy);
|
|
|
|
|
|
|
|
doBullets();
|
|
|
|
|
|
|
|
doFighters();
|
|
|
|
|
|
|
|
doEffects();
|
|
|
|
|
|
|
|
doPlayer();
|
|
|
|
|
|
|
|
if (battle.status != MS_IN_PROGRESS)
|
|
|
|
{
|
|
|
|
battle.missionFinishedTimer--;
|
|
|
|
|
|
|
|
if (battle.missionFinishedTimer == 0)
|
|
|
|
{
|
|
|
|
if (battle.status == MS_COMPLETE)
|
|
|
|
{
|
|
|
|
selectWidget("continue", "battleWon");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
selectWidget("retry", "battleLost");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void draw(void)
|
|
|
|
{
|
|
|
|
prepareScene();
|
|
|
|
|
|
|
|
drawBackground(battle.background);
|
|
|
|
|
|
|
|
drawStars();
|
|
|
|
|
|
|
|
blit(battle.planetTexture, battle.planet.x, battle.planet.y, 1);
|
|
|
|
|
|
|
|
drawBullets();
|
|
|
|
|
|
|
|
drawFighters();
|
|
|
|
|
|
|
|
drawEffects();
|
|
|
|
|
|
|
|
drawHud();
|
|
|
|
|
|
|
|
drawMissionInfo();
|
|
|
|
|
|
|
|
switch (show)
|
|
|
|
{
|
|
|
|
case SHOW_MENU:
|
|
|
|
drawMenu();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SHOW_OPTIONS:
|
|
|
|
drawOptions();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
presentScene();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void drawMenu(void)
|
|
|
|
{
|
|
|
|
SDL_Rect r;
|
|
|
|
|
|
|
|
SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
|
|
|
|
SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 128);
|
|
|
|
SDL_RenderFillRect(app.renderer, NULL);
|
|
|
|
SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
|
|
|
|
|
|
|
|
r.w = 400;
|
|
|
|
r.h = 400;
|
|
|
|
r.x = (SCREEN_WIDTH / 2) - r.w / 2;
|
|
|
|
r.y = (SCREEN_HEIGHT / 2) - r.h / 2;
|
|
|
|
|
|
|
|
SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 0);
|
|
|
|
SDL_RenderFillRect(app.renderer, &r);
|
|
|
|
SDL_SetRenderDrawColor(app.renderer, 200, 200, 200, 255);
|
|
|
|
SDL_RenderDrawRect(app.renderer, &r);
|
|
|
|
|
|
|
|
drawWidgets("inBattle");
|
|
|
|
}
|
|
|
|
|
|
|
|
static void handleKeyboard(void)
|
|
|
|
{
|
|
|
|
if (app.keyboard[SDL_SCANCODE_ESCAPE])
|
|
|
|
{
|
|
|
|
switch (show)
|
|
|
|
{
|
|
|
|
case SHOW_BATTLE:
|
|
|
|
case SHOW_OPTIONS:
|
|
|
|
selectWidget("resume", "inBattle");
|
|
|
|
show = SHOW_MENU;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SHOW_MENU:
|
|
|
|
show = SHOW_BATTLE;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SHOW_OBJECTIVES:
|
|
|
|
show = SHOW_BATTLE;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
memset(app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
|
|
|
|
|
|
|
|
playSound(SND_GUI_CLOSE);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (app.keyboard[SDL_SCANCODE_TAB])
|
|
|
|
{
|
|
|
|
battle.status = MS_PAUSED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void start(void)
|
|
|
|
{
|
|
|
|
battle.status = MS_IN_PROGRESS;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void resume(void)
|
|
|
|
{
|
|
|
|
show = SHOW_BATTLE;
|
|
|
|
|
|
|
|
memset(app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void continueGame(void)
|
|
|
|
{
|
|
|
|
postBattle();
|
|
|
|
|
|
|
|
destroyBattle();
|
|
|
|
|
|
|
|
resetHud();
|
|
|
|
|
|
|
|
initGalacticMap();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void options(void)
|
|
|
|
{
|
|
|
|
show = SHOW_OPTIONS;
|
|
|
|
|
|
|
|
initOptions(returnFromOptions);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void returnFromOptions(void)
|
|
|
|
{
|
|
|
|
show = SHOW_MENU;
|
|
|
|
|
|
|
|
selectWidget("resume", "inBattle");
|
|
|
|
}
|
|
|
|
|
|
|
|
static void retry(void)
|
|
|
|
{
|
|
|
|
postBattle();
|
|
|
|
|
|
|
|
destroyBattle();
|
|
|
|
|
|
|
|
resetHud();
|
|
|
|
|
|
|
|
initBattle();
|
|
|
|
|
|
|
|
loadMission(game.currentMission->filename);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void quitBattle(void)
|
|
|
|
{
|
|
|
|
postBattle();
|
|
|
|
|
|
|
|
destroyBattle();
|
|
|
|
|
|
|
|
resetHud();
|
|
|
|
|
|
|
|
initGalacticMap();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void postBattle(void)
|
|
|
|
{
|
2015-10-25 01:01:46 +02:00
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i = 0 ; i < STAT_MAX ; i++)
|
|
|
|
{
|
|
|
|
game.stats[i] += battle.stats[i];
|
|
|
|
}
|
2015-10-20 13:51:49 +02:00
|
|
|
|
|
|
|
if (game.currentMission && !game.currentMission->completed)
|
|
|
|
{
|
|
|
|
game.currentMission->completed = (battle.status == MS_COMPLETE || !battle.numObjectivesTotal);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void destroyBattle(void)
|
|
|
|
{
|
|
|
|
Fighter *f;
|
|
|
|
Bullet *b;
|
|
|
|
Effect *e;
|
|
|
|
Objective *o;
|
|
|
|
|
|
|
|
while (battle.fighterHead.next)
|
|
|
|
{
|
|
|
|
f = battle.fighterHead.next;
|
|
|
|
battle.fighterHead.next = f->next;
|
|
|
|
free(f);
|
|
|
|
}
|
|
|
|
battle.fighterTail = &battle.fighterHead;
|
|
|
|
|
|
|
|
while (battle.bulletHead.next)
|
|
|
|
{
|
|
|
|
b = battle.bulletHead.next;
|
|
|
|
battle.bulletHead.next = b->next;
|
|
|
|
free(b);
|
|
|
|
}
|
|
|
|
battle.bulletTail = &battle.bulletHead;
|
|
|
|
|
|
|
|
while (battle.effectHead.next)
|
|
|
|
{
|
|
|
|
e = battle.effectHead.next;
|
|
|
|
battle.effectHead.next = e->next;
|
|
|
|
free(e);
|
|
|
|
}
|
|
|
|
battle.effectTail = &battle.effectHead;
|
|
|
|
|
|
|
|
while (battle.objectiveHead.next)
|
|
|
|
{
|
|
|
|
o = battle.objectiveHead.next;
|
|
|
|
battle.objectiveHead.next = o->next;
|
|
|
|
free(o);
|
|
|
|
}
|
|
|
|
battle.objectiveTail = &battle.objectiveHead;
|
|
|
|
}
|