tbftss/src/galaxy/galacticMap.c

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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 "galacticMap.h"
static void logic(void);
static void draw(void);
static void handleKeyboard(void);
static void drawStarSystemDetail(void);
static void prevMission(void);
static void nextMission(void);
static void selectStarSystem(void);
static void drawGalaxy(void);
static void handleGalaxyKB(void);
static void handleSelectedSystemKB(void);
static void centerOnSelectedStarSystem(void);
static void doStarSystems(void);
void destroyGalacticMap(void);
static void drawPulses(void);
static void drawInfoBars(void);
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static void doPulses(void);
static void addPulses(void);
static void drawMenu(void);
static void resume(void);
static void stats(void);
static void options(void);
static void statsOK(void);
static void quit(void);
static void returnFromOptions(void);
static StarSystem *selectedStarSystem;
static Mission *selectedMission = {0};
static int missionListStart, selectedMissionIndex;
static SDL_Texture *background;
static SDL_Texture *starSystemTexture;
static SDL_Texture *arrowTexture;
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static SDL_Point camera;
static int viewingSystem;
static Pulse pulseHead = {0};
static Pulse *pulseTail;
static int pulseTimer;
static float ssx, ssy;
static float arrowPulse;
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static int show;
static int completedMissions, totalMissions;
static int completedChallenges, totalChallenges;
void initGalacticMap(void)
{
startSectionTransition();
stopMusic();
app.delegate.logic = &logic;
app.delegate.draw = &draw;
memset(&app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
background = getTexture("gfx/backgrounds/background02.jpg");
starSystemTexture = getTexture("gfx/galaxy/starSystem.png");
arrowTexture = getTexture("gfx/galaxy/arrow.png");
selectedStarSystem = getStarSystem(game.selectedStarSystem);
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updateStarSystemDescriptions();
centerOnSelectedStarSystem();
saveGame();
viewingSystem = 0;
pulseTimer = 0;
arrowPulse = 0;
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show = SHOW_GALAXY;
/* clear the pulses */
destroyGalacticMap();
initBackground();
getWidget("resume", "galacticMap")->action = resume;
getWidget("stats", "galacticMap")->action = stats;
getWidget("options", "galacticMap")->action = options;
getWidget("quit", "galacticMap")->action = quit;
getWidget("ok", "stats")->action = statsOK;
updateStarSystemMissions();
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endSectionTransition();
playMusic("music/Pressure.ogg");
}
static void logic(void)
{
handleKeyboard();
doStarSystems();
scrollBackground(-ssx, -ssy);
doPulses();
doStars(ssx, ssy);
if (pulseTimer % FPS == 0)
{
addPulses();
}
pulseTimer++;
pulseTimer %= (FPS * 60);
arrowPulse += 0.01;
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doWidgets();
}
static void doStarSystems(void)
{
StarSystem *starSystem;
int cx, cy;
completedMissions = totalMissions = completedChallenges = totalChallenges = 0;
cx = (camera.x + SCREEN_WIDTH / 2) - 32;
cy = (camera.y + SCREEN_HEIGHT / 2) - 32;
selectedStarSystem = NULL;
for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next)
{
completedMissions += starSystem->completedMissions;
totalMissions += starSystem->totalMissions;
completedChallenges += starSystem->completedChallenges;
totalChallenges += starSystem->totalChallenges;
if (starSystem->totalMissions > 0 && collision(cx, cy, 64, 64, starSystem->x, starSystem->y, 4, 4))
{
if (selectedStarSystem != starSystem)
{
selectedStarSystem = starSystem;
}
}
}
}
static void addPulses(void)
{
Pulse *pulse;
StarSystem *starSystem;
for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next)
{
if (starSystem->completedMissions < starSystem->totalMissions)
{
pulse = malloc(sizeof(Pulse));
memset(pulse, 0, sizeof(Pulse));
pulse->x = starSystem->x;
pulse->y = starSystem->y;
pulse->life = 255;
pulse->r = 255;
pulseTail->next = pulse;
pulseTail = pulse;
}
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else if (starSystem->completedChallenges < starSystem->totalChallenges)
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{
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if (pulseTimer % (FPS * 2) == 0)
{
pulse = malloc(sizeof(Pulse));
memset(pulse, 0, sizeof(Pulse));
pulse->x = starSystem->x;
pulse->y = starSystem->y;
pulse->life = 255;
pulse->r = pulse->g = 255;
pulseTail->next = pulse;
pulseTail = pulse;
}
}
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else if (starSystem->totalMissions > 0)
{
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if (pulseTimer % (FPS * 3) == 0)
{
pulse = malloc(sizeof(Pulse));
memset(pulse, 0, sizeof(Pulse));
pulse->x = starSystem->x;
pulse->y = starSystem->y;
pulse->life = 255;
pulse->g = 255;
pulseTail->next = pulse;
pulseTail = pulse;
}
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}
}
}
static void doPulses(void)
{
Pulse *pulse, *prev;
prev = &pulseHead;
for (pulse = pulseHead.next ; pulse != NULL ; pulse = pulse->next)
{
pulse->size += 0.5;
pulse->life--;
if (pulse->life <= 0)
{
if (pulse == pulseTail)
{
pulseTail = prev;
}
prev->next = pulse->next;
free(pulse);
pulse = prev;
}
prev = pulse;
}
}
static void draw(void)
{
prepareScene();
drawBackground(background);
drawStars();
drawGalaxy();
drawPulses();
drawInfoBars();
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if (viewingSystem)
{
drawStarSystemDetail();
}
switch (show)
{
case SHOW_GALAXY:
break;
case SHOW_MENU:
drawMenu();
break;
case SHOW_STATS:
drawStats();
break;
case SHOW_OPTIONS:
drawOptions();
break;
}
presentScene();
}
static void drawPulses(void)
{
Pulse *pulse;
for (pulse = pulseHead.next ; pulse != NULL ; pulse = pulse->next)
{
drawCircle(pulse->x - camera.x, pulse->y - camera.y, pulse->size, pulse->r, pulse->g, pulse->b, pulse->life);
}
}
static void centerOnSelectedStarSystem(void)
{
camera.x = selectedStarSystem->x;
camera.x -= SCREEN_WIDTH / 2;
camera.y = selectedStarSystem->y;
camera.y -= SCREEN_HEIGHT / 2;
}
static void drawGalaxy(void)
{
SDL_Rect r;
StarSystem *starSystem;
SDL_Color color;
float ax, ay, aa;
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r.w = r.h = 64;
r.x = (SCREEN_WIDTH / 2) - r.w / 2;
r.y = (SCREEN_HEIGHT / 2) - r.h / 2;
if (selectedStarSystem)
{
SDL_SetRenderDrawColor(app.renderer, 64, 100, 128, 255);
SDL_RenderFillRect(app.renderer, &r);
}
SDL_SetRenderDrawColor(app.renderer, 128, 200, 255, 255);
SDL_RenderDrawRect(app.renderer, &r);
arrowPulse += 0.1;
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for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next)
{
r.x = starSystem->x - camera.x;
r.y = starSystem->y - camera.y;
blit(starSystemTexture, r.x, r.y, 1);
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switch (starSystem->side)
{
case SIDE_CSN:
color = colors.cyan;
break;
case SIDE_UNF:
color = colors.white;
break;
case SIDE_INF:
color = colors.red;
break;
}
drawText(r.x, r.y + 12, 14, TA_CENTER, color, starSystem->name);
if (starSystem->completedMissions < starSystem->totalMissions)
{
ax = r.x;
ay = r.y;
aa = -1;
ax = MAX(MIN(SCREEN_WIDTH - 64, ax), 64);
ay = MAX(MIN(SCREEN_HEIGHT - 64, ay), 64);
if (r.x < 0)
{
ax = 64 + (sin(arrowPulse) * 10);
aa = 270;
}
else if (r.x > SCREEN_WIDTH)
{
ax = SCREEN_WIDTH - 64 + (sin(arrowPulse) * 10);
aa = 90;
}
else if (r.y < 0)
{
ay = 64 + (sin(arrowPulse) * 10);
aa = 0;
}
else if (r.y > SCREEN_HEIGHT)
{
ay = SCREEN_HEIGHT - 64 + (sin(arrowPulse) * 10);
aa = 180;
}
if (aa != -1)
{
SDL_SetTextureColorMod(arrowTexture, 255, 0, 0);
blitRotated(arrowTexture, ax, ay, aa);
}
}
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}
}
static void drawInfoBars(void)
{
SDL_Rect r;
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if (!viewingSystem && selectedStarSystem != NULL)
{
r.x = 0;
r.y = SCREEN_HEIGHT - 35;
r.w = SCREEN_WIDTH;
r.h = 35;
SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 200);
SDL_RenderFillRect(app.renderer, &r);
SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
drawText(SCREEN_WIDTH / 2, SCREEN_HEIGHT - 30, 18, TA_CENTER, colors.white, selectedStarSystem->description);
}
r.x = 0;
r.y = 0;
r.w = SCREEN_WIDTH;
r.h = 35;
SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 200);
SDL_RenderFillRect(app.renderer, &r);
SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
drawText((SCREEN_WIDTH / 2) - 50, 5, 18, TA_RIGHT, colors.white, "Missions %d / %d", completedMissions, totalMissions);
drawText((SCREEN_WIDTH / 2) + 50, 5, 18, TA_LEFT, colors.white, "Challenges %d / %d", completedChallenges, totalChallenges);
}
static void selectStarSystem(void)
{
missionListStart = 0;
selectedMissionIndex = 0;
if (selectedStarSystem->totalMissions > 0)
{
viewingSystem = 1;
STRNCPY(game.selectedStarSystem, selectedStarSystem->name, MAX_NAME_LENGTH);
}
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}
static void drawStarSystemDetail(void)
{
int y, i;
Mission *mission;
Challenge *challenge;
SDL_Rect r;
r.w = 900;
r.h = 600;
r.x = (SCREEN_WIDTH / 2) - (r.w / 2);
r.y = (SCREEN_HEIGHT / 2) - (r.h / 2);
SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 225);
SDL_RenderFillRect(app.renderer, &r);
SDL_SetRenderDrawColor(app.renderer, 255, 255, 255, 200);
SDL_RenderDrawRect(app.renderer, &r);
SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
y = 70;
drawText(SCREEN_WIDTH / 2, y, 28, TA_CENTER, colors.cyan, "%s (%d / %d)", selectedStarSystem->name, selectedStarSystem->completedMissions, selectedStarSystem->totalMissions);
SDL_RenderDrawLine(app.renderer, r.x, 120, r.x + r.w, 120);
SDL_RenderDrawLine(app.renderer, 515, 120, 515, 660);
y += 80;
r.x = 200;
r.w = 300;
r.h = 40;
i = 0;
for (mission = selectedStarSystem->missionHead.next ; mission != NULL ; mission = mission->next)
{
if (i == selectedMissionIndex)
{
selectedMission = mission;
}
if (i >= missionListStart && i < missionListStart + 10)
{
if (mission == selectedMission)
{
r.y = y - 2;
SDL_SetRenderDrawColor(app.renderer, 32, 64, 128, 255);
SDL_RenderFillRect(app.renderer, &r);
SDL_SetRenderDrawColor(app.renderer, 64, 96, 196, 255);
SDL_RenderDrawRect(app.renderer, &r);
}
if (mission->available)
{
drawText(210, y, 24, TA_LEFT, mission->completed ? colors.white : colors.yellow, mission->name);
}
y += 50;
}
i++;
}
if (selectedMission->available)
{
drawText(525, 135, 18, TA_LEFT, colors.lightGrey, "Pilot: %s", selectedMission->pilot);
drawText(525, 160, 18, TA_LEFT, colors.lightGrey, "Craft: %s", selectedMission->craft);
drawText(525, 185, 18, TA_LEFT, colors.lightGrey, "Squadron: %s", selectedMission->squadron);
limitTextWidth(500);
drawText(525, 230, 22, TA_LEFT, colors.white, selectedMission->description);
limitTextWidth(0);
}
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if (selectedMission->epic)
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{
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drawText(525, SCREEN_HEIGHT - 95, 18, TA_LEFT, colors.yellow, "Note: this is an Epic Mission.");
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}
if (selectedMission && selectedMission->available && selectedMission->challengeHead.next)
{
y = SCREEN_HEIGHT - 100;
for (challenge = selectedMission->challengeHead.next ; challenge != NULL ; challenge = challenge->next)
{
y -= 25;
}
drawText(525, y, 22, TA_LEFT, colors.yellow, "Challenges");
y += 30;
for (challenge = selectedMission->challengeHead.next ; challenge != NULL ; challenge = challenge->next)
{
drawText(525, y, 18, TA_LEFT, challenge->passed ? colors.green : colors.lightGrey, "%s%s", getChallengeDescription(challenge), challenge->passed ? " - COMPLETE" : "");
y += 25;
}
}
}
static void handleKeyboard(void)
{
if (show == SHOW_GALAXY)
{
if (viewingSystem)
{
handleSelectedSystemKB();
}
else
{
handleGalaxyKB();
}
}
else if (show == SHOW_STATS)
{
handleStatsKB();
}
if (app.keyboard[SDL_SCANCODE_ESCAPE])
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{
switch (show)
{
case SHOW_MENU:
show = SHOW_GALAXY;
memset(app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
break;
case SHOW_OPTIONS:
case SHOW_STATS:
show = SHOW_MENU;
selectWidget("resume", "galacticMap");
memset(app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
break;
}
playSound(SND_GUI_CLOSE);
}
}
static void handleGalaxyKB(void)
{
int lastX, lastY;
lastX = camera.x;
lastY = camera.y;
ssx = ssy = 0;
if (app.keyboard[SDL_SCANCODE_LEFT])
{
ssx = -1;
camera.x -= CAMERA_SPEED;
}
if (app.keyboard[SDL_SCANCODE_RIGHT])
{
ssx = 1;
camera.x += CAMERA_SPEED;
}
if (app.keyboard[SDL_SCANCODE_UP])
{
ssy = -1;
camera.y -= CAMERA_SPEED;
}
if (app.keyboard[SDL_SCANCODE_DOWN])
{
ssy = 1;
camera.y += CAMERA_SPEED;
}
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if (app.keyboard[SDL_SCANCODE_RETURN] && selectedStarSystem)
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{
playSound(SND_GUI_SELECT);
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selectStarSystem();
memset(app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
}
camera.x = MAX(-800, MIN(camera.x, 2464));
camera.y = MAX(-475, MIN(camera.y, 1235));
if (lastX == camera.x)
{
ssx = 0;
}
if (lastY == camera.y)
{
ssy = 0;
}
if (app.keyboard[SDL_SCANCODE_ESCAPE])
{
selectWidget("resume", "galacticMap");
show = SHOW_MENU;
memset(app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
playSound(SND_GUI_CLOSE);
}
}
static void handleSelectedSystemKB(void)
{
if (app.keyboard[SDL_SCANCODE_UP])
{
prevMission();
}
if (app.keyboard[SDL_SCANCODE_DOWN])
{
nextMission();
}
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if (app.keyboard[SDL_SCANCODE_RETURN])
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{
if (selectedMission->available)
{
playSound(SND_GUI_SELECT);
initBattle();
game.currentMission = selectedMission;
loadMission(selectedMission->filename);
}
else
{
playSound(SND_GUI_DENIED);
}
}
if (app.keyboard[SDL_SCANCODE_ESCAPE])
{
viewingSystem = 0;
playSound(SND_GUI_CLOSE);
}
memset(app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
}
static void prevMission(void)
{
selectedMissionIndex = MAX(0, selectedMissionIndex - 1);
if (selectedMissionIndex <= missionListStart + 3)
{
missionListStart = MAX(0, missionListStart - 1);
}
selectedMission = NULL;
}
static void nextMission(void)
{
selectedMissionIndex = MIN(selectedMissionIndex + 1, selectedStarSystem->totalMissions - 1);
if (selectedMissionIndex >= missionListStart + 5)
{
missionListStart = MIN(missionListStart + 1, selectedStarSystem->totalMissions - 9);
}
selectedMission = NULL;
}
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("galacticMap");
}
static void resume(void)
{
show = SHOW_GALAXY;
}
static void options(void)
{
show = SHOW_OPTIONS;
initOptions(returnFromOptions);
}
static void stats(void)
{
selectWidget("ok", "stats");
show = SHOW_STATS;
initStatsDisplay();
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}
static void statsOK(void)
{
selectWidget("resume", "galacticMap");
show = SHOW_MENU;
}
static void returnFromOptions(void)
{
show = SHOW_MENU;
selectWidget("resume", "galacticMap");
}
static void quit(void)
{
initTitle();
}
void destroyGalacticMap(void)
{
Pulse *pulse;
while (pulseHead.next)
{
pulse = pulseHead.next;
pulseHead.next = pulse->next;
free(pulse);
}
pulseTail = &pulseHead;
}