858 lines
18 KiB
C
858 lines
18 KiB
C
/*
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Copyright (C) 2015-2016 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 "galacticMap.h"
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static void logic(void);
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static void draw(void);
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static void handleKeyboard(void);
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static void handleMouse(void);
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static void scrollGalaxy(void);
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static void drawStarSystemDetail(void);
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static void selectStarSystem(void);
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static void drawGalaxy(void);
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static void centerOnSelectedStarSystem(void);
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static void doStarSystems(void);
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void destroyGalacticMap(void);
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static void drawPulses(void);
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static void drawInfoBars(void);
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static void doPulses(void);
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static void addPulses(void);
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static void drawMenu(void);
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static void resume(void);
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static void stats(void);
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static void trophies(void);
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static void options(void);
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static void ok(void);
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static void quit(void);
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static void startMission(void);
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static void returnFromOptions(void);
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static void doStarSystemView(void);
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static void updatePandoranAdvance(void);
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static void fallenOK(void);
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static void updateCampaignProgress(void);
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static void campaignCompleteOK(void);
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static Mission *nextAvailableMission(StarSystem *starSystem);
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static StarSystem *selectedStarSystem;
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static SDL_Texture *background;
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static SDL_Texture *starSystemTexture;
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static SDL_Texture *arrowTexture;
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static SDL_Point camera;
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static Pulse pulseHead = {0};
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static Pulse *pulseTail;
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static int pulseTimer;
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static float ssx, ssy;
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static float arrowPulse;
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static int show;
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static int scrollingMap;
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static int campaignComplete = 0;
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static PointF cameraMin, cameraMax;
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static Widget *startMissionButton;
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static char *MISSIONS_TEXT;
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static char *PILOT_TEXT;
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static char *CRAFT_TEXT;
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static char *SQUADRON_TEXT;
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static char *COMPLETED_TEXT;
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static char *EPIC_TEXT;
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static char *OPTIONAL_TEXT;
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void initGalacticMap(void)
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{
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show = SHOW_GALAXY;
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startSectionTransition();
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stopMusic();
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app.delegate.logic = &logic;
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app.delegate.draw = &draw;
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memset(&app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
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MISSIONS_TEXT = _("Missions: %d / %d");
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PILOT_TEXT = _("Pilot: %s");
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CRAFT_TEXT = _("Craft: %s");
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SQUADRON_TEXT = _("Squadron: %s");
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COMPLETED_TEXT = _("This mission has been completed.");
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EPIC_TEXT = _("Note: this is an epic mission.");
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OPTIONAL_TEXT = _("Note: this is an optional mission.");
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background = getTexture("gfx/backgrounds/background02.jpg");
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starSystemTexture = getTexture("gfx/galaxy/starSystem.png");
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arrowTexture = getTexture("gfx/galaxy/arrow.png");
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selectedStarSystem = getStarSystem(game.selectedStarSystem);
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centerOnSelectedStarSystem();
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updateAllMissions();
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updatePandoranAdvance();
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awardCampaignTrophies();
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awardStatsTrophies();
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updateCampaignProgress();
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app.saveGame = 1;
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pulseTimer = 0;
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arrowPulse = 0;
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selectedStarSystem = NULL;
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/* clear the pulses */
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destroyGalacticMap();
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initBackground();
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startMissionButton = getWidget("startMission", "starSystem");
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startMissionButton->action = startMission;
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getWidget("resume", "galacticMap")->action = resume;
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getWidget("stats", "galacticMap")->action = stats;
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getWidget("trophies", "galacticMap")->action = trophies;
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getWidget("options", "galacticMap")->action = options;
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getWidget("quit", "galacticMap")->action = quit;
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getWidget("ok", "stats")->action = ok;
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getWidget("ok", "trophies")->action = ok;
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getWidget("ok", "fallen")->action = fallenOK;
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endSectionTransition();
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SDL_SetWindowGrab(app.window, 0);
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playMusic("music/main/Pressure.ogg", 1);
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}
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static void updateCampaignProgress(void)
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{
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StarSystem *starSystem;
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if (!campaignComplete && game.completedMissions == game.totalMissions)
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{
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for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next)
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{
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if (starSystem->missionHead.next && starSystem->missionHead.next->available)
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{
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starSystem->activeMission = starSystem->missionHead.next;
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}
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}
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campaignComplete = 1;
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showOKDialog(&campaignCompleteOK, _("Congratulations, you have completed the campaign! You may now replay past missions, for fun, to boost stats, or to earn missing trophies!"));
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}
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}
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static void updatePandoranAdvance(void)
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{
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StarSystem *starSystem, *fallenStarSystem;
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fallenStarSystem = NULL;
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for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next)
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{
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if (starSystem->side != SIDE_PANDORAN && starSystem->fallsToPandorans && starSystem->completedMissions == starSystem->totalMissions && starSystem->totalMissions > 0)
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{
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starSystem->side = SIDE_PANDORAN;
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fallenStarSystem = starSystem;
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}
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}
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if (fallenStarSystem)
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{
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showOKDialog(&fallenOK, _("%s has fallen to the Pandorans"), fallenStarSystem->name);
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}
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}
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static void logic(void)
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{
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handleKeyboard();
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handleMouse();
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switch (show)
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{
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case SHOW_GALAXY:
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doStarSystems();
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scrollGalaxy();
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scrollBackground(-ssx, -ssy);
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doStars(ssx, ssy);
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break;
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case SHOW_STAR_SYSTEM:
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doStarSystemView();
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break;
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}
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doPulses();
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if (pulseTimer % FPS == 0)
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{
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addPulses();
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}
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pulseTimer++;
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pulseTimer %= (FPS * 60);
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arrowPulse += 0.1;
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doWidgets();
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app.doTrophyAlerts = 1;
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}
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static void doStarSystems(void)
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{
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StarSystem *starSystem;
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int cx, cy;
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if (!scrollingMap)
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{
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cx = app.mouse.x - 32;
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cy = app.mouse.y - 32;
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cameraMin.x = cameraMin.y = 99999;
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cameraMax.x = cameraMax.y = -99999;
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selectedStarSystem = NULL;
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for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next)
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{
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cameraMin.x = MIN(cameraMin.x, starSystem->x);
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cameraMin.y = MIN(cameraMin.y, starSystem->y);
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cameraMax.x = MAX(cameraMax.x, starSystem->x);
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cameraMax.y = MAX(cameraMax.y, starSystem->y);
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if (starSystem->availableMissions > 0 && collision(cx, cy, 64, 64, starSystem->x - camera.x, starSystem->y - camera.y, 4, 4))
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{
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if (selectedStarSystem != starSystem)
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{
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selectedStarSystem = starSystem;
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if (app.mouse.button[SDL_BUTTON_LEFT])
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{
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selectStarSystem();
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app.mouse.button[SDL_BUTTON_LEFT] = 0;
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}
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}
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}
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}
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cameraMin.x -= SCREEN_WIDTH / 2;
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cameraMin.y -= SCREEN_HEIGHT / 2;
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cameraMax.x -= SCREEN_WIDTH / 2;
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cameraMax.y -= SCREEN_HEIGHT / 2;
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}
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}
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static void scrollGalaxy(void)
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{
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int lastX, lastY;
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lastX = camera.x;
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lastY = camera.y;
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ssx = ssy = 0;
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if (scrollingMap)
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{
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camera.x -= app.mouse.dx * 1.5;
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camera.y -= app.mouse.dy * 1.5;
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ssx = -(app.mouse.dx / 3);
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ssy = -(app.mouse.dy / 3);
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camera.x = MAX(cameraMin.x, MIN(camera.x, cameraMax.x));
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camera.y = MAX(cameraMin.y, MIN(camera.y, cameraMax.y));
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}
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if (lastX == camera.x)
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{
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ssx = 0;
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}
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if (lastY == camera.y)
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{
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ssy = 0;
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}
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}
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static void doStarSystemView(void)
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{
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Mission *mission;
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for (mission = selectedStarSystem->missionHead.next ; mission != NULL ; mission = mission->next)
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{
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if (mission->available && app.mouse.button[SDL_BUTTON_LEFT] && collision(app.mouse.x - app.mouse.w / 2, app.mouse.y - app.mouse.h / 2, app.mouse.w, app.mouse.h, mission->rect.x, mission->rect.y, mission->rect.w, mission->rect.h))
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{
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if (game.currentMission != mission)
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{
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playSound(SND_GUI_CLICK);
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}
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game.currentMission = mission;
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return;
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}
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}
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/* allow closing by pressing the right mouse button */
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if (app.mouse.button[SDL_BUTTON_RIGHT])
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{
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show = SHOW_GALAXY;
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playSound(SND_GUI_CLOSE);
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}
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}
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static void addPulses(void)
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{
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Pulse *pulse;
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StarSystem *starSystem;
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for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next)
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{
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if (starSystem->completedMissions < starSystem->availableMissions || (campaignComplete && starSystem->activeMission))
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{
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pulse = malloc(sizeof(Pulse));
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memset(pulse, 0, sizeof(Pulse));
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pulse->x = starSystem->x;
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pulse->y = starSystem->y;
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pulse->life = 255;
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switch (starSystem->type)
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{
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case SS_NORMAL:
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if (!starSystem->activeMission->isOptional)
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{
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pulse->r = 255;
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}
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else
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{
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pulse->r = 128;
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pulse->g = 128;
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pulse->b = 255;
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}
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break;
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case SS_SOL:
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pulse->g = 255;
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break;
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case SS_PANDORAN:
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pulse->r = 128;
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pulse->g = 128;
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pulse->b = 255;
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break;
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}
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pulseTail->next = pulse;
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pulseTail = pulse;
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}
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}
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}
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static void doPulses(void)
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{
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Pulse *pulse, *prev;
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prev = &pulseHead;
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for (pulse = pulseHead.next ; pulse != NULL ; pulse = pulse->next)
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{
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pulse->size += 0.5;
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pulse->life--;
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if (pulse->life <= 0)
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{
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if (pulse == pulseTail)
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{
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pulseTail = prev;
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}
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prev->next = pulse->next;
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free(pulse);
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pulse = prev;
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}
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prev = pulse;
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}
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}
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static void draw(void)
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{
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drawBackground(background);
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drawStars();
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drawGalaxy();
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drawPulses();
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drawInfoBars();
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switch (show)
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{
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case SHOW_STAR_SYSTEM:
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drawStarSystemDetail();
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break;
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case SHOW_MENU:
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drawMenu();
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break;
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case SHOW_STATS:
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drawStats();
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break;
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case SHOW_TROPHIES:
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drawTrophies();
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break;
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case SHOW_OPTIONS:
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drawOptions();
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break;
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}
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}
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static void drawPulses(void)
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{
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Pulse *pulse;
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for (pulse = pulseHead.next ; pulse != NULL ; pulse = pulse->next)
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{
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drawCircle(pulse->x - camera.x, pulse->y - camera.y, pulse->size, pulse->r, pulse->g, pulse->b, pulse->life);
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}
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}
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static void centerOnSelectedStarSystem(void)
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{
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camera.x = selectedStarSystem->x;
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camera.x -= SCREEN_WIDTH / 2;
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camera.y = selectedStarSystem->y;
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camera.y -= SCREEN_HEIGHT / 2;
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}
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static void drawGalaxy(void)
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{
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SDL_Rect r;
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StarSystem *starSystem;
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SDL_Color color;
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float ax, ay, aa;
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for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next)
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{
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r.x = starSystem->x - camera.x;
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r.y = starSystem->y - camera.y;
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blit(starSystemTexture, r.x, r.y, 1);
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switch (starSystem->side)
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{
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case SIDE_CSN:
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color = colors.cyan;
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break;
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case SIDE_UNF:
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color = colors.white;
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break;
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case SIDE_PANDORAN:
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color = colors.red;
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break;
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}
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drawText(r.x, r.y + 12, 14, TA_CENTER, color, starSystem->name);
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if (starSystem->completedMissions < starSystem->availableMissions)
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{
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ax = r.x;
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ay = r.y;
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aa = -1;
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ax = MAX(MIN(SCREEN_WIDTH - 64, ax), 64);
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ay = MAX(MIN(SCREEN_HEIGHT - 64, ay), 64);
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if (r.x < 0)
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{
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ax = 64 + (sin(arrowPulse) * 10);
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aa = 270;
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}
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else if (r.x > SCREEN_WIDTH)
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{
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ax = SCREEN_WIDTH - 64 + (sin(arrowPulse) * 10);
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aa = 90;
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}
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else if (r.y < 0)
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{
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ay = 64 + (sin(arrowPulse) * 10);
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aa = 0;
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}
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else if (r.y > SCREEN_HEIGHT)
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{
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ay = SCREEN_HEIGHT - 64 + (sin(arrowPulse) * 10);
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aa = 180;
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}
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if (aa != -1)
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{
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switch (starSystem->type)
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{
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case SS_NORMAL:
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SDL_SetTextureColorMod(arrowTexture, 255, 0, 0);
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break;
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case SS_SOL:
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SDL_SetTextureColorMod(arrowTexture, 0, 255, 0);
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break;
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case SS_PANDORAN:
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SDL_SetTextureColorMod(arrowTexture, 64, 128, 255);
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break;
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}
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blitRotated(arrowTexture, ax, ay, aa);
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}
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}
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}
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}
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static void drawInfoBars(void)
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{
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SDL_Rect r;
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if (show != SHOW_STAR_SYSTEM && selectedStarSystem != NULL)
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{
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r.x = 0;
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r.y = SCREEN_HEIGHT - 35;
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r.w = SCREEN_WIDTH;
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r.h = 35;
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 200);
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SDL_RenderFillRect(app.renderer, &r);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
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drawText(SCREEN_WIDTH / 2, SCREEN_HEIGHT - 30, 18, TA_CENTER, colors.white, selectedStarSystem->description);
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}
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r.x = 0;
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r.y = 0;
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r.w = SCREEN_WIDTH;
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r.h = 35;
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 200);
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SDL_RenderFillRect(app.renderer, &r);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
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drawText((SCREEN_WIDTH / 2), 5, 18, TA_CENTER, colors.white, MISSIONS_TEXT, game.completedMissions, game.availableMissions);
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}
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static void selectStarSystem(void)
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{
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if (selectedStarSystem->availableMissions > 0)
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{
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show = SHOW_STAR_SYSTEM;
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STRNCPY(game.selectedStarSystem, selectedStarSystem->name, MAX_NAME_LENGTH);
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game.currentMission = nextAvailableMission(selectedStarSystem);
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playSound(SND_GUI_SELECT);
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}
|
|
}
|
|
|
|
static Mission *nextAvailableMission(StarSystem *starSystem)
|
|
{
|
|
Mission *m;
|
|
|
|
for (m = starSystem->missionHead.next ; m != NULL ; m = m->next)
|
|
{
|
|
if (m->available && !m->completed)
|
|
{
|
|
return m;
|
|
}
|
|
}
|
|
|
|
return starSystem->missionHead.next;
|
|
}
|
|
|
|
static void drawStarSystemDetail(void)
|
|
{
|
|
int y, start, i;
|
|
Mission *mission;
|
|
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, selectedStarSystem->name);
|
|
|
|
SDL_RenderDrawLine(app.renderer, r.x, 120, r.x + r.w - 1, 120);
|
|
|
|
SDL_RenderDrawLine(app.renderer, 515, 120, 515, 660);
|
|
|
|
y += 80;
|
|
|
|
/*
|
|
* this only really counts for Alba, as it has 10 missions and there's only space for 9 to display.
|
|
* We need to subtract 1 from the completed missions to get the correct number (mission at the bottom will be the one to select).
|
|
*/
|
|
start = MAX(selectedStarSystem->availableMissions - MAX_LISTED_MISSIONS, 0);
|
|
|
|
i = 0;
|
|
|
|
for (mission = selectedStarSystem->missionHead.next ; mission != NULL ; mission = mission->next)
|
|
{
|
|
if (i >= start)
|
|
{
|
|
mission->rect.x = 200;
|
|
mission->rect.y = y - 2;
|
|
mission->rect.w = 300;
|
|
mission->rect.h = 40;
|
|
|
|
if (mission == game.currentMission)
|
|
{
|
|
SDL_SetRenderDrawColor(app.renderer, 32, 64, 128, 255);
|
|
SDL_RenderFillRect(app.renderer, &mission->rect);
|
|
|
|
SDL_SetRenderDrawColor(app.renderer, 64, 96, 196, 255);
|
|
SDL_RenderDrawRect(app.renderer, &mission->rect);
|
|
}
|
|
|
|
if (mission->available)
|
|
{
|
|
drawText(210, y, 24, TA_LEFT, mission->completed ? colors.lightGrey : colors.yellow, mission->name);
|
|
|
|
y += 50;
|
|
}
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
if (game.currentMission->available)
|
|
{
|
|
drawText(525, 135, 18, TA_LEFT, colors.lightGrey, PILOT_TEXT, game.currentMission->pilot);
|
|
drawText(525, 160, 18, TA_LEFT, colors.lightGrey, CRAFT_TEXT, game.currentMission->craft);
|
|
drawText(525, 185, 18, TA_LEFT, colors.lightGrey, SQUADRON_TEXT, game.currentMission->squadron);
|
|
|
|
limitTextWidth(500);
|
|
drawText(525, 230, 22, TA_LEFT, colors.white, game.currentMission->description);
|
|
limitTextWidth(0);
|
|
}
|
|
|
|
if (game.currentMission->completed)
|
|
{
|
|
drawText(525, SCREEN_HEIGHT - 95, 18, TA_LEFT, colors.green, COMPLETED_TEXT);
|
|
}
|
|
else if (game.currentMission->epic)
|
|
{
|
|
drawText(525, SCREEN_HEIGHT - 95, 18, TA_LEFT, colors.yellow, EPIC_TEXT);
|
|
}
|
|
else if (game.currentMission->isOptional)
|
|
{
|
|
drawText(525, SCREEN_HEIGHT - 95, 18, TA_LEFT, colors.cyan, OPTIONAL_TEXT);
|
|
}
|
|
|
|
startMissionButton->enabled = (!game.currentMission->completed || selectedStarSystem->type == SS_SOL || campaignComplete);
|
|
|
|
drawWidgets("starSystem");
|
|
}
|
|
|
|
static void fallenOK(void)
|
|
{
|
|
show = SHOW_GALAXY;
|
|
|
|
app.modalDialog.type = MD_NONE;
|
|
}
|
|
|
|
static void campaignCompleteOK(void)
|
|
{
|
|
show = SHOW_GALAXY;
|
|
|
|
app.modalDialog.type = MD_NONE;
|
|
|
|
campaignComplete = 2;
|
|
}
|
|
|
|
static void handleKeyboard(void)
|
|
{
|
|
if (app.keyboard[SDL_SCANCODE_ESCAPE] && !app.awaitingWidgetInput)
|
|
{
|
|
switch (show)
|
|
{
|
|
case SHOW_GALAXY:
|
|
selectWidget("resume", "galacticMap");
|
|
show = SHOW_MENU;
|
|
break;
|
|
|
|
case SHOW_STAR_SYSTEM:
|
|
show = SHOW_GALAXY;
|
|
break;
|
|
|
|
case SHOW_MENU:
|
|
show = SHOW_GALAXY;
|
|
break;
|
|
|
|
case SHOW_OPTIONS:
|
|
case SHOW_STATS:
|
|
case SHOW_TROPHIES:
|
|
show = SHOW_MENU;
|
|
selectWidget("resume", "galacticMap");
|
|
break;
|
|
}
|
|
|
|
playSound(SND_GUI_CLOSE);
|
|
|
|
clearInput();
|
|
}
|
|
}
|
|
|
|
static void handleMouse(void)
|
|
{
|
|
if (app.mouse.button[SDL_BUTTON_LEFT])
|
|
{
|
|
if (app.mouse.dx != 0 || app.mouse.dy != 0)
|
|
{
|
|
scrollingMap = 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
scrollingMap = 0;
|
|
}
|
|
}
|
|
|
|
static void startMission(void)
|
|
{
|
|
initBattle();
|
|
|
|
loadMission(game.currentMission->filename);
|
|
}
|
|
|
|
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 = 500;
|
|
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();
|
|
}
|
|
|
|
static void trophies(void)
|
|
{
|
|
selectWidget("ok", "trophies");
|
|
|
|
show = SHOW_TROPHIES;
|
|
|
|
initTrophiesDisplay();
|
|
}
|
|
|
|
static void ok(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;
|
|
}
|