tb1/level_1.c

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24 KiB
C
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/*
Level 1 Engine Code for Tom Bombem
*/
/* The Includes */
#include <stdio.h>
#include <sys/time.h>
#include <unistd.h>
#include <stdlib.h>
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#include "svmwgraph/svmwgraph.h"
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#include "tb1_state.h"
#include "levels.h"
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#include "sound.h"
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#include "tblib.h"
#include "sidebar.h"
#include "help.h"
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#include "loadsave.h"
#include "graphic_tools.h"
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/* Define this to get a frames per second readout */
/* #define DEBUG_ON */
/* The sounds */
#define NUM_SAMPLES 8
#define SND_AHH 0
#define SND_CC 1
#define SND_KAPOW 2
#define SND_SCREAM 3
#define SND_BONK 4
#define SND_CLICK 5
#define SND_OW 6
#define SND_ZRRP 7
struct enemyinfo {
int x,y;
int kind;
int out,exploding,boundarycheck,dead;
int explodeprogress;
int minx,maxx,xspeed,yspeed;
int hitsneeded;
};
struct bulletinfo {
int out,x,y;
};
/* Define how many sound effects there are */
/* o/~ more structures o/~ */
struct enemyinfo enemy[5];
struct bulletinfo bullet[3];
struct timeval timing_info;
struct timezone dontcare;
/* This seemed like a good idea to modularize things */
int level_one_wave_behavior[]=
{0,0,0,0,0, 1,1,1,1,1,
1,1,2,2,2, 2,2,2,2,2,
3,3,3,3,3, 3,3,3,3,3,
2,2,2,2,2, 2,3,3,3,3,
3,3,3,3,3, 3,1,1,1,1,
1,3,3,3,3, 3,3,3,3,3,
3,2,2,2,2, 2,2,2,2,2,
2,2,2,2,2, 2,1,1,1,1,
1,1,1,3,3, 3,2,2,2,2,
2,2,2,2,2, 2,1,1,1,1,
1,4,4,4,4};
/* The little Sequence Before you hit the Boss */
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void beforeboss(tb1_state *game_state)
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{
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vmwClearKeyboardBuffer();
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vmwLoadPicPacked(0,0,game_state->virtual_3,0,1,
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tb1_data_file("level1/viewscr.tb1",game_state->path_to_data));
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vmwClearScreen(game_state->virtual_1,0);
vmwArbitraryCrossBlit(game_state->virtual_3,0,5,58,37,
game_state->virtual_1,10,10);
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vmwSmallTextXY("HUMAN!",70,10,2,0,1,game_state->graph_state->default_font,game_state->virtual_1);
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vmwSmallTextXY("WHAT ARE YOU DOING?!",70,20,2,
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0,1,game_state->graph_state->default_font,game_state->virtual_1);
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vmwSmallTextXY("YOUR SPECIES MUST BE TERMINATED!",70,30,2,
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0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
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pauseawhile(5);
vmwArbitraryCrossBlit(game_state->virtual_3,0,42,58,37,
game_state->virtual_1,10,50);
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vmwSmallTextXY("I'M SORRY.",70,50,9,0,1,game_state->graph_state->default_font,game_state->virtual_1);
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vmwSmallTextXY("WE DIDN'T MEAN TO DESTROY YOUR ENVOY.",70,60,9,
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0,1,game_state->graph_state->default_font,game_state->virtual_1);
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vmwSmallTextXY("WILL YOU FORGIVE US AND TRY PEACE?",70,70,9,
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0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
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pauseawhile(5);
vmwArbitraryCrossBlit(game_state->virtual_3,0,5,58,37,
game_state->virtual_1,10,90);
vmwSmallTextXY("NO! YOU MUST BE DESTROYED!",70,90,2,
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0,1,game_state->graph_state->default_font,game_state->virtual_1);
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vmwSmallTextXY("OUR FUNDING ... OUR ENVOY WAS DAMAGED BY",70,100,
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2,0,1,game_state->graph_state->default_font,game_state->virtual_1);
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vmwSmallTextXY("YOU! VENGEANCE WILL BE OURS! YOUR PUNY",70,110,
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2,0,1,game_state->graph_state->default_font,game_state->virtual_1);
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vmwSmallTextXY("PRIMITIVE SPACECRAFT WITH ITS INFERIOR",70,120,
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2,0,1,game_state->graph_state->default_font,game_state->virtual_1);
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vmwSmallTextXY("WEAPONS WOULD HAVE TO SCORE 9 DIRECT HITS",70,130,
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2,0,1,game_state->graph_state->default_font,game_state->virtual_1);
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vmwSmallTextXY("TO DESTROY MY SHIP! DIE EARTH SCUM!!!!",70,140,
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2,0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
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pauseawhile(5);
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setupsidebar(game_state,game_state->virtual_2);
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vmwFlipVirtual(game_state->virtual_1,game_state->virtual_2,320,200);
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}
/* The Sequence After You Defeat (hopefully) the Boss */
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void afterboss(tb1_state *game_state)
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{
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vmwFont *tb1_font;
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tb1_font=game_state->graph_state->default_font;
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vmwLoadPicPacked(0,0,game_state->virtual_3,0,1,
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tb1_data_file("level1/viewscr.tb1",game_state->path_to_data));
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vmwDrawBox(0,0,320,200,0,game_state->virtual_1);
vmwArbitraryCrossBlit(game_state->virtual_3,0,42,58,37,
game_state->virtual_1,10,10);
vmwSmallTextXY("HMM.. THEY DON'T BUILD SUPERIOR",70,10,
9,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("TECHNOLOGY LIKE THEY USED TO.",70,20,
9,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("I GUESS I CAN GO HOME NOW.",70,30,
9,0,1,tb1_font,game_state->virtual_1);
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vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
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pauseawhile(5);
vmwArbitraryCrossBlit(game_state->virtual_3,0,5,58,37,
game_state->virtual_1,10,50);
vmwSmallTextXY("NOT SO FAST! YOU JUST DESTROYED AN ANTIQUATED",70,50,
2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("DEFENSE SYSTEM THAT WAS PROGRAMMED BY A 16",70,60,
2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("YEAR OLD! OUR MAIN DEFENSE PROGRAMMER HAS ",70,70,
2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("MUCH MORE SKILL NOW! UNLESS YOU DESTROY OUR",70,80,
2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("ENTIRE XENOCIDE... I MEAN PEACE... ENVOY",70,90,
2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("WE WILL STILL DESTROY YOUR HOME PLANET.",70,100,
2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("NICE TRY PUNY EARTHLING!",70,110,2,
0,1,tb1_font,game_state->virtual_1);
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vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
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pauseawhile(7);
vmwArbitraryCrossBlit(game_state->virtual_3,0,42,58,37,
game_state->virtual_1,10,130);
vmwSmallTextXY("HMM.. I GUESS I BETTER SAVE THE EARTH.",70,130,
9,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("I'D BETTER SAVE MY GAME TOO.",70,140,
9,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("D'OH! I''M OUT OF BIG MISSILES! ",70,150,
9,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("WELL AT LEAST I HAVE SOME SMALLER SPARES.",70,160,
9,0,1,tb1_font,game_state->virtual_1);
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vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
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pauseawhile(5);
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game_state->level++;
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}
/* Defines the behavior of the objects in level 1 */
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int level_one_behavior(int reset, tb1_state *game_state)
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{
int what,temp,whichone,need_to_pause=0;
static int wave=0;
static int saucersout=0;
if (reset) {
wave=0;
saucersout=0;
}
if (level_one_wave_behavior[wave]!=4) wave++;
saucersout--;
if (saucersout<0) saucersout=0;
if (saucersout>5) saucersout=5;
/* **START NEW WAVE ***/
switch(level_one_wave_behavior[wave]) {
/* STANDARD */
case 0: if (saucersout==0) {
saucersout=5;
what=(3+rand()%8);
for(temp=0; temp<5; temp++) {
enemy[temp].kind=what;
enemy[temp].x=0;
enemy[temp].y=0;
enemy[temp].xspeed=5;
enemy[temp].x=temp*20;
enemy[temp].minx=(temp*20);
enemy[temp].maxx=(temp*20)+120;
enemy[temp].boundarycheck=1;
enemy[temp].yspeed=10;
enemy[temp].out=1;
enemy[temp].exploding=0;
enemy[temp].hitsneeded=1;
enemy[temp].dead=0;
}
} break;
/* *FALLING STRAIGHT* */
case 3:
for (temp=0; temp<5;temp++)
if (!enemy[temp].out) {
enemy[temp].kind=rand()%8+3;
enemy[temp].x=rand()%200+1;
enemy[temp].y=0;
enemy[temp].xspeed=0;
enemy[temp].minx=enemy[temp].x;
enemy[temp].maxx=enemy[temp].x;
enemy[temp].boundarycheck=1;
enemy[temp].yspeed=5+(wave/40);
enemy[temp].out=1;
enemy[temp].exploding=0;
enemy[temp].hitsneeded=1;
enemy[temp].dead=0;
saucersout++;
} break;
/* *FALLING GRADUALLY SIDEWAYS* */
case 2:
for(temp=0;temp<5;temp++)
if (!enemy[temp].out) {
enemy[temp].kind=rand()%8+3;
enemy[temp].y=0;
enemy[temp].xspeed=5;
enemy[temp].minx=rand()%100;
enemy[temp].maxx=rand()%100+120;
enemy[temp].x=enemy[temp].minx;
enemy[temp].boundarycheck=0;
enemy[temp].yspeed=1;
enemy[temp].out=1;
enemy[temp].exploding=0;
enemy[temp].hitsneeded=1;
enemy[temp].dead=0;
saucersout++;
} break;
/**ZIG-ZAG**/
case 1: if (!saucersout) {
saucersout=5;
whichone=rand()%8+3;
for(temp=0;temp<5;temp++)
if (!enemy[temp].out) {
enemy[temp].kind=whichone;
enemy[temp].y=temp*10;
enemy[temp].xspeed=5;
enemy[temp].minx=0;
enemy[temp].maxx=220;
enemy[temp].x=temp*20;
enemy[temp].boundarycheck=0;
enemy[temp].yspeed=1;
enemy[temp].out=1;
enemy[temp].exploding=0;
enemy[temp].hitsneeded=1;
enemy[temp].dead=0;
}
} break;
/* Beginning of Boss */
case 4:
if (!saucersout) {
beforeboss(game_state);
need_to_pause=1;
enemy[0].kind=15;
enemy[1].kind=15;
enemy[2].kind=14;
for(temp=0;temp<3;temp++) {
enemy[temp].x=(temp*20)+10;
enemy[temp].y=0;
enemy[temp].xspeed=5;
enemy[temp].minx=0;
enemy[temp].maxx=220;
enemy[temp].boundarycheck=1;
enemy[temp].yspeed=0;
enemy[temp].out=1;
enemy[temp].exploding=0;
enemy[temp].hitsneeded=3;
enemy[temp].dead=0;
saucersout++;
}
} break;
default: break;
}
/* Objects Cast off by the Boss */
if (enemy[1].kind==15) {
/* Detect if Level One is Over */
if ((enemy[0].dead) && (enemy[1].dead) && (enemy[2].dead)) return 9;
for(temp=3;temp<5;temp++) {
saucersout++;
if ((!enemy[temp].out) && (enemy[temp-3].out)) {
enemy[temp].kind=rand()%8+3;
enemy[temp].x=enemy[temp-3].x;
enemy[temp].y=20;
enemy[temp].xspeed=0;
enemy[temp].minx=enemy[temp].x;
enemy[temp].maxx=enemy[temp].x;
enemy[temp].boundarycheck=0;
enemy[temp].yspeed=4;
enemy[temp].out=1;
enemy[temp].exploding=0;
enemy[temp].hitsneeded=1;
enemy[temp].dead=0;
}
}
}
return need_to_pause;
}
/* The Main Level One */
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void levelone(tb1_state *game_state) {
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int ch=0;
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int i,j,grapherror;
char tempst[300];
int itemp,whatdelay=1,levelover=0;
int shipx=36,shipadd=0,shipframe=1;
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vmwSprite *bigship1,*bigship2,*bigship3;
vmwSprite *shapetable[20];
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long oldsec,oldusec,time_spent;
int howmuchscroll=0;
int speed_factor=1,game_paused=0;
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vmwVisual *virtual_1,*virtual_2;
vmwFont *tb1_font;
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/* For convenience */
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tb1_font=game_state->graph_state->default_font;
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virtual_1=game_state->virtual_1;
virtual_2=game_state->virtual_2;
/* Set this up for Save Game */
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game_state->begin_score=game_state->score;
game_state->begin_shields=game_state->shields;
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/* Load Sprites */
grapherror=vmwLoadPicPacked(0,0,virtual_1,1,1,
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tb1_data_file("level1/ships.tb1",game_state->path_to_data));
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bigship1=vmwGetSprite(0,0,48,30,virtual_1);
bigship2=vmwGetSprite(0,32,48,30,virtual_1);
bigship3=vmwGetSprite(0,64,48,30,virtual_1);
grapherror=vmwLoadPicPacked(0,0,virtual_1,1,1,
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tb1_data_file("level1/tbshapes.tb1",game_state->path_to_data));
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for(j=0;j<2;j++)
for(i=0;i<10;i++)
shapetable[(j*10)+i]=vmwGetSprite(1+(i*19),1+(j*19),18,18,
virtual_1);
/* Set up initial Enemy Structs */
for(i=0;i<5;i++) {
enemy[i].exploding=0;
enemy[i].out=0;
enemy[i].dead=0;
}
for(i=0;i<2;i++) {
bullet[i].out=0;
bullet[i].x=0;
bullet[i].y=0;
}
/* Draw the Little Box announcing the Start of the Level */
vmwDrawBox(0,0,320,200,0,virtual_1);
coolbox(70,85,240,120,1,virtual_1);
vmwTextXY(" LEVEL ONE:",84,95,4,7,0,tb1_font,virtual_1);
vmwTextXY("INANIMATE OBJECTS",84,105,4,7,0,tb1_font,virtual_1);
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vmwBlitMemToDisplay(game_state->graph_state, virtual_1);
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/* Setup and draw the sidebar */
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setupsidebar(game_state,virtual_2);
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vmwFlipVirtual(virtual_1,virtual_2,320,200);
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sprintf(tempst,"%d",game_state->level);
vmwDrawBox(251,52,63,7,0,virtual_2);
vmwTextXY(tempst,307,51,12,0,0,tb1_font,virtual_2);
/* Clear the screen and draw the stars */
vmwDrawBox(0,0,320,400,0,virtual_2);
for(i=0;i<100;i++) {
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vmwPutSprite(shapetable[11],rand()%238,rand()%380,virtual_2);
vmwPutSprite(shapetable[12],rand()%238,rand()%380,virtual_2);
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}
change_shields(game_state);
/* Initiate some last variables */
level_one_behavior(1,game_state);
pauseawhile(5);
gettimeofday(&timing_info,&dontcare);
oldsec=timing_info.tv_sec; oldusec=timing_info.tv_usec;
/* MAIN GAME LOOP */
while(!levelover) {
ch=0;
/* Scroll the Stars */
if (speed_factor>1) howmuchscroll-=speed_factor;
else howmuchscroll--;
if (howmuchscroll<0) howmuchscroll=399;
if (howmuchscroll>199) {
vmwArbitraryCrossBlit(virtual_2,0,howmuchscroll,240,
400-howmuchscroll,
virtual_1,0,0);
vmwArbitraryCrossBlit(virtual_2,0,0,240,howmuchscroll-200,
virtual_1,0,400-howmuchscroll);
}
else {
vmwArbitraryCrossBlit(virtual_2,0,howmuchscroll,240,200,
virtual_1,0,0);
}
/* Check for Collisions */
for(i=0;i<5;i++) {
if (!enemy[i].dead) {
for(itemp=0;itemp<2;itemp++) {
if (bullet[itemp].out)
if (collision(bullet[itemp].x,bullet[itemp].y,10,10,
enemy[i].x,enemy[i].y,9,9)) {
if (game_state->sound_enabled)
playGameFX(SND_KAPOW);
enemy[i].hitsneeded--;
if (enemy[i].hitsneeded<1) enemy[i].dead=1;
else enemy[i].dead=0;
enemy[i].exploding=1;
enemy[i].explodeprogress=0;
bullet[itemp].out=0;
game_state->score+=10;
changescore(game_state);
}
}
}
}
/* Explode the things that are exploding */
for(i=0;i<5;i++) {
if (enemy[i].exploding) {
enemy[i].explodeprogress++;
if (enemy[i].explodeprogress<=5)
vmwPutSprite(shapetable[enemy[i].explodeprogress+14],
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enemy[i].x,enemy[i].y,
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virtual_1);
else if (enemy[i].dead) {
enemy[i].out=0;
enemy[i].exploding=0;
game_paused=level_one_behavior(0,game_state);
}
else enemy[i].exploding=0;
}
}
/* Move the Missiles */
for(i=0;i<2;i++) {
if (bullet[i].out) {
if (speed_factor>1) bullet[i].y-=(5*speed_factor);
else bullet[i].y-=5;
if (bullet[i].y<5) bullet[i].out=0;
else vmwPutSprite(shapetable[0],
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bullet[i].x,bullet[i].y,
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virtual_1);
}
}
/* MOVE ENEMIES */
for(i=0;i<5;i++) {
if ((enemy[i].out) && (!enemy[i].dead)) {
vmwPutSprite(shapetable[enemy[i].kind-1],
enemy[i].x,enemy[i].y,
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virtual_1);
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if (speed_factor==1) enemy[i].x+=enemy[i].xspeed;
else enemy[i].x+=(enemy[i].xspeed*speed_factor);
/* Check Position */
/* Check Position */
if (!enemy[i].boundarycheck) {
if (speed_factor>1) enemy[i].y+=(enemy[i].yspeed*speed_factor);
else enemy[i].y+=enemy[i].yspeed;
}
if ((enemy[i].x<=enemy[i].minx) || (enemy[i].x>=enemy[i].maxx)) {
enemy[i].xspeed=-enemy[i].xspeed;
if (speed_factor>1) enemy[i].x+=(enemy[i].xspeed*speed_factor);
else enemy[i].x+=enemy[i].xspeed;
if (speed_factor>1) enemy[i].y+=(enemy[i].yspeed*speed_factor);
else enemy[i].y+=enemy[i].yspeed;
}
/* Too Low */
/* Too Low */
if (enemy[i].y>179) {
enemy[i].out=0;
game_paused=level_one_behavior(0,game_state);
}
if (enemy[i].y>140) {
if (collision(shipx,165,24,15,enemy[i].x,enemy[i].y,9,9)) {
if (game_state->sound_enabled)
playGameFX(SND_BONK);
enemy[i].hitsneeded--;
if (enemy[i].hitsneeded==0) enemy[i].dead=1;
else enemy[i].dead=0;
enemy[i].exploding=1;
enemy[i].explodeprogress=0;
game_state->shields--;
if (game_state->shields<0) levelover=1;
if (game_state->shields>0) change_shields(game_state);
}
}
}
}
/* See if beat the level. Yes, bad variable name. Oh well */
if (game_paused==9) {
afterboss(game_state);
game_state->level=2;
levelover=1;
}
/* **READ KEYBOARD** */
if ( (ch=vmwGetInput())!=0) {
switch(ch){
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case VMW_ESCAPE: levelover=1; break;
case VMW_RIGHT: if (shipadd>=0) shipadd+=3; else shipadd=0; break;
case VMW_LEFT: if (shipadd<=0) shipadd-=3; else shipadd=0; break;
case VMW_F1: game_paused=1; help(game_state); break;
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case '+': whatdelay++; if (whatdelay>25) whatdelay=25; break;
case 'P': case 'p': game_paused=1;
coolbox(65,85,175,110,1,virtual_1);
vmwTextXY("GAME PAUSED",79,95,4,7,
0,tb1_font,virtual_1);
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vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
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while (vmwGetInput()==0) {
usleep(30000);
}
break;
case '-': whatdelay--; if (whatdelay<1) whatdelay=1; break;
case 'S':
case 's': if (game_state->sound_enabled)
game_state->sound_enabled=!(game_state->sound_enabled); break;
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case VMW_F2: game_paused=1;
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savegame(game_state);
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break;
case ' ': for(j=0;j<2;j++)
if (!bullet[j].out) {
if (game_state->sound_enabled)
playGameFX(SND_CC);
bullet[j].out=1;
bullet[j].x=shipx+15;
bullet[j].y=165;
vmwPutSprite(shapetable[0],
bullet[j].x,
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bullet[j].y,virtual_1);
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j=3;
}
}
}
/* **MOVE SHIP** */
if (speed_factor>1) shipx+=(shipadd*speed_factor);
else shipx+=shipadd;
if (shipx<1) shipx=1;
if (shipx>190) shipx=190;
switch(shipframe) {
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case 1: vmwPutSprite(bigship1,shipx,165,virtual_1);
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break;
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case 3: vmwPutSprite(bigship2,shipx,165,virtual_1);
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break;
case 2:
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case 4: vmwPutSprite(bigship3,shipx,165,virtual_1);
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break;
}
shipframe++;
if (shipframe==5) shipframe=1;
/* Flip Pages */
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vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
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/* Calculate how much time has passed */
gettimeofday(&timing_info,&dontcare);
time_spent=timing_info.tv_usec-oldusec;
if (timing_info.tv_sec-oldsec) time_spent+=1000000;
#ifdef DEBUG_ON
printf("%f\n",1000000/(float)time_spent);
#endif
/* If time passed was too little, wait a bit */
while (time_spent<33000){
gettimeofday(&timing_info,&dontcare);
usleep(5);
time_spent=timing_info.tv_usec-oldusec;
if (timing_info.tv_sec-oldsec) time_spent+=1000000;
}
/* It game is paused, don't keep track of time */
if (!game_paused) speed_factor=(time_spent/30000);
oldusec=timing_info.tv_usec;
oldsec=timing_info.tv_sec;
if (game_paused) {
gettimeofday(&timing_info,&dontcare);
oldusec=timing_info.tv_usec;
oldsec=timing_info.tv_sec;
game_paused=0;
}
}
}
/* The little opener before Level 1 */
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void littleopener(tb1_state *game_state)
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{
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vmwSprite *ship1,*ship2;
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int i;
vmwClearScreen(game_state->virtual_2,0);
vmwLoadPicPacked(0,0,game_state->virtual_2,1,1,
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tb1_data_file("level1/moon2.tb1",game_state->path_to_data));
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vmwLoadPicPacked(0,0,game_state->virtual_1,1,0, /* Load palette */
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tb1_data_file("level1/moon2.tb1",game_state->path_to_data));
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ship1=vmwGetSprite(9,178,15,18,game_state->virtual_2);
ship2=vmwGetSprite(30,178,15,18,game_state->virtual_2);
vmwDrawBox(0,178,319,21,0,game_state->virtual_2);
for(i=100;i>0;i--) {
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vmwFlipVirtual(game_state->virtual_1,game_state->virtual_2,320,200);
vmwPutSprite(ship2,i*2,100,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
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usleep(30000);
if (vmwGetInput()) break;
}
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vmwFlipVirtual(game_state->virtual_1,game_state->virtual_2,320,200);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
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vmwTextXY(">KCHK< TOM! WHERE ARE YOU GOING?",5,180,15,0,1,
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game_state->graph_state->default_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
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pauseawhile(3);
vmwDrawBox(0,178,319,21,0,game_state->virtual_1);
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vmwTextXY("Ooops. ",5,180,24,0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
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pauseawhile(3);
for(i=0;i<151;i++) {
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vmwFlipVirtual(game_state->virtual_1,game_state->virtual_2,320,200);
vmwPutSprite(ship1,i*2,100,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
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usleep(15000);
if (vmwGetInput()) break;
}
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vmwFlipVirtual(game_state->virtual_1,game_state->virtual_2,320,200);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
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vmwDrawBox(0,0,320,200,0,game_state->virtual_1);
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vmwLoadPicPacked(0,0,game_state->virtual_1,1,0, /* Restore Palette */
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tb1_data_file("tbomb1.tb1",game_state->path_to_data));
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}