/* * Level 2 Engine Code for Tom Bombem * */ /* The Includes */ #include #include #include #include #include "svmwgraph/svmwgraph.h" #include "tb1_state.h" #include "levels.h" #include "tblib.h" #include "sound.h" #include "sidebar.h" #include "help.h" #include "loadsave.h" #include "graphic_tools.h" /* 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; }; struct obstruction { int x,y; int shooting,dead,exploding; int explodeprogress; int howmanyhits; int kind,lastshot; }; void leveltwoengine(tb1_state *game_state) { int ch,i; char tempst[BUFSIZ]; int k,game_paused=0,speed_factor=1; int shipx=36; int whatdelay=1; FILE *f=NULL; int levelover=0,j,backrow=0; int background[201][13]; struct enemyinfo enemy[10]; struct bulletinfo bullet[4]; struct timeval timing_info; struct timezone dontcare; long oldsec,oldusec,time_spent; int howmuchscroll=0; struct obstruction passive[50]; int shipadd=0,shipframe=1; int our_row,our_shape,rows_goneby=0; int grapherror; vmwFont *tb1_font; vmwVisual *virtual_1; vmwVisual *virtual_2; vmwSprite *ship_shape[3]; vmwSprite *shape_table[40]; int enemies_drawn[200]; /* For convenience */ tb1_font=game_state->graph_state->default_font; virtual_1=game_state->virtual_1; virtual_2=game_state->virtual_2; /* Set this up for Save Game */ game_state->begin_score=game_state->score; game_state->begin_shields=game_state->shields; /* Load Sprites */ grapherror=vmwLoadPicPacked(0,0,virtual_1,1,1, tb1_data_file("level1/ships.tb1", game_state->path_to_data), game_state->graph_state); ship_shape[0]=vmwGetSprite(0,0,48,30,virtual_1); ship_shape[1]=vmwGetSprite(0,32,48,30,virtual_1); ship_shape[2]=vmwGetSprite(0,64,48,30,virtual_1); if (game_state->level==2) vmwLoadPicPacked(0,0,virtual_1,1,1, tb1_data_file("level2/tbaship.tb1",game_state->path_to_data), game_state->graph_state); if (game_state->level==4) vmwLoadPicPacked(0,0,virtual_1,1,1, tb1_data_file("level4/tbeerm.tb1",game_state->path_to_data), game_state->graph_state); for(j=0;j<4;j++) for(i=0;i<10;i++) shape_table[j*10+i]=vmwGetSprite(1+i*21,1+j*11,20,10,virtual_1); /* Load Background Data */ if (game_state->level==2) f=fopen(tb1_data_file("level2/level2.dat",game_state->path_to_data),"r"); if (game_state->level==4) f=fopen(tb1_data_file("level4/level4.dat",game_state->path_to_data),"r"); if (f==NULL) printf("ERROR! Could't open level %d data!\n",game_state->level); for(j=0;j<200;j++) for(i=0;i<12;i++) fscanf(f,"%d",&background[j][i]); fclose(f); /* Initialize Structures for enemy, bullets, and background */ for(i=0;i<50;i++) { passive[i].dead=1; passive[i].exploding=0; } for(i=0;i<10;i++) enemy[i].out=0; for(i=0;i<3;i++) { bullet[i].out=0; bullet[i].x=0; bullet[i].y=0; } for(i=0;i<200;i++) enemies_drawn[i]=0; /* Announce the Start of the Level */ vmwDrawBox(0,0,320,200,0,virtual_1); coolbox(70,85,240,120,1,virtual_1); if (game_state->level==2) { vmwTextXY(" LEVEL TWO:",84,95,4,7,0,tb1_font,virtual_1); vmwTextXY("THE \"PEACE ENVOY\"",84,105,4,7,0,tb1_font,virtual_1); } if (game_state->level==4) { vmwTextXY(" LEVEL FOUR:",84,95,4,7,0,tb1_font,virtual_1); vmwTextXY(" THE PLANET EERM",84,105,4,7,0,tb1_font,virtual_1); } vmwBlitMemToDisplay(game_state->graph_state,virtual_1); vmwClearKeyboardBuffer(); pauseawhile(5); /* Setup and draw the sidebar */ setupsidebar(game_state,virtual_2); vmwFlipVirtual(virtual_1,virtual_2,320,200); 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++) { // printf("%i\n",i); fflush(stdout); vmwPutSprite(shape_table[32],rand()%238,rand()%150,virtual_2); vmwPutSprite(shape_table[33],rand()%238,rand()%150,virtual_2); } change_shields(game_state); gettimeofday(&timing_info,&dontcare); oldsec=timing_info.tv_sec; oldusec=timing_info.tv_usec; /**** GAME LOOP ****/ while (!levelover) { ch=0; /* Scroll the Background */ if (speed_factor>1) howmuchscroll-=speed_factor; else howmuchscroll--; if (howmuchscroll<0) { howmuchscroll=200+howmuchscroll; vmwArbitraryCrossBlit(virtual_2,0,0,240,200,virtual_2,0,200); /*ggiCopyBox(vaddr2,0,0,240,200,0,200);*/ for(i=0;i<12;i++) for(j=19;j>=0;j--) { our_shape=background[backrow+(19-j)][i]; // printf("Shape : %i\n",our_shape); vmwPutSprite(shape_table[our_shape], i*20,j*10,virtual_2); } backrow+=20; } /* Setup Obstructions */ our_row=rows_goneby/10; if (!enemies_drawn[our_row]) { enemies_drawn[our_row]=1; for(i=0;i<12;i++) { our_shape=background[our_row][i]; if ((our_shape>9)&&(our_shape<20)) { k=0; while ((!passive[k].dead) && (k<40)) k++; passive[k].dead=0; passive[k].kind=our_shape; if ((our_shape>10) && (our_shape<15)) passive[k].shooting=1; else passive[k].shooting=0; passive[k].exploding=0; passive[k].x=i*20; passive[k].y=(rows_goneby%10)-9; passive[k].howmanyhits=1; passive[k].lastshot=0; } } } /* Flip the far background to vaddr */ vmwArbitraryCrossBlit(virtual_2,0,0+howmuchscroll,240,200, virtual_1,0,0); /***Collision Check***/ for(i=0;i<40;i++) if ((!passive[i].dead) && (!passive[i].exploding)) { for(j=0;j<3;j++) { if ((bullet[j].out) && (collision(bullet[j].x,bullet[j].y,3,4,passive[i].x, passive[i].y,10,5))){ if (passive[i].kind!=10) { if (game_state->sound_enabled) playGameFX(SND_KAPOW); passive[i].exploding=1; passive[i].explodeprogress=0; bullet[j].out=0; game_state->score+=10; changescore(game_state); } else { bullet[j].out=0; k=0; while ((!enemy[k].out) && (k<10)) k++; if (k<9) { enemy[k].out=1; enemy[k].y=bullet[j].y; enemy[k].x=bullet[j].x; enemy[k].yspeed=7; enemy[k].kind=21; } } } } /* See if ship is hitting any Obstructions*/ if ((passive[i].y>155) && (passive[i].kind!=10)) { if ((collision(passive[i].x,passive[i].y,10,5,shipx+16,165,5,5))|| (collision(passive[i].x,passive[i].y,10,5,shipx+6,175,18,8))) { if (game_state->sound_enabled) playGameFX(SND_BONK); passive[i].dead=1; game_state->shields--; if(game_state->shields<0) levelover=1; vmwPutSprite(shape_table[34], passive[i].x,passive[i].y+howmuchscroll, virtual_1); change_shields(game_state); } } } /* See if hit by lasers */ for (i=0;i<10;i++) if (enemy[i].out) { if ((collision(enemy[i].x,enemy[i].y,2,5,shipx+16,165,5,5)) || (collision(enemy[i].x,enemy[i].y,2,5,shipx+6,175,18,8))) { if (game_state->sound_enabled) playGameFX(SND_BONK); enemy[i].out=0; game_state->shields--; if (game_state->shields<0) levelover=1; change_shields(game_state); } } /***DO EXPLOSIONS***/ for(i=0;i<40;i++) if (passive[i].exploding) { passive[i].explodeprogress++; vmwPutSprite(shape_table[35+passive[i].explodeprogress], passive[i].x,passive[i].y+howmuchscroll, virtual_2); if (passive[i].explodeprogress>3) { passive[i].dead=1; passive[i].exploding=0; vmwPutSprite(shape_table[34], passive[i].x,passive[i].y+howmuchscroll, virtual_2); } } /***MOVE BULLET***/ for(i=0;i<3;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(shape_table[20], bullet[i].x,bullet[i].y, virtual_1); } } /***MOVE ENEMIES***/ for(j=0;j<40;j++) { if (!passive[j].dead) { if (speed_factor==1) passive[j].y++; else passive[j].y+=speed_factor; if (passive[j].y>190) passive[j].dead=1; } if (passive[j].lastshot>0) passive[j].lastshot--; if ((!passive[j].dead) && (passive[j].shooting) && (!passive[j].lastshot) && (passive[j].y>0)) { k=0; while ((enemy[k].out) && (k<10)) k++; if (k<9) { passive[j].lastshot=30; enemy[k].out=1; enemy[k].y=passive[j].y; enemy[k].x=passive[j].x+5; enemy[k].yspeed=5; enemy[k].kind=25; if (passive[j].kind==11) enemy[k].kind=26; } } } for(j=0;j<10;j++) { if (enemy[j].out) { vmwPutSprite(shape_table[enemy[j].kind], enemy[j].x,enemy[j].y, virtual_1); if (speed_factor==1) enemy[j].y+=enemy[j].yspeed; else enemy[j].y+=(enemy[j].yspeed*speed_factor); if (enemy[j].y>189) enemy[j].out=0; } } /***READ KEYBOARD***/ if ((ch=vmwGetInput())!=0) { switch(ch) { 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; case '+': whatdelay++; 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); vmwBlitMemToDisplay(game_state->graph_state,virtual_1); while (vmwGetInput()==0) usleep(30000); break; case '-': whatdelay--; break; case 'S': case 's': game_state->sound_enabled=!(game_state->sound_enabled); break; case VMW_F2: game_paused=1; savegame(game_state); break; case ' ': for(j=0;j<3;j++) if (!bullet[j].out) { if (game_state->sound_enabled) playGameFX(SND_CC); bullet[j].out=1; bullet[j].x=shipx+21; bullet[j].y=165; vmwPutSprite(shape_table[20], bullet[j].x,bullet[j].y,virtual_1); j=4; } } } /***MOVE SHIP***/ if (speed_factor>1) { shipx+=(shipadd*speed_factor); rows_goneby+=(speed_factor); } else { shipx+=shipadd; rows_goneby++; } if (shipx<1) shipx=1; if (shipx>190) shipx=190; switch(shipframe) { case 1: vmwPutSprite(ship_shape[0], shipx,165,virtual_1); break; case 3: vmwPutSprite(ship_shape[1], shipx,165,virtual_1); break; case 2: case 4: vmwPutSprite(ship_shape[2], shipx,165,virtual_1); break; } shipframe++; if (shipframe==5) shipframe=1; /* Flip Pages */ vmwBlitMemToDisplay(game_state->graph_state,virtual_1); /* 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) { gettimeofday(&timing_info,&dontcare); oldusec=timing_info.tv_usec; oldsec=timing_info.tv_sec; game_paused=0; speed_factor=1; } else { speed_factor=(time_spent/30000); oldusec=timing_info.tv_usec; oldsec=timing_info.tv_sec; } /*printf("%i\n",rows_goneby);*/ if (rows_goneby>1950) { // printf("%i\n",rows_goneby); coolbox(35,85,215,110,1,virtual_1); vmwTextXY("TO BE CONTINUED...",55,85,4,7,0,tb1_font,virtual_1); vmwBlitMemToDisplay(game_state->graph_state,virtual_1); pauseawhile(10); /* clearkeyboardbuffer; pauseawhile(200); fade; grapherror:=Mode13LoadPicPacked(0,0,vaddr,false,true,'viewscr.tb1'); cls(0,vga); blockmove(0,79,58,116,vaddr,10,10,vga); clearkeyboardbuffer; outsmalltextxy('UNIDENTIFIED SPACECRAFT!',70,10,2,0,vga,true); outsmalltextxy('DO YOU WISH TO DEACTIVATE ',70,20,2,0,vga,true); outsmalltextxy('THIS SHIP''S SECURITY SYSTEMS? (Y/N)',70,30,2,0,vga,true); unfade; clearkeyboardbuffer; ch:='!'; repeat if keypressed then ch:=readkey; until (upcase(ch)='Y') or (upcase(ch)='N'); if upcase(ch)='N' then begin blockmove(0,79,58,116,vaddr,10,50,vga); outsmalltextxy('NO? AFFIRMATIVE. ',70,50,9,0,vga,true); outsmalltextxy('ARMING REMOTE DESTRUCTION RAY.',70,60,9,0,vga,true); outsmalltextxy('GOOD-BYE.',70,70,9,0,vga,true); pauseawhile(400); fade; end; if upcase(ch)='Y' then begin blockmove(0,79,58,116,vaddr,10,50,vga); outsmalltextxy('"Y"=CORRECT PASSWORD. ',70,50,2,0,vga,true); outsmalltextxy('WELCOME SUPREME TENTACLEE COMMANDER.',70,60,2,0,vga,true); outsmalltextxy('INITIATING TRACTOR BEAM AND AUTOMATIC',70,70,2,0,vga,true); outsmalltextxy('LANDING PROCEDURE.',70,80,2,0,vga,true); outsmalltextxy('WE WILL BE DEPARTING FOR THE PLANET',70,90,2,0,vga,true); outsmalltextxy('EERM IN THREE MICROCYCLE UNITS.',70,100,2,0,vga,true); pauseawhile(550); level:=3; clearkeyboardbuffer; blockmove(0,42,58,79,vaddr,10,110,vga); outsmalltextxy('Wha? Wait!',70,110,9,0,vga,true); outsmalltextxy('What''s happening?',70,120,9,0,vga,true); pauseawhile(550); fade; end; grapherror:=Mode13LoadPicPacked(0,0,vaddr,false,true,'tbtract.tb1'); for i:=0 to 239 do for j:=0 to 49 do putpixel240(i,j,getpixel(i,j,vaddr),vaddr2); cls(0,vga); unfade; for howmuchscroll:=50 downto 1 do begin flipd240(howmuchscroll,vaddr,vaddr2); putshape (bigship3off,vaddr,43,30,shipx,165); waitretrace; flipd320(vaddr,vga); end; if upcase(ch)='N' then begin clearkeyboardbuffer; line(7,6,shipx+10,180,4,vga); line(shipx+37,180,231,6,4,vga); pauseawhile(50); clearkeyboardbuffer; for i:=shipx to shipx+48 do verticalline(165,195,i,4,vga); pauseawhile(200); flipd240(howmuchscroll,vaddr,vaddr2); flipd320(vaddr,vga); pauseawhile(150); end; if upcase(ch)='Y' then begin; shipadd:=sgn(shipx-95); shipy:=165; repeat if shipx<>95 then shipx:=shipx-shipadd; if shipy>9 then dec(shipy); flipd240(howmuchscroll,vaddr,vaddr2); line(7,6,shipx+10,shipy+15,2,vaddr); line(shipx+37,shipy+15,231,6,2,vaddr); putshape (bigship3off,vaddr,43,30,shipx,shipy); waitretrace; flipd320(vaddr,vga); until (shipx=95) and (shipy=9); clearkeyboardbuffer; pauseawhile(850); fade; cls(0,vga); while keypressed do ch:=readkey; if level=4 then begin outsmalltextxy('THE PLANET EERM?',20,20,10,0,vga,true); outsmalltextxy('XENOCIDE FLEET?',20,30,10,0,vga,true); outsmalltextxy('WHAT''S GOING ON?',20,40,10,0,vga,true); outsmalltextxy('A MAJOR GOVERNMENT CONSPIRACY? MASS HALUCINATIONS?',20,50,10,0,vga,true); outsmalltextxy('WATCH FOR TOM BOMBEM LEVEL 3 (CURRENTLY IN THE DESIGN PHASE).',10,70,12,0,vga,true); outsmalltextxy('ALL THESE QUESTIONS WILL BE ANSWERED!',10,80,12,0,vga,true); outsmalltextxy('ALSO MORE FEATURES WILL BE ADDED:',10,90,12,0,vga,true); outsmalltextxy(' BETTER GRAPHICS, SOUND AND SPEED.',10,100,12,0,vga,true); outsmalltextxy('TO HASTEN COMPLETION, SEND QUESTIONS/COMMENTS/DONATIONS TO ',9,120,9,0,vga,true); outsmalltextxy('THE AUTHOR (SEE THE REGISTER MESSAGE FOR RELEVANT ADDRESSES).',9,130,9,0,vga,true); outsmalltextxy('THANK YOU FOR PLAYING TOM BOMBEM',80,150,14,0,vga,true); unfade; pauseawhile(1800); end; */ levelover=1; } } } void littleopener2(tb1_state *game_state) { vmwDrawBox(0,0,319,199,0,game_state->virtual_1); vmwLoadPicPacked(0,0,game_state->virtual_1,1,1, tb1_data_file("level2/tbl2ship.tb1",game_state->path_to_data), game_state->graph_state); vmwTextXY("Hmmmm... ",10,10,4,0,0,game_state->graph_state->default_font, game_state->virtual_1); vmwTextXY("This Might Be Harder Than I Thought.",10,20,4,0,0, game_state->graph_state->default_font,game_state->virtual_1); vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1); pauseawhile(13); vmwDrawBox(0,0,319,199,0,game_state->virtual_1); }