mirror of
https://github.com/deater/tb1.git
synced 2024-11-19 12:31:56 +00:00
691 lines
24 KiB
C
691 lines
24 KiB
C
/*
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Level 1 Engine Code for Tom Bombem
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*/
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/* The Includes */
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#include <stdio.h>
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#include <sys/time.h>
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#include <unistd.h>
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#include <stdlib.h>
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#include "svmwgraph/svmwgraph.h"
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#include "tb1_state.h"
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#include "levels.h"
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#include "sound.h"
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#include "tblib.h"
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#include "sidebar.h"
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#include "help.h"
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#include "loadsave.h"
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#include "graphic_tools.h"
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/* Define this to get a frames per second readout */
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/* #define DEBUG_ON */
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/* The sounds */
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#define NUM_SAMPLES 8
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#define SND_AHH 0
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#define SND_CC 1
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#define SND_KAPOW 2
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#define SND_SCREAM 3
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#define SND_BONK 4
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#define SND_CLICK 5
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#define SND_OW 6
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#define SND_ZRRP 7
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struct enemyinfo {
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int x,y;
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int kind;
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int out,exploding,boundarycheck,dead;
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int explodeprogress;
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int minx,maxx,xspeed,yspeed;
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int hitsneeded;
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};
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struct bulletinfo {
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int out,x,y;
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};
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/* Define how many sound effects there are */
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/* o/~ more structures o/~ */
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struct enemyinfo enemy[5];
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struct bulletinfo bullet[3];
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struct timeval timing_info;
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struct timezone dontcare;
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/* This seemed like a good idea to modularize things */
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int level_one_wave_behavior[]=
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{0,0,0,0,0, 1,1,1,1,1,
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1,1,2,2,2, 2,2,2,2,2,
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3,3,3,3,3, 3,3,3,3,3,
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2,2,2,2,2, 2,3,3,3,3,
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3,3,3,3,3, 3,1,1,1,1,
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1,3,3,3,3, 3,3,3,3,3,
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3,2,2,2,2, 2,2,2,2,2,
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2,2,2,2,2, 2,1,1,1,1,
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1,1,1,3,3, 3,2,2,2,2,
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2,2,2,2,2, 2,1,1,1,1,
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1,4,4,4,4};
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/* 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_3,1,1,
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tb1_data_file("level1/viewscr.tb1",game_state->path_to_data),
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game_state->graph_state);
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vmwClearScreen(game_state->virtual_1,0);
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vmwArbitraryCrossBlit(game_state->virtual_3,0,5,58,37,
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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);
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vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
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pauseawhile(5);
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vmwArbitraryCrossBlit(game_state->virtual_3,0,42,58,37,
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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);
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vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
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pauseawhile(5);
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vmwArbitraryCrossBlit(game_state->virtual_3,0,5,58,37,
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game_state->virtual_1,10,90);
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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);
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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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}
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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_3,1,1,
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tb1_data_file("level1/viewscr.tb1",game_state->path_to_data),
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game_state->graph_state);
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vmwDrawBox(0,0,320,200,0,game_state->virtual_1);
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vmwArbitraryCrossBlit(game_state->virtual_3,0,42,58,37,
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game_state->virtual_1,10,10);
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vmwSmallTextXY("HMM.. THEY DON'T BUILD SUPERIOR",70,10,
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9,0,1,tb1_font,game_state->virtual_1);
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vmwSmallTextXY("TECHNOLOGY LIKE THEY USED TO.",70,20,
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9,0,1,tb1_font,game_state->virtual_1);
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vmwSmallTextXY("I GUESS I CAN GO HOME NOW.",70,30,
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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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vmwArbitraryCrossBlit(game_state->virtual_3,0,5,58,37,
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game_state->virtual_1,10,50);
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vmwSmallTextXY("NOT SO FAST! YOU JUST DESTROYED AN ANTIQUATED",70,50,
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2,0,1,tb1_font,game_state->virtual_1);
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vmwSmallTextXY("DEFENSE SYSTEM THAT WAS PROGRAMMED BY A 16",70,60,
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2,0,1,tb1_font,game_state->virtual_1);
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vmwSmallTextXY("YEAR OLD! OUR MAIN DEFENSE PROGRAMMER HAS ",70,70,
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2,0,1,tb1_font,game_state->virtual_1);
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vmwSmallTextXY("MUCH MORE SKILL NOW! UNLESS YOU DESTROY OUR",70,80,
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2,0,1,tb1_font,game_state->virtual_1);
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vmwSmallTextXY("ENTIRE XENOCIDE... I MEAN PEACE... ENVOY",70,90,
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2,0,1,tb1_font,game_state->virtual_1);
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vmwSmallTextXY("WE WILL STILL DESTROY YOUR HOME PLANET.",70,100,
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2,0,1,tb1_font,game_state->virtual_1);
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vmwSmallTextXY("NICE TRY PUNY EARTHLING!",70,110,2,
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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);
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vmwArbitraryCrossBlit(game_state->virtual_3,0,42,58,37,
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game_state->virtual_1,10,130);
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vmwSmallTextXY("HMM.. I GUESS I BETTER SAVE THE EARTH.",70,130,
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9,0,1,tb1_font,game_state->virtual_1);
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vmwSmallTextXY("I'D BETTER SAVE MY GAME TOO.",70,140,
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9,0,1,tb1_font,game_state->virtual_1);
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vmwSmallTextXY("D'OH! I''M OUT OF BIG MISSILES! ",70,150,
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9,0,1,tb1_font,game_state->virtual_1);
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vmwSmallTextXY("WELL AT LEAST I HAVE SOME SMALLER SPARES.",70,160,
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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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}
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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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{
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int what,temp,whichone,need_to_pause=0;
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static int wave=0;
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static int saucersout=0;
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if (reset) {
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wave=0;
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saucersout=0;
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}
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if (level_one_wave_behavior[wave]!=4) wave++;
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saucersout--;
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if (saucersout<0) saucersout=0;
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if (saucersout>5) saucersout=5;
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/* **START NEW WAVE ***/
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switch(level_one_wave_behavior[wave]) {
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/* STANDARD */
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case 0: if (saucersout==0) {
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saucersout=5;
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what=(3+rand()%8);
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for(temp=0; temp<5; temp++) {
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enemy[temp].kind=what;
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enemy[temp].x=0;
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enemy[temp].y=0;
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enemy[temp].xspeed=5;
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enemy[temp].x=temp*20;
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enemy[temp].minx=(temp*20);
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enemy[temp].maxx=(temp*20)+120;
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enemy[temp].boundarycheck=1;
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enemy[temp].yspeed=10;
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enemy[temp].out=1;
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enemy[temp].exploding=0;
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enemy[temp].hitsneeded=1;
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enemy[temp].dead=0;
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}
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} break;
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/* *FALLING STRAIGHT* */
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case 3:
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for (temp=0; temp<5;temp++)
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if (!enemy[temp].out) {
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enemy[temp].kind=rand()%8+3;
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enemy[temp].x=rand()%200+1;
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enemy[temp].y=0;
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enemy[temp].xspeed=0;
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enemy[temp].minx=enemy[temp].x;
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enemy[temp].maxx=enemy[temp].x;
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enemy[temp].boundarycheck=1;
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enemy[temp].yspeed=5+(wave/40);
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enemy[temp].out=1;
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enemy[temp].exploding=0;
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enemy[temp].hitsneeded=1;
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enemy[temp].dead=0;
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saucersout++;
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} break;
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/* *FALLING GRADUALLY SIDEWAYS* */
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case 2:
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for(temp=0;temp<5;temp++)
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if (!enemy[temp].out) {
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enemy[temp].kind=rand()%8+3;
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enemy[temp].y=0;
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enemy[temp].xspeed=5;
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enemy[temp].minx=rand()%100;
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enemy[temp].maxx=rand()%100+120;
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enemy[temp].x=enemy[temp].minx;
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enemy[temp].boundarycheck=0;
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enemy[temp].yspeed=1;
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enemy[temp].out=1;
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enemy[temp].exploding=0;
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enemy[temp].hitsneeded=1;
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enemy[temp].dead=0;
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saucersout++;
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} break;
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/**ZIG-ZAG**/
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case 1: if (!saucersout) {
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saucersout=5;
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whichone=rand()%8+3;
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for(temp=0;temp<5;temp++)
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if (!enemy[temp].out) {
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enemy[temp].kind=whichone;
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enemy[temp].y=temp*10;
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enemy[temp].xspeed=5;
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enemy[temp].minx=0;
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enemy[temp].maxx=220;
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enemy[temp].x=temp*20;
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enemy[temp].boundarycheck=0;
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enemy[temp].yspeed=1;
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enemy[temp].out=1;
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enemy[temp].exploding=0;
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enemy[temp].hitsneeded=1;
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enemy[temp].dead=0;
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}
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} break;
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/* Beginning of Boss */
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case 4:
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if (!saucersout) {
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beforeboss(game_state);
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need_to_pause=1;
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enemy[0].kind=15;
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enemy[1].kind=15;
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enemy[2].kind=14;
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for(temp=0;temp<3;temp++) {
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enemy[temp].x=(temp*20)+10;
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enemy[temp].y=0;
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enemy[temp].xspeed=5;
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enemy[temp].minx=0;
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enemy[temp].maxx=220;
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enemy[temp].boundarycheck=1;
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enemy[temp].yspeed=0;
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enemy[temp].out=1;
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enemy[temp].exploding=0;
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enemy[temp].hitsneeded=3;
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enemy[temp].dead=0;
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saucersout++;
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}
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} break;
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default: break;
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}
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/* Objects Cast off by the Boss */
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if (enemy[1].kind==15) {
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/* Detect if Level One is Over */
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if ((enemy[0].dead) && (enemy[1].dead) && (enemy[2].dead)) return 9;
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for(temp=3;temp<5;temp++) {
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saucersout++;
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if ((!enemy[temp].out) && (enemy[temp-3].out)) {
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enemy[temp].kind=rand()%8+3;
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enemy[temp].x=enemy[temp-3].x;
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enemy[temp].y=20;
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enemy[temp].xspeed=0;
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enemy[temp].minx=enemy[temp].x;
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enemy[temp].maxx=enemy[temp].x;
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enemy[temp].boundarycheck=0;
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enemy[temp].yspeed=4;
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enemy[temp].out=1;
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enemy[temp].exploding=0;
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enemy[temp].hitsneeded=1;
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enemy[temp].dead=0;
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}
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}
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}
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return need_to_pause;
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}
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/* 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;
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char tempst[300];
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int itemp,whatdelay=1,levelover=0;
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int shipx=36,shipadd=0,shipframe=1;
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vmwSprite *bigship1,*bigship2,*bigship3;
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vmwSprite *shapetable[20];
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long oldsec,oldusec,time_spent;
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int howmuchscroll=0;
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int speed_factor=1,game_paused=0;
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vmwVisual *virtual_1,*virtual_2;
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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;
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virtual_2=game_state->virtual_2;
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/* Set this up for Save Game */
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game_state->begin_score=game_state->score;
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game_state->begin_shields=game_state->shields;
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/* Load Sprites */
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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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game_state->graph_state);
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bigship1=vmwGetSprite(0,0,48,30,virtual_1);
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bigship2=vmwGetSprite(0,32,48,30,virtual_1);
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bigship3=vmwGetSprite(0,64,48,30,virtual_1);
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grapherror=vmwLoadPicPacked(0,0,virtual_1,0,1,
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tb1_data_file("level1/tbshapes.tb1",game_state->path_to_data),
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game_state->graph_state);
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for(j=0;j<2;j++)
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for(i=0;i<10;i++)
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shapetable[(j*10)+i]=vmwGetSprite(1+(i*19),1+(j*19),18,18,
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virtual_1);
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/* Set up initial Enemy Structs */
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for(i=0;i<5;i++) {
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enemy[i].exploding=0;
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enemy[i].out=0;
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enemy[i].dead=0;
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}
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for(i=0;i<2;i++) {
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bullet[i].out=0;
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bullet[i].x=0;
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bullet[i].y=0;
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}
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/* Draw the Little Box announcing the Start of the Level */
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vmwDrawBox(0,0,320,200,0,virtual_1);
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coolbox(70,85,240,120,1,virtual_1);
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vmwTextXY(" LEVEL ONE:",84,95,4,7,0,tb1_font,virtual_1);
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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);
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vmwDrawBox(251,52,63,7,0,virtual_2);
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vmwTextXY(tempst,307,51,12,0,0,tb1_font,virtual_2);
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/* Clear the screen and draw the stars */
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vmwDrawBox(0,0,320,400,0,virtual_2);
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for(i=0;i<100;i++) {
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vmwPutSprite(shapetable[11],rand()%238,rand()%380,virtual_2);
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vmwPutSprite(shapetable[12],rand()%238,rand()%380,virtual_2);
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}
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change_shields(game_state);
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/* Initiate some last variables */
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level_one_behavior(1,game_state);
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pauseawhile(5);
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gettimeofday(&timing_info,&dontcare);
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oldsec=timing_info.tv_sec; oldusec=timing_info.tv_usec;
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/* MAIN GAME LOOP */
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while(!levelover) {
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ch=0;
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/* Scroll the Stars */
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if (speed_factor>1) howmuchscroll-=speed_factor;
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else howmuchscroll--;
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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_possible)&&(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],
|
|
enemy[i].x,enemy[i].y,
|
|
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],
|
|
bullet[i].x,bullet[i].y,
|
|
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,
|
|
virtual_1);
|
|
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_possible)&&(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){
|
|
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++; 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);
|
|
vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
|
|
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;
|
|
case VMW_F2: game_paused=1;
|
|
savegame(game_state);
|
|
break;
|
|
case ' ': for(j=0;j<2;j++)
|
|
if (!bullet[j].out) {
|
|
if ((game_state->sound_possible)&&(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,
|
|
bullet[j].y,virtual_1);
|
|
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) {
|
|
|
|
case 1: vmwPutSprite(bigship1,shipx,165,virtual_1);
|
|
break;
|
|
case 3: vmwPutSprite(bigship2,shipx,165,virtual_1);
|
|
break;
|
|
case 2:
|
|
case 4: vmwPutSprite(bigship3,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) 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 */
|
|
void littleopener(tb1_state *game_state)
|
|
{
|
|
|
|
vmwSprite *ship1,*ship2;
|
|
int i;
|
|
|
|
vmwClearScreen(game_state->virtual_2,0);
|
|
|
|
vmwLoadPicPacked(0,0,game_state->virtual_2,1,1,
|
|
tb1_data_file("level1/moon2.tb1",game_state->path_to_data),
|
|
game_state->graph_state);
|
|
// vmwLoadPicPacked(0,0,game_state->virtual_1,1,0, /* Load palette */
|
|
// tb1_data_file("level1/moon2.tb1",game_state->path_to_data));
|
|
|
|
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--) {
|
|
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);
|
|
usleep(30000);
|
|
if (vmwGetInput()) break;
|
|
}
|
|
vmwFlipVirtual(game_state->virtual_1,game_state->virtual_2,320,200);
|
|
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
|
|
|
|
vmwTextXY(">KCHK< TOM! WHERE ARE YOU GOING?",5,180,15,0,1,
|
|
game_state->graph_state->default_font,game_state->virtual_1);
|
|
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
|
|
pauseawhile(3);
|
|
vmwDrawBox(0,178,319,21,0,game_state->virtual_1);
|
|
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);
|
|
pauseawhile(3);
|
|
for(i=0;i<151;i++) {
|
|
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);
|
|
usleep(15000);
|
|
if (vmwGetInput()) break;
|
|
}
|
|
vmwFlipVirtual(game_state->virtual_1,game_state->virtual_2,320,200);
|
|
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
|
|
|
|
vmwDrawBox(0,0,320,200,0,game_state->virtual_1);
|
|
vmwLoadPicPacked(0,0,game_state->virtual_1,1,0, /* Restore Palette */
|
|
tb1_data_file("tbomb1.tb1",game_state->path_to_data),
|
|
game_state->graph_state);
|
|
|
|
}
|