mirror of
https://github.com/deater/tb1.git
synced 2024-11-15 02:04:28 +00:00
838 lines
28 KiB
C
838 lines
28 KiB
C
/*
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Level 1 Engine Code for Tom Bombem
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*
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* November 2000 -- Changed the inner workings of engine.
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* Now somewhat different than original feel.
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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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#define NUM_ENEMIES 5
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#define NUM_MISSILES 2
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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 missileinfo {
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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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/* Global Variables*/
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struct enemyinfo enemy[NUM_ENEMIES];
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struct missileinfo missile[NUM_MISSILES];
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struct timeval timing_info;
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struct timezone dontcare;
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int enemies_out;
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#define LEVEL_OVER 9
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#define STANDARD 0
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#define DIAGONAL 1
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#define DIAGONAL_NO_WAIT 2
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#define WIGGLING 3
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#define RAINING 4
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#define SCROLL_A_BIT 7
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#define BEFORE_BOSS 10
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#define BOSS_BEHAVIOR 11
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#define AFTER_BOSS 12
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#define BOSS_DESTROYED 13
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#define INVISIBLE_WAVE 15
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#define THE_END 100
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typedef struct {
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int enemy_type;
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int how_many;
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}level_one_behavior_t;
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/* This seemed like a good idea to modularize things */
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/* Should make it a file read from disk */
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level_one_behavior_t level_one_wave_behavior[]=
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{{STANDARD,5},
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{STANDARD,5},
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{DIAGONAL,5},
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{DIAGONAL_NO_WAIT,5},
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{WIGGLING,8},
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{RAINING,10},
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{WIGGLING,6},
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{RAINING,12},
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{DIAGONAL,5},
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{RAINING,10},
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{WIGGLING,16},
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{DIAGONAL,5},
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{DIAGONAL_NO_WAIT,5},
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{RAINING,3},
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{WIGGLING,10},
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{DIAGONAL,5},
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{SCROLL_A_BIT,100},
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{BEFORE_BOSS,1},
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{SCROLL_A_BIT,100},
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{BOSS_BEHAVIOR,1},
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{BOSS_DESTROYED,100},
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{AFTER_BOSS,1},
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{THE_END,1}};
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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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/* Should change so it works even if NUM_ENEMIES>5 */
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int add_another_enemy(int start_of_level,
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tb1_state *game_state) {
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int what_type,i,need_to_pause=0;
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static int wave_pointer=0;
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static int wait_full_wave=0;
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static int enemies_left_in_wave=0;
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static int fighting_boss=0;
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/* If re-initing, then clear some variables */
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/* If we don't do this, the static variables won't get reset */
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/* After Level1 starts over [i.e. you die] */
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if (start_of_level) {
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wave_pointer=0;
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enemies_out=0;
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enemies_left_in_wave=0;
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fighting_boss=0;
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}
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/* If waiting for empty, then return w/o adding any */
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if ((wait_full_wave) && (enemies_out)) return 0;
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else {
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wait_full_wave=0;
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}
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// if (level_one_wave_behavior[behavior_pointer]!=BOSS_BEHAVIOR) behavior_pointer++;
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/* In order to be called, an enemy was destroyed */
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/* Are these sanity checks needed? */
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if (enemies_out<0) {
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enemies_out=0;
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printf("Blargh 0\n");
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}
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if (enemies_out>NUM_ENEMIES) {
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enemies_out=NUM_ENEMIES;
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printf("Blargh 7\n");
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}
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if (enemies_left_in_wave<=0) {
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wave_pointer++;
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enemies_left_in_wave=level_one_wave_behavior[wave_pointer].how_many;
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}
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/* Move on to next behvior */
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switch(level_one_wave_behavior[wave_pointer].enemy_type) {
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/* STANDARD */
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/* That is, 5 enemies bouncing back/forth, gradually lowering*/
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case STANDARD:
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/* We add all 5 at once, so there better not be anything else out */
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if (enemies_out==0) {
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enemies_out=5;
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enemies_left_in_wave-=5;
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wait_full_wave=1;
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/* Randomly pick what type they are */
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what_type=(2+rand()%8);
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for(i=0; i<5; i++) {
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enemy[i].kind=what_type;
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enemy[i].x=i*20; /* Space them in one line */
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enemy[i].y=0;
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enemy[i].xspeed=5;
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enemy[i].minx=(i*20); /* Make sure they "bounce" */
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enemy[i].maxx=(i*20)+120; /* Properly even when some */
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enemy[i].boundarycheck=1; /* Destroyed */
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enemy[i].yspeed=10;
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enemy[i].out=1;
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enemy[i].exploding=0;
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enemy[i].hitsneeded=1;
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enemy[i].dead=0;
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}
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}
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break;
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/* *FALLING STRAIGHT* */
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/* That is, raining down from above */
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case RAINING:
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/* Fill up all empty slots? Interesting behavior */
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for(i=0; i<5;i++) {
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if ((!enemy[i].out) && ( (rand()%5)==3) ){
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enemies_left_in_wave--;
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enemy[i].kind=rand()%8+2;
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enemy[i].x=rand()%200+1;
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enemy[i].y=0;
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enemy[i].xspeed=0;
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enemy[i].minx=enemy[i].x; /* Hacky way of making sure they */
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enemy[i].maxx=enemy[i].x; /* Fall vertically */
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enemy[i].boundarycheck=1;
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enemy[i].yspeed=5+(wave_pointer/8); /* Fall faster as game */
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/* goes on */
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enemy[i].out=1;
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enemy[i].exploding=0;
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enemy[i].hitsneeded=1;
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enemy[i].dead=0;
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enemies_out++;
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}
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}
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break;
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/* *FALLING GRADUALLY SIDEWAYS* */
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/* AKA Wiggling back and forth independently */
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case WIGGLING:
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for(i=0;i<5;i++) {
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if (!enemy[i].out) {
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enemies_left_in_wave--;
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enemy[i].kind=rand()%8+2;
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enemy[i].y=0;
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enemy[i].xspeed=5;
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enemy[i].minx=rand()%100; /* Set a random range to "wiggle */
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enemy[i].maxx=rand()%100+120;
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enemy[i].x=enemy[i].minx;
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enemy[i].boundarycheck=0;
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enemy[i].yspeed=1; /* Constantly Fall */
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enemy[i].out=1;
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enemy[i].exploding=0;
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enemy[i].hitsneeded=1;
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enemy[i].dead=0;
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enemies_out++;
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}
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}
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break;
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/**ZIG-ZAG**/
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/* That is, fall in a diagonal formation */
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case DIAGONAL:
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if (!enemies_out) wait_full_wave=1;
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case DIAGONAL_NO_WAIT:
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/* Another one of these that we need all to be empty */
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if (!enemies_out) {
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enemies_out=5;
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enemies_left_in_wave-=5;
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what_type=rand()%8+2;
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for(i=0;i<5;i++) {
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if (!enemy[i].out) {
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enemy[i].kind=what_type;
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enemy[i].x=i*20; /* Nice diagonal pattern */
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enemy[i].y=i*10;
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enemy[i].xspeed=5;
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enemy[i].minx=0;
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enemy[i].maxx=220;
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enemy[i].boundarycheck=0;
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enemy[i].yspeed=1; /* Gradually fall */
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enemy[i].out=1;
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enemy[i].exploding=0;
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enemy[i].hitsneeded=1;
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enemy[i].dead=0;
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}
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}
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}
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break;
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case SCROLL_A_BIT:
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enemies_left_in_wave--;
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break;
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case BEFORE_BOSS:
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beforeboss(game_state);
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enemies_left_in_wave--;
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if ((game_state->sound_possible) &&(game_state->music_enabled)) {
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loadSound(tb1_data_file("music/boss1.mod",game_state->path_to_data));
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playSound();
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}
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break;
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case BOSS_DESTROYED:
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enemies_left_in_wave--;
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if ((enemies_left_in_wave>25) && ( !(enemies_left_in_wave%3)) &&
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(game_state->sound_possible)&&(game_state->sound_enabled)) {
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playGameFX(SND_KAPOW);
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}
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break;
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case AFTER_BOSS:
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stopSound();
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afterboss(game_state);
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enemies_left_in_wave--;
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break;
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case THE_END:
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return LEVEL_OVER;
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/* Beginning of Boss */
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case BOSS_BEHAVIOR:
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if ((!enemies_out) && (!fighting_boss)) {
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fighting_boss=1;
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enemy[0].kind=14;
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enemy[1].kind=14;
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enemy[2].kind=13;
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for(i=0;i<3;i++) {
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enemy[i].x=(i*20)+10;
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enemy[i].y=0;
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enemy[i].xspeed=5;
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enemy[i].minx=0;
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enemy[i].maxx=220;
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enemy[i].boundarycheck=1;
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enemy[i].yspeed=0;
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enemy[i].out=1;
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enemy[i].exploding=0;
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enemy[i].hitsneeded=5;
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enemy[i].dead=0;
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enemies_out++;
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}
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} break;
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default: break;
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}
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if (fighting_boss) {
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/* Objects Cast off by the Boss */
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/* Detect if Level One is Over */
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if ((enemy[0].dead) && (enemy[1].dead) && (enemy[2].dead)) {
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enemies_left_in_wave--;
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fighting_boss=0;
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}
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else
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for(i=3;i<5;i++) {
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if ((!enemy[i].out) && (enemy[i-3].out)) {
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enemies_out++;
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enemy[i].kind=rand()%8+2;
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enemy[i].x=enemy[i-3].x;
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enemy[i].y=20;
|
|
enemy[i].xspeed=0;
|
|
enemy[i].minx=enemy[i].x;
|
|
enemy[i].maxx=enemy[i].x;
|
|
enemy[i].boundarycheck=0;
|
|
enemy[i].yspeed=4;
|
|
enemy[i].out=1;
|
|
enemy[i].exploding=0;
|
|
enemy[i].hitsneeded=1;
|
|
enemy[i].dead=0;
|
|
}
|
|
}
|
|
}
|
|
return need_to_pause;
|
|
}
|
|
|
|
|
|
|
|
|
|
/* The Main Level One */
|
|
void LevelOneEngine(tb1_state *game_state) {
|
|
|
|
int ch=0;
|
|
int i,j,grapherror;
|
|
char tempst[300];
|
|
int itemp,levelover=0;
|
|
int shipx=36,shipadd=0,shipframe=1;
|
|
vmwSprite *bigship1,*bigship2,*bigship3;
|
|
vmwSprite *shapetable[20];
|
|
long oldsec,oldusec,time_spent=1;
|
|
int howmuchscroll=0;
|
|
int game_paused=0;
|
|
int done_waiting=0;
|
|
|
|
vmwVisual *virtual_1,*virtual_2;
|
|
vmwFont *tb1_font;
|
|
|
|
/* 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 Ship Sprites */
|
|
grapherror=vmwLoadPicPacked(0,0,virtual_1,1,1,
|
|
tb1_data_file("level1/ships.tb1",game_state->path_to_data),
|
|
game_state->graph_state);
|
|
|
|
bigship1=vmwGetSprite(0,0,48,30,virtual_1);
|
|
bigship2=vmwGetSprite(0,32,48,30,virtual_1);
|
|
bigship3=vmwGetSprite(0,64,48,30,virtual_1);
|
|
|
|
/* Load Inanimate Object Shapes */
|
|
grapherror=vmwLoadPicPacked(0,0,virtual_1,0,1,
|
|
tb1_data_file("level1/tbshapes.tb1",game_state->path_to_data),
|
|
game_state->graph_state);
|
|
|
|
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 system conditions [ie, no enemies] */
|
|
for(i=0;i<NUM_ENEMIES;i++) {
|
|
enemy[i].exploding=0;
|
|
enemy[i].out=0;
|
|
enemy[i].dead=0;
|
|
}
|
|
for(i=0;i<NUM_MISSILES;i++) {
|
|
missile[i].out=0;
|
|
missile[i].x=0;
|
|
missile[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);
|
|
vmwBlitMemToDisplay(game_state->graph_state, virtual_1);
|
|
|
|
|
|
/* Setup and draw the sidebar */
|
|
setupsidebar(game_state,virtual_2);
|
|
|
|
vmwFlipVirtual(virtual_1,virtual_2,320,200);
|
|
sprintf(tempst,"%d",game_state->level);
|
|
// vmwDrawBox(251,52,62,7,0,virtual_1);
|
|
vmwTextXY(tempst,307,51,12,0,0,tb1_font,virtual_1);
|
|
|
|
/* Clear the screen and draw the stars */
|
|
vmwDrawBox(0,0,320,400,0,virtual_2);
|
|
for(i=0;i<100;i++) {
|
|
vmwPutSprite(shapetable[11],rand()%238,rand()%380,virtual_2);
|
|
vmwPutSprite(shapetable[12],rand()%238,rand()%380,virtual_2);
|
|
}
|
|
/* Initialize shield state */
|
|
change_shields(game_state);
|
|
|
|
/* Initiate some last variables */
|
|
add_another_enemy(1,game_state);
|
|
pauseawhile(5);
|
|
|
|
/* Get time values for frame-limiting */
|
|
gettimeofday(&timing_info,&dontcare);
|
|
oldsec=timing_info.tv_sec;
|
|
oldusec=timing_info.tv_usec;
|
|
|
|
/* MAIN GAME LOOP */
|
|
while(!levelover) {
|
|
ch=0;
|
|
/* Scroll the Stars */
|
|
/* We have a 240x400 field of stars */
|
|
howmuchscroll--;
|
|
if (howmuchscroll<0) howmuchscroll=399;
|
|
|
|
/* If scroll>199, then we have to split into two copies */
|
|
/* One from scroll to 400 */
|
|
/* Another from 0-(scroll-200) */
|
|
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);
|
|
}
|
|
|
|
|
|
/* Add new enemies and move to next wave if needed */
|
|
if (enemies_out<NUM_ENEMIES) {
|
|
if (add_another_enemy(0,game_state)==LEVEL_OVER) {
|
|
game_state->level=2;
|
|
levelover=1;
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/* See if the enemies have hit anything/scrolled off screen */
|
|
for(i=0;i<NUM_ENEMIES;i++) {
|
|
if (!enemy[i].dead) {
|
|
|
|
/* Check to see if our missiles have hit any enemies */
|
|
for(itemp=0;itemp<NUM_MISSILES;itemp++) {
|
|
if (missile[itemp].out) {
|
|
if (collision(missile[itemp].x,missile[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;
|
|
missile[itemp].out=0;
|
|
game_state->score+=10;
|
|
changescore(game_state);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* While we are at it, see if scrolled off screen */
|
|
if (enemy[i].y>179) {
|
|
enemy[i].out=0;
|
|
enemy[i].dead=1;
|
|
enemies_out--;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Explode the things that are exploding */
|
|
for(i=0;i<NUM_ENEMIES;i++) {
|
|
if (enemy[i].exploding) {
|
|
enemy[i].explodeprogress++;
|
|
if (enemy[i].explodeprogress<10)
|
|
vmwPutSprite(shapetable[(enemy[i].explodeprogress/2)+15],
|
|
enemy[i].x,enemy[i].y,virtual_1);
|
|
else if (enemy[i].dead) { /* Handle for objects w hitpoints >1 */
|
|
enemy[i].out=0;
|
|
enemy[i].exploding=0;
|
|
enemies_out--;
|
|
}
|
|
else enemy[i].exploding=0;
|
|
}
|
|
}
|
|
|
|
/* Move the Missiles */
|
|
for(i=0;i<NUM_MISSILES;i++) {
|
|
if (missile[i].out) {
|
|
missile[i].y-=5;
|
|
if (missile[i].y<5) missile[i].out=0;
|
|
else vmwPutSprite(shapetable[0],missile[i].x,missile[i].y,
|
|
virtual_1);
|
|
}
|
|
}
|
|
|
|
/* MOVE ENEMIES */
|
|
for(i=0;i<NUM_ENEMIES;i++) {
|
|
if ((enemy[i].out) && (!enemy[i].dead)) {
|
|
vmwPutSprite(shapetable[enemy[i].kind],
|
|
enemy[i].x,enemy[i].y,virtual_1);
|
|
/* Move in X direction */
|
|
enemy[i].x+=enemy[i].xspeed;
|
|
|
|
/* Move in Y direction */
|
|
if (!enemy[i].boundarycheck) {
|
|
enemy[i].y+=enemy[i].yspeed;
|
|
}
|
|
/* Move down if an oscilating type */
|
|
if ((enemy[i].x<=enemy[i].minx) || (enemy[i].x>=enemy[i].maxx)) {
|
|
enemy[i].xspeed=-enemy[i].xspeed;
|
|
enemy[i].x+=enemy[i].xspeed;
|
|
enemy[i].y+=enemy[i].yspeed;
|
|
}
|
|
|
|
/* See if colliding with spaceship */
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* **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 '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 'S':
|
|
case 's': if (game_state->sound_possible)
|
|
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 (!missile[j].out) {
|
|
if ((game_state->sound_possible)&&(game_state->sound_enabled))
|
|
playGameFX(SND_CC);
|
|
missile[j].out=1;
|
|
missile[j].x=shipx+15;
|
|
missile[j].y=165;
|
|
vmwPutSprite(shapetable[0],
|
|
missile[j].x,
|
|
missile[j].y,virtual_1);
|
|
j=3;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* **MOVE SHIP** */
|
|
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 */
|
|
#ifdef DEBUG_ON
|
|
sprintf(tempst,"%li",1000000/time_spent);
|
|
vmwTextXY(tempst,10,10,4,7,0,tb1_font,virtual_1);
|
|
#endif
|
|
vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
|
|
|
|
/* If time passed was too little, wait a bit */
|
|
/* 33,333 would frame rate to 30Hz */
|
|
/* Linux with 100Hz scheduling only gives +- 10000 accuracy */
|
|
done_waiting=0;
|
|
while (!done_waiting){
|
|
|
|
gettimeofday(&timing_info,&dontcare);
|
|
time_spent=timing_info.tv_usec-oldusec;
|
|
/* Assume we don't lag more than a second */
|
|
/* Seriously, if we lag more than 10ms we are screwed anyway */
|
|
if (time_spent<0) time_spent+=1000000;
|
|
if (time_spent<30000) usleep(100);
|
|
else (done_waiting=1);
|
|
|
|
}
|
|
oldusec=timing_info.tv_usec;
|
|
oldsec=timing_info.tv_sec;
|
|
|
|
/* 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;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/* The little opener before Level 1 */
|
|
void LevelOneLittleOpener(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);
|
|
|
|
}
|