tb1/level_1.c
Vince Weaver ec2657574c v2.9.14
2012-11-30 23:47:34 -05:00

838 lines
28 KiB
C

/*
Level 1 Engine Code for Tom Bombem
*
* November 2000 -- Changed the inner workings of engine.
* Now somewhat different than original feel.
*/
/* The Includes */
#include <stdio.h>
#include <sys/time.h>
#include <unistd.h>
#include <stdlib.h>
#include "svmwgraph/svmwgraph.h"
#include "tb1_state.h"
#include "levels.h"
#include "sound.h"
#include "tblib.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
#define NUM_ENEMIES 5
#define NUM_MISSILES 2
struct enemyinfo {
int x,y;
int kind;
int out,exploding,boundarycheck,dead;
int explodeprogress;
int minx,maxx,xspeed,yspeed;
int hitsneeded;
};
struct missileinfo {
int out,x,y;
};
/* Define how many sound effects there are */
/* Global Variables*/
struct enemyinfo enemy[NUM_ENEMIES];
struct missileinfo missile[NUM_MISSILES];
struct timeval timing_info;
struct timezone dontcare;
int enemies_out;
#define LEVEL_OVER 9
#define STANDARD 0
#define DIAGONAL 1
#define DIAGONAL_NO_WAIT 2
#define WIGGLING 3
#define RAINING 4
#define SCROLL_A_BIT 7
#define BEFORE_BOSS 10
#define BOSS_BEHAVIOR 11
#define AFTER_BOSS 12
#define BOSS_DESTROYED 13
#define INVISIBLE_WAVE 15
#define THE_END 100
typedef struct {
int enemy_type;
int how_many;
}level_one_behavior_t;
/* This seemed like a good idea to modularize things */
/* Should make it a file read from disk */
level_one_behavior_t level_one_wave_behavior[]=
{{STANDARD,5},
{STANDARD,5},
{DIAGONAL,5},
{DIAGONAL_NO_WAIT,5},
{WIGGLING,8},
{RAINING,10},
{WIGGLING,6},
{RAINING,12},
{DIAGONAL,5},
{RAINING,10},
{WIGGLING,16},
{DIAGONAL,5},
{DIAGONAL_NO_WAIT,5},
{RAINING,3},
{WIGGLING,10},
{DIAGONAL,5},
{SCROLL_A_BIT,100},
{BEFORE_BOSS,1},
{SCROLL_A_BIT,100},
{BOSS_BEHAVIOR,1},
{BOSS_DESTROYED,100},
{AFTER_BOSS,1},
{THE_END,1}};
/* The little Sequence Before you hit the Boss */
void beforeboss(tb1_state *game_state)
{
vmwClearKeyboardBuffer();
vmwLoadPicPacked(0,0,game_state->virtual_3,1,1,
tb1_data_file("level1/viewscr.tb1",game_state->path_to_data),
game_state->graph_state);
vmwClearScreen(game_state->virtual_1,0);
vmwArbitraryCrossBlit(game_state->virtual_3,0,5,58,37,
game_state->virtual_1,10,10);
vmwSmallTextXY("HUMAN!",70,10,2,0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwSmallTextXY("WHAT ARE YOU DOING?!",70,20,2,
0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwSmallTextXY("YOUR SPECIES MUST BE TERMINATED!",70,30,2,
0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
pauseawhile(5);
vmwArbitraryCrossBlit(game_state->virtual_3,0,42,58,37,
game_state->virtual_1,10,50);
vmwSmallTextXY("I'M SORRY.",70,50,9,0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwSmallTextXY("WE DIDN'T MEAN TO DESTROY YOUR ENVOY.",70,60,9,
0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwSmallTextXY("WILL YOU FORGIVE US AND TRY PEACE?",70,70,9,
0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
pauseawhile(5);
vmwArbitraryCrossBlit(game_state->virtual_3,0,5,58,37,
game_state->virtual_1,10,90);
vmwSmallTextXY("NO! YOU MUST BE DESTROYED!",70,90,2,
0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwSmallTextXY("OUR FUNDING ... OUR ENVOY WAS DAMAGED BY",70,100,
2,0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwSmallTextXY("YOU! VENGEANCE WILL BE OURS! YOUR PUNY",70,110,
2,0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwSmallTextXY("PRIMITIVE SPACECRAFT WITH ITS INFERIOR",70,120,
2,0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwSmallTextXY("WEAPONS WOULD HAVE TO SCORE 9 DIRECT HITS",70,130,
2,0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwSmallTextXY("TO DESTROY MY SHIP! DIE EARTH SCUM!!!!",70,140,
2,0,1,game_state->graph_state->default_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
pauseawhile(5);
setupsidebar(game_state,game_state->virtual_2);
vmwFlipVirtual(game_state->virtual_1,game_state->virtual_2,320,200);
}
/* The Sequence After You Defeat (hopefully) the Boss */
void afterboss(tb1_state *game_state)
{
vmwFont *tb1_font;
tb1_font=game_state->graph_state->default_font;
vmwLoadPicPacked(0,0,game_state->virtual_3,1,1,
tb1_data_file("level1/viewscr.tb1",game_state->path_to_data),
game_state->graph_state);
vmwDrawBox(0,0,320,200,0,game_state->virtual_1);
vmwArbitraryCrossBlit(game_state->virtual_3,0,42,58,37,
game_state->virtual_1,10,10);
vmwSmallTextXY("HMM.. THEY DON'T BUILD SUPERIOR",70,10,
9,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("TECHNOLOGY LIKE THEY USED TO.",70,20,
9,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("I GUESS I CAN GO HOME NOW.",70,30,
9,0,1,tb1_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
pauseawhile(5);
vmwArbitraryCrossBlit(game_state->virtual_3,0,5,58,37,
game_state->virtual_1,10,50);
vmwSmallTextXY("NOT SO FAST! YOU JUST DESTROYED AN ANTIQUATED",70,50,
2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("DEFENSE SYSTEM THAT WAS PROGRAMMED BY A 16",70,60,
2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("YEAR OLD! OUR MAIN DEFENSE PROGRAMMER HAS ",70,70,
2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("MUCH MORE SKILL NOW! UNLESS YOU DESTROY OUR",70,80,
2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("ENTIRE XENOCIDE... I MEAN PEACE... ENVOY",70,90,
2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("WE WILL STILL DESTROY YOUR HOME PLANET.",70,100,
2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("NICE TRY PUNY EARTHLING!",70,110,2,
0,1,tb1_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
pauseawhile(7);
vmwArbitraryCrossBlit(game_state->virtual_3,0,42,58,37,
game_state->virtual_1,10,130);
vmwSmallTextXY("HMM.. I GUESS I BETTER SAVE THE EARTH.",70,130,
9,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("I'D BETTER SAVE MY GAME TOO.",70,140,
9,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("D'OH! I''M OUT OF BIG MISSILES! ",70,150,
9,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("WELL AT LEAST I HAVE SOME SMALLER SPARES.",70,160,
9,0,1,tb1_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
pauseawhile(5);
game_state->level++;
}
/* Defines the behavior of the objects in level 1 */
/* Should change so it works even if NUM_ENEMIES>5 */
int add_another_enemy(int start_of_level,
tb1_state *game_state) {
int what_type,i,need_to_pause=0;
static int wave_pointer=0;
static int wait_full_wave=0;
static int enemies_left_in_wave=0;
static int fighting_boss=0;
/* If re-initing, then clear some variables */
/* If we don't do this, the static variables won't get reset */
/* After Level1 starts over [i.e. you die] */
if (start_of_level) {
wave_pointer=0;
enemies_out=0;
enemies_left_in_wave=0;
fighting_boss=0;
}
/* If waiting for empty, then return w/o adding any */
if ((wait_full_wave) && (enemies_out)) return 0;
else {
wait_full_wave=0;
}
// if (level_one_wave_behavior[behavior_pointer]!=BOSS_BEHAVIOR) behavior_pointer++;
/* In order to be called, an enemy was destroyed */
/* Are these sanity checks needed? */
if (enemies_out<0) {
enemies_out=0;
printf("Blargh 0\n");
}
if (enemies_out>NUM_ENEMIES) {
enemies_out=NUM_ENEMIES;
printf("Blargh 7\n");
}
if (enemies_left_in_wave<=0) {
wave_pointer++;
enemies_left_in_wave=level_one_wave_behavior[wave_pointer].how_many;
}
/* Move on to next behvior */
switch(level_one_wave_behavior[wave_pointer].enemy_type) {
/* STANDARD */
/* That is, 5 enemies bouncing back/forth, gradually lowering*/
case STANDARD:
/* We add all 5 at once, so there better not be anything else out */
if (enemies_out==0) {
enemies_out=5;
enemies_left_in_wave-=5;
wait_full_wave=1;
/* Randomly pick what type they are */
what_type=(2+rand()%8);
for(i=0; i<5; i++) {
enemy[i].kind=what_type;
enemy[i].x=i*20; /* Space them in one line */
enemy[i].y=0;
enemy[i].xspeed=5;
enemy[i].minx=(i*20); /* Make sure they "bounce" */
enemy[i].maxx=(i*20)+120; /* Properly even when some */
enemy[i].boundarycheck=1; /* Destroyed */
enemy[i].yspeed=10;
enemy[i].out=1;
enemy[i].exploding=0;
enemy[i].hitsneeded=1;
enemy[i].dead=0;
}
}
break;
/* *FALLING STRAIGHT* */
/* That is, raining down from above */
case RAINING:
/* Fill up all empty slots? Interesting behavior */
for(i=0; i<5;i++) {
if ((!enemy[i].out) && ( (rand()%5)==3) ){
enemies_left_in_wave--;
enemy[i].kind=rand()%8+2;
enemy[i].x=rand()%200+1;
enemy[i].y=0;
enemy[i].xspeed=0;
enemy[i].minx=enemy[i].x; /* Hacky way of making sure they */
enemy[i].maxx=enemy[i].x; /* Fall vertically */
enemy[i].boundarycheck=1;
enemy[i].yspeed=5+(wave_pointer/8); /* Fall faster as game */
/* goes on */
enemy[i].out=1;
enemy[i].exploding=0;
enemy[i].hitsneeded=1;
enemy[i].dead=0;
enemies_out++;
}
}
break;
/* *FALLING GRADUALLY SIDEWAYS* */
/* AKA Wiggling back and forth independently */
case WIGGLING:
for(i=0;i<5;i++) {
if (!enemy[i].out) {
enemies_left_in_wave--;
enemy[i].kind=rand()%8+2;
enemy[i].y=0;
enemy[i].xspeed=5;
enemy[i].minx=rand()%100; /* Set a random range to "wiggle */
enemy[i].maxx=rand()%100+120;
enemy[i].x=enemy[i].minx;
enemy[i].boundarycheck=0;
enemy[i].yspeed=1; /* Constantly Fall */
enemy[i].out=1;
enemy[i].exploding=0;
enemy[i].hitsneeded=1;
enemy[i].dead=0;
enemies_out++;
}
}
break;
/**ZIG-ZAG**/
/* That is, fall in a diagonal formation */
case DIAGONAL:
if (!enemies_out) wait_full_wave=1;
case DIAGONAL_NO_WAIT:
/* Another one of these that we need all to be empty */
if (!enemies_out) {
enemies_out=5;
enemies_left_in_wave-=5;
what_type=rand()%8+2;
for(i=0;i<5;i++) {
if (!enemy[i].out) {
enemy[i].kind=what_type;
enemy[i].x=i*20; /* Nice diagonal pattern */
enemy[i].y=i*10;
enemy[i].xspeed=5;
enemy[i].minx=0;
enemy[i].maxx=220;
enemy[i].boundarycheck=0;
enemy[i].yspeed=1; /* Gradually fall */
enemy[i].out=1;
enemy[i].exploding=0;
enemy[i].hitsneeded=1;
enemy[i].dead=0;
}
}
}
break;
case SCROLL_A_BIT:
enemies_left_in_wave--;
break;
case BEFORE_BOSS:
beforeboss(game_state);
enemies_left_in_wave--;
if ((game_state->sound_possible) &&(game_state->music_enabled)) {
loadSound(tb1_data_file("music/boss1.mod",game_state->path_to_data));
playSound();
}
break;
case BOSS_DESTROYED:
enemies_left_in_wave--;
if ((enemies_left_in_wave>25) && ( !(enemies_left_in_wave%3)) &&
(game_state->sound_possible)&&(game_state->sound_enabled)) {
playGameFX(SND_KAPOW);
}
break;
case AFTER_BOSS:
stopSound();
afterboss(game_state);
enemies_left_in_wave--;
break;
case THE_END:
return LEVEL_OVER;
/* Beginning of Boss */
case BOSS_BEHAVIOR:
if ((!enemies_out) && (!fighting_boss)) {
fighting_boss=1;
enemy[0].kind=14;
enemy[1].kind=14;
enemy[2].kind=13;
for(i=0;i<3;i++) {
enemy[i].x=(i*20)+10;
enemy[i].y=0;
enemy[i].xspeed=5;
enemy[i].minx=0;
enemy[i].maxx=220;
enemy[i].boundarycheck=1;
enemy[i].yspeed=0;
enemy[i].out=1;
enemy[i].exploding=0;
enemy[i].hitsneeded=5;
enemy[i].dead=0;
enemies_out++;
}
} break;
default: break;
}
if (fighting_boss) {
/* Objects Cast off by the Boss */
/* Detect if Level One is Over */
if ((enemy[0].dead) && (enemy[1].dead) && (enemy[2].dead)) {
enemies_left_in_wave--;
fighting_boss=0;
}
else
for(i=3;i<5;i++) {
if ((!enemy[i].out) && (enemy[i-3].out)) {
enemies_out++;
enemy[i].kind=rand()%8+2;
enemy[i].x=enemy[i-3].x;
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);
}