tb1/tb1_linux/level2_engine.c

936 lines
27 KiB
C

#include <stdio.h>
#include <string.h> /* strncmp */
#include <unistd.h> /* usleep */
#include <stdlib.h> /* free */
#include <sys/time.h> /* gettimeofday */
#include "./svmwgraph/svmwgraph.h"
#include "tb1_state.h"
#include "tblib.h"
#include "graphic_tools.h"
#include "sidebar.h"
#include "sound.h"
#include "help.h"
#include "loadsave.h"
#define ROW_WIDTH 12
#define COL_HEIGHT 20
/* #define DEBUG 1 */
struct sprite_type {
int initialized;
int type;
int shoots;
int explodes;
vmwSprite *data;
};
struct level2_data {
int xsize,ysize,rows,cols;
int numsprites;
struct sprite_type **sprites;
int level_length,level_width;
unsigned char **level_data;
};
#define SPRITE_BACKGROUND 0
#define SPRITE_ENEMY_SHOOT 1
#define SPRITE_ENEMY_REFLECT 2
#define SPRITE_ENEMY_WEAPON 3
#define SPRITE_OBSTRUCTION 4
#define SPRITE_EXPLOSION 5
#define SPRITE_WEAPON 6
#define SPRITE_POWERUP 7
struct text_mapping_type {
char name[30];
int size;
int type;
} text_mapping[] = { {"BACKGROUND", 10, SPRITE_BACKGROUND},
{"ENEMY_SHOOT", 11, SPRITE_ENEMY_SHOOT},
{"ENEMY_REFLECT", 13, SPRITE_ENEMY_REFLECT},
{"ENEMY_WEAPON", 12, SPRITE_ENEMY_WEAPON},
{"OBSTRUCTION", 11, SPRITE_OBSTRUCTION},
{"EXPLOSION", 9, SPRITE_EXPLOSION},
{"WEAPON", 6, SPRITE_WEAPON},
{"POWERUP", 7, SPRITE_POWERUP},
{"DONE", 4, 0xff},
{ }
};
int belongs_on_map(int type) {
switch (type) {
case SPRITE_BACKGROUND:
case SPRITE_ENEMY_SHOOT:
case SPRITE_ENEMY_REFLECT:
case SPRITE_OBSTRUCTION: return 1;
default: return 0;
}
return 0;
}
int map_string_to_type(char *string) {
int i=0;
while(text_mapping[i].type!=0xff) {
if (!strncmp(text_mapping[i].name,string,text_mapping[i].size)) {
// printf("%s %i\n",string,text_mapping[i].type);
return text_mapping[i].type;
}
i++;
}
return -1;
}
struct level2_data *parse_data_file(char *filename) {
FILE *fff;
char tempst[255],sprite_file[255],throwaway[255];
char type[255];
int number,shoots,explodes,count,i,numsprites,tempint;
struct level2_data *data;
fff=fopen(filename,"r");
if (fff==NULL) {
printf("Cannot open %s\n",filename);
return NULL;
}
data=(struct level2_data *)malloc(sizeof(struct level2_data));
/* Pass 1 */
do {
fgets(tempst,254,fff);
switch (tempst[0]) {
case '%':
if (!strncmp(tempst,"%SPRITEFILE",11)) {
sscanf(tempst,"%s %s",throwaway,sprite_file);
}
if (!strncmp(tempst,"%SPRITEXSIZE",11)) {
sscanf(tempst,"%s %d",throwaway,&data->xsize);
}
if (!strncmp(tempst,"%SPRITEYSIZE",11)) {
sscanf(tempst,"%s %d",throwaway,&data->ysize);
}
if (!strncmp(tempst,"%SPRITEROWS",11)) {
sscanf(tempst,"%s %d",throwaway,&data->rows);
}
if (!strncmp(tempst,"%SPRITECOLS",11)) {
sscanf(tempst,"%s %d",throwaway,&data->cols);
}
}
} while (!feof(fff));
/* Pass 2 */
numsprites=(data->rows) * (data->cols);
data->numsprites=numsprites;
data->sprites=calloc( numsprites, sizeof(struct sprite_type*));
for (i=0; i< numsprites;i++) {
data->sprites[i]=calloc(1,sizeof(struct sprite_type));
data->sprites[i]->initialized=0;
}
rewind(fff);
do {
fgets(tempst,254,fff);
switch(tempst[0]) {
case '%': if (!strncmp(tempst,"%SPRITE ",8)) {
count=sscanf(tempst,"%s %d %s %d %d",
throwaway,&number,type,&shoots,&explodes);
if (count > 2) {
data->sprites[number]->type=map_string_to_type(type);
data->sprites[number]->initialized=1;
}
if (count > 3) {
data->sprites[number]->shoots=shoots;
}
if (count > 4) {
data->sprites[number]->explodes=explodes;
}
}
if (!strncmp(tempst,"%DATALENGTH",10)) {
sscanf(tempst,"%s %d",throwaway,&data->level_length);
}
if (!strncmp(tempst,"%DATAWIDTH",9)) {
sscanf(tempst,"%s %d",throwaway,&data->level_width);
}
break;
}
} while (!feof(fff));
/* Pass 3 */
data->level_data=calloc(data->level_length, sizeof(char *));
data->level_data[0]=calloc(data->level_length * data->level_width,sizeof(char));
for(i=1;i<data->level_length;i++) {
data->level_data[i]=data->level_data[0]+ (i*data->level_width*sizeof(char));
}
rewind(fff);
do {
fgets(tempst,254,fff);
} while (strncmp(tempst,"%DATABEGIN",10));
i=0;
while(i<data->level_length*data->level_width) {
/* Grrrrr */
// fscanf(fff,"%d",(int *)data->level_data[0]);
fscanf(fff,"%d",&tempint);
*(data->level_data[0]+i)=(char)tempint;
i++;
}
#ifdef DEBUG
print_level(data);
printf("Sprite File: %s\n",sprite_file);
printf("Sprite size: %ix%i\n",data->xsize,data->ysize);
printf("Sprite array: %ix%i\n",data->rows,data->cols);
printf("Level length: %i\n",data->level_length);
#endif
fclose(fff);
return data;
}
int free_level2_data(struct level2_data *data) {
/* IMPLEMENT THIS */
return 0;
}
/* Define this to get a frames per second readout */
/* #define DEBUG_ON */
/* The sounds */
#define NUM_SAMPLES 8
#define SND_AHH 0
#define SND_CC 1
#define SND_KAPOW 2
#define SND_SCREAM 3
#define SND_BONK 4
#define SND_CLICK 5
#define SND_OW 6
#define SND_ZRRP 7
struct enemy_info_type {
int out;
int x,y;
int yspeed;
int type;
};
struct bullet_info_type {
int out,x,y;
};
struct obstruction_type {
int valid;
int type,shoots;
int exploding;
int explodeprogress;
int howmanyhits;
int lastshot;
};
#define BULLETS_MAX 3
#define ENEMIES_MAX 25
struct enemy_info_type *enemies;
struct bullet_info_type *bullets;
int bullets_out=0;
void leveltwoengine(tb1_state *game_state, char *shipfile, char *levelfile,
char *spritefile,char *level_num, char *level_desc,
void *close_function)
{
int ch,i,temp_y;
char tempst[BUFSIZ];
int game_paused=0;
int shipx=36,shipy;
int whatdelay=1;
int levelover=0,j,offscreen_row=0;
struct timeval timing_info;
struct timezone dontcare;
long oldusec,time_spent;//oldsec
int howmuchscroll=200; /* there is a reason for this */
struct obstruction_type obstruction[12][20];
int shipadd=0,shipframe=1;
int our_row,rows_goneby=0,rows_offset=0;
int grapherror;
int done_waiting,type;
vmwFont *tb1_font;
vmwVisual *virtual_1;
vmwVisual *virtual_2;
vmwSprite *ship_shape[3];
struct level2_data *data;
/* 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 Sprite Data */
grapherror=vmwLoadPicPacked(0,0,virtual_1,1,1,
tb1_data_file(shipfile,
game_state->path_to_data),
game_state->graph_state);
if (grapherror) {
return;
}
ship_shape[0]=vmwGetSprite(0,0,48,30,virtual_1);
ship_shape[1]=vmwGetSprite(0,32,48,30,virtual_1);
ship_shape[2]=vmwGetSprite(0,64,48,30,virtual_1);
/* Load Level Data */
data=parse_data_file(tb1_data_file(levelfile,game_state->path_to_data));
vmwLoadPicPacked(0,0,virtual_1,1,1,
tb1_data_file(spritefile,game_state->path_to_data),
game_state->graph_state);
for(j=0;j<data->rows;j++)
for(i=0;i<data->cols;i++)
data->sprites[j*10+i]->data=vmwGetSprite(1+i*21,1+j*11,20,10,virtual_1);
/* Initialize Bullets */
bullets=calloc(BULLETS_MAX,sizeof(struct bullet_info_type));
for (i=0;i<BULLETS_MAX;i++) bullets[i].out=0;
/* Initialize obstructions to zero */
for(j=0;j<20;j++) {
for(i=0;i<12;i++) {
obstruction[i][j].valid=0;
}
}
/* Initialize Enemies */
enemies=calloc(ENEMIES_MAX,sizeof(struct enemy_info_type));
for(i=0;i<ENEMIES_MAX;i++) enemies[i].out=0;
/* Announce the Start of the Level */
vmwDrawBox(0,0,320,200,0,virtual_1);
coolbox(70,85,240,120,1,virtual_1);
vmwTextXY(level_num,84,95,4,7,0,tb1_font,virtual_1);
vmwTextXY(level_desc,84,105,4,7,0,tb1_font,virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
vmwClearKeyboardBuffer();
pauseawhile(5);
/* Setup and draw the sidebar */
setupsidebar(game_state,virtual_2);
vmwFlipVirtual(virtual_1,virtual_2,320,200);
sprintf(tempst,"%d",game_state->level);
vmwDrawBox(251,52,63,7,0,virtual_2);
vmwTextXY(tempst,307,51,12,0,0,tb1_font,virtual_2);
change_shields(game_state);
/* Ready the timing loop */
gettimeofday(&timing_info,&dontcare);
//oldsec=timing_info.tv_sec;
oldusec=timing_info.tv_usec;
/* Get the initial background ready */
/* We copy the last 40 rows into vaddr_2 */
/* as we are scrolling bottom_up */
offscreen_row=data->level_length-(COL_HEIGHT*2);
for(i=0;i<ROW_WIDTH;i++) {
for(j=0;j<40;j++) {
vmwPutSpriteNonTransparent(
data->sprites[(int) *(data->level_data[offscreen_row+j]+i)]->data,
i*20,j*10,virtual_2);
}
}
offscreen_row-=20;
/* Get the initial obstructions ready */
/* Get them from the last 20 rows */
our_row=data->level_length-20;
for(j=0;j<20;j++) {
for(i=0;i<12;i++) {
type=data->sprites[*(data->level_data[our_row]+i)]->type;
if ((type==SPRITE_OBSTRUCTION) ||
(type==SPRITE_ENEMY_SHOOT) ||
(type==SPRITE_ENEMY_REFLECT)) {
obstruction[i][j].shoots=data->sprites[*(data->level_data[our_row]+i)]->shoots;
obstruction[i][j].valid=1;
obstruction[i][j].type=type;
obstruction[i][j].exploding=0;
obstruction[i][j].lastshot=0;
}
}
}
/* howmuchscroll is originally 200, as we start at the bottom */
vmwArbitraryCrossBlit(virtual_2,0,0+howmuchscroll,240,200,
virtual_1,0,0);
/************************************************************/
/* MAIN LEVEL 2 GAME LOOP */
/************************************************************/
while (!levelover) {
ch=0;
/* Scroll the Background */
howmuchscroll--;
rows_offset++;
/* If used up all the buffered background, draw some more */
if (howmuchscroll<0) {
howmuchscroll=200+howmuchscroll;
/* Copy half of old downward */
vmwArbitraryCrossBlit(virtual_2,0,0,240,200,virtual_2,0,200);
/* Load 20 rows of data preceding it */
for(i=0;i<12;i++) {
for(j=0;j<20;j++) {
vmwPutSprite(data->sprites[(int) *(data->level_data[offscreen_row+j]+i)]->data,
i*20,j*10,virtual_2);
}
}
offscreen_row-=20;
}
/* Setup Obstructions */
if (rows_offset==10) {
rows_offset=0;
/* move all rows down by one, dropping old off end */
memmove(&obstruction[0][1],&obstruction[0][0],
19*12*sizeof(struct obstruction_type));
our_row--;
for(i=0;i<12;i++) {
type=data->sprites[*(data->level_data[our_row]+i)]->type;
if ((type==SPRITE_OBSTRUCTION) ||
(type==SPRITE_ENEMY_SHOOT) ||
(type==SPRITE_ENEMY_REFLECT)) {
obstruction[i][0].shoots=data->sprites[*(data->level_data[our_row]+i)]->shoots;
obstruction[i][0].valid=1;
obstruction[i][0].type=type;
obstruction[i][0].exploding=0;
obstruction[i][0].lastshot=0;
}
else {
obstruction[i][0].valid=0;
}
}
}
/* Flip the far background to regular background */
vmwArbitraryCrossBlit(virtual_2,0,0+howmuchscroll,240,200,
virtual_1,0,0);
/***Collision Check***/
for(i=0;i<BULLETS_MAX;i++) {
if (bullets[i].out) {
temp_y=(bullets[i].y)/10;
for(j=0;j<12;j++) {
if (obstruction[j][temp_y].valid) {
if ( ( (bullets[i].x) >= j*20) &&
( bullets[i].x <= j*20+17)) {
if (obstruction[j][temp_y].type!=SPRITE_ENEMY_REFLECT) {
if ((game_state->sound_possible)&&(game_state->sound_enabled))
playGameFX(SND_KAPOW);
obstruction[j][temp_y].exploding=1;
obstruction[j][temp_y].explodeprogress=0;
bullets[i].out=0;
bullets_out--;
game_state->score+=10;
changescore(game_state);
}
else {
int k=0;
while(enemies[k].out) k++;
if (k<ENEMIES_MAX) {
bullets[i].out=0;
bullets_out--;
enemies[k].out=1;
enemies[k].type=obstruction[j][temp_y].shoots;
enemies[k].yspeed=5;
enemies[k].x=bullets[i].x;
enemies[k].y=bullets[i].y;
}
}
}
}
}
}
}
for(i=0;i<12;i++) {
for(j=0;j<20;j++) {
if (obstruction[i][j].valid) {
if (obstruction[i][j].type==SPRITE_ENEMY_SHOOT) {
obstruction[i][j].lastshot++;
if (obstruction[i][j].lastshot>50) {
int k=0;
obstruction[i][j].lastshot=rand()%10;
while(enemies[k].out) k++;
if (k<ENEMIES_MAX) {
enemies[k].out=1;
enemies[k].x=(i*20)+10;
enemies[k].y=(j*10)+5;
enemies[k].yspeed=4;
enemies[k].type=obstruction[i][j].shoots;
}
}
}
}
}
}
#if 0
/* See if ship is hitting any Obstructions*/
if ((passive[i].y>155) && (passive[i].kind!=10)) {
if ((collision(passive[i].x,passive[i].y,10,5,shipx+16,165,5,5))||
(collision(passive[i].x,passive[i].y,10,5,shipx+6,175,18,8))) {
if ((game_state->sound_possible)&&(game_state->sound_enabled))
playGameFX(SND_BONK);
passive[i].dead=1;
game_state->shields--;
if(game_state->shields<0) levelover=1;
// vmwPutSprite(shape_table[34],
// passive[i].x,passive[i].y+howmuchscroll,
// virtual_1);
change_shields(game_state);
}
}
}
/* See if hit by lasers */
for (i=0;i<10;i++)
if (enemy[i].out) {
if ((collision(enemy[i].x,enemy[i].y,2,5,shipx+16,165,5,5)) ||
(collision(enemy[i].x,enemy[i].y,2,5,shipx+6,175,18,8))) {
if ((game_state->sound_possible)&&(game_state->sound_enabled))
playGameFX(SND_BONK);
enemy[i].out=0;
game_state->shields--;
if (game_state->shields<0) levelover=1;
change_shields(game_state);
}
}
#endif
/***DO EXPLOSIONS***/
for(i=0;i<12;i++) {
for(j=0;j<20;j++) {
if (obstruction[i][j].valid) {
if (obstruction[i][j].exploding) {
obstruction[i][j].explodeprogress++;
vmwPutSprite(data->sprites[35+(obstruction[i][j].explodeprogress)/2]->data,
// shape_table[35+passive[i].explodeprogress],
i*20,j*10+howmuchscroll+rows_offset,
virtual_2);
if (obstruction[i][j].explodeprogress>6) {
obstruction[i][j].valid=0;
vmwPutSprite(data->sprites[34]->data,
i*20,j*10+howmuchscroll+rows_offset,
virtual_2);
}
}
}
}
}
/***MOVE BULLETS***/
for(i=0;i<BULLETS_MAX;i++) {
if (bullets[i].out) {
bullets[i].y-=4;
if (bullets[i].y<4) {
bullets[i].out=0;
bullets_out--;
}
else {
vmwPutSprite(data->sprites[20]->data,
bullets[i].x,
bullets[i].y,virtual_1);
}
}
}
#if 0
/***MOVE ENEMIES***/
for(j=0;j<40;j++) {
if (!passive[j].dead) {
if (speed_factor==1) passive[j].y++;
else passive[j].y+=speed_factor;
if (passive[j].y>190) passive[j].dead=1;
}
if (passive[j].lastshot>0) passive[j].lastshot--;
if ((!passive[j].dead) && (passive[j].shooting)
&& (!passive[j].lastshot) && (passive[j].y>0)) {
k=0;
while ((enemy[k].out) && (k<10)) k++;
if (k<9) {
passive[j].lastshot=30;
enemy[k].out=1;
enemy[k].y=passive[j].y;
enemy[k].x=passive[j].x+5;
enemy[k].yspeed=5;
enemy[k].kind=25;
if (passive[j].kind==11) enemy[k].kind=26;
}
}
}
#endif
/* Draw Enemies */
for(j=0;j<ENEMIES_MAX;j++) {
if (enemies[j].out) {
if (enemies[j].y>189) enemies[j].out=0;
else {
vmwPutSprite(data->sprites[enemies[j].type]->data,
enemies[j].x,enemies[j].y,
virtual_1);
enemies[j].y+=enemies[j].yspeed;
}
}
}
/***READ KEYBOARD***/
if ((ch=vmwGetInput())!=0) {
switch(ch) {
case VMW_ESCAPE: levelover=1; break;
case VMW_RIGHT: if (shipadd>=0) shipadd+=3; else shipadd=0; break;
case VMW_LEFT: if (shipadd<=0) shipadd-=3; else shipadd=0; break;
case VMW_F1: game_paused=1; help(game_state); break;
case '+': whatdelay++; break;
case 'P': case 'p': game_paused=1;
coolbox(65,85,175,110,1,virtual_1);
vmwTextXY("GAME PAUSED",79,95,4,7,
0,tb1_font,virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
while (vmwGetInput()==0) usleep(30000);
break;
case '-': whatdelay--; break;
case 'S':
case 's': game_state->sound_enabled=!(game_state->sound_enabled); break;
case VMW_F2: game_paused=1;
savegame(game_state);
break;
case ' ':
i=0;
while(bullets[i].out) i++;
if (i<BULLETS_MAX) {
bullets_out++;
bullets[i].out=1;
if ((game_state->sound_possible)&&(game_state->sound_enabled))
playGameFX(SND_CC);
bullets[i].x=shipx+21;
bullets[i].y=165;
vmwPutSprite(data->sprites[20]->data,
bullets[i].x,
bullets[i].y,virtual_1);
}
break;
}
}
/***MOVE SHIP***/
shipx+=shipadd;
rows_goneby++;
/* Keep ship on screen */
if (shipx<1) shipx=1;
if (shipx>190) shipx=190;
switch(shipframe) {
case 1: vmwPutSprite(ship_shape[0],
shipx,165,virtual_1); break;
case 3: vmwPutSprite(ship_shape[1],
shipx,165,virtual_1); break;
case 2:
case 4: vmwPutSprite(ship_shape[2],
shipx,165,virtual_1); break;
}
shipframe++;
if (shipframe==5) shipframe=1;
/* Flip Pages */
vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
/* If time passed was too little, wait a bit */
/* 33,333 would frame rate to 30Hz */
/* Linux w 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;
/* If 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 level is over */
/* FIXME autocalculate rather than 1950 */
if (rows_goneby>1950) {
// printf("%i\n",rows_goneby);
// coolbox(35,85,215,110,1,virtual_1);
// vmwTextXY("TO BE CONTINUED...",55,95,4,7,0,tb1_font,virtual_1);
// vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
// pauseawhile(10);
vmwClearKeyboardBuffer();
pauseawhile(5);
vmwLoadPicPacked(0,0,game_state->virtual_3,0,1,
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_3,0,79,58,37,
game_state->virtual_1,10,10);
vmwClearKeyboardBuffer();
vmwSmallTextXY("UNIDENTIFIED SPACECRAFT!",70,10,2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("DO YOU WISH TO DEACTIVATE ",70,20,2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("THIS SHIP'S SECURITY SYSTEMS? (Y/N)",70,30,2,0,1,tb1_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
vmwClearKeyboardBuffer();
ch='!';
while ((ch!='Y') && (ch!='y') && (ch!='N') && (ch!='n')) {
while(!(ch=vmwGetInput())) usleep(1000);
}
if ((ch=='N') || (ch=='n')) {
vmwArbitraryCrossBlit(game_state->virtual_3,0,79,58,37,
game_state->virtual_1,10,50);
vmwSmallTextXY("NO? AFFIRMATIVE. ",70,50,9,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("ARMING REMOTE DESTRUCTION RAY.",70,60,9,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("GOOD-BYE.",70,70,9,0,1,tb1_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
pauseawhile(4);
}
if ((ch=='Y') || (ch=='y')) {
vmwArbitraryCrossBlit(game_state->virtual_3,0,79,58,37,
game_state->virtual_1,10,50);
vmwSmallTextXY("'Y'=CORRECT PASSWORD. ",70,50,2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("WELCOME SUPREME TENTACLEE COMMANDER.",70,60,2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("INITIATING TRACTOR BEAM AND AUTOMATIC",70,70,2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("LANDING PROCEDURE.",70,80,2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("WE WILL BE DEPARTING FOR THE PLANET",70,90,2,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("EERM IN THREE MICROCYCLE UNITS.",70,100,2,0,1,tb1_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
pauseawhile(5);
game_state->level=3;
vmwClearKeyboardBuffer();
vmwArbitraryCrossBlit(game_state->virtual_3,0,42,58,37,
game_state->virtual_1,10,110);
vmwSmallTextXY("Wha? Wait!",70,110,9,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY("What's happening?",70,120,9,0,1,tb1_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
pauseawhile(6);
}
vmwLoadPicPacked(0,0,game_state->virtual_3,0,1,
tb1_data_file("level3/tbtract.tb1",game_state->path_to_data),
game_state->graph_state);
vmwArbitraryCrossBlit(game_state->virtual_3,0,0,240,50,
game_state->virtual_2,0,0);
vmwClearScreen(game_state->virtual_1,0);
setupsidebar(game_state,virtual_1);
for(howmuchscroll=50;howmuchscroll>0;howmuchscroll--) {
vmwArbitraryCrossBlit(virtual_2,0,howmuchscroll,240,200,virtual_1,0,0);
usleep(30000);
vmwPutSprite(ship_shape[0],shipx,165,virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
}
if ((ch=='N') || (ch=='n')) {
vmwClearKeyboardBuffer();
vmwLine(7,6,shipx+10,180,4,virtual_1);
vmwLine(shipx+37,180,231,6,4,virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
pauseawhile(1);
vmwClearKeyboardBuffer();
for(i=shipx;i<shipx+48;i++) {
vmwDrawVLine(i,165,30,4,virtual_1);
}
vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
pauseawhile(2);
vmwArbitraryCrossBlit(virtual_2,0,howmuchscroll,240,200,virtual_1,0,0);
vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
pauseawhile(2);
}
else {
if (shipx-95==0) shipadd=0;
if (shipx-95>0) shipadd=1;
if (shipx-95<0) shipadd=-1;
shipy=165;
while ((shipx!=95) || (shipy>10)) {
if (shipx!=95) shipx-=shipadd;
if (shipy>10) shipy--;
vmwArbitraryCrossBlit(virtual_2,0,howmuchscroll,240,200,virtual_1,0,0);
vmwLine(7,6,shipx+12,shipy+15,2,virtual_1);
vmwLine(shipx+37,shipy+15,231,6,2,virtual_1);
vmwPutSprite(ship_shape[0],shipx,shipy,virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
usleep(30000);
}
vmwClearKeyboardBuffer();
pauseawhile(8);
vmwClearScreen(virtual_1,0);
}
/*
while keypressed do ch:=readkey;
if level=4 then begin
vmwSmallTextXY('THE PLANET EERM?',20,20,10,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY('XENOCIDE FLEET?',20,30,10,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY('WHAT'S GOING ON?',20,40,10,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY('A MAJOR GOVERNMENT CONSPIRACY? MASS HALUCINATIONS?',20,50,10,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY('WATCH FOR TOM BOMBEM LEVEL 3 (CURRENTLY IN THE DESIGN PHASE).',10,70,12,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY('ALL THESE QUESTIONS WILL BE ANSWERED!',10,80,12,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY('ALSO MORE FEATURES WILL BE ADDED:',10,90,12,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY(' BETTER GRAPHICS, SOUND AND SPEED.',10,100,12,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY('TO HASTEN COMPLETION, SEND QUESTIONS/COMMENTS/DONATIONS TO ',9,120,9,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY('THE AUTHOR (SEE THE REGISTER MESSAGE FOR RELEVANT ADDRESSES).',9,130,9,0,1,tb1_font,game_state->virtual_1);
vmwSmallTextXY('THANK YOU FOR PLAYING TOM BOMBEM',80,150,14,0,1,tb1_font,game_state->virtual_1);
unfade;
pauseawhile(1800);
end; */
levelover=1;
}
}
}
void littleopener2(tb1_state *game_state) {
vmwDrawBox(0,0,319,199,0,game_state->virtual_1);
vmwLoadPicPacked(0,0,game_state->virtual_1,1,1,
tb1_data_file("level2/tbl2ship.tb1",game_state->path_to_data),
game_state->graph_state);
vmwTextXY("Hmmmm... ",10,10,4,0,0,game_state->graph_state->default_font,
game_state->virtual_1);
vmwTextXY("This Might Be Harder Than I Thought.",10,20,4,0,0,
game_state->graph_state->default_font,game_state->virtual_1);
vmwBlitMemToDisplay(game_state->graph_state,game_state->virtual_1);
pauseawhile(13);
vmwDrawBox(0,0,319,199,0,game_state->virtual_1);
}