void cb_vs_spawn_object(object *parent, int id, vec2i pos, int g, void *userdata) { scene *s = (scene*)userdata; // Get next animation bk_info *info = bk_get_info(&s->bk_data, id); if(info != NULL) { object *obj = malloc(sizeof(object)); object_create(obj, parent->gs, vec2i_add(pos, vec2f_to_i(parent->pos)), vec2f_create(0,0)); object_set_stl(obj, object_get_stl(parent)); object_set_animation(obj, &info->ani); object_set_spawn_cb(obj, cb_vs_spawn_object, userdata); object_set_destroy_cb(obj, cb_vs_destroy_object, userdata); game_state_add_object(parent->gs, obj, RENDER_LAYER_MIDDLE, 0, 0); } }
int console_cmd_har(game_state *gs, int argc, char **argv) { // change har if(argc == 2) { int i; if(strtoint(argv[1], &i)) { if(i < 0 || i > 10) { return 1; } game_player *player = game_state_get_player(gs, 0); if (scene_load_har(game_state_get_scene(gs), 0, player->har_id)) { return 1; } object *har_obj = game_player_get_har(player); vec2i pos = object_get_pos(har_obj); int hd = object_get_direction(har_obj); object *obj = malloc(sizeof(object)); object_create(obj, gs, pos, vec2f_create(0,0)); player->har_id = i; if(har_create(obj, game_state_get_scene(gs)->af_data[0], hd, player->har_id, player->pilot_id, 0)) { object_free(obj); free(obj); return 1; } // Set HAR to controller and game_player game_state_add_object(gs, obj, RENDER_LAYER_MIDDLE, 0, 0); game_state_del_object(gs, har_obj); // Set HAR for player game_player_set_har(player, obj); game_player_get_ctrl(player)->har = obj; game_player_get_har(player)->animation_state.enemy = game_player_get_har(game_state_get_player(gs, 1)); game_player_get_har(game_state_get_player(gs, 1))->animation_state.enemy = game_player_get_har(player); maybe_install_har_hooks(game_state_get_scene(gs)); return 0; } } return 1; }
int vs_create(scene *scene) { // Init local data vs_local *local = malloc(sizeof(vs_local)); scene_set_userdata(scene, local); game_player *player1 = game_state_get_player(scene->gs, 0); game_player *player2 = game_state_get_player(scene->gs, 1); snprintf(local->vs_str, 128, "%s VS. %s", lang_get(20+player1->pilot_id), lang_get(20+player2->pilot_id)); animation *ani; palette *mpal = video_get_base_palette(); palette_set_player_color(mpal, 0, player1->colors[2], 0); palette_set_player_color(mpal, 0, player1->colors[1], 1); palette_set_player_color(mpal, 0, player1->colors[0], 2); palette_set_player_color(mpal, 1, player2->colors[2], 0); palette_set_player_color(mpal, 1, player2->colors[1], 1); palette_set_player_color(mpal, 1, player2->colors[0], 2); video_force_pal_refresh(); // HAR ani = &bk_get_info(&scene->bk_data, 5)->ani; object_create(&local->player1_har, scene->gs, vec2i_create(160,0), vec2f_create(0, 0)); object_set_animation(&local->player1_har, ani); object_select_sprite(&local->player1_har, player1->har_id); object_create(&local->player2_har, scene->gs, vec2i_create(160,0), vec2f_create(0, 0)); object_set_animation(&local->player2_har, ani); object_select_sprite(&local->player2_har, player2->har_id); object_set_direction(&local->player2_har, OBJECT_FACE_LEFT); object_set_pal_offset(&local->player2_har, 48); // PLAYER ani = &bk_get_info(&scene->bk_data, 4)->ani; object_create(&local->player1_portrait, scene->gs, vec2i_create(-10,150), vec2f_create(0, 0)); object_set_animation(&local->player1_portrait, ani); object_select_sprite(&local->player1_portrait, player1->pilot_id); object_create(&local->player2_portrait, scene->gs, vec2i_create(330,150), vec2f_create(0, 0)); object_set_animation(&local->player2_portrait, ani); object_select_sprite(&local->player2_portrait, player2->pilot_id); object_set_direction(&local->player2_portrait, OBJECT_FACE_LEFT); // clone the left side of the background image // Note! We are touching the scene-wide background surface! surface_sub(&scene->bk_data.background, // DST Surface &scene->bk_data.background, // SRC Surface 160, 0, // DST 0, 0, // SRC 160, 200, // Size SUB_METHOD_MIRROR); // Flip the right side horizontally if (player2->selectable) { // player1 gets to choose, start at arena 0 local->arena = 0; } else { // pick a random arena for 1 player mode local->arena = rand_int(5); // srand was done in melee } // Arena if(player2->selectable) { ani = &bk_get_info(&scene->bk_data, 3)->ani; object_create(&local->arena_select, scene->gs, vec2i_create(59,155), vec2f_create(0, 0)); object_set_animation(&local->arena_select, ani); object_select_sprite(&local->arena_select, local->arena); } // SCIENTIST int scientistpos = rand_int(4); vec2i scientistcoord = spawn_position(scientistpos, 1); if (scientistpos % 2) { scientistcoord.x += 50; } else { scientistcoord.x -= 50; } object *o_scientist = malloc(sizeof(object)); ani = &bk_get_info(&scene->bk_data, 8)->ani; object_create(o_scientist, scene->gs, scientistcoord, vec2f_create(0, 0)); object_set_animation(o_scientist, ani); object_select_sprite(o_scientist, 0); object_set_direction(o_scientist, scientistpos % 2 ? OBJECT_FACE_LEFT : OBJECT_FACE_RIGHT); game_state_add_object(scene->gs, o_scientist, RENDER_LAYER_MIDDLE, 0, 0); // WELDER int welderpos = rand_int(6); // welder can't be on the same gantry or the same *side* as the scientist // he also can't be on the same 'level' // but he has 10 possible starting positions while ((welderpos % 2) == (scientistpos % 2) || (scientistpos < 2 && welderpos < 2) || (scientistpos > 1 && welderpos > 1 && welderpos < 4)) { welderpos = rand_int(6); } object *o_welder = malloc(sizeof(object)); ani = &bk_get_info(&scene->bk_data, 7)->ani; object_create(o_welder, scene->gs, spawn_position(welderpos, 0), vec2f_create(0, 0)); object_set_animation(o_welder, ani); object_select_sprite(o_welder, 0); object_set_spawn_cb(o_welder, cb_vs_spawn_object, (void*)scene); object_set_destroy_cb(o_welder, cb_vs_destroy_object, (void*)scene); object_set_direction(o_welder, welderpos % 2 ? OBJECT_FACE_LEFT : OBJECT_FACE_RIGHT); game_state_add_object(scene->gs, o_welder, RENDER_LAYER_MIDDLE, 0, 0); // GANTRIES object *o_gantry_a = malloc(sizeof(object)); ani = &bk_get_info(&scene->bk_data, 11)->ani; object_create(o_gantry_a, scene->gs, vec2i_create(0,0), vec2f_create(0, 0)); object_set_animation(o_gantry_a, ani); object_select_sprite(o_gantry_a, 0); game_state_add_object(scene->gs, o_gantry_a, RENDER_LAYER_TOP, 0, 0); object *o_gantry_b = malloc(sizeof(object)); object_create(o_gantry_b, scene->gs, vec2i_create(320,0), vec2f_create(0, 0)); object_set_animation(o_gantry_b, ani); object_select_sprite(o_gantry_b, 0); object_set_direction(o_gantry_b, OBJECT_FACE_LEFT); game_state_add_object(scene->gs, o_gantry_b, RENDER_LAYER_TOP, 0, 0); // Background tex menu_background2_create(&local->arena_select_bg, 211, 50); // Quit Dialog dialog_create(&local->quit_dialog, DIALOG_STYLE_YES_NO, "ARE YOU SURE YOU WANT TO QUIT THIS GAME?", 72, 60); local->quit_dialog.userdata = scene; local->quit_dialog.clicked = vs_quit_dialog_clicked; // Too Pathetic Dialog char insult[512]; snprintf(insult, 512, lang_get(748), "Veteran", "Major Kreissack"); dialog_create(&local->too_pathetic_dialog, DIALOG_STYLE_OK, insult, 72, 60); local->too_pathetic_dialog.userdata = scene; local->too_pathetic_dialog.clicked = vs_too_pathetic_dialog_clicked; if (player2->pilot_id == 10 && settings_get()->gameplay.difficulty < 2) { // kriessack, but not on Veteran or higher dialog_show(&local->too_pathetic_dialog, 1); } // Callbacks scene_set_render_cb(scene, vs_render); scene_set_render_overlay_cb(scene, vs_render_overlay); scene_set_input_poll_cb(scene, vs_input_tick); scene_set_dynamic_tick_cb(scene, vs_dynamic_tick); scene_set_static_tick_cb(scene, vs_static_tick); scene_set_free_cb(scene, vs_free); // Pick renderer video_select_renderer(VIDEO_RENDERER_HW); return 0; }
int cutscene_create(scene *scene) { cutscene_local *local = malloc(sizeof(cutscene_local)); game_player *p1 = game_state_get_player(scene->gs, 0); const char *text = ""; switch (scene->id) { case SCENE_END: cutscene_music(PSM_END); text = lang_get(END_TEXT); local->text_x = 10; local->text_y = 5; local->text_width = 300; local->color = COLOR_YELLOW; break; case SCENE_END1: text = lang_get(END1_TEXT+p1->pilot_id); local->text_x = 10; local->text_y = 160; local->text_width = 300; local->color = COLOR_RED; // Pilot face animation *ani = &bk_get_info(&scene->bk_data, 3)->ani; object *obj = malloc(sizeof(object)); object_create(obj, scene->gs, vec2i_create(0,0), vec2f_create(0, 0)); object_set_animation(obj, ani); object_select_sprite(obj, p1->pilot_id); obj->halt=1; game_state_add_object(scene->gs, obj, RENDER_LAYER_TOP); // Face effects ani = &bk_get_info(&scene->bk_data, 10+p1->pilot_id)->ani; obj = malloc(sizeof(object)); object_create(obj, scene->gs, vec2i_create(0,0), vec2f_create(0, 0)); object_set_animation(obj, ani); game_state_add_object(scene->gs, obj, RENDER_LAYER_TOP); break; case SCENE_END2: text = lang_get(END2_TEXT+p1->pilot_id); local->text_x = 10; local->text_y = 160; local->text_width = 300; local->color = COLOR_GREEN; break; } local->len = strlen(text)-1; local->pos = 0; local->text = malloc(strlen(text)+1); strcpy(local->text, text); local->current = local->text; char *p; if ((p = strchr(local->text, '\n'))) { // null out the byte *p = '\0'; } // Callbacks scene_set_userdata(scene, local); scene_set_free_cb(scene, cutscene_free); scene_set_event_cb(scene, cutscene_event); scene_set_startup_cb(scene, cutscene_startup); scene_set_render_overlay_cb(scene, cutscene_render_overlay); // Pick renderer video_select_renderer(VIDEO_RENDERER_HW); return 0; }