Ejemplo n.º 1
0
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);
    }
}
Ejemplo n.º 2
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;
}
Ejemplo n.º 3
0
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;
}
Ejemplo n.º 4
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;
}