// Init mechlab int mechlab_create(scene *scene) { // Alloc mechlab_local *local = malloc(sizeof(mechlab_local)); memset(local, 0, sizeof(mechlab_local)); animation *bg_ani[3]; // Init the background for(int i = 0; i < sizeof(bg_ani)/sizeof(animation*); i++) { sprite *spr = sprite_copy(animation_get_sprite(&bk_get_info(&scene->bk_data, 14)->ani, i)); bg_ani[i] = create_animation_from_single(spr, spr->pos); object_create(&local->bg_obj[i], scene->gs, vec2i_create(0,0), vec2f_create(0,0)); object_set_animation(&local->bg_obj[i], bg_ani[i]); object_select_sprite(&local->bg_obj[i], 0); object_set_repeat(&local->bg_obj[i], 1); object_set_animation_owner(&local->bg_obj[i], OWNER_OBJECT); } // Find last saved game ... game_player *p1 = game_state_get_player(scene->gs, 0); const char* last_name = settings_get()->tournament.last_name; if(last_name == NULL || strlen(last_name) == 0) { last_name = NULL; } // ... and attempt to load it, if one was found. if(last_name != NULL) { int ret = sg_load(&p1->pilot, last_name); if(ret != SD_SUCCESS) { PERROR("Could not load saved game for playername '%s': %s!", last_name, sd_get_error(ret)); last_name = NULL; } else { DEBUG("Loaded savegame for playername '%s'.", last_name); } } // Either initialize a new tournament if no savegame is found, // or just show old savegame stats directly if it was. local->dashtype = DASHBOARD_NONE; if(last_name == NULL) { DEBUG("No previous savegame found"); } else { DEBUG("Previous savegame found; loading as default."); } mechlab_select_dashboard(scene, local, DASHBOARD_STATS); // Create main menu local->frame = guiframe_create(0, 0, 320, 200); guiframe_set_root(local->frame, lab_menu_main_create(scene)); guiframe_layout(local->frame); // Load HAR animation *initial_har_ani = &bk_get_info(&scene->bk_data, 15 + p1->pilot.har_id)->ani; local->mech = malloc(sizeof(object)); object_create(local->mech, scene->gs, vec2i_create(0,0), vec2f_create(0,0)); object_set_animation(local->mech, initial_har_ani); object_set_repeat(local->mech, 1); object_dynamic_tick(local->mech); // Set callbacks scene_set_userdata(scene, local); scene_set_input_poll_cb(scene, mechlab_input_tick); scene_set_event_cb(scene, mechlab_event); scene_set_render_cb(scene, mechlab_render); scene_set_free_cb(scene, mechlab_free); scene_set_dynamic_tick_cb(scene, mechlab_tick); // Pick renderer video_select_renderer(VIDEO_RENDERER_HW); return 0; }
int melee_create(scene *scene) { char bitmap[51*36*4]; // Init local data melee_local *local = malloc(sizeof(melee_local)); memset(local, 0, sizeof(melee_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); controller *player1_ctrl = game_player_get_ctrl(player1); controller *player2_ctrl = game_player_get_ctrl(player2); palette *mpal = video_get_base_palette(); palette_set_player_color(mpal, 0, 8, 0); palette_set_player_color(mpal, 0, 8, 1); palette_set_player_color(mpal, 0, 8, 2); video_force_pal_refresh(); memset(&bitmap, 255, 51*36*4); local->ticks = 0; local->pulsedir = 0; local->selection = 0; local->row_a = 0; local->column_a = 0; local->row_b = 0; local->column_b = 4; local->done_a = 0; local->done_b = 0; menu_background2_create(&local->feh, 90, 61); menu_background2_create(&local->bleh, 160, 43); surface_create_from_data(&local->select_hilight, SURFACE_TYPE_RGBA, 51, 36, bitmap); // set up the magic controller hooks if(player1_ctrl && player2_ctrl) { if(player1_ctrl->type == CTRL_TYPE_NETWORK) { controller_add_hook(player2_ctrl, player1_ctrl, player1_ctrl->controller_hook); } if (player2_ctrl->type == CTRL_TYPE_NETWORK) { controller_add_hook(player1_ctrl, player2_ctrl, player2_ctrl->controller_hook); } } animation *ani; sprite *spr; for(int i = 0; i < 10; i++) { ani = &bk_get_info(&scene->bk_data, 3)->ani; object_create(&local->pilots[i], scene->gs, vec2i_create(0,0), vec2f_create(0, 0)); object_set_animation(&local->pilots[i], ani); object_select_sprite(&local->pilots[i], i); ani = &bk_get_info(&scene->bk_data, 18+i)->ani; object_create(&local->har_player1[i], scene->gs, vec2i_create(110,95), vec2f_create(0, 0)); object_set_animation(&local->har_player1[i], ani); object_select_sprite(&local->har_player1[i], 0); object_set_repeat(&local->har_player1[i], 1); int row = i / 5; int col = i % 5; spr = sprite_copy(animation_get_sprite(&bk_get_info(&scene->bk_data, 1)->ani, 0)); mask_sprite(spr->data, 62*col, 42*row, 51, 36); ani = create_animation_from_single(spr, spr->pos); object_create(&local->harportraits_player1[i], scene->gs, vec2i_create(0, 0), vec2f_create(0, 0)); object_set_animation(&local->harportraits_player1[i], ani); object_select_sprite(&local->harportraits_player1[i], 0); object_set_animation_owner(&local->harportraits_player1[i], OWNER_OBJECT); if (player2->selectable) { spr = sprite_copy(animation_get_sprite(&bk_get_info(&scene->bk_data, 1)->ani, 0)); mask_sprite(spr->data, 62*col, 42*row, 51, 36); ani = create_animation_from_single(spr, spr->pos); object_create(&local->harportraits_player2[i], scene->gs, vec2i_create(0, 0), vec2f_create(0, 0)); object_set_animation(&local->harportraits_player2[i], ani); object_select_sprite(&local->harportraits_player2[i], 0); object_set_animation_owner(&local->harportraits_player2[i], OWNER_OBJECT); object_set_pal_offset(&local->harportraits_player2[i], 48); ani = &bk_get_info(&scene->bk_data, 18+i)->ani; object_create(&local->har_player2[i], scene->gs, vec2i_create(210,95), vec2f_create(0, 0)); object_set_animation(&local->har_player2[i], ani); object_select_sprite(&local->har_player2[i], 0); object_set_repeat(&local->har_player2[i], 1); object_set_direction(&local->har_player2[i], OBJECT_FACE_LEFT); object_set_pal_offset(&local->har_player2[i], 48); } } ani = &bk_get_info(&scene->bk_data, 4)->ani; object_create(&local->bigportrait1, scene->gs, vec2i_create(0,0), vec2f_create(0, 0)); object_set_animation(&local->bigportrait1, ani); object_select_sprite(&local->bigportrait1, 0); if (player2->selectable) { object_create(&local->bigportrait2, scene->gs, vec2i_create(320,0), vec2f_create(0, 0)); object_set_animation(&local->bigportrait2, ani); object_select_sprite(&local->bigportrait2, 4); object_set_direction(&local->bigportrait2, OBJECT_FACE_LEFT); } ani = &bk_get_info(&scene->bk_data, 5)->ani; object_create(&local->player2_placeholder, scene->gs, vec2i_create(0,0), vec2f_create(0, 0)); object_set_animation(&local->player2_placeholder, ani); if (player2->selectable) { object_select_sprite(&local->player2_placeholder, 0); } else { object_select_sprite(&local->player2_placeholder, 1); } spr = sprite_copy(animation_get_sprite(&bk_get_info(&scene->bk_data, 1)->ani, 0)); surface_convert_to_rgba(spr->data, video_get_pal_ref(), 0); ani = create_animation_from_single(spr, spr->pos); object_create(&local->unselected_har_portraits, scene->gs, vec2i_create(0,0), vec2f_create(0, 0)); object_set_animation(&local->unselected_har_portraits, ani); object_select_sprite(&local->unselected_har_portraits, 0); object_set_animation_owner(&local->unselected_har_portraits, OWNER_OBJECT); for(int i = 0; i < 2; i++) { local->bar_power[i] = progressbar_create(PROGRESSBAR_THEME_MELEE, PROGRESSBAR_LEFT, 50); local->bar_agility[i] = progressbar_create(PROGRESSBAR_THEME_MELEE, PROGRESSBAR_LEFT, 50); local->bar_endurance[i] = progressbar_create(PROGRESSBAR_THEME_MELEE, PROGRESSBAR_LEFT, 50); } component_layout(local->bar_power[0], 74, 12, 20*4, 8); component_layout(local->bar_agility[0], 74, 30, 20*4, 8); component_layout(local->bar_endurance[0], 74, 48, 20*4, 8); component_layout(local->bar_power[1], 320-66-local->feh.w, 12, 20*4, 8); component_layout(local->bar_agility[1], 320-66-local->feh.w, 30, 20*4, 8); component_layout(local->bar_endurance[1], 320-66-local->feh.w, 48, 20*4, 8); refresh_pilot_stats(local); // initialize nova selection cheat memset(local->har_selected, 0, sizeof(local->har_selected)); memset(local->katana_down_count, 0, sizeof(local->katana_down_count)); // Set callbacks scene_set_input_poll_cb(scene, melee_input_tick); scene_set_render_cb(scene, melee_render); scene_set_free_cb(scene, melee_free); scene_set_dynamic_tick_cb(scene, melee_tick); // Play correct music music_play(PSM_MENU); // Pick renderer video_select_renderer(VIDEO_RENDERER_HW); // All done return 0; }