Esempio n. 1
0
int newsroom_create(scene *scene) {
    newsroom_local *local = malloc(sizeof(newsroom_local));

    local->news_id = rand_int(24)*2;
    local->screen = 0;
    menu_background_create(&local->news_bg, 280, 50);
    str_create(&local->news_str);
    str_create(&local->pilot1);
    str_create(&local->pilot2);
    str_create(&local->har1);
    str_create(&local->har2);

    game_player *p1 = game_state_get_player(scene->gs, 0);
    game_player *p2 = game_state_get_player(scene->gs, 1);

    int health = 0;
    if (p2->sp_wins > 0) {
        // AI won, player lost
        local->won = 0;
        health = game_player_get_score(p2)->health;
    } else {
        local->won = 1;
        health = game_player_get_score(p1)->health;
    }

    DEBUG("health is %d", health);

    if (health > 40 && local->won == 1) {
        local->news_id = rand_int(6)*2;
    } else if (local->won == 1) {
        local->news_id = 12+rand_int(6)*2;
    } else if (health < 40 && local->won == 0) {
        local->news_id = 38+rand_int(5)*2;
    } else {
        local->news_id = 24+rand_int(7)*2;
    }

    // XXX TODO get the real sex of pilot
    // XXX TODO strip spaces from the end of the pilots name
    // XXX TODO set winner/loser names properly
    newsroom_set_names(local, lang_get(20+p1->pilot_id),
                              lang_get(20+p2->pilot_id),
                              har_get_name(p1->har_id),
                              har_get_name(p2->har_id),
                              pilot_sex(p1->pilot_id),
                              pilot_sex(p2->pilot_id));
    newsroom_fixup_str(local);

    // Continue Dialog
    dialog_create(&local->continue_dialog, DIALOG_STYLE_YES_NO, "DO YOU WISH TO CONTINUE?", 72, 60);
    local->continue_dialog.userdata = scene;
    local->continue_dialog.clicked = newsroom_continue_dialog_clicked;

    // Set callbacks
    scene_set_userdata(scene, local);
    scene_set_input_poll_cb(scene, newsroom_input_tick);
    scene_set_render_overlay_cb(scene, newsroom_overlay_render);
    scene_set_free_cb(scene, newsroom_free);
    scene_set_static_tick_cb(scene, newsroom_static_tick);

    // Start correct music
    music_play(PSM_MENU);

    // Pick renderer
    video_select_renderer(VIDEO_RENDERER_HW);

    return 0;
}
Esempio n. 2
0
int cutscene_create(scene *scene) {
    cutscene_local *local = malloc(sizeof(cutscene_local));
    memset(local, 0, sizeof(cutscene_local));
    text_defaults(&local->text_conf);
    local->text_conf.halign = TEXT_CENTER;
    local->text_conf.font = FONT_SMALL;

    game_player *p1 = game_state_get_player(scene->gs, 0);

    const char *text = "";
    switch (scene->id) {
      case SCENE_END:
        music_play(PSM_END);
        text = lang_get(END_TEXT);
        local->text_x = 10;
        local->text_y = 5;
        local->text_width = 300;
        local->text_conf.cforeground = COLOR_YELLOW;
        break;

      case SCENE_END1:
        text = lang_get(END1_TEXT+p1->pilot_id);
        local->text_x = 10;
        local->text_y = 157;
        local->text_width = 300;
        local->text_conf.cforeground = 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);
        object_set_halt(obj, 1);
        game_state_add_object(scene->gs, obj, RENDER_LAYER_TOP, 0, 0);

        // 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, 0, 0);
        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->text_conf.cforeground = 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_input_poll_cb(scene, cutscene_input_tick);
    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;
}
Esempio n. 3
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;
}