int intro_create(scene *scene) { intro_local *local = malloc(sizeof(intro_local)); local->ticks = 0; // Callbacks scene_set_userdata(scene, local); scene_set_dynamic_tick_cb(scene, intro_tick); scene_set_event_cb(scene, intro_event); scene_set_free_cb(scene, intro_free); scene_set_startup_cb(scene, intro_startup); scene_set_anim_prio_override_cb(scene, intro_anim_override); // Pick renderer video_select_renderer(VIDEO_RENDERER_QUIRKS); return 0; }
int scoreboard_create(scene *scene) { // Init local data scoreboard_local *local = malloc(sizeof(scoreboard_local)); local->page = settings_get()->gameplay.rounds; // Load scores if(scores_read(&local->data) == 1) { scores_clear(&local->data); DEBUG("No score data found; using empty score array."); } // Check for pending score local->has_pending_data = 0; if(found_pending_score(scene)) { game_player *player = game_state_get_player(scene->gs, 0); unsigned int score = player->score.score; if(score_fits_scoreboard(local, score)) { local->has_pending_data = 1; local->pending_data.score = score; local->pending_data.har_id = player->har_id; local->pending_data.pilot_id = player->pilot_id; local->pending_data.name[0] = 0; } // Wipe old score data, whether it was written on scoreboard or not. chr_score_reset(game_player_get_score(player), 1); } // Create a surface that has an appropriate alpha for darkening the screen a bit surface_create(&local->black_surface, SURFACE_TYPE_RGBA, 32, 32); surface_fill(&local->black_surface, color_create(0,0,0,200)); // Set callbacks scene_set_userdata(scene, local); scene_set_event_cb(scene, scoreboard_event); scene_set_input_poll_cb(scene, scoreboard_input_tick); scene_set_render_overlay_cb(scene, scoreboard_render_overlay); scene_set_free_cb(scene, scoreboard_free); video_select_renderer(VIDEO_RENDERER_HW); // All done return 0; }
// 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 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; }
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); if(!music_playing()) { char *filename = get_path_by_id(PSM_MENU); music_play(filename); free(filename); } 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), get_id_name(p1->har_id), get_id_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_event_cb(scene, newsroom_event); 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); // Pick renderer video_select_renderer(VIDEO_RENDERER_HW); return 0; }