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/***************************************************************************
****************************************************************************
****************************************************************************
*
* NightHawk - By Jason Nunn - Oct 96 (jsno@dayworld.net.au)
* FREEWARE.
*
* Xwindows (C++)
*
* ==================================================================
* Main
*
****************************************************************************
****************************************************************************
***************************************************************************/
extern "C" {
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <string.h>
#include <signal.h>
#include <sys/time.h>
#include <pwd.h>
#include <sys/types.h>
#include <sys/file.h>
#include <sys/stat.h>
#include <X11/Xatom.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/xpm.h>
#include <X11/keysym.h>
}
#include "defs.h"
#include "misc.h"
#include "tship.h"
struct itimerval oldtimer,timer;
tship *ship = NULL;
tscore_table score_table[MAX_SCORE_TABLE];
int ship_ptr,ship_start = 0;
char *ship_table[] = {
"Haldeck",
"Seafarer",
"Anoyle",
"Esperence",
"Ophukus",
"Mearkat",
"Friendship",
"Discovery",
"Zaxon",
"Tobruk",
NULL};
int intro_count = 0;
char *scroll_base_ptr;
int scroll_pos;
char *scroll_story =
" -= Paradroid =- "
" "
" Chapter II - The Rescue from Vega! "
" "
" "
"The Earth forces have just ambushed"
"an enemy fleet transporting captured"
"Earth vessels bound for Vega. While"
"crews were boarding these ships for"
"repairs, surviving Vegarian crew"
"destroyed each ships warp core."
"This has made the ships very"
"radioactive, causing many of the"
"droids on board these ships to go"
"'rogue'. Our last contact with the"
"crew indicated heavy loss of life."
"All attempts at contact or rescue"
"have proved futile. We can only fear"
"the worst.. "
" "
"..However, we have depatched a Class"
"002 Paradroid. Improved over the 001"
"class, the 002 will teleport to each"
"ship and annihilate all droids. ";
char *scroll_keys =
" =Keys= "
" "
" Arrow keys "
" -> Move "
" "
" Mouse button & Pointer "
" -> Shoot laser "
" -> Capture droid "
" "
" 'p' "
" -> Pause "
" "
" 's' "
" -> Display stats "
" "
" 't' "
" -> Toggle transfer mode "
" "
" Space "
" -> Change levels "
" -> view console "
" -> Boost power ";
char *scroll_game_play =
" =Game play= "
" "
"The mission is simple- Slate all"
"droids. "
" "
"You start out as a 002 Paradroid."
"In the original game, you"
"controlled a 001 Influence device."
"They differ in the way they control"
"their hosts. The 001 droid was"
"basically a helmet that fitted over"
"the host droids head, and could"
"control it for a certain length of"
"time. The 002 droid however"
"actually transfers it's programs"
"over to the new host, effectively"
"'becoming' it, and destroying the"
"old host it occupied. "
" "
"There are good and bad points to"
"this. The good point is that you"
"can occupy the host droid for an"
"unlimited length of time, the bad"
"point is that you are stuck with"
"the new hosts weaponary, speed and"
"shields. You also get points"
"for transferring, which is 50 times"
"by the host droids entry value. "
" "
"To transfer, you have to first"
"enable transfer mode by hitting the"
"'t' key (you can disenable it by"
"pressing 't' again). While in"
"transfer mode, your lasers will be"
"inactive. "
" "
"If you are in range, simply"
"point and click on the host you"
"want to capture. A red dotted"
"line will protrude to the captured"
"droid, and a progress box will"
"appear indicating the progress of"
"the takeover. You can win the"
"negotiation, hence taking over the"
"captured droid, or you can lose,"
"hence burning out and getting"
"destroyed. "
" "
"Another thing to note is that any"
"captured hostile droids will not"
"attack you while captured. You can"
"even capture through walls. "
" "
"You can replemish your shields by"
"going to power bays and hitting"
"spacebar. Each increment of shield"
"will cost you 10 points. "
" "
"You can change levels by going to"
"the elevators and hitting the space"
"bar. Select level with the arrow"
"keys, and hit space to select."
" "
"There are also consoles to give you"
"droid information. Operate with"
"the spacebar and arrow keys."
" "
"Firing Lasers (if occupied droid"
"is fitted with lasers) is done by"
"using the Pointer and mouse button."
"A destroyed droid will earn you (in"
"points) 25 times by their entry"
"level. A hit is worth the droids"
"Entry value. Points scored by other"
"go to you. ";
char *scroll_tips =
" =Game Tips= "
" "
"If possible, create 'friendly fire'."
"This is very easy to do. Get"
"inbetween any two armed droids. If"
"one of them preemptively attacks,"
"simply duck at the last minute (if"
"not, then just shoot at one). Their"
"laser fire will/should/hopefully"
"hit the other droid. The other droid"
"will then fire back at the droid"
"that accidently attacked it. When"
"the attacking droid is hit, it will"
"fire back at the droid firing at"
"it....hence a shoot out will occur."
"The result is either two destroyed"
"droids, or one left staying with a"
"reduced shield. "
" "
"Another good thing about friendly"
"fire is that it's an excellent"
"distraction. Any 6xx,7xx, 9xx droids"
"involved in one, won't be concerned"
"with you at all; they will be too"
"busy blowing away their mate. "
" "
"Always duck for cover when fired"
"upon, and when you shoot a droid"
"fitted with weapons, be ready to"
"duck for cover. Don't just take it."
"Armed droids will always return"
"fire immediately with an equal or"
"greater rate. "
" "
"Get into the habit of firing a 4-6"
"round volley, then ducking behind a"
"wall, door, storage unit... or even"
"another droid. 261's are excellent"
"to hide behind. These droids are"
"industrial cargo movers. Being heavy"
"machinery, they have a very high"
"shield rating and can buffer many"
"laser blows. Medical Droids (5xx"
"series) are another good example."
"Medical droids are armed but"
"passive. They won't attack anyone"
"unless fired upon. When an attack"
"droid is firing at you, duck behind"
"a medical droid. If the attacking"
"droid hits the medic, then the"
"medic will fire (one shot)"
"back at the attacking droid (yet"
"another 'friendly fire' example)."
"The 599 Surgeon droids are fitted"
"with the powerful Uvarovite lasers,"
"and will cheerfully sodomise any"
"minor class 6xx's or 7xx's that"
"accidently attack it. "
" "
"You can go through walls by"
"transferring to another droid. In"
"certain parts of the game, you will"
"have to do this inorder to proceed."
" "
"I haven't tried this but you can"
"use transfers to stop an assailant"
"droid from firing at you. This has"
"many applications, all of which can"
"buy you a distraction or time to"
"escape. ";
char *scroll_misc =
" =Misc Info= "
" "
"Laser ratings are as follows: "
" "
" Speed Damage "
" Linarite 8 4 "
" Crocoite-Benzol 10 10 "
" Uvarovite 12 20 "
" Tiger-Eye Quartz 9 50 "
" "
" "
"Droid descriptions are as follows: "
" "
" 0xx - Prototype Class "
" "
"These droids are prototype/"
"experimental class that vary in"
"function considerably. Approach with"
"caution. "
" "
" 1xx - Cleaning Droids "
" "
"Mindless, slow, low shielded,"
"unarmed droids that clean the"
"ships. Harmless. "
" "
" 2xx - Logistic/Servant Droids "
" "
"Again, brainless droids that do"
"various tasks. These type can vary"
"in shield and Strength. This class"
"is harmless as well. "
" "
" 3xx - Messenger Droids "
" "
"Mindless, but very fast. Low shield"
"rating, and are not armed. "
" "
" 4xx - Maintenance Droids "
" "
"Designed to repair the ships. Vary"
"in shield and speed ratings."
"Sometimes armed. "
" "
" 5xx - Medical Droids "
" "
"These droids have a high entry"
"level, and are difficult to crack."
"All of them are armed, but are not"
"hostile. However, they will shoot at"
"any droids that attack them. "
" "
" 6xx - Sentinel Droids "
" "
"These droids 'guard' certain"
"important area's of the ships like"
"lifts, power bays and other droids."
"They vary in shield rating, speed"
"and fire power, but all are armed"
"and will attack. Approach with"
"caution. "
" "
" 7xx - Battle Droids "
" "
"This class of droid 'hunts'. When"
"confronted, any will attack. They"
"vary in speed, shield rating and"
"weaponary, but all are extremely"
"dangerous. "
" "
" 8xx - Crew Droids "
" "
"These are armed droids that control"
"the ship. These like the 5xx class"
"are not hostile, but will become"
"hostile to any droids that attack"
"them. 8xx's are armed with"
"Uvarovite lasers, and pack a rather"
"powerful wallop. "
" "
" 9xx - Command Cyborgs "
" "
"Each ship will have one of these."
"They command the ships. Extremely"
"armed, extremely shielded, often"
"very fast, and very deadly. ";
char *scroll_disclaimer =
" =GPL= "
" "
"Nighthawk comes under the GNU"
"GENERAL PUBLIC LICENSE AGREEMENT,and"
"comes with ABSOLUTELY NO WARRANTY."
"This is free software, and you are"
"welcome to redistribute it under"
"certain conditions. "
" "
" Support Free Software! "
" "
" "
" =Contacts= "
" "
" Postal: Jason Nunn "
" 32 Rothdale Rd "
" Moil Darwin NT 0810 "
" AUSTRALIA "
" "
" Email: jsno@dayworld.net.au or "
" jsno@stormfront.com.au "
" "
" WWW: www.downunder.net.au/~jsno"
" "
" OZForum: www.downunder.net.au/forum"
" (in the 'Unix_Programming' area)"
" "
" Tel: 61 08 82640593 "
" "
"The number is available for people"
"who wish to contact me about"
"Nighthawk. Please make sure you call"
"at a reasonable hour (South"
"Australian time). ";
/***************************************************************************
*
***************************************************************************/
void init(void)
{
register int x;
umask(~0666);
for(x = 0;x < MAX_SCORE_TABLE;x++)
{
strcpy(score_table[x].name,"-");
strcpy(score_table[x].highest_ship,"-");
strcpy(score_table[x].time,"-");
score_table[x].score = 0;
}
}
/***************************************************************************
*
***************************************************************************/
FILE *lopen(char *filename,char *mode)
{
FILE *fp;
if((fp = fopen(filename,mode)) != NULL)
flock(fp->_fileno,LOCK_EX);
return fp;
}
FILE *load_scores_sub(void)
{
FILE *fp;
fp = lopen(SCORES_FILE,"r+b");
if(fp != NULL)
{
rewind(fp);
fread(score_table,sizeof(tscore_table),MAX_SCORE_TABLE,fp);
return fp;
}
else
{
fp = lopen(SCORES_FILE,"w+b");
if(fp != NULL)
return fp;
}
return NULL;
}
void load_scores(void)
{
FILE *fp;
fp = load_scores_sub();
if(fp != NULL)
fclose(fp);
}
void update_score(int complete)
{
FILE *fp;
if(!score)
{
intro_count = 8 << 5;
return;
}
fp = load_scores_sub();
if(fp != NULL)
{
register int x;
intro_count = 640 << 5;
for(x = 0;x < MAX_SCORE_TABLE;x++)
if(score > score_table[x].score)
{
register int y;
struct passwd *ps;
time_t t;
char *c;
for(y = MAX_SCORE_TABLE - 1;y > x;y--)
memcpy(score_table + y,score_table + y - 1,sizeof(tscore_table));
ps = getpwuid(getuid());
if(ps != NULL)
strncpy(score_table[x].name,ps->pw_name,8);
else
strcpy(score_table[x].name,"unknown");
if(ship_start)
{
register int a;
strncpy(score_table[x].highest_ship,ship_table[ship_ptr],15);
a = strlen(score_table[x].highest_ship);
score_table[x].highest_ship[a] = '*';
score_table[x].highest_ship[a + 1] = '0' + (char)ship_start;
}
else
{
if(complete)
strcpy(score_table[x].highest_ship,"Complete!");
else
strncpy(score_table[x].highest_ship,ship_table[ship_ptr],15);
}
score_table[x].highest_ship[15] = 0;
t = time(NULL);
c = ctime(&t);
memcpy(score_table[x].time,c + 8,2);
memcpy(score_table[x].time + 2,"-",1);
memcpy(score_table[x].time + 3,c + 4,3);
memcpy(score_table[x].time + 6,"-",1);
memcpy(score_table[x].time + 7,c + 20,4);
score_table[x].time[11] = 0;
score_table[x].score = score;
break;
}
rewind(fp);
fwrite(score_table,sizeof(tscore_table),MAX_SCORE_TABLE,fp);
fclose(fp);
}
}
/***************************************************************************
*
***************************************************************************/
void bg_init(void (*ptr)(int))
{
signal(SIGALRM,ptr);
timer.it_value.tv_sec = 0;
timer.it_interval.tv_sec = 0;
timer.it_value.tv_usec = REALTIME_DELAY;
timer.it_interval.tv_usec = REALTIME_DELAY;
setitimer(ITIMER_REAL,&timer,&oldtimer);
}
void bg_deinit(void)
{
setitimer(ITIMER_REAL,&oldtimer,&timer);
}
/***************************************************************************
*
***************************************************************************/
void intro_bg_calc(int sig)
{
signal(sig,&intro_bg_calc);
intro_count++;
scroll_pos++;
}
void draw_scroll(void)
{
register int a,b,c,d;
int co_tab[14] = {7,6,5,4,3,2,1,1,2,3,4,5,6,7};
d = strlen(scroll_base_ptr);
b = (scroll_pos >> 2) / 12;
c = (scroll_pos >> 2) % 12;
for(a = 0;a < 14;a++)
{
register int p;
p = (a + b) * 36;
if((p >= 0) && (p < d))
{
XSetForeground(display,gc_dline,green_pixel[co_tab[a]]);
XDrawString(display,render_screen,gc_dline,
55,50 + (a * 12) - c,scroll_base_ptr + p,36);
}
}
XSetForeground(display,gc_dline,red_pixel[7]);
XFillRectangle(display,render_screen,gc_bgblt,
55,28,220,12);
drawxpm_ani(&ntitle_bm,
SCREEN_HSIZE_X - (ntitle_bm.width >> 1),5,0,1);
XFillRectangle(display,render_screen,gc_bgblt,
55,190,220,10);
}
void display_main_credit(void)
{
char *any_key_mess = "Hit any key to play, Q to Quit";
drawxpm_ani(&credit_3_bm,
SCREEN_HSIZE_X - (credit_3_bm.width >> 1),
30,0,1);
XSetForeground(display,gc_dline,green_pixel[0]);
XDrawString(display,render_screen,gc_dline,
70,140,any_key_mess,strlen(any_key_mess));
}
void display_scores(void)
{
char str[STR_LEN];
register int x;
drawxpm_ani(&ntitle_bm,
SCREEN_HSIZE_X - (ntitle_bm.width >> 1),5,0,1);
XSetForeground(display,gc_dline,red_pixel[0]);
sprintf(str,"%-8s %-15s %-11s Score","Name","Ship","Date");
XDrawString(display,render_screen,gc_dline,25,52,str,strlen(str));
for(x = 0;x < MAX_SCORE_TABLE;x++)
{
register int yp;
yp = 70 + (x * 13);
XSetForeground(display,gc_dline,green_pixel[x]);
sprintf(str,"%-8s %-15s %-11s %8d",
score_table[x].name,
score_table[x].highest_ship,
score_table[x].time,
score_table[x].score);
XDrawString(display,render_screen,gc_dline,25,yp,str,strlen(str));
}
}
int draw_intro(void)
{
register int intro_f = 0;
load_scores();
bg_init(&intro_bg_calc);
while(!intro_f)
{
XEvent event;
register int i;
XFillRectangle(display,render_screen,gc_bgblt,
0,0,window_width,window_height);
i = intro_count >> 5;
switch(i)
{
case 0:
case 1:
drawxpm_ani(&credit_1_bm,
SCREEN_HSIZE_X - (credit_1_bm.width >> 1),
50,0,1);
break;
case 3:
case 4:
drawxpm_ani(&credit_2_bm,
SCREEN_HSIZE_X - (credit_2_bm.width >> 1),
50,0,1);
break;
case 6:
case 7:
drawxpm_ani(&credit_3_bm,
SCREEN_HSIZE_X - (credit_3_bm.width >> 1),
30,0,1);
break;
case 8:
case 9:
case 10:
case 11:
display_main_credit();
break;
case 13:
if(intro_count == (13 << 5))
load_scores();
case 14:
case 15:
case 16:
display_scores();
break;
case 17:
drawxpm_ani(&ntitle_bm,
SCREEN_HSIZE_X - (ntitle_bm.width >> 1),5,0,1);
break;
case 18:
drawxpm_ani(&ntitle_bm,
SCREEN_HSIZE_X - (ntitle_bm.width >> 1),5,0,1);
scroll_base_ptr = scroll_story;
scroll_pos = -(145 << 2);
intro_count += 1 << 5;
break;
case 75:
drawxpm_ani(&ntitle_bm,
SCREEN_HSIZE_X - (ntitle_bm.width >> 1),5,0,1);
break;
case 76:
if(intro_count == (76 << 5))
load_scores();
case 77:
case 78:
case 79:
display_scores();
break;
case 80:
drawxpm_ani(&ntitle_bm,
SCREEN_HSIZE_X - (ntitle_bm.width >> 1),5,0,1);
break;
case 81:
drawxpm_ani(&ntitle_bm,
SCREEN_HSIZE_X - (ntitle_bm.width >> 1),5,0,1);
scroll_base_ptr = scroll_keys;
scroll_pos = -(145 << 2);
intro_count += 1 << 5;
break;
case 136:
case 137:
case 138:
case 139:
display_main_credit();
break;
case 141:
scroll_base_ptr = scroll_game_play;
scroll_pos = -(145 << 2);
intro_count += 1 << 5;
break;
case 275:
drawxpm_ani(&ntitle_bm,
SCREEN_HSIZE_X - (ntitle_bm.width >> 1),5,0,1);
break;
case 276:
if(intro_count == (276 << 5))
load_scores();
case 277:
case 278:
case 279:
display_scores();
break;
case 280:
drawxpm_ani(&ntitle_bm,
SCREEN_HSIZE_X - (ntitle_bm.width >> 1),5,0,1);
break;
case 281:
drawxpm_ani(&ntitle_bm,
SCREEN_HSIZE_X - (ntitle_bm.width >> 1),5,0,1);
scroll_base_ptr = scroll_tips;
scroll_pos = -(145 << 2);
intro_count += 1 << 5;
break;
case 407:
case 408:
case 409:
case 410:
display_main_credit();
break;
case 412:
scroll_base_ptr = scroll_misc;
scroll_pos = -(145 << 2);
intro_count += 1 << 5;
break;
case 561:
drawxpm_ani(&ntitle_bm,
SCREEN_HSIZE_X - (ntitle_bm.width >> 1),5,0,1);
break;
case 562:
if(intro_count == (562 << 5))
load_scores();
case 563:
case 564:
case 565:
display_scores();
break;
case 566:
drawxpm_ani(&ntitle_bm,
SCREEN_HSIZE_X - (ntitle_bm.width >> 1),5,0,1);
break;
case 567:
drawxpm_ani(&ntitle_bm,
SCREEN_HSIZE_X - (ntitle_bm.width >> 1),5,0,1);
scroll_base_ptr = scroll_disclaimer;
scroll_pos = -(145 << 2);
intro_count += 1 << 5;
break;
case 639:
drawxpm_ani(&ntitle_bm,
SCREEN_HSIZE_X - (ntitle_bm.width >> 1),5,0,1);
break;
case 640:
if(intro_count == (640 << 5))
load_scores();
case 641:
case 642:
case 643:
display_scores();
break;
case 645:
intro_count = 8 << 5;
break;
default:
if((i >= 19) && (i < 75))
draw_scroll();
else if((i >= 81) && (i < 135))
draw_scroll();
else if((i >= 142) && (i < 275))
draw_scroll();
else if((i >= 282) && (i < 406))
draw_scroll();
else if((i >= 413) && (i < 561))
draw_scroll();
else if((i >= 568) && (i < 640))
draw_scroll();
break;
}
XCopyArea(display,render_screen,window,gc_bgblt,0,0,
window_width,window_height,0,0);
while(XPending(display))
{
XNextEvent(display,&event);
if(event.xany.type == KeyPress)
{
register int ch;
ch = XLookupKeysym((XKeyEvent *)&event,0);
switch(ch)
{
case 'q':
intro_f = 1;
break;
case ' ':
intro_f = 2;
break;
}
}
else
if(event.xany.type == ButtonPress)
intro_f = 2;
}
usleep(UPDATE_DELAY);
}
bg_deinit();
return intro_f - 1;
}
/***************************************************************************
*
***************************************************************************/
void get_ready(void)
{
register int a;
XEvent event;
char str[STR_LABEL_LEN];
for(a = 0;a < 3;a++)
{
XFillRectangle(display,render_screen,gc_bgblt,0,0,window_width,window_height);
drawxpm_ani(&get_ready2_bm,SCREEN_HSIZE_X - (get_ready2_bm.width >> 1),
10,0,1);
XSetForeground(display,gc_dline,white_pixel[6]);
sprintf(str,"Starship %s",ship->name);
XDrawString(display,render_screen,gc_dline,
SCREEN_HSIZE_X - ((strlen(str) >> 1) * 7),55,str,strlen(str));
drawxpm_ani(&ship->map_bm,SCREEN_HSIZE_X - (ship->map_bm.width >> 1),
70,0,1);
XCopyArea(display,render_screen,window,gc_bgblt,0,0,window_width,window_height,0,0);
while(XPending(display))
XNextEvent(display,&event);
sleep(1);
}
}
/***************************************************************************
*
***************************************************************************/
void bg_calc(int sig)
{
signal(sig,&bg_calc);
if(ship != NULL)
ship->level_bg_calc();
sscore += score;
sscore >>= 1;
}
void game(void)
{
XEvent event;
init();
init_colours();
if(load_flr_xpms())
{
if(load_sprite_xpms())
{
XMapWindow(display,window);
XSync(display,0);
printf("Entering Nighthawk..\n");
for(;;)
if(draw_intro())
{
register int dead = 0;
sscore = score = 0;
ship_ptr = ship_start;
while(!dead)
{
ship = new(tship);
if(ship != NULL)
{
if(ship->load(ship_table[ship_ptr]))
{
get_ready();
bg_init(&bg_calc);
ship->level_run();
if(ship->droids[0]->state == 2)
{
dead = 1;
update_score(0);
}
ship->unload();
bg_deinit();
}
delete(ship);
}
else
break;
ship_ptr++;
if((ship_table[ship_ptr] == NULL) && !ship->droids[0]->state)
{
tbm finale_bm;
ship_ptr--;
update_score(1);
if(loadxpm_xpm("standard/finale.xpm",&finale_bm))
{
register int a;
for(a = 0;a < 8;a++)
{
drawxpm_ani(&finale_bm,0,0,0,1);
XCopyArea(display,render_screen,window,gc_bgblt,0,0,
window_width,window_height,0,0);
while(XPending(display))
XNextEvent(display,&event);
sleep(1);
}
free_bm(&finale_bm);
}
break;
}
}
}
else
break;
free_sprite_xpms();
}
free_flr_xpms();
}
}
/***************************************************************************
*
***************************************************************************/
void display_scroll(char *data)
{
register int x,lines;
lines = (int)strlen(data) / 36;
for(x = 0;x < lines;x++)
{
register int a;
printf(" ");
for(a = 0;a < 36;a++)
{
putchar(*data);
data++;
}
putchar('\n');
}
printf("\n\n\n");
}
/***************************************************************************
*
***************************************************************************/
int main(int argc,char *argv[])
{
register int x;
printf(WELCOME);
for(x = 1;x < argc;x++)
{
if(argv[x][0] == '-')
{
switch(argv[x][1])
{
case 'h':
printf(
"Usage: %s <options>\n"
" -h Display this help info\n"
" -s Display game scrolls\n"
" -c x Start at a given ship (0-9)\n"
"\n",argv[0]);
return 1;
case 's':
printf("\n\n\n");
display_scroll(scroll_story);
display_scroll(scroll_keys);
display_scroll(scroll_game_play);
display_scroll(scroll_tips);
display_scroll(scroll_misc);
display_scroll(scroll_disclaimer);
return 1;
case 'c':
if(argc == 3)
{
ship_start = atoi(argv[x + 1]);
if(ship_start < 0) ship_start = 0;
if(ship_start > 9) ship_start = 9;
printf("Starting at level '%s' (Nb/ High scores will note "
"that you have cheated)\n",ship_table[ship_start]);
}
else
printf("Error: -c, missing parameter\n");
break;
}
}
}
printf("Data Directory: " INSTALL_LIB_DIR "/\n"
"No sound.\n");
if(x_init())
{
game();
Xreaper();
}
printf("See ya\n");
return 1;
}
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