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/*
* XBoing - An X11 blockout style computer game
*
* (c) Copyright 1993, 1994, 1995, Justin C. Kibell, All Rights Reserved
*
* The X Consortium, and any party obtaining a copy of these files from
* the X Consortium, directly or indirectly, is granted, free of charge, a
* full and unrestricted irrevocable, world-wide, paid up, royalty-free,
* nonexclusive right and license to deal in this software and
* documentation files (the "Software"), including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons who receive
* copies from any such party to do so. This license includes without
* limitation a license to do the foregoing actions under any patents of
* the party supplying this software to the X Consortium.
*
* In no event shall the author be liable to any party for direct, indirect,
* special, incidental, or consequential damages arising out of the use of
* this software and its documentation, even if the author has been advised
* of the possibility of such damage.
*
* The author specifically disclaims any warranties, including, but not limited
* to, the implied warranties of merchantability and fitness for a particular
* purpose. The software provided hereunder is on an "AS IS" basis, and the
* author has no obligation to provide maintenance, support, updates,
* enhancements, or modifications.
*/
/*
* =========================================================================
*
* $Id: level.c,v 1.1.1.1 1994/12/16 01:36:47 jck Exp $
* $Source: /usr5/legends/jck/xb/master/xboing/level.c,v $
* $Revision: 1.1.1.1 $
* $Date: 1994/12/16 01:36:47 $
*
* $Log: level.c,v $
* Revision 1.1.1.1 1994/12/16 01:36:47 jck
* The XBoing distribution requires configuration management. This is why the
* cvs utility is being used. This is the initial import of all source etc..
*
*
* =========================================================================
*/
/*
* Include file dependencies:
*/
#include <stdio.h>
#include <stdlib.h>
#include <stddef.h>
#include <time.h>
#include <assert.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xos.h>
#include <xpm.h>
#include "bitmaps/balls/life.xpm"
#include "error.h"
#include "audio.h"
#include "dialogue.h"
#include "special.h"
#include "intro.h"
#include "gun.h"
#include "init.h"
#include "stage.h"
#include "sfx.h"
#include "score.h"
#include "paddle.h"
#include "blocks.h"
#include "bonus.h"
#include "highscore.h"
#include "ball.h"
#include "main.h"
#include "mess.h"
#include "misc.h"
#include "file.h"
#include "level.h"
/*
* Internal macro definitions:
*/
#define MAX_LIVES 6
#define START_LIVES 3
#define NEW_LIVE_SCORE_INC 100000L
#define MIN(S, T) ((S) > (T) ? (T) : (S))
/*
* Internal type declarations:
*/
#if NeedFunctionPrototypes
static void DrawLevelTimeBonus(Display *display, Window window, int timebonus);
#else
static void DrawLevelTimeBonus();
#endif
/*
* Internal variable declarations:
*/
Pixmap lifePixmap, lifeMask;
int livesLeft = 3;
u_long level;
u_long startlevel;
time_t gameTime;
int bonus = 1;
char levelTitle[BUF_SIZE];
int bonusBlock = False;
static int bulletPos;
static int timeBonus;
#if NeedFunctionPrototypes
void InitialiseLevelInfo(Display *display, Window window, Colormap colormap)
#else
void InitialiseLevelInfo(display, window, colormap)
Display *display;
Window window;
Colormap colormap;
#endif
{
XpmAttributes attributes;
int XpmErrorStatus;
attributes.valuemask = XpmColormap;
attributes.colormap = colormap;
/* Create xpm pixmap for the life */
XpmErrorStatus = XpmCreatePixmapFromData(display, window, life_xpm,
&lifePixmap, &lifeMask, &attributes);
HandleXPMError(display, XpmErrorStatus, "InitialiseLevelInfo()");
/* Free the xpm pixmap attributes */
XpmFreeAttributes(&attributes);
}
#if NeedFunctionPrototypes
void DecLevelTimeBonus(Display *display, Window window)
#else
void DecLevelTimeBonus(display, window)
Display *display;
Window window;
#endif
{
if (timeBonus > 0)
{
/* Decrement the time bonus */
timeBonus--;
/* Draw the time bonus */
DrawLevelTimeBonus(display, window, timeBonus);
/* Is the time run out */
if (timeBonus == 0)
{
/* Times up buzzer sound */
if (noSound == False) playSoundFile("buzzer", 70);
}
}
}
#if NeedFunctionPrototypes
int GetLevelTimeBonus(void)
#else
int GetLevelTimeBonus()
#endif
{
/* return the time bonus */
return timeBonus;
}
#if NeedFunctionPrototypes
void AddToLevelTimeBonus(Display *display, Window window, int seconds)
#else
void AddToLevelTimeBonus(display, window, seconds)
Display *display;
Window window;
int seconds;
#endif
{
/* add to the time bonus */
SetLevelTimeBonus(display, window, timeBonus + seconds);
}
#if NeedFunctionPrototypes
void SetLevelTimeBonus(Display *display, Window window, int seconds)
#else
void SetLevelTimeBonus(display, window, seconds)
Display *display;
Window window;
int seconds;
#endif
{
assert(timeBonus >= 0);
/* Reset the time bonus to desired time */
timeBonus = seconds;
/* Draw the time bonus */
DrawLevelTimeBonus(display, window, timeBonus);
}
#if NeedFunctionPrototypes
static void DrawLevelTimeBonus(Display *display, Window window, int timebonus)
#else
static void DrawLevelTimeBonus(display, window, timebonus)
Display *display;
Window window;
int timebonus;
#endif
{
int len, minutes, seconds;
char str[10];
/* Work out the minutes and seconds using time bonus */
minutes = timebonus / 60;
seconds = timebonus % 60;
/* Construct a string with the time bonus and draw it */
sprintf(str, "%02d:%02d", minutes, seconds);
len = strlen(str);
/* Draw the text now thanks - using title font for big numbers */
XClearWindow(display, window);
DrawText(display, window, 2, 7, titleFont, black, str, len);
/* The less time you have the more drastic the colour comes */
if (timebonus <= 10)
DrawText(display, window, 0, 5, titleFont, red, str, len);
else if (timebonus <= 60)
DrawText(display, window, 0, 5, titleFont, yellow, str, len);
else
DrawText(display, window, 0, 5, titleFont, green, str, len);
}
#if NeedFunctionPrototypes
void DrawLife(Display *display, Window window, int x, int y)
#else
void DrawLife(display, window, x, y)
Display *display;
Window window;
int x;
int y;
#endif
{
/* Draw the life pixmap */
RenderShape(display, window, lifePixmap, lifeMask,
x-12, y-12, 25, 24, True);
}
#if NeedFunctionPrototypes
void DisplayLevelNumber(Display *display, Window window, u_long level)
#else
void DisplayLevelNumber(display, window, level)
Display *display;
Window window;
u_long level;
#endif
{
/* Put the level number up */
DrawOutNumber(display, levelWindow, level, 260, 5);
}
#if NeedFunctionPrototypes
void DisplayLevelInfo(Display *display, Window window, u_long level)
#else
void DisplayLevelInfo(display, window, level)
Display *display;
Window window;
u_long level;
#endif
{
int i;
/* Clear the window for level information */
XClearWindow(display, levelWindow);
DisplayLevelNumber(display, levelWindow, level);
/* Draw out the lives left pixmaps - only MAX_LIVES will be displayed */
for (i = 0; i < MIN(livesLeft, MAX_LIVES); i++)
DrawLife(display, window, 175 - (i * 30), 21);
/* Draw the score in the score window */
DisplayScore(display, scoreWindow, score);
/* Draw all the bullets in the ammo pouch ;-) */
ReDrawBulletsLeft(display);
XFlush(display);
}
#if NeedFunctionPrototypes
void SetLevelNumber(int levelNum)
#else
void SetLevelNumber(levelNum)
int levelNum;
#endif
{
level = (u_long) levelNum;
}
#if NeedFunctionPrototypes
void SetStartingLevel(int levelNum)
#else
void SetStartingLevel(levelNum)
int levelNum;
#endif
{
startlevel = (u_long) levelNum;
}
#if NeedFunctionPrototypes
void ChangeStartingLevel(Display *display)
#else
void ChangeStartingLevel(display)
Display *display;
#endif
{
/*
* This function will display the user input dialogue and ask the
* user for a starting level. It is validated here and if valid it
* will set the new starting level.
*/
char str[80];
int num;
sprintf(str, "Level range is [1-%d]", MAX_NUM_LEVELS);
SetCurrentMessage(display, messWindow, str, False);
str[0] = '\0';
/* Obtain a string from the user. Should contain NULL or numbers */
strcpy(str, UserInputDialogueMessage(display,
"Input game starting level number.", TEXT_ICON, NUMERIC_ENTRY_ONLY));
/* Nothing input so just return */
if (str[0] == '\0') return;
/* Obtain the start level setting */
num = atoi(str);
if ((num > 0) && (num <= MAX_NUM_LEVELS))
{
/* Ok now set the new starting level number */
SetStartingLevel(num);
sprintf(str, "Starting level set to %d", num);
SetCurrentMessage(display, messWindow, str, True);
}
else
{
/* Value out of range so let them know the range. */
sprintf(str, "Invalid - level range [1-%d]", MAX_NUM_LEVELS);
SetCurrentMessage(display, messWindow, str, True);
}
}
#if NeedFunctionPrototypes
int GetStartingLevel(void)
#else
int GetStartingLevel()
#endif
{
return ((int) startlevel);
}
#if NeedFunctionPrototypes
void RedrawLevelInfo(Display *display, Window window)
#else
void RedrawLevelInfo(display, window)
Display *display;
Window window;
#endif
{
DisplayLevelInfo(display, window, level);
}
#if NeedFunctionPrototypes
void FreeLevelInfo(Display *display)
#else
void FreeLevelInfo(display)
Display *display;
#endif
{
/* Free the life pixmap */
if (lifePixmap) XFreePixmap(display, lifePixmap);
if (lifeMask) XFreePixmap(display, lifeMask);
}
#if NeedFunctionPrototypes
void DeleteABullet(Display *display)
#else
void DeleteABullet(display)
Display *display;
#endif
{
bulletPos = 192 - (GetNumberBullets() * 9);
/* Take a bullet away from ammo belt */
EraseTheBullet(display, levelWindow, bulletPos, 43);
DecNumberBullets();
}
#if NeedFunctionPrototypes
void AddABullet(Display *display)
#else
void AddABullet(display)
Display *display;
#endif
{
IncNumberBullets();
bulletPos = 192 - (GetNumberBullets() * 9);
/* Add a bullet to the ammo belt */
DrawTheBullet(display, levelWindow, bulletPos, 43);
}
#if NeedFunctionPrototypes
void ReDrawBulletsLeft(Display *display)
#else
void ReDrawBulletsLeft(display)
Display *display;
#endif
{
int x, i;
/* Draw the bullets in the ammo belt */
for (i = 0; i < GetNumberBullets(); i++)
{
x = 192 - ((i+1) * 9);
DrawTheBullet(display, levelWindow, x, 43);
}
}
#if NeedFunctionPrototypes
int GetNumberLife(void)
#else
int GetNumberLife()
#endif
{
return livesLeft;
}
#if NeedFunctionPrototypes
void SetLivesLeft(int new)
#else
void SetLivesLeft(new)
int new;
#endif
{
livesLeft = new;
}
#if NeedFunctionPrototypes
void DecExtraLife(Display *display)
#else
void DecExtraLife(display)
Display *display;
#endif
{
/* Take a life */
if (mode != MODE_EDIT)
livesLeft--;
if (livesLeft < 0)
livesLeft = 0;
/* redraw the level info */
DisplayLevelInfo(display, levelWindow, level);
}
#if NeedFunctionPrototypes
void AddExtraLife(Display *display)
#else
void AddExtraLife(display)
Display *display;
#endif
{
/* Add a new life */
livesLeft++;
SetCurrentMessage(display, messWindow, "Extra ball", True);
/* redraw the level info */
DisplayLevelInfo(display, levelWindow, level);
}
#if NeedFunctionPrototypes
void CheckAndAddExtraLife(Display *display, long score)
#else
void CheckAndAddExtraLife(display, score)
Display *display;
long score;
#endif
{
static int ballInc = 0;
/* Add a new life? */
if ((score) && ((score / NEW_LIVE_SCORE_INC) != ballInc))
{
/* Add a new life */
AddExtraLife(display);
}
/* Next inc before adding a new life */
ballInc = score / NEW_LIVE_SCORE_INC;
}
#if NeedFunctionPrototypes
void HandleGameTimer(Display *display, Window window)
#else
void HandleGameTimer(display, window)
Display *display;
Window window;
#endif
{
static time_t oldTime = 0;
/* Time to decrement the timer */
if (time(NULL) > oldTime)
{
/* Decrement the timer bonus */
DecLevelTimeBonus(display, timeWindow);
oldTime = time(NULL);
}
}
#if NeedFunctionPrototypes
void CheckGameRules(Display *display, Window window)
#else
void CheckGameRules(display, window)
Display *display;
Window window;
#endif
{
CheckAndAddExtraLife(display, score);
HandleGameTimer(display, window);
if (StillActiveBlocks() == False)
{
/* Turn off the x2 x4 bonuses so bonus screen is x2 or x4 */
Togglex2Bonus(display, False);
Togglex4Bonus(display, False);
DrawSpecials(display);
/* Give the play a big head with some applause */
if (noSound == False) playSoundFile("applause", 70);
/* Finished level now so set up bonus screen */
mode = MODE_BONUS;
SetupBonusScreen(display, mainWindow);
}
}
#if NeedFunctionPrototypes
void UpdateHighScores(Display *display)
#else
void UpdateHighScores(display)
Display *display;
#endif
{
time_t endTime;
u_long theLevel;
char message[80];
/* Obtain the game duration in seconds - taking account for pauses */
endTime = time(NULL) - gameTime - pausedTime;
/* Adjust the level so that the starting level is taken into account */
theLevel = level - (u_long) GetStartingLevel() + 1L;
/* If the user is the new boing master */
if (GetHighScoreRanking(score) == 1)
{
if (noSound == False) playSoundFile("youagod", 99);
/* Ask them for some words of wisdom */
strcpy(message, UserInputDialogueMessage(display,
"Words of wisdom Boing Master?", TEXT_ICON, TEXT_ENTRY_ONLY));
}
/* Update the high score table */
(void) CheckAndAddScoreToHighScore(score, theLevel, endTime, PERSONAL,
message);
if (CheckAndAddScoreToHighScore(score, theLevel, endTime, GLOBAL,
message) == False)
ResetHighScore(PERSONAL);
else
ResetHighScore(GLOBAL);
}
#if NeedFunctionPrototypes
void EndTheGame(Display *display, Window window)
#else
void EndTheGame(display, window)
Display *display;
Window window;
#endif
{
/* Game over man! */
SetCurrentMessage(display, messWindow, "- Game Over - ", True);
if (noSound == False) playSoundFile("game_over", 99);
TurnSpecialsOff(display);
UpdateHighScores(display);
/* redraw the level info */
DisplayLevelInfo(display, levelWindow, level);
/* Reset game and setup for high score table */
gameActive = False;
SetLevelNumber(GetStartingLevel());
ResetIntroduction();
mode = MODE_HIGHSCORE;
}
#if NeedFunctionPrototypes
void DeadBall(Display *display, Window window)
#else
void DeadBall(display, window)
Display *display;
Window window;
#endif
{
if (noSound == False) playSoundFile("balllost", 99);
/* More than one ball on screen - 1 died */
SetCurrentMessage(display, messWindow, "Another one bites the dust!", True);
if (livesLeft <= 0 && GetAnActiveBall() == -1)
EndTheGame(display, window);
else
{
/* Start a new ball if some to spare */
if (GetAnActiveBall() == -1 && livesLeft > 0)
{
/* Last ball on screen died so start a new one */
SetCurrentMessage(display, messWindow, "Balls Terminated!", True);
SetReverseOff();
DrawSpecials(display);
/* Make the paddle the maximum size */
ChangePaddleSize(display, window, PAD_EXPAND_BLK);
ChangePaddleSize(display, window, PAD_EXPAND_BLK);
/* Decrement the number of lives left and display so */
DecExtraLife(display);
ResetBallStart(display, window);
}
}
}
#if NeedFunctionPrototypes
char *GetLevelName(void)
#else
char *GetLevelName()
#endif
{
/* Return the name of the current level */
return (levelTitle);
}
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