misc.cpp

来自「打飞机的过关游戏(linux)」· C++ 代码 · 共 454 行

CPP
454
字号
#include "misc.h"

void clearInfoLines()
{
	for (int i = 0 ; i < 4 ; i++)
	{
		graphics.textShape[i].life = 0;
	}
}

// from a to b
void copyInfoLine(int a, int b)
{
	graphics.textSurface(b, graphics.textShape[a].text, -1, 0, graphics.textShape[a].fontColor);
	graphics.textShape[b].life = graphics.textShape[a].life;
}

/*
Sets one of the three information lines on the screen. The accepts the
string and colors. It will set the information to the first free infoline
it finds (top to bottom). If it doesn't find any free ones, it will push
all the other info lines down one and add itself to the top.
*/
void setInfoLine(char *in, int color)
{
	int index = -1;

	for (int i = 0 ; i < 3 ; i++)
	{
		if ((graphics.textShape[i].life == 0) && (index == -1))
		{
			index = i;
		}
	}

	// Bump down
	if (index == -1)
	{
		index = 2;
		copyInfoLine(1, 0);
		copyInfoLine(2, 1);
	}

	graphics.textSurface(index, in, -1, 0, color);
	graphics.textShape[index].life = 240;
}

/*
Sets a radio message that appears at the top of the screen. Used for
script events, etc. We send a message priority too, since we don't want
Phoebe or Ursula's banter to interrupt an important message
*/
void setRadioMessage(signed char face, char *in, int priority)
{
	if ((graphics.textShape[3].life > 0) && (priority == 0))
		return;

	graphics.textSurface(3, in, -1, 50, FONT_WHITE);
	graphics.textShape[3].life = 240;

	SDL_Surface *faceShape = NULL;
	if (face > -1)
		faceShape = graphics.shape[face];

	graphics.createMessageBox(faceShape, in, 1);
}

void doTargetArrow()
{
	if ((engine.targetArrowTimer == 0) || (enemy[engine.targetIndex].shield < 1))
		return;

	if (enemy[engine.targetIndex].flags & FL_ISCLOAKED)
		return;
		
	if (graphics.textShape[3].life > 0)
		return;

	engine.targetArrow = -1;

	if (engine.targetArrowTimer > 0)
		engine.targetArrowTimer--;

	int distX = (int)(enemy[engine.targetIndex].x - player.x);
	int distY = (int)(enemy[engine.targetIndex].y - player.y);

	if (distY < -300)
		engine.targetArrow = 36;

	if (distY > 300)
		engine.targetArrow = 40;

	if (distX < -400)
		engine.targetArrow = 42;

	if (distX > 400)
		engine.targetArrow = 38;

	if ((distY < -300) && (distX > 400))
		engine.targetArrow = 37;

	if ((distY > 300) && (distX > 400))
		engine.targetArrow = 39;

	if ((distY > 300) && (distX < -400))
		engine.targetArrow = 41;

	if ((distY < -300) && (distX < -400))
		engine.targetArrow = 43;

	if (engine.targetArrow != -1)
	{
		graphics.blit(graphics.shape[engine.targetArrow], 380, 50);
		graphics.blit(graphics.shape[44], 365, 70);
	}
}

/*
Fill in later...
*/
void doInfo()
{
	int shieldColor = 0;
	SDL_Rect bar;
	signed char fontColor;
	char text[25];

	graphics.addBuffer(0, 20, 800, 25);
	graphics.addBuffer(0, 545, 800, 25);

	if (engine.minutes > -1)
	{
		if ((engine.minutes == 0) && (engine.seconds <= 29))
			fontColor = FONT_RED;
		else if ((engine.minutes == 0) && (engine.seconds > 29))
			fontColor = FONT_YELLOW;
		else
			fontColor = FONT_WHITE;
		graphics.blitText(10); // time remaining
		sprintf(text, "%.2d:%.2d", engine.minutes, engine.seconds);
		graphics.drawString(text, 410, 21, fontColor);
	}

	if (currentGame.area != MAX_MISSIONS - 1)
	{
		graphics.blitText(9); // mission objectives
		sprintf(text, "%d", (currentMission.remainingObjectives1 + currentMission.remainingObjectives2));
		graphics.drawString(text, 745, 21, FONT_WHITE);
	}

	graphics.blitText(8); // cash
	sprintf(text, "%.6d", currentGame.cash);
	graphics.drawString(text, 90, 21, FONT_WHITE);

	doTargetArrow();

	fontColor = FONT_WHITE;
	if (player.ammo[0] > 0)
	{
		if (player.ammo[0] <= 25) fontColor = FONT_YELLOW;
		if (player.ammo[0] <= 10) fontColor = FONT_RED;
	}
	graphics.blitText(5); // plasma ammo
	sprintf(text, "%.3d", player.ammo[0]);
	graphics.drawString(text, 320, 551, fontColor);

	graphics.blitText(6);

	if ((player.weaponType[1] != W_CHARGER) && (player.weaponType[1] != W_LASER))
	{
		if (player.ammo[1] == 1)
			fontColor = FONT_RED;
		else
			fontColor = FONT_WHITE;
		sprintf(text, "%.3d", player.ammo[1]); // rocket ammo
		graphics.drawString(text, 465, 551, fontColor);
	}

	if (((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER)) && (player.ammo[1] > 0))
	{
		int c = graphics.white;
		if (player.ammo[1] > 100)
			c = graphics.red;

		bar.x = 450;
		bar.y = 550;
		bar.h = 12;

		for (int i = 0 ; i < (player.ammo[1] / 5) ; i++)
		{
			bar.w = 1;
			SDL_FillRect(graphics.screen, &bar, c);
			bar.x += 2;
		}
	}

	if ((!allMissionsCompleted()) && (SDL_GetTicks() >= engine.counter2))
	{
		engine.timeTaken++;
		engine.counter2 = SDL_GetTicks() + 1000;
		if (engine.missionCompleteTimer == 0)
			checkScriptEvents();
	}

	if ((engine.timeMission) && (!engine.cheatTime) && (player.shield > 0))
	{
		if (SDL_GetTicks() >= engine.counter)
		{
			if ((engine.seconds > 1) && (engine.seconds <= 11) && (engine.minutes == 0))
			{
				playSound(SFX_CLOCK);
			}

			if (engine.seconds > 0)
			{
				engine.seconds--;
				engine.counter = (SDL_GetTicks() + 1000);
			}
			else if ((engine.seconds == 0) && (engine.minutes > 0))
			{
				engine.minutes--;
				engine.seconds = 59;
				engine.counter = (SDL_GetTicks() + 1000);
				for (int i = 0 ; i < 3 ; i++)
				{
					if (currentMission.timeLimit1[i] > -1)
						currentMission.timeLimit1[i]--;
					if (currentMission.timeLimit2[i] > -1)
						currentMission.timeLimit2[i]--;
				}
				checkTimer();
				checkScriptEvents();
			}

			if ((engine.seconds == 0) && (engine.minutes == 0))
			{
				for (int i = 0 ; i < 3 ; i++)
				{
					if (currentMission.timeLimit1[i] > -1)
						currentMission.timeLimit1[i]--;
					if (currentMission.timeLimit2[i] > -1)
						currentMission.timeLimit2[i]--;
				}
				checkTimer();
				checkScriptEvents();
				//engine.counter = 0;
				engine.counter = (SDL_GetTicks() + 1000);
			}
		}
	}

	for (int i = 0 ; i < 3 ; i++)
	{
		if (graphics.textShape[i].life > 0)
		{
			graphics.textShape[i].y = (525 - (i * 20));
			graphics.blitText(i);
			graphics.textShape[i].life--;

			if (graphics.textShape[i].life == 0)
			{
				copyInfoLine(i + 1, i);
				copyInfoLine(i + 2, i + 1);
				graphics.textShape[2].life = 0;
			}
		}
	}

	// Show the radio message if there is one
	if (graphics.textShape[3].life > 0)
	{
		graphics.blit(graphics.messageBox, (800 - graphics.messageBox->w) / 2, 50);
		graphics.textShape[3].life--;
	}

	// Do the target's remaining shield (if required)
	if (currentGame.area != 10)
	{
		if ((engine.targetIndex > -1) && (enemy[engine.targetIndex].shield > 0) && (engine.targetIndex > 9))
		{
			graphics.blitText(7);
			bar.w = 1;
			bar.h = 12;
			bar.x = 620;
			bar.y = 550;

			for (float i = 0 ; i < (engine.targetShield * enemy[engine.targetIndex].shield) ; i++)
			{
				if (i > 50)
					shieldColor = graphics.green;
				else if ((i >= 25) && (i <= 50))
					shieldColor = graphics.yellow;
				else
					shieldColor = graphics.red;
				SDL_FillRect(graphics.screen, &bar, shieldColor);
				bar.x += 2;
			}
		}
	}

	graphics.blitText(11);

	bar.w = 25;
	bar.h = 12;
	bar.x = 80;
	bar.y = 571;
	SDL_FillRect(graphics.screen, &bar, graphics.green);

	for (int i = 1 ; i < currentGame.maxPlasmaDamage ; i++)
	{
		bar.x += 30;
		if (weapon[1].damage >= (i + 1))
			SDL_FillRect(graphics.screen, &bar, graphics.green);
		else
			SDL_FillRect(graphics.screen, &bar, graphics.darkGreen);
	}

	graphics.blitText(12);

	bar.w = 25;
	bar.h = 12;
	bar.x = 315;
	bar.y = 571;
	SDL_FillRect(graphics.screen, &bar, graphics.yellow);

	for (int i = 1 ; i < currentGame.maxPlasmaDamage ; i++)
	{
		bar.x += 30;
		if (weapon[1].ammo[0] >= (i + 1))
			SDL_FillRect(graphics.screen, &bar, graphics.yellow);
		else
			SDL_FillRect(graphics.screen, &bar, graphics.darkYellow);
	}

	graphics.blitText(13);

	bar.w = 25;
	bar.h = 12;
	bar.x = 550;
	bar.y = 571;

	for (int i = 15 ; i > (currentGame.maxPlasmaRate - 1) ; i -= 2)
	{
		if (weapon[1].reload[0] <= i)
			SDL_FillRect(graphics.screen, &bar, graphics.blue);
		else
			SDL_FillRect(graphics.screen, &bar, graphics.darkerBlue);
		bar.x += 30;
	}

	graphics.blitText(4);
	if (player.shield < 1)
		return;

	if ((!engine.keyState[SDLK_SPACE]) && (player.weaponType[1] == W_LASER) && (engine.eventTimer % 8 == 1))
		Math::limitChar(&(--player.ammo[1]), 1, 255);

	if ((engine.eventTimer < 30) && (player.shield <= engine.lowShield))
		return;

	signed char blockSize = 1;

	bar.w = blockSize;
	bar.h = 12;
	bar.x = 95;
	bar.y = 550;

	for (int i = 0 ; i < player.shield ; i += blockSize)
	{
		if (i >= engine.averageShield)
			shieldColor = graphics.green;
		else if ((i >= engine.lowShield) && (i < engine.averageShield))
			shieldColor = graphics.yellow;
		else
			shieldColor = graphics.red;
		SDL_FillRect(graphics.screen, &bar, shieldColor);
		bar.x += blockSize;
		if (player.maxShield < 75)
			bar.x++;
	}
}

int getFace(char *face)
{
	for (int i = 0 ; i < 7 ; i++)
	{
		if (strcmp(faces[i], face) == 0)
			return 90 + i;
	}

	return -1;
}

void resetLists()
{
	object *ob, *ob2;
	collectables *c1, *c2;
	bRect *r1, *r2;

	ob = engine.bulletHead->next;
	while(ob != NULL)
	{
		ob2 = ob;
		ob = ob->next;
		delete ob2;
	}
	engine.bulletHead->next = NULL;
	engine.bulletTail = engine.bulletHead;

	ob = engine.explosionHead->next;
	while(ob != NULL)
	{
		ob2 = ob;
		ob = ob->next;
		delete ob2;
	}
	engine.explosionHead->next = NULL;
	engine.explosionTail = engine.explosionHead;

	c1 = engine.collectableHead->next;
	while (c1 != NULL)
	{
		c2 = c1;
		c1 = c1->next;
		delete c2;
	}

	engine.collectableHead->next = NULL;
	engine.collectableTail = engine.collectableHead;
	
	r1 = graphics.bufferHead->next;
	while (r1 != NULL)
	{
		r2 = r1;
		r1 = r1->next;
		delete r2;
	}
	
	graphics.bufferHead->next = NULL;
	graphics.bufferTail = graphics.bufferHead;

	ob = engine.debrisHead->next;
	while(ob != NULL)
	{
		ob2 = ob;
		ob = ob->next;
		delete ob2;
	}
	engine.debrisHead->next = NULL;
	engine.debrisTail = engine.debrisHead;
}


⌨️ 快捷键说明

复制代码Ctrl + C
搜索代码Ctrl + F
全屏模式F11
增大字号Ctrl + =
减小字号Ctrl + -
显示快捷键?