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📄 intermission.cpp

📁 After decades of war one company, who had gained powerful supplying both sides with weaponary, steps
💻 CPP
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/*Copyright (C) 2003 Parallel RealitiesThis program is free software; you can redistribute it and/ormodify it under the terms of the GNU General Public Licenseas published by the Free Software Foundation; either version 2of the License, or (at your option) any later version.This program is distributed in the hope that it will be useful,but WITHOUT ANY WARRANTY; without even the implied warranty ofMERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the GNU General Public License for more details.You should have received a copy of the GNU General Public Licensealong with this program; if not, write to the Free SoftwareFoundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.*/#include "intermission.h"/*Drives the cursor. Is used by some other screens too*/void doCursor(){	getPlayerInput();	Math::limitInt(&engine.cursor_x, 10, 790);	Math::limitInt(&engine.cursor_y, 10, 590);	graphics.blit(graphics.shape[0], engine.cursor_x, engine.cursor_y);}/*Sets the player's current status information lines. These are the linesthat are scrolled up the screen when the player clicks on Current StatusThese are set only once.*/void setStatusLines(){	char string[50];	sprintf(string, "System : %s", systemNames[currentGame.system]);	graphics.textSurface(0, string, 0, 0, FONT_WHITE);	signed char total = 0;	signed char completed = 0;		for (int i = 0 ; i < 10 ; i++)	{		if (systemPlanet[i].missionNumber > -1)		{			switch(systemPlanet[i].missionCompleted)   		{				case 0:					total++;					break;				case 1:					total++;					completed++;					break;			}		}	}	for (int i = 0 ; i < 30 ; i++)		graphics.textSurface(i, "", 0, 0, FONT_WHITE);	sprintf(string, "Missions Completed : %d/%d", completed, total);	graphics.textSurface(1, string, 0, 0, FONT_WHITE);	sprintf(string, "Shots Fired : %d", currentGame.shots);	graphics.textSurface(2, string, 0, 0, FONT_WHITE);	sprintf(string, "Hits Scored : %d", currentGame.hits);	graphics.textSurface(3, string, 0, 0, FONT_WHITE);	sprintf(string, "Accuracy : %d%%", currentGame.accuracy);	graphics.textSurface(4, string, 0, 0, FONT_WHITE);	sprintf(string, "Enemies Killed by Others : %d", currentGame.totalOtherKills);	graphics.textSurface(5, string, 0, 0, FONT_WHITE);	sprintf(string, "Total Cash Earned : %d", currentGame.cashEarned);	graphics.textSurface(6, string, 0, 0, FONT_WHITE);	graphics.textSurface(7, "*** Chris ***", 0, 0, FONT_WHITE);	sprintf(string, "Enemies Killed : %d", currentGame.totalKills);	graphics.textSurface(8, string, 0, 0, FONT_WHITE);	sprintf(string, "Shield Restores Picked Up : %d", currentGame.shieldPickups);	graphics.textSurface(9, string, 0, 0, FONT_WHITE);	sprintf(string, "Plasma Cells Picked Up : %d", currentGame.cellPickups);	graphics.textSurface(10, string, 0, 0, FONT_WHITE);	sprintf(string, "Rockets Picked Up : %d", currentGame.rocketPickups);	graphics.textSurface(11, string, 0, 0, FONT_WHITE);	sprintf(string, "Powerups Picked Up : %d", currentGame.rocketPickups);	graphics.textSurface(12, string, 0, 0, FONT_WHITE);	sprintf(string, "Mines Destroyed : %d", currentGame.minesKilled);	graphics.textSurface(13, string, 0, 0, FONT_WHITE);	sprintf(string, "Slaves Rescued : %d", currentGame.slavesRescued);	graphics.textSurface(14, string, 0, 0, FONT_WHITE);	sprintf(string, "Cargo Picked Up : %d", currentGame.cargoPickups);	graphics.textSurface(15, string, 0, 0, FONT_WHITE);	if (currentGame.hasWingMate1)	{		graphics.textSurface(16, "*** Phoebe ***", 0, 0, FONT_WHITE);		sprintf(string, "Enemies Killed : %d", currentGame.wingMate1Kills);		graphics.textSurface(17, string, 0, 0, FONT_WHITE);		sprintf(string, "Ejections : %d", currentGame.wingMate1Ejects);		graphics.textSurface(18, string, 0, 0, FONT_WHITE);	}	if (currentGame.hasWingMate2)	{		graphics.textSurface(19, "*** Ursula ***", 0, 0, FONT_WHITE);		sprintf(string, "Enemies Killed : %d", currentGame.wingMate2Kills);		graphics.textSurface(20, string, 0, 0, FONT_WHITE);		sprintf(string, "Ejections : %d", currentGame.wingMate2Ejects);		graphics.textSurface(21, string, 0, 0, FONT_WHITE);	}	signed char percentage = 0;	if ((currentGame.secondaryMissions > 0) && (currentGame.secondaryMissionsCompleted > 0))		percentage = (currentGame.secondaryMissionsCompleted / currentGame.secondaryMissions) * 100;	sprintf(string, "Seconday Missions Completed : %d / %d (%d%%)", currentGame.secondaryMissionsCompleted, currentGame.secondaryMissions, percentage);	graphics.textSurface(24, string, 0, 0, FONT_WHITE);	int timeTaken = currentGame.timeTaken;	signed char clock = 0;	while (timeTaken > 3599)	{		clock++;		timeTaken -= 3600;	}	sprintf(string, "Total Time : %.2d", clock);	clock = 0;	while (timeTaken > 59)	{		clock++;		timeTaken -= 60;	}	sprintf(string, "%s:%.2d:%.2d", string, clock, timeTaken);	graphics.textSurface(26, string, -1, 0, FONT_WHITE);	graphics.textSurface(27, "Current Status", -1, 0, FONT_WHITE);	graphics.textShape[0].y = 400;	graphics.textShape[0].x = 150;	for (int i = 1 ; i < 25 ; i++)	{		graphics.textShape[i].y = graphics.textShape[i - 1].y + 20;		if ((i == 7) || (i == 16) || (i == 19))			graphics.textShape[i].y += 25;		graphics.textShape[i].x = 150;	}	graphics.textShape[26].y = 404;	graphics.textShape[27].y = 83;}/*Sets the names and stats of the planets within the current system.This will later be placed into a data file.*/void setSystemPlanets(){	FILE *fp;	char string[100];	strcpy(string, "");	switch (currentGame.system)	{		case 0:			strcpy(string, "data/planets_spirit.dat");			break;		case 1:			strcpy(string, "data/planets_eyananth.dat");			break;		case 2:			strcpy(string, "data/planets_mordor.dat");			break;		case 3:			strcpy(string, "data/planets_sol.dat");			break;	}	#if USEPACK	int dataLocation = locateDataInPak(string, 1);	fp = fopen(PACKLOCATION, "rb");	fseek(fp, dataLocation, SEEK_SET);	#else	fp = fopen(string, "rb");	#endif	int distance;	char name[50];	int image;	for (int i = 0 ; i < 10 ; i++)	{		fscanf(fp, "%d %s %d", &distance, name, &image);		systemPlanet[i].y = distance;		strcpy(systemPlanet[i].name, name);		systemPlanet[i].image = graphics.shape[image];	} 	int messageMission;	int messageSlot;	char face[50];	char from[100];	char subject[100];	for (int i = 0 ; i < 10 ; i++)	{		fscanf(fp, "%d %d %s%*c", &messageMission, &messageSlot, face);		fscanf(fp, "%[^\n]%*c", from);		fscanf(fp, "%[^\n]%*c", subject);		systemPlanet[i].messageMission = messageMission;		systemPlanet[i].messageSlot = messageSlot;		systemPlanet[i].faceImage = getFace(face);		strcpy(systemPlanet[i].from, from);		strcpy(systemPlanet[i].subject, subject);	}	fclose(fp);}/*Spins the planets around the sun, spaced according to their Y valueas defined in setSystemPlanets(). Moving the cursor over the planetwill show their name and their current status*/signed char showSystem(float x, float y){	SDL_Rect r;	signed char planet = 0;	int planetSpace = systemPlanet[planet].y;	signed char rtn = 0;	// Blit the sun	graphics.blit(graphics.shape[30], 370, 220);	for (int i = 50 ; i < 300 ; i+= planetSpace)	{		x *= 0.75;		y *= 0.75;		graphics.circle(400, 250, i, graphics.screen, graphics.darkGrey);		r.x = int(400 + (sin(x) * i));		r.y = int(250 + (cos(y) * i));		r.w = 10;		r.h = 10;		r.x -= (systemPlanet[planet].image->w / 2);		r.y -= (systemPlanet[planet].image->h / 2);		graphics.blit(systemPlanet[planet].image, r.x, r.y);		if (Collision::collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, r.x, r.y, systemPlanet[planet].image->w, systemPlanet[planet].image->h))		{			graphics.drawString(systemPlanet[planet].name, -1, 545, FONT_WHITE);			if ((engine.keyState[SDLK_LCTRL]) || (engine.keyState[SDLK_RCTRL]))			{				if (currentGame.system == 0)				{					currentGame.stationedPlanet = planet;					currentGame.destinationPlanet = planet;					currentGame.area = systemPlanet[currentGame.stationedPlanet].missionNumber;					strcpy(currentGame.stationedName, systemPlanet[currentGame.stationedPlanet].name);				}				else				{					currentGame.destinationPlanet = planet;					strcpy(currentGame.destinationName, systemPlanet[currentGame.destinationPlanet].name);				}				rtn = 1;				engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = 0;			}		}		planet++;		if (systemPlanet[planet].y == -1)			break;		planetSpace = systemPlanet[planet].y;	}	return rtn;}/*Scrolls the player's current information up the screen. Whenthe specified status line reaches a certain Y value, the entirelist is reset and the information lines begin again from the bottom(in other words, they loop around).*/void showStatus(SDL_Surface *infoSurface){	graphics.blit(infoSurface, 100, 80);	for (int i = 0 ; i < 22 ; i++)	{		graphics.textShape[i].y -= 0.25;		if ((graphics.textShape[i].y > 80) && (graphics.textShape[i].y < 400))			graphics.blitText(i);	}	if (graphics.textShape[21].y < 65)	{		graphics.textShape[0].y = 400;		for (int i = 1 ; i < 25 ; i++)		{			graphics.textShape[i].y = graphics.textShape[i - 1].y + 20;			if ((i == 7) || (i == 16) || (i == 19))				graphics.textShape[i].y += 25;		}	}	graphics.blevelRect(100, 80, 600, 20, 0x00, 0x00, 0x99);	graphics.blevelRect(100, 400, 600, 20, 0x00, 0x00, 0x99);	graphics.blitText(26);	graphics.blitText(27);}void createOptions(SDL_Surface *optionsSurface){	SDL_FillRect(optionsSurface, NULL, graphics.black);	graphics.blevelRect(optionsSurface, 0, 0, optionsSurface->w - 2, optionsSurface->h - 2, 0x00, 0x00, 0x44);	graphics.drawString("++ OPTIONS ++", 105, 8, FONT_WHITE, optionsSurface);	graphics.blevelRect(optionsSurface, 190, 45, 50, 22, 0x00, 0x00, 0x00);	graphics.blevelRect(optionsSurface, 250, 45, 50, 22, 0x00, 0x00, 0x00);	graphics.blevelRect(optionsSurface, 20, 45, 150, 22, 0x00, 0x00, 0x00);	if (currentGame.useSound)		graphics.blevelRect(optionsSurface, 190, 45, 50, 22, 0xff, 0x00, 0x00);	else		graphics.blevelRect(optionsSurface, 250, 45, 50, 22, 0xff, 0x00, 0x00);	graphics.drawString("ON", 207, 50, FONT_WHITE, optionsSurface);	graphics.drawString("OFF", 263, 50, FONT_WHITE, optionsSurface);	graphics.drawString("SOUND", 30, 50, FONT_WHITE, optionsSurface);	graphics.blevelRect(optionsSurface, 190, 95, 50, 22, 0x00, 0x00, 0x00);	graphics.blevelRect(optionsSurface, 250, 95, 50, 22, 0x00, 0x00, 0x00);	graphics.blevelRect(optionsSurface, 20, 95, 150, 22, 0x00, 0x00, 0x00);	if (currentGame.useMusic)		graphics.blevelRect(optionsSurface, 190, 95, 50, 22, 0xff, 0x00, 0x00);	else		graphics.blevelRect(optionsSurface, 250, 95, 50, 22, 0xff, 0x00, 0x00);	graphics.drawString("ON", 207, 100, FONT_WHITE, optionsSurface);	graphics.drawString("OFF", 263, 100, FONT_WHITE, optionsSurface);	graphics.drawString("MUSIC", 30, 100, FONT_WHITE, optionsSurface); 	graphics.blevelRect(optionsSurface, 190, 145, 50, 22, 0x00, 0x00, 0x00);	graphics.blevelRect(optionsSurface, 250, 145, 50, 22, 0x00, 0x00, 0x00);	graphics.blevelRect(optionsSurface, 20, 145, 150, 22, 0x00, 0x00, 0x00);	if (currentGame.fullScreen)		graphics.blevelRect(optionsSurface, 190, 145, 50, 22, 0xff, 0x00, 0x00);	else		graphics.blevelRect(optionsSurface, 250, 145, 50, 22, 0xff, 0x00, 0x00);	graphics.drawString("ON", 207, 150, FONT_WHITE, optionsSurface);	graphics.drawString("OFF", 263, 150, FONT_WHITE, optionsSurface);	graphics.drawString("FULLSCREEN", 30, 150, FONT_WHITE, optionsSurface);	graphics.blevelRect(optionsSurface, 20, 195, 150, 22, 0x00, 0x00, 0x00);	graphics.blevelRect(optionsSurface, 190, 195, 110, 22, 0x00, 0x00, 0x00);	if (currentGame.autoSaveSlot == -1)	{		graphics.drawString("NONE", 225, 200, FONT_WHITE, optionsSurface);	}	else	{		char string[] = "Slot %d";		sprintf(string, "Slot %d", currentGame.autoSaveSlot + 1);		graphics.blevelRect(optionsSurface, 190, 195, 110, 22, 0xff, 0x00, 0x00);		graphics.drawString(string, 225, 200, FONT_WHITE, optionsSurface);	}	graphics.drawString("AUTOSAVE SLOT", 30, 200, FONT_WHITE, optionsSurface);}void showOptions(SDL_Surface *optionsSurface){	if ((engine.keyState[SDLK_LCTRL]) || (engine.keyState[SDLK_RCTRL]))	{		if (Collision::collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 417, 172, 45, 22))			currentGame.useSound = 1;		if (Collision::collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 478, 172, 45, 22))			currentGame.useSound = 0;		if (Collision::collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 417, 222, 45, 22))		{			currentGame.useMusic = 1;			if (engine.useAudio)			{				if (Mix_PausedMusic() == 1)					Mix_ResumeMusic();				else					Mix_PlayMusic(engine.music, -1);			}		}		if (Collision::collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 478, 222, 45, 22))		{			currentGame.useMusic = 0;			if (engine.useAudio)

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