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📄 misc.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 "misc.h"void clearInfoLines(){	for (int i = 0 ; i < 4 ; i++)	{		graphics.textShape[i].life = 0;	}}// from a to bvoid 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 thestring and colors. It will set the information to the first free infolineit finds (top to bottom). If it doesn't find any free ones, it will pushall 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 forscript events, etc. We send a message priority too, since we don't wantPhoebe 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;}

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