ref: 3dd9cf71ff8e00d23b5741337d48e2e6ed169fe9
dir: /victory.cpp/
// victory.c #include "stdafx.h" #include "SDLU.h" #include "main.h" #include "victory.h" #include "players.h" #include "gworld.h" #include "grays.h" #include "graphics.h" #include "soundfx.h" #include "score.h" #include "control.h" #include "random.h" #include "tweak.h" #include "gameticks.h" #include "level.h" #include "blitter.h" #include "music.h" #include "hiscore.h" #include "keyselect.h" #include "zap.h" #include "pause.h" #include "font.h" #include <math.h> #include <stdlib.h> #include <stdio.h> #include <string.h> unsigned int winTime, loseTime; int winStage, loseStage; float drop[kGridAcross], last[kGridAcross]; SkittlesFontPtr victoryFont; void InitVictory( void ) { victoryFont = GetFont( picVictoryFont ); } void EndRound( int player ) { int count; loseTime = GameTickCount( ); loseStage = 0; role[player] = kLosing; emotions[player] = kEmotionPanic; for( count=0; count<kGridAcross; count++ ) { last[count] = 0.1f; drop[count] = 0.4f + RandomBefore(1000)/20000; rowBounce[player][count] = 99; } if( player == 0 ) { ChooseMusic( -1 ); PlayMono( kLoss ); } } void BeginVictory( int player ) { int count; endTime = GameTickCount( ); winTime = GameTickCount( ); winStage = 0; role[player] = kWinning; emotions[player] = kEmotionHappy; EraseSpriteBlobs( player ); for( count=0; count<kGridAcross; count++ ) { rowBounce[player][count] = 99; } if( player == 0 ) { ChooseMusic( -1 ); PlayMono( kVictory ); } } void Lose( int player ) { int gameTime = GameTickCount(); int skip = 1; MRect boardRect; if( gameTime < loseTime ) return; if( gameTime > loseTime ) { skip = 2; } loseTime += skip; loseStage += skip; if( loseStage < 120 ) { DropLosers( player, skip ); } else if( loseStage == 120 || loseStage == 121 ) { loseStage = 122; boardRect.top = boardRect.left = 0; boardRect.bottom = playerSurface[player]->h; boardRect.bottom = playerSurface[player]->w; SDLU_AcquireSurface( playerSurface[player] ); SurfaceDrawBoard( player, &boardRect ); SDLU_ReleaseSurface( playerSurface[player] ); CleanSpriteArea( player, &boardRect ); } else if( loseStage == 240 || loseStage == 241 ) { loseStage = 242; if( players == 1 && control[player] == kPlayerControl ) { if( --credits > 0 ) { HandleDialog( kContinueDialog ); } else { AddHiscore( score[player] ); ShowGameOverScreen( ); showStartMenu = true; } } else if( players == 2 ) { AddHiscore( score[player] ); } } } void DropLosers( int player, int skip ) { int x, y, suck; int beginDrop[] = { 28, 14, 0, 7, 21, 35 }; float thisDrop; MRect myRect; SDLU_AcquireSurface( playerSpriteSurface[player] ); for( x=0; x<kGridAcross; x++ ) { if( loseStage >= beginDrop[x] ) { thisDrop = last[x] + ( (float)(skip) * ( 0.7f + last[x] / 12.0f ) ); CalcBlobRect( x, 0, &myRect ); myRect.top = (int) last[x]; myRect.bottom = kGridDown * kBlobVertSize; SurfaceDrawBoard( player, &myRect ); SetUpdateRect( player, &myRect ); if( thisDrop < (kGridDown*kBlobVertSize) ) { myRect.top = (int) thisDrop; myRect.bottom = myRect.top + kBlobVertSize; y=0; while( myRect.top < (kGridDown*kBlobVertSize) ) { if( grid[player][x][y] >= kFirstBlob && grid[player][x][y] <= kLastBlob ) { suck = suction[player][x][y] & (kUpDown); if( suck == kNoSuction ) suck = kDying; SurfaceDrawBlob( player, &myRect, grid[player][x][y], suck, charred[player][x][y] ); } else if( grid[player][x][y] == kGray ) { SurfaceDrawAlpha( &myRect, kGray, kLight, kGrayNoBlink ); } OffsetMRect( &myRect, 0, kBlobVertSize ); y++; } last[x] = thisDrop; } } } SDLU_ReleaseSurface( playerSpriteSurface[player] ); } void Win( int player ) { int x, y; if( GameTickCount() >= winTime ) { if( winStage < (kGridDown * kGridAcross) ) { y = (kGridDown-1) - (winStage / kGridAcross); x = (winStage % kGridAcross); if( y & 2 ) x = (kGridAcross-1) - x; if( grid[player][x][y] == kGray ) { suction[player][x][y] = kGrayBlink1; death[player][x][y] = 0; score[player] += 20; } else if( grid[player][x][y] >= kFirstBlob && grid[player][x][y] <= kLastBlob ) { suction[player][x][y] = kInDeath; death[player][x][y] = 0; score[player] += 100; } } else if( winStage == 140 && control[player] == kPlayerControl ) { DrawTimerCount( player ); } else if( winStage == 200 && control[player] == kPlayerControl ) { DrawTimerBonus( player ); } winTime++; winStage++; } if( winStage < 140 ) { KillBlobs( player ); } if( winStage >= 280 ) { if( control[player] == kPlayerControl ) { IncrementLevel( ); BeginRound( true ); } } } void DrawTimerCount( int player ) { MRect playerRect; SDLU_AcquireSurface( playerSurface[player] ); { MPoint dPoint = { (kBlobVertSize * 3), 15 }; SurfaceBlitCharacter( victoryFont, 'A', &dPoint, 255, 255, 0, 1 ); } { MPoint dPoint = { (kBlobVertSize * 4), kBlobHorizSize }; char seconds[20]; char *scan = seconds; sprintf( seconds, "%d", (endTime - startTime) / 60 ); while( *scan ) { SurfaceBlitCharacter( zapFont, *scan++, &dPoint, 255, 255, 255, 1 ); dPoint.h--; } dPoint.h += 6; SurfaceBlitCharacter( zapFont, 'S', &dPoint, 255, 255, 255, 1 ); } playerRect.top = playerRect.left = 0; playerRect.bottom = playerSurface[player]->h; playerRect.right = playerSurface[player]->w; CleanSpriteArea( player, &playerRect ); PlayStereo( player, kSplop ); SDLU_ReleaseSurface( playerSurface[player] ); } void DrawTimerBonus( int player ) { MRect playerRect; int timer, bonus; SDLU_AcquireSurface( playerSurface[player] ); { MPoint dPoint = { (kBlobVertSize * 6), 15 }; SurfaceBlitCharacter( victoryFont, 'B', &dPoint, 255, 255, 0, 1 ); } timer = (endTime - startTime) / 60; if( timer <= 10 ) bonus = 30000; else if( timer <= 20 ) bonus = 10000; else if( timer <= 30 ) bonus = 5000; else if( timer <= 45 ) bonus = 4000; else if( timer <= 60 ) bonus = 3000; else if( timer <= 80 ) bonus = 2000; else if( timer <=100 ) bonus = 1000; else if( timer <=120 ) bonus = 500; else bonus = 0; if( players == 1 ) bonus *= level; score[player] += bonus; { MPoint dPoint = { (kBlobVertSize * 7), kBlobHorizSize }; char points[20]; char *scan = points; sprintf( points, "%d", bonus ); while( *scan ) { SurfaceBlitCharacter( zapFont, *scan++, &dPoint, 255, 255, 255, 1 ); dPoint.h--; } dPoint.h += 6; SurfaceBlitCharacter( zapFont, 'P', &dPoint, 255, 255, 255, 1 ); } playerRect.top = playerRect.left = 0; playerRect.bottom = playerSurface[player]->h; playerRect.right = playerSurface[player]->w; CleanSpriteArea( player, &playerRect ); PlayStereo( player, kSplop ); SDLU_ReleaseSurface( playerSurface[player] ); }