ref: b44e8ef6381ebd4a2579a22bf8ff1b427ee9437f
dir: /src/score.cpp/
// score.c #include "stdafx.h" #include "SDLU.h" #include <stdio.h> #include <string.h> #include "main.h" #include "score.h" #include "gworld.h" #include "graphics.h" #include "blitter.h" #include "hiscore.h" #include "gameticks.h" #include "level.h" SDL_Surface* scoreSurface; SDL_Surface* numberSurface; SDL_Surface* numberMaskSurface; MRect scoreWindowZRect, scoreWindowRect[2]; MBoolean scoreWindowVisible[2] = {true, true}; int roundStartScore[2], score[2], displayedScore[2], scoreTime[2]; const char characterList[] = { 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '.', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '!', '"', '#', '$' }; void InitScore( void ) { const double windowLoc[ ] = { 0.16, 0.84 }; SDL_Rect sdlRect; scoreWindowZRect.top = scoreWindowZRect.left = 0; scoreWindowZRect.bottom = 32; scoreWindowZRect.right = 144; scoreWindowRect[0] = scoreWindowRect[1] = scoreWindowZRect; CenterRectOnScreen( &scoreWindowRect[0], windowLoc[0], 0.89 ); CenterRectOnScreen( &scoreWindowRect[1], windowLoc[1], 0.89 ); scoreSurface = SDLU_InitSurface( SDLU_MRectToSDLRect( &scoreWindowZRect, &sdlRect ), 32 ); DrawPICTInSurface( scoreSurface, picBoard ); numberSurface = LoadPICTAsSurface( picNumber, 32 ); numberMaskSurface = LoadPICTAsSurface( picNumberMask, MASK_DEPTH ); displayedScore[0] = displayedScore[1] = 0; score[0] = score[1] = 0; scoreTime[0] = scoreTime[1] = 0; } void UpdateScore( int player ) { if( GameTickCount( ) >= scoreTime[player] ) { scoreTime[player] = GameTickCount() + 1; if( displayedScore[player] < score[player] ) { if( (score[player] - displayedScore[player]) > 5000 ) { displayedScore[player] += 1525; } else if( (score[player] - displayedScore[player]) > 1000 ) { displayedScore[player] += 175; } else { displayedScore[player] += 25; } if( displayedScore[player] > score[player] ) displayedScore[player] = score[player]; ShowScore( player ); } } } void ShowScore( int player ) { SDL_Rect sourceSDLRect, destSDLRect; MRect myRect; char myString[256]; int count; if( !scoreWindowVisible[player] ) return; if( control[player] != kNobodyControl ) { sprintf( myString, "%d", displayedScore[player] ); SDLU_AcquireSurface( scoreSurface ); SDLU_BlitSurface( boardSurface[player], &scoreSurface->clip_rect, scoreSurface, &scoreSurface->clip_rect ); myRect.top = 0; myRect.left = 2; myRect.bottom = kNumberVertSize; myRect.right = myRect.left + kNumberHorizSize; DrawCharacter( kCharacterScore, &myRect ); OffsetMRect( &myRect, kNumberHorizSize, 0 ); DrawCharacter( kCharacterScore+1, &myRect ); myRect = scoreWindowZRect; myRect.right -= 2; myRect.left = myRect.right - kNumberHorizSize; for( count = int(strlen(myString)) - 1; count >= 0; count-- ) { DrawCharacter( myString[count], &myRect ); OffsetMRect( &myRect, -kNumberHorizSize - 1, 0 ); } SDLU_ReleaseSurface( scoreSurface ); SDLU_BlitFrontSurface( scoreSurface, SDLU_MRectToSDLRect( &scoreWindowZRect, &sourceSDLRect ), SDLU_MRectToSDLRect( &scoreWindowRect[player], &destSDLRect ) ); } } void DrawCharacter( char which, const MRect *myRect ) { MRect srcRect; char count, result; result = -1; for( count = 0; count < arrsize(characterList); count++ ) { if( characterList[count] == which ) { result = count; break; } } if( result == -1 ) return; srcRect.top = 0; srcRect.left = result * kNumberHorizSize; srcRect.bottom = kNumberVertSize; srcRect.right = srcRect.left + kNumberHorizSize; SurfaceBlitMask( numberSurface, numberMaskSurface, SDLU_GetCurrentSurface(), &srcRect, &srcRect, myRect ); }