Show objective and inventory screen.
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After Width: | Height: | Size: 568 KiB |
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@ -191,7 +191,7 @@ enum
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CONTROL_FIRE,
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CONTROL_JUMP,
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CONTROL_JETPACK,
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CONTROL_SCREENSHOT,
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CONTROL_STATUS,
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CONTROL_MAX
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};
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@ -31,6 +31,7 @@ void initControls(void)
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game.config.keyControls[CONTROL_JUMP] = SDL_SCANCODE_I;
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game.config.keyControls[CONTROL_FIRE] = SDL_SCANCODE_J;
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game.config.keyControls[CONTROL_JETPACK] = SDL_SCANCODE_L;
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game.config.keyControls[CONTROL_STATUS] = SDL_SCANCODE_TAB;
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/* can't use memset here, as it doesn't work */
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for (i = 0 ; i < CONTROL_MAX ; i++)
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@ -199,6 +199,85 @@ static void drawInventory(void)
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}
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}
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void drawMissionStatus(void)
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{
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Objective *o;
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int y, x, w, h, size, mid, i;
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float rw, rh, d;
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SDL_Color c;
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SDL_Rect r;
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char *status;
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drawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0, 64);
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w = 800;
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h = 500;
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x = (SCREEN_WIDTH - w) / 2;
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drawRect(x, (SCREEN_HEIGHT - h) / 2, w, h, 0, 0, 0, 128);
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drawOutlineRect(x, (SCREEN_HEIGHT - h) / 2, w, h, 255, 255, 255, 200);
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drawText(SCREEN_WIDTH / 2, 125, 40, TA_CENTER, colors.white, "OBJECTIVES");
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y = 210;
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for (o = world.objectiveHead.next ; o != NULL ; o = o->next)
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{
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c = colors.white;
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status = _("Incomplete");
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if (o->currentValue == o->targetValue)
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{
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c = colors.green;
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status = _("Complete");
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}
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drawText(x + 20, y, 24, TA_LEFT, c, o->description);
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drawText(SCREEN_WIDTH / 2 + 100, y, 24, TA_LEFT, c, "%d / %d", o->currentValue, o->targetValue);
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drawText(x + w - 20, y, 24, TA_RIGHT, c, status);
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y += 55;
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}
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size = 60;
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mid = size / 2;
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x = ((SCREEN_WIDTH - w) / 2) + 90;
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y = 450;
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for (i = 0 ; i < MAX_ITEMS ; i++)
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{
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if (i > 0 && i % (MAX_ITEMS / 2) == 0)
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{
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y += (size + 20);
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x = ((SCREEN_WIDTH - w) / 2) + 90;
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}
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drawRect(x, y, size, size, 0, 0, 0, 128);
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drawOutlineRect(x, y, size, size, 255, 255, 255, 255);
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if (world.bob->items[i] != NULL)
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{
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r = getCurrentFrame(world.bob->items[i]->sprite[0]);
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rw = r.w;
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rh = r.h;
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d = 40;
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d /= (rw > rh) ? rw : rh;
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rw *= d;
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rh *= d;
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blitRectScaled(atlasTexture->texture, x + mid, y + mid, rw, rh, &r, 1);
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drawText(x + size - 5, y, 14, TA_RIGHT, colors.white, "%d", world.bob->items[i]->value);
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}
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x += (size + 30);
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}
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}
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void setGameplayMessage(int newMessageType, const char *format, ...)
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{
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char newMessage[MAX_DESCRIPTION_LENGTH];
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@ -27,12 +27,10 @@ extern void drawOutlineRect(int x, int y, int w, int h, int r, int g, int b, int
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extern void limitTextWidth(int width);
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extern int getWrappedTextHeight(const char *text, int size);
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extern void blitRectScaled(SDL_Texture *texture, int x, int y, int w, int h, SDL_Rect *srcRect, int center);
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extern Sprite *getSprite(char *name);
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extern Texture *getTexture(const char *filename);
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extern SDL_Rect getCurrentFrame(Sprite *s);
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extern Dev dev;
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extern Camera camera;
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extern Colors colors;
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extern Game game;
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extern World world;
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@ -22,5 +22,4 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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extern App app;
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extern Dev dev;
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extern Game game;
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extern World world;
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@ -30,6 +30,7 @@ static void doWorldComplete(void);
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static void doGameComplete(void);
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static void doGameOver(void);
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static void doCommon(void);
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static void drawNormal(void);
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static void addHelperItems(void);
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static void spawnEnemies(void);
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static int canAdd(Unit *u, int mx, int my);
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@ -83,7 +84,8 @@ void initWorld(void)
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startMission();
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world.bob->y += MAP_TILE_SIZE * 4;
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world.bob->x = 166 * MAP_TILE_SIZE;
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world.bob->y = 103 * MAP_TILE_SIZE;
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}
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static void logic(void)
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@ -130,8 +132,25 @@ static void draw(void)
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{
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clearScreen();
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switch (world.state)
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{
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case WS_PAUSED:
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drawNormal();
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drawMissionStatus();
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break;
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default:
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if (world.betweenTimer == 0)
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{
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drawNormal();
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drawHud();
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}
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break;
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}
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}
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static void drawNormal(void)
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{
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blitScaled(background->texture, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0);
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drawEntities(PLANE_BACKGROUND);
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@ -143,9 +162,6 @@ static void draw(void)
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drawEntities(PLANE_FOREGROUND);
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drawParticles(PLANE_FOREGROUND);
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drawHud();
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}
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}
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void startMission(void)
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@ -209,6 +225,12 @@ static void doWorldInProgress(void)
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doLocationTriggers();
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if (isControl(CONTROL_STATUS))
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{
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world.state = WS_PAUSED;
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clearControl(CONTROL_STATUS);
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}
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if (world.allObjectivesComplete && world.state != WS_COMPLETE)
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{
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world.bob->flags |= EF_IMMUNE;
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@ -275,6 +297,12 @@ static void doWorldObserving(void)
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static void doWorldPaused(void)
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{
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animateSprites();
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if (isControl(CONTROL_STATUS))
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{
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world.state = WS_IN_PROGRESS;
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clearControl(CONTROL_STATUS);
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}
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}
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static void doWorldComplete(void)
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@ -61,6 +61,9 @@ extern void drawParticles(int plane);
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extern void initItems(void);
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extern void doPlayer(void);
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extern int isOnScreen(Entity *e);
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extern int isControl(int type);
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extern void clearControl(int type);
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extern void drawMissionStatus(void);
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extern App app;
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extern Dev dev;
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