Fixed some size/position things
Now I gotta figure out why renderer_reset double-frees, and why the collision behavior is causing segfaults...
This commit is contained in:
parent
e9e5e43452
commit
28c68842a1
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@ -89,6 +89,8 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define ALIEN_WARP_SPEED MIN(-15, -3 * screen->w / 160)
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#define ALIEN_WARP_SPEED MIN(-15, -3 * screen->w / 160)
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#define ALIEN_WARP_ACCEL (game.difficulty == DIFFICULTY_ORIGINAL ? -15: -0.5)
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#define ALIEN_WARP_ACCEL (game.difficulty == DIFFICULTY_ORIGINAL ? -15: -0.5)
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#define SLAVE_RESCUE_TARGET 250
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#define PIXFONT_LINE_HEIGHT 16
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#define PIXFONT_LINE_HEIGHT 16
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#define PIXFONT_W 8
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#define PIXFONT_W 8
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#define PIXFONT_H 14
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#define PIXFONT_H 14
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@ -97,7 +99,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define MENU_W 400
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#define MENU_W 400
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#define MENU_SPACING 20
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#define MENU_SPACING 20
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#define SLAVE_RESCUE_TARGET 250
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#define BRIEFING_WIDTH 520
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// Object Flags
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// Object Flags
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#define FL_WEAPCO (1L << 0)
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#define FL_WEAPCO (1L << 0)
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144
src/mission.c
144
src/mission.c
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@ -1111,37 +1111,37 @@ static void mission_drawScreen()
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SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 0, i, 0));
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SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 0, i, 0));
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}
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}
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screen_drawRect(screen->w / 2 - 260, screen->h / 2 - 235, 500, 20, 0x00, 0x77, 0x00);
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screen_drawRect(screen->w / 2 - BRIEFING_WIDTH / 2, screen->h / 2 - 235, BRIEFING_WIDTH, 20, 0x00, 0x77, 0x00);
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screen_drawRect(screen->w / 2 - 260, screen->h / 2 - 215, 500, 130, 0x00, 0x33, 0x00);
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screen_drawRect(screen->w / 2 - BRIEFING_WIDTH / 2, screen->h / 2 - 215, BRIEFING_WIDTH, 130, 0x00, 0x33, 0x00);
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screen_renderUnicode(_("Primary Objectives"), screen->w / 2 - 250, screen->h / 2 - 232, FONT_WHITE);
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screen_renderUnicode(_("Primary Objectives"), screen->w / 2 - BRIEFING_WIDTH / 2 + 10, screen->h / 2 - 232, FONT_WHITE);
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for (int i = 0 ; i < 3 ; i++)
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for (int i = 0 ; i < 3 ; i++)
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{
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{
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if ((mission.primaryType[i] != M_NONE) && (mission.completed1[i] != OB_HIDDEN))
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if ((mission.primaryType[i] != M_NONE) && (mission.completed1[i] != OB_HIDDEN))
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{
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{
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screen_renderUnicode(mission.primaryObjective[i], screen->w / 2 - 240, screen->h / 2 + (i * 30) - 191, FONT_WHITE);
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screen_renderUnicode(mission.primaryObjective[i], screen->w / 2 - BRIEFING_WIDTH / 2 + 20, screen->h / 2 + (i * 30) - 191, FONT_WHITE);
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}
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}
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}
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}
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if (mission.secondaryType[0] != M_NONE)
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if (mission.secondaryType[0] != M_NONE)
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{
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{
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screen_drawRect(screen->w / 2 - 260, screen->h / 2 - 75, 500, 20, 0x00, 0x77, 0x77);
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screen_drawRect(screen->w / 2 - BRIEFING_WIDTH / 2, screen->h / 2 - 75, BRIEFING_WIDTH, 20, 0x00, 0x77, 0x77);
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screen_drawRect(screen->w / 2 - 260, screen->h / 2 - 55, 500, 130, 0x00, 0x33, 0x33);
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screen_drawRect(screen->w / 2 - BRIEFING_WIDTH / 2, screen->h / 2 - 55, BRIEFING_WIDTH, 130, 0x00, 0x33, 0x33);
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screen_renderUnicode(_("Secondary Objectives"), screen->w / 2 - 250, screen->h / 2 - 72, FONT_WHITE);
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screen_renderUnicode(_("Secondary Objectives"), screen->w / 2 - BRIEFING_WIDTH / 2 + 10, screen->h / 2 - 72, FONT_WHITE);
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for (int i = 0 ; i < 3 ; i++)
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for (int i = 0 ; i < 3 ; i++)
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{
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{
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if (mission.secondaryType[i] != M_NONE)
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if (mission.secondaryType[i] != M_NONE)
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{
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{
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screen_renderUnicode(mission.secondaryObjective[i], screen->w / 2 - 240, screen->h / 2 + (i * 30) - 31, FONT_WHITE);
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screen_renderUnicode(mission.secondaryObjective[i], screen->w / 2 - BRIEFING_WIDTH / 2 + 20, screen->h / 2 + (i * 30) - 31, FONT_WHITE);
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game.secondaryMissions++;
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game.secondaryMissions++;
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}
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}
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}
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}
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}
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}
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screen_drawRect(screen->w / 2 - 260, screen->h / 2 + 85, 500, 20, 0x77, 0x77, 0x00);
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screen_drawRect(screen->w / 2 - BRIEFING_WIDTH / 2, screen->h / 2 + 85, BRIEFING_WIDTH, 20, 0x77, 0x77, 0x00);
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screen_drawRect(screen->w / 2 - 260, screen->h / 2 + 105, 500, 130, 0x33, 0x33, 0x00);
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screen_drawRect(screen->w / 2 - BRIEFING_WIDTH / 2, screen->h / 2 + 105, BRIEFING_WIDTH, 130, 0x33, 0x33, 0x00);
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screen_renderUnicode(_("Additional Information"), screen->w / 2 - 250, screen->h / 2 + 88, FONT_WHITE);
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screen_renderUnicode(_("Additional Information"), screen->w / 2 - BRIEFING_WIDTH / 2 + 10, screen->h / 2 + 88, FONT_WHITE);
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}
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}
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/*
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/*
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@ -1209,16 +1209,16 @@ void mission_showStartScreen()
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case MISN_ELLESH:
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case MISN_ELLESH:
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case MISN_MARS:
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case MISN_MARS:
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case MISN_VENUS:
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case MISN_VENUS:
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screen_renderUnicode(_("Phoebe Lexx will not be present"), screen->w / 2 - 240, screen->h / 2 + 115, FONT_WHITE);
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screen_renderUnicode(_("Phoebe Lexx will not be present"), screen->w / 2 - BRIEFING_WIDTH / 2 + 20, screen->h / 2 + 115, FONT_WHITE);
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if (game.hasWingMate2)
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if (game.hasWingMate2)
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screen_renderUnicode(_("Ursula Lexx will not be present"), screen->w / 2 - 240, screen->h / 2 + 145, FONT_WHITE);
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screen_renderUnicode(_("Ursula Lexx will not be present"), screen->w / 2 - BRIEFING_WIDTH / 2 + 20, screen->h / 2 + 145, FONT_WHITE);
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break;
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break;
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}
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}
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if ((game.area == MISN_URUSOR) ||
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if ((game.area == MISN_URUSOR) ||
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(game.area == MISN_POSWIC) ||
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(game.area == MISN_POSWIC) ||
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(game.area == MISN_EARTH))
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(game.area == MISN_EARTH))
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screen_renderUnicode(_("Sid Wilson will join you on this mission"), screen->w / 2 - 240, screen->h / 2 + 175, FONT_WHITE);
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screen_renderUnicode(_("Sid Wilson will join you on this mission"), screen->w / 2 - BRIEFING_WIDTH / 2 + 20, screen->h / 2 + 175, FONT_WHITE);
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renderer_update();
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renderer_update();
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@ -1246,7 +1246,7 @@ of the screen.
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void mission_showFinishedScreen()
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void mission_showFinishedScreen()
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{
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{
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int shield_bonus;
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int shield_bonus;
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char temp[100];
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char temp[STRMAX];
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if (game.area != MISN_INTERCEPTION)
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if (game.area != MISN_INTERCEPTION)
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{
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{
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@ -1256,72 +1256,29 @@ void mission_showFinishedScreen()
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if (game.shots > 0)
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if (game.shots > 0)
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game.accuracy = (game.hits * 100) / game.shots;
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game.accuracy = (game.hits * 100) / game.shots;
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screen_clear(black);
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mission_drawScreen();
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for (int i = 0 ; i < 3 ; i++)
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{
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if (mission.primaryType[i] != M_NONE)
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{
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if ((game.area != MISN_POSWIC) || (i != 1))
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screen_renderUnicode(_("COMPLETED"), screen->w / 2 + 150, screen->h / 2 + (i * 30) - 191, FONT_GREEN);
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else
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screen_renderUnicode(_("FAILED"), screen->w / 2 + 150, screen->h / 2 + (i * 30) - 191, FONT_RED);
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}
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}
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if (mission.secondaryType[0] != M_NONE)
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if (mission.secondaryType[0] != M_NONE)
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{
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{
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for (int i = 0 ; i < 3 ; i++)
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for (int i = 0 ; i < 3 ; i++)
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{
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{
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if (mission.secondaryType[i] != M_NONE)
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if ((mission.secondaryType[i] != M_NONE) && (mission.completed2[i] >= OB_COMPLETED))
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{
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strcpy(temp, mission.secondaryObjective[i]);
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if (mission.completed2[i] >= OB_COMPLETED)
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{
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screen_renderUnicode(_("COMPLETED"), screen->w / 2 + 150, screen->h / 2 + (i * 30) - 31, FONT_GREEN);
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game.secondaryMissionsCompleted++;
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game.secondaryMissionsCompleted++;
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}
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}
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else
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{
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screen_renderUnicode(_("FAILED"), screen->w / 2 + 150, screen->h / 2 + (i * 30) - 31, FONT_RED);
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}
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}
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}
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}
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}
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shield_bonus = 0;
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if (mission.remainingObjectives1 + mission.remainingObjectives2 == 0)
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if (mission.remainingObjectives1 + mission.remainingObjectives2 == 0)
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{
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{
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if (game.difficulty == DIFFICULTY_NIGHTMARE)
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if (game.difficulty == DIFFICULTY_NIGHTMARE)
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shield_bonus = 100;
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shield_bonus = 100;
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else
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else
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shield_bonus = player.shield * 10;
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shield_bonus = player.shield * 10;
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/// "%d" must be retained. It is replaced with the money earned
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/// from the shield bonus.
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sprintf(temp, _("Shield Bonus: $%d"), shield_bonus);
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screen_renderUnicode(temp, -1, screen->h / 2 + 130, FONT_WHITE);
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game.cash += shield_bonus;
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game.cash += shield_bonus;
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game.cashEarned += shield_bonus;
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game.cashEarned += shield_bonus;
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}
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}
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game.timeTaken += engine.timeTaken;
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game.timeTaken += engine.timeTaken;
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/// "%02ld" sequences (which represent minutes and seconds,
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/// respectively) must remain and stay in the same order relative
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/// to each other. The ":"s between them can be changed to other
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/// characters if desired, e.g. this would be acceptable:
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///
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/// "Mission time: %02ldm %02lds"
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///
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/// If you are familiar with printf formatting, you may also change
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/// the formatting as long as the "ld" type remains. For example,
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/// the "%02ld" sequences may be changed to "%ld" if you wish to
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/// not force two digits to be filled in (e.g. to render the number
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/// 3 as "3" instead of "03").
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snprintf(temp, sizeof temp, _("Mission Time: %02ld:%02ld"), engine.timeTaken / 60, engine.timeTaken % 60);
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screen_renderUnicode(temp, -1, 500, FONT_WHITE);
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// Do some mission specific stuff here...
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// Do some mission specific stuff here...
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if (game.area == MISN_HAIL)
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if (game.area == MISN_HAIL)
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game.cash -= 500;
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game.cash -= 500;
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@ -1340,6 +1297,71 @@ void mission_showFinishedScreen()
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while (1)
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while (1)
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{
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{
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screen_clear(black);
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mission_drawScreen();
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for (int i = 0 ; i < 3 ; i++)
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{
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if (mission.primaryType[i] != M_NONE)
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{
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if ((game.area != MISN_POSWIC) || (i != 1))
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{
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strcpy(temp, _("COMPLETED"));
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screen_renderUnicode(temp, screen->w / 2 + BRIEFING_WIDTH / 2 - gfx_unicodeWidth(temp) - 20, screen->h / 2 + (i * 30) - 191, FONT_GREEN);
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}
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else
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{
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strcpy(temp, _("FAILED"));
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screen_renderUnicode(temp, screen->w / 2 + BRIEFING_WIDTH / 2 - gfx_unicodeWidth(temp) - 20, screen->h / 2 + (i * 30) - 191, FONT_RED);
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}
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}
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}
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if (mission.secondaryType[0] != M_NONE)
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{
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for (int i = 0 ; i < 3 ; i++)
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{
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if (mission.secondaryType[i] != M_NONE)
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{
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strcpy(temp, mission.secondaryObjective[i]);
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if (mission.completed2[i] >= OB_COMPLETED)
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{
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strcpy(temp, _("COMPLETED"));
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screen_renderUnicode(temp, screen->w / 2 + BRIEFING_WIDTH / 2 - gfx_unicodeWidth(temp) - 20, screen->h / 2 + (i * 30) - 31, FONT_GREEN);
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}
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else
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{
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strcpy(temp, _("FAILED"));
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screen_renderUnicode(temp, screen->w / 2 + BRIEFING_WIDTH / 2 - gfx_unicodeWidth(temp) - 20, screen->h / 2 + (i * 30) - 31, FONT_RED);
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}
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}
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}
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}
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if (shield_bonus)
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{
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/// "%d" must be retained. It is replaced with the money earned
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/// from the shield bonus.
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sprintf(temp, _("Shield Bonus: $%d"), shield_bonus);
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screen_renderUnicode(temp, -1, screen->h / 2 + 130, FONT_WHITE);
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}
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/// "%02ld" sequences (which represent minutes and seconds,
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/// respectively) must remain and stay in the same order relative
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/// to each other. The ":"s between them can be changed to other
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/// characters if desired, e.g. this would be acceptable:
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///
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/// "Mission time: %02ldm %02lds"
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///
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/// If you are familiar with printf formatting, you may also change
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/// the formatting as long as the "ld" type remains. For example,
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/// the "%02ld" sequences may be changed to "%ld" if you wish to
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/// not force two digits to be filled in (e.g. to render the number
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/// 3 as "3" instead of "03").
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snprintf(temp, sizeof temp, _("Mission Time: %02ld:%02ld"), engine.timeTaken / 60, engine.timeTaken % 60);
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screen_renderUnicode(temp, -1, screen->h / 2 + 200, FONT_WHITE);
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renderer_update();
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renderer_update();
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game_delayFrame();
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game_delayFrame();
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player_getInput();
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player_getInput();
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@ -51,7 +51,10 @@ void renderer_reset()
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SDL_RenderSetLogicalSize(renderer, screen->w, screen->h);
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SDL_RenderSetLogicalSize(renderer, screen->w, screen->h);
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if (renderer_texture != NULL)
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if (renderer_texture != NULL)
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{
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SDL_DestroyTexture(renderer_texture);
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SDL_DestroyTexture(renderer_texture);
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renderer_texture = NULL;
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}
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renderer_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, screen->w, screen->h);
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renderer_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, screen->w, screen->h);
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if (renderer_texture == NULL)
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if (renderer_texture == NULL)
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