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hiscore.cpp
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hiscore.cpp
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// hiscore.c
#include "stdafx.h"
#include "SDLU.h"
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <algorithm>
#include "main.h"
#include "gworld.h"
#include "graphics.h"
#include "score.h"
#include "hiscore.h"
#include "keyselect.h"
#include "font.h"
#include "blitter.h"
#include "random.h"
#include "pause.h"
#include "level.h"
#include "tutorial.h"
#include "graymonitor.h"
#include "players.h"
#include "gameticks.h"
#include "music.h"
#include "soundfx.h"
using std::min;
Combo defaultBest =
{
/*bestGrid[kGridAcross][kGridDown] = */
{ { kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty },
{ kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty },
{ kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, 1, 1, 1, 2, 2 },
{ kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, 1, 1 },
{ kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty },
{ kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty } },
/*bestA = */ 2,
/*bestB = */ 2,
/*bestM = */ false,
/*bestG = */ false,
/*bestLv = */ kTutorialLevel,
/*bestX = */ 1,
/*bestR = */ upRotate,
/*bestPlayer = */ 0,
/*bestValue = */ (40*1) + (50*9),
/*bestName = */ "Tutorial"
};
Combo best =
{
/*bestGrid[kGridAcross][kGridDown] = */
{ { kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty },
{ kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty },
{ kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, 1, 1, 1, 2, 2 },
{ kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, 1, 1 },
{ kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty },
{ kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty, kEmpty } },
/*bestA = */ 2,
/*bestB = */ 2,
/*bestM = */ false,
/*bestG = */ false,
/*bestLv = */ kTutorialLevel,
/*bestX = */ 1,
/*bestR = */ upRotate,
/*bestPlayer = */ 0,
/*bestValue = */ (40*1) + (50*9),
/*bestName = */ "Tutorial"
};
Combo evenBetter = {0};
Combo potentialCombo[2];
AutoPattern hiScorePattern[] =
{
{ kIdleTicks, 60, 0, NULL },
{ kBlockUntilDrop, 0, 0, NULL },
{ kBlockUntilComplete, 0, 0, NULL },
{ kIdleTicks, 60, 0, NULL },
{ kComplete, 0, 0, NULL }
};
HighScore scores[10] =
{
{"Leviathan", 40000},
{"Dr. Crisis", 36000},
{"Angel", 32000},
{"Spike", 28000},
{"Fox", 24000},
{"Raguel", 20000},
{"Kumo", 16000},
{"Patty", 12000},
{"Yuurei", 8000},
{"Glurp", 4000}
};
HighScore defaultScores[10] =
{
{"Leviathan", 40000},
{"Dr. Crisis", 36000},
{"Angel", 32000},
{"Spike", 28000},
{"Fox", 24000},
{"Raguel", 20000},
{"Kumo", 16000},
{"Patty", 12000},
{"Yuurei", 8000},
{"Glurp", 4000}
};
char highScoreName[256];
const char *highScoreText;
const char *highScoreRank;
static void FadeScreen( SDL_Surface* hiScoreSurface, SDL_Surface* fadeSurface, int start, int end )
{
int skip, timer, frame, fade, color, direction, fadeStart, fadeEnd;
SDL_Rect destSDLRect;
SDL_Rect fullSDLRect = { 0, 0, 640, 480 };
int black;
black = SDL_MapRGB( fadeSurface->format, 0, 0, 0 );
if( start < end )
{
direction = 1;
fadeStart = 0;
fadeEnd = 32;
}
else
{
direction = -1;
fadeStart = 32;
fadeEnd = 0;
}
skip = 1;
timer = MTickCount( ) + 1;
while( timer > MTickCount() ) { }
for( frame = start; (direction>0)? (frame <= end): (frame >= end); frame += direction )
{
MRect drawRect = {0, 0, 15, 640};
timer += skip;
for( fade = fadeStart; fade != fadeEnd; fade += direction )
{
color = frame + fade;
if( color < 0 ) color = 0;
if( color > 31 ) color = 31;
SDLU_MRectToSDLRect( &drawRect, &destSDLRect );
switch( color )
{
case 0:
SDLU_BlitSurface( hiScoreSurface, &destSDLRect,
fadeSurface, &destSDLRect );
break;
case 31:
SDL_FillRect( fadeSurface, &destSDLRect, black );
break;
default:
SurfaceBlitColorOver( hiScoreSurface, fadeSurface,
&drawRect, &drawRect,
0, 0, 0, _5TO8(color) );
break;
}
OffsetMRect( &drawRect, 0, 15 );
}
SDLU_BlitFrontSurface( fadeSurface, &fullSDLRect, &fullSDLRect );
SDLU_Present();
if( timer <= MTickCount( ) )
{
skip = 2;
}
else
{
skip = 1;
while( timer > MTickCount( ) )
{
SDLU_Yield();
}
}
}
}
void ShowHiscore( void )
{
short count, length;
char myString[256];
int stringLength;
SDL_Surface* hiScoreSurface;
SDL_Surface* fadeSurface;
SDL_Rect fullSDLRect = { 0, 0, 640, 480 };
SkittlesFontPtr font;
SDL_Color anyColor;
MPoint dPoint;
const char* highScores = "HIGH SCORES";
int r, g, b;
if (DeleteKeyIsPressed())
{
// If the user holds delete while opening the high scores,
// clear the high score table.
memcpy( &scores, &defaultScores, sizeof( scores ) );
memcpy( &best, &defaultBest, sizeof( best ) );
}
hiScoreSurface = LoadPICTAsSurface( picBackdrop + (100 * RandomBefore(kLevels)), 32 );
fadeSurface = SDLU_InitSurface( &fullSDLRect, 32 );
font = GetFont( picHiScoreFont );
SDLU_AcquireSurface( hiScoreSurface );
SDLU_GetPixel( hiScoreSurface, RandomBefore( fullSDLRect.w ), RandomBefore( fullSDLRect.h ), &anyColor );
anyColor.r = min( 255, anyColor.r + 112 );
anyColor.g = min( 255, anyColor.g + 112 );
anyColor.b = min( 255, anyColor.b + 112 );
dPoint.v = 20;
dPoint.h = 225;
for( count=0; highScores[count]; count++ )
{
SurfaceBlitCharacter( font, highScores[count], &dPoint, 255, 255, 255, 1 );
}
for( count=0; count<=9; count++ )
{
r = ((255 * (10-count)) + (anyColor.r * count)) / 10;
g = ((255 * (10-count)) + (anyColor.g * count)) / 10;
b = ((255 * (10-count)) + (anyColor.b * count)) / 10;
dPoint.v = 75 + count * 38;
dPoint.h = 85;
if( count<9 )
{
SurfaceBlitCharacter( font, count + '1', &dPoint, r, g, b, 1 );
}
else
{
SurfaceBlitCharacter( font, '1', &dPoint, r, g, b, 1 );
SurfaceBlitCharacter( font, '0', &dPoint, r, g, b, 1 );
}
SurfaceBlitCharacter( font, '.', &dPoint, r, g, b, 1 );
SurfaceBlitCharacter( font, ' ', &dPoint, r, g, b, 1 );
length = 0;
while( scores[count].name[length] && dPoint.h < 430 )
{
SurfaceBlitCharacter( font, scores[count].name[length++], &dPoint, r, g, b, 1 );
}
while( dPoint.h < 450 )
{
SurfaceBlitCharacter( font, '.', &dPoint, r, g, b, 1 );
}
dPoint.h = 470;
stringLength = sprintf( myString, "%d", scores[count].score );
for( length=0; length < stringLength; length++ )
{
SurfaceBlitCharacter( font, myString[length], &dPoint, r, g, b, 1 );
}
}
SDLU_ReleaseSurface( hiScoreSurface );
SDL_FillRect( g_frontSurface, &g_frontSurface->clip_rect, SDL_MapRGB( g_frontSurface->format, 0, 0, 0 ));
SDLU_Present();
SDLU_SetBrightness( 1.0f );
FadeScreen( hiScoreSurface, fadeSurface, 31, -32 );
do
{
}
while( !AnyKeyIsPressed( ) && !SDLU_Button() );
FadeScreen( hiScoreSurface, fadeSurface, -31, 32 );
SDLU_SetBrightness( 0.0f );
SDL_FreeSurface( hiScoreSurface );
SDL_FreeSurface( fadeSurface );
}
void InitPotentialCombos( void )
{
memset( &potentialCombo[0], 0, sizeof(Combo) );
memset( &potentialCombo[1], 0, sizeof(Combo) );
potentialCombo[0].player = 0;
potentialCombo[1].player = 1;
}
void SubmitCombo( Combo *in )
{
if( in->value > best.value && in->value > evenBetter.value )
{
PlayMono( kContinueSnd );
memcpy( &evenBetter, in, sizeof( Combo ) );
}
}
// Please note: This function may well be the biggest kludge in Candy Crisis.
// It relies on tons of insider knowledge. But it works.
void ShowBestCombo( void )
{
SkittlesFontPtr font;
const char *bestCombo = "BEST COMBO";
const char *scan;
char bestInfo[256];
MPoint dPoint;
int levelCap;
font = GetFont( picHiScoreFont );
StopBalloon( );
InitGame( kAutoControl, kNobodyControl );
scoreWindowVisible[0] = false;
grayMonitorVisible[0] = false;
level = best.lv;
levelCap = kLevels;
if( (level < 1 || level > levelCap) && level != kTutorialLevel )
{
memcpy( &best, &defaultBest, sizeof(best) );
showStartMenu = true;
return;
}
BeginRound( false );
character[0].dropSpeed = 12;
SDLU_AcquireSurface( backdropSurface );
dPoint.v = 40;
dPoint.h = 225;
for( scan = bestCombo; *scan; scan++ )
{
SurfaceBlitCharacter( font, *scan, &dPoint, 255, 255, 255, 1 );
}
sprintf( bestInfo, "%s (%d points)", best.name, best.value );
dPoint.v = 410;
dPoint.h = 320 - (GetTextWidth( font, bestInfo ) / 2);
for( scan = bestInfo; *scan; scan++ )
{
SurfaceBlitCharacter( font, *scan, &dPoint, 255, 255, 255, 1 );
}
SDLU_ReleaseSurface( backdropSurface );
memcpy( grid[0], best.grid, kGridAcross * kGridDown );
ResolveSuction( 0 );
RedrawBoardContents( 0 );
RefreshAll( );
nextA[0] = best.a;
nextB[0] = best.b;
nextG[0] = best.g;
nextM[0] = best.m;
RetrieveBlobs( 0 );
EraseSpriteBlobs( 0 );
blobX[0] = best.x;
blobR[0] = best.r;
DrawSpriteBlobs( 0, kNoSuction );
QuickFadeIn( NULL );
blobTime[0] = animTime[0] = GameTickCount( );
autoPattern = hiScorePattern;
tutorialTime = 0;
}
void AddHiscore( int score )
{
short count, item;
char rank[50];
char text[256];
const char *playerName = "You";
const char *twoPlayerNames[] = { "Player 1", "Player 2" };
int highScoreLevel = -1;
// Check for high score
// (only do high scores if it's player vs CPU)
if( players == 1 &&
control[0] == kPlayerControl &&
control[1] == kAIControl )
{
for( count=0; count<=9; count++ )
{
if( score >= scores[count].score )
{
sprintf( rank, "%d points", score );
highScoreLevel = count;
break;
}
}
}
// Determine player's name for best combo
if( players == 2 ) playerName = twoPlayerNames[evenBetter.player];
// See if both best combo AND high score
if( evenBetter.value > best.value && highScoreLevel != -1 )
{
sprintf( text, "You got a high score and the best combo!" );
highScoreText = text;
highScoreRank = rank;
HandleDialog( kHiScoreDialog );
if( !finished )
{
highScoreName[kNameLength] = '\0';
memcpy( &best, &evenBetter, sizeof(Combo) );
strcpy( best.name, highScoreName );
for( item=8; item>=highScoreLevel; item-- )
{
memmove( &scores[item+1], &scores[item], sizeof( HighScore ) );
}
scores[highScoreLevel].score = score;
strcpy( scores[highScoreLevel].name, highScoreName );
}
}
// See if best combo has been won
else if( evenBetter.value > best.value )
{
sprintf( text, "Congratulations! %s got best combo!", playerName );
highScoreText = text;
highScoreRank = "";
HandleDialog( kHiScoreDialog );
if( !finished )
{
highScoreName[kNameLength] = '\0';
memcpy( &best, &evenBetter, sizeof(Combo) );
strcpy( best.name, highScoreName );
}
}
// See if high score has been won
else if( highScoreLevel != -1 )
{
highScoreText = "Congratulations! You got a high score!";
highScoreRank = rank;
HandleDialog( kHiScoreDialog );
if( !finished )
{
highScoreName[kNameLength] = '\0';
for( item=8; item>=highScoreLevel; item-- )
{
memmove( &scores[item+1], &scores[item], sizeof( HighScore ) );
}
scores[highScoreLevel].score = score;
strcpy( scores[highScoreLevel].name, highScoreName );
}
}
}