/****************************************************************************** This source file is part of AstroMenace game (Hardcore 3D space shooter with spaceship upgrade possibilities.) For the latest info, see http://www.viewizard.com/ File name: Game_Mission.cpp Copyright (c) 2006-2007 Michael Kurinnoy, Viewizard All Rights Reserved. File Version: 1.2 ****************************************************************************** AstroMenace game source code available under "dual licensing" model. The licensing options available are: * Commercial Licensing. This is the appropriate option if you are creating proprietary applications and you are not prepared to distribute and share the source code of your application. Contact us for pricing at viewizard@viewizard.com * Open Source Licensing. This is the appropriate option if you want to share the source code of your application with everyone you distribute it to, and you also want to give them the right to share who uses it. You should have received a copy of the GNU General Public License version 3 with this source codes. If not, see . ******************************************************************************/ #include "../Game.h" float MissionTitleLifeTime = 0.0f; float LastMissionTitleUpdateTime = 0.0f; int MissionTitleNum = 0; float MissionFailedLifeTime = 0.0f; float LastMissionFailedUpdateTime = 0.0f; extern float CurrentAlert3; //------------------------------------------------------------------------------------ // установка времени отображения ShowTime миссии номер Num //------------------------------------------------------------------------------------ void GameSetMissionTitleData(float ShowTime, int Num) { MissionTitleLifeTime = ShowTime; LastMissionTitleUpdateTime = vw_GetTime(); MissionTitleNum = Num; // пока ничего не показываем MissionFailedLifeTime = 0.0f; LastMissionFailedUpdateTime = vw_GetTime(); } //------------------------------------------------------------------------------------ // считаем, сколько в ширину займет прорисовка номера //------------------------------------------------------------------------------------ int CheckMissionTitleNum(char *Num) { RECT SrcRest; int XSum = 0; // считаем for (size_t i=0; i= 1.0f) { vw_DrawTransparent(&DstRest, &SrcRest, vw_FindTextureByName("DATA/GAME/mission.tga"), true, 1.0f, 0.0f, RI_UL_CORNER, 1.0f, 1.0f, 1.0f); // вывод номера миссии DrawMissionTitleNum(XStart+226+20, 352+1, buffer, 1.0f); } else { vw_DrawTransparent(&DstRest, &SrcRest, vw_FindTextureByName("DATA/GAME/mission.tga"), true, MissionTitleLifeTime, 0.0f, RI_UL_CORNER, 1.0f, 1.0f, 1.0f); // вывод номера миссии DrawMissionTitleNum(XStart+226+20, 352+1, buffer, MissionTitleLifeTime); } } //------------------------------------------------------------------------------------ // установка времени отображения ShowTime миссия провалена //------------------------------------------------------------------------------------ void GameSetMissionFailedData(float ShowTime) { MissionFailedLifeTime = ShowTime; LastMissionFailedUpdateTime = vw_GetTime(); // выводим курсор DrawGameCursor = true; // сброс кнопки мышки, чтобы случайно не нажали vw_GetWindowLBMouse(true); } //------------------------------------------------------------------------------------ // прорисовка миссия провалена //------------------------------------------------------------------------------------ void GameDrawMissionFailed() { // нам тут делать нечего if (MissionFailedLifeTime <= 0.0f) return; float TimeDelta = vw_GetTime() - LastMissionFailedUpdateTime; LastMissionFailedUpdateTime = vw_GetTime(); // считаем только если не отображается меню if (GameContentTransp <= 0.0f) MissionFailedLifeTime -= TimeDelta; // все, время вышло... нужно сделать сброс и загрузить меню if (MissionFailedLifeTime <= 0.0f) { ComBuffer = 100; ExitGame(); } RECT SrcRest, DstRest; // вывод надписи Mission SetRect(&SrcRest,0,0,512,84); SetRect(&DstRest,Setup.iAspectRatioWidth/2-256,342,Setup.iAspectRatioWidth/2+256,342+84); vw_DrawTransparent(&DstRest, &SrcRest, vw_FindTextureByName("DATA/GAME/missionfailed.tga"), true, 1.0f, 0.0f, RI_UL_CORNER, 1.0f, 1.0f, 1.0f); // выводим кнопки... int Y = 180+270; int X = Setup.iAspectRatioWidth/2 - 230; if (DrawButton200_2(X,Y, GetText("1_QUIT"), 1.0f, false)) { ComBuffer = 101; ExitGame(); } X = Setup.iAspectRatioWidth/2 + 30; if (DrawButton200_2(X,Y, GetText("1_RESTART"), 1.0f, false)) { ComBuffer = GAME; ExitGame(); } }