Example #1
0
static void handle_key_down( SDL_keysym* keysym )
{
    switch( keysym->sym ) {
    case SDLK_ESCAPE:
        quit_tutorial( 0 );
        break;

	case SDLK_SPACE:
		s.expand();
		s.expand();
		s.expand();
		s.expand();
		s.expand();
		s.expand();
		s.expand();
		s.expand();
		s.expand();
		s.expand();
		break;

    default:
        break;
    }

}
Example #2
0
//********************************************************************************************
// void checkIfAtMoonMenu() 
// This method is used to start the game at your home base of the moon
// This can be changed.
//********************************************************************************************
int checkIfAtMoonMenu(ship &s,planet &j,planet &e,planet &m,planet &g,planet &M,planet &S,planet &n,planet &p,planet &c)
{
  int input = 0;

	   system("cls");
	   cout << "Welcome to the Moon, your home base " << "Planet Description goes here?? Maybe?." << endl << endl;
	   cout << ":::Space News::: " <<  endl;
	   cout << "Planet   " << "Iron" << "\t" << "Price" << "\t" << "Sugar" << "\t" << "Price" << "\t" << "Rice" << "\t" << "Price" << endl;
	  // cout << "Jupiter  " <<  << "\t" << j.getIronQuantityDesired() << "\t" << j.getSugar() << "\t" << j.getSugarPrice()  << "\t" << j.getRice() << "\t" << j.getRicePrice() << endl;
	  // cout << "Earth    " << << "\t" << e.getIronQuantityDesired() << "\t" << e.getSugar() << "\t" << e.getSugarPrice()  << "\t" << e.getRice() << "\t" << e.getRicePrice() << endl;
	 //  cout << "Ganymede " << g.getIronQuantity() << "\t" << g.getIronQuantityDesired() << "\t" << g.getSugar() << "\t" << g.getSugarPrice()  << "\t" << g.getRice() << "\t" << g.getRicePrice() << endl;
	 //  cout << "Mars     " << m.getIronQuantity() << "\t" << m.getIronQuantityDesired() << "\t" << m.getSugar() << "\t" << m.getSugarPrice()  << "\t" << m.getRice() << "\t" << m.getRicePrice() << endl;
	 //  cout << "Saturn   " << S.getIronQuantity() << "\t" << S.getIronQuantityDesired() << "\t" << S.getSugar() << "\t" << S.getSugarPrice()  << "\t" << S.getRice() << "\t" << S.getRicePrice() << endl;
	 //  cout << "Neptune  " << n.getIronQuantity() << "\t" << n.getIronQuantityDesired() << "\t" << n.getSugar() << "\t" << n.getSugarPrice()  << "\t" << n.getRice() << "\t" << n.getRicePrice() << endl;
	//   cout << "Pluto    " << p.getIronQuantity() << "\t" << p.getIronQuantityDesired() << "\t" << p.getSugar() << "\t" << p.getSugarPrice()  << "\t" << p.getRice() << "\t" << p.getRicePrice() << endl;
	//   cout << "Ceres    " << c.getIronQuantity() << "\t" << c.getIronQuantityDesired() << "\t" << c.getSugar() << "\t" << c.getSugarPrice()  << "\t" << c.getRice() << "\t" << c.getRicePrice() << endl;
	   //cout << "Jupiter" << j.getIronQuantity() << "\t" << j.getIronQuantityDesiredQuantity() << "\t" << j.getSugar() << "\t" << j.getSugarPrice()  << "\t" << j.getRice() << "\t" << j.getRicePrice() << endl;
       cout << endl; 
	  // cout << "\nRice: " << p.getRice() << endl;
	   //cout << "\nFuel: " << p.getFuel() << endl;
	   cout << "1. Check Mail Box: -- Not Functional... " << endl;
	   cout << "2. Repair Ship: -- Not Functional... " << endl;
	   cout << "3. Upgrade Ship: -- Not Functional... " << endl;
	   cout << "4. Pick Up Passengers: -- Not Functional... " << endl;
	   cout << "5. Talk to people listen to space news... -- not functional... " << endl;
	   cout << "6. Leave Space Station... -- This works!" << endl;
	   cout << endl;

	   cout << "You have " << "Rice - " << s.getRice() << " Iron - " << s.getIron() << " Sugar - " << s.getSugar() << endl;
	   cout	<< "SpaceBucks - " << s.getFunds() << " Fuel - " << s.getFuel() << " Cargo Max - " << s.getCARGO_MAX() << endl;
       cout << "What do you want to do?";
       
       cin >> input;
return input;
}
Example #3
0
//********************************************************************************************
// int checkIfAtPlanetMenu() 
// This method is used when you get to a planet to generate the buy and sell option
// as of right now the planet.getPlanetName() is giving errors so it is left blank
//********************************************************************************************
int checkIfAtPlanetMenu(ship &s,planet &p)
{
  int input = 0;

	   system("cls");
	   cout << "Welcome to --Fix Planet Name--... " << "Planet Description goes here?? Maybe?." << endl << endl;
	   cout << "\nIron: " << p.getIronQuantity() << endl;
	   cout << "\nSugar: " << p.getSugarQuantity() << endl;
	   cout << "\nRice: " << p.getRiceQuantity() << endl;
	   cout << "\nFuel: " << p.getFuel() << endl;
	   cout << "1. Buy Iron: " << endl;
	   cout << "2. Buy Sugar: " << endl;
	   cout << "3. Buy Rice: " << endl;
	   cout << "4. Sell Iron: " << endl;
	   cout << "5. Sell Sugar: " << endl;
	   cout << "6. Sell Rice: " << endl;
	   cout << "7. Buy Fuel: " << endl;
	   cout << "8. Exit planet" << endl;
	   cout << "You have " << "Rice - " << s.getRice() << " Iron - " << s.getIron() << " Sugar - " << s.getSugar() << endl;
	   cout	<< "SpaceBucks - " << s.getFunds() << " Fuel - " << s.getFuel() << " Cargo Max - " << s.getCARGO_MAX() << endl;
       cout << "What do you want to do?";
       
       cin >> input;
return input;
}
Example #4
0
void gun_shell::check_collision_voxel(ship& s, const vector3f& oldrelpos, const vector3f& newrelpos)
{
	// positions are relative to bbox of s.
	matrix4f obj2voxel = s.get_model().get_base_mesh_transformation().inverse();
	vector3f oldvoxpos = obj2voxel * oldrelpos, newvoxpos = obj2voxel * newrelpos;
	vector3f diffvoxpos = newvoxpos - oldvoxpos;
	// now iterate in 8 steps between oldvoxpos to newvoxpos,
	// transform both to voxel coordinates (0...N)
	// and determine voxel number by pos.
	// if coordinate is invalid, no hit, otherwise check voxel state (volume > 0.25 or similar)
	// if the voxel is filled.
	vector3f voxel_size_rcp = s.get_model().get_voxel_size().rcp();
	const vector3i& vres = s.get_model().get_voxel_resolution();
	vector3i vidxmax = vres - vector3i(1, 1, 1);
	vector3f voxel_pos_trans = vector3f(vres) * 0.5f;
	int lastvn = -1;
	log_debug("check collision voxel");
	for (unsigned k = 0; k <= 10; ++k) {
		float kf = k/10.0f;
		vector3f voxpos = oldvoxpos + diffvoxpos * kf;
		vector3i v = vector3i(voxpos.coeff_mul(voxel_size_rcp) + voxel_pos_trans);
		v = v.max(vector3i(0,0,0)).min(vidxmax);
		int vn = (v.z * vres.y + v.y)*vres.x + v.x;
		if (vn != lastvn) {
			lastvn = vn;
			log_debug("voxel hit k="<<k<<" voxpos="<<voxpos<<" v="<<v<<" vn="<<vn);
			const model::voxel* vox = s.get_model().get_voxel_by_pos(v);
			if (vox) {
				// we hit a part of the object!
				log_debug("..... Object hit! .....");
				// first compute exact real word position of impact
				vector3 impactpos = s.get_pos()
					+ s.get_orientation().rotate(s.get_model().
						get_base_mesh_transformation() * voxpos);
				// move gun shell pos to hit position to
				// let the explosion be at right position
				position = impactpos;
				log_debug("Hit object at real world pos " << impactpos);
				log_debug("that is relative: " << s.get_pos()-impactpos);
				// now damage the ship
				if (s.damage(impactpos, int(damage_amount))) { // fixme, crude
					gm.ship_sunk(&s);
				} else {
					s.ignite();
				}
#if 0
				//spawn some location marker object for testing
				//at exact impact position
				gm.spawn_particle(new marker_particle(impactpos));
#endif
				gm.add_event(new event_shell_explosion(get_pos()));
				kill(); // grenade is used and dead
				return; // no more checks
			}
		}
	}
}
Example #5
0
static void draw_screen( void )
{
static ship s;
/* Clear the color and depth buffers. */
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glError();

/* We don't want to modify the projection matrix. */
glMatrixMode( GL_MODELVIEW );
glError();
glLoadIdentity( );
glError();
/* Move down the z-axis. */
glTranslatef( 0.0, 0.0, -15.0 ); glError();

glPushMatrix(); glError();

/* Rotate. */
//glRotatef( 100 * tim_x.read(), 1.0, 0.0, 0.0 );
//glRotatef( 100 * tim_y.read(), 0.0, 1.0, 0.0 );
//    glRotatef( 100 * tim_c.read(), 0.0, 0.0, 1.0 );

glTranslatef( 5 * tim_x.read(), 5 * tim_y.read(), 0 );
glError();

glBegin( GL_LINES );

#define BRICK_CNT 40//actually sqrt(brick count)
for( int x=-BRICK_CNT;x<BRICK_CNT;++x )
	{
	for( int y=-BRICK_CNT;y<BRICK_CNT;++y)
		{
		draw_rect(x,y,1,1,y==0,true);
		}
	}
glEnd();
glError();

glPopMatrix();
glError();

glRotatef( 100 * tim_x.read(), 1.0, 0.0, 0.0 );
glRotatef( 100 * tim_y.read(), 0.0, 1.0, 0.0 );

s.draw();

/*
 * Swap the buffers. This this tells the driver to
 * render the next frame from the contents of the
 * back-buffer, and to set all rendering operations
 * to occur on what was the front-buffer.
 */
SDL_GL_SwapBuffers( );
}
Example #6
0
//***********************************************************************************
// int parseStringX()  
// This is a simple function to parse and return the coodinates you want to goto
// 
// 
//**********************************************************************************
void parseMovement(string strX,string strY,ship &s)
{
   int x;
   int y;
   double hypot=0.0;

    

 
   x = atoi(strX.c_str());
   y = atoi(strY.c_str());
  

   if (x == 0)
   {
	s.setX(s.getX());
   }
  
   if (y == 0)
   {
	s.setY(s.getY());
   }


   if (x <= POSITIVE_XLIMIT && x >= NEGATIVE_XLIMIT && y <= POSITIVE_YLIMIT && y >= NEGATIVE_YLIMIT)
  {
  // calculate data for hypotenuese (sp?) and get units for fuel subtraction
   double xc = x-s.getX();
   double yc = y-s.getY();
  
   double xcsq = xc*xc;
   double yxsq = yc*yc;

   double hypot = abs(sqrt(xcsq+yxsq));
	  // error checking for input
	outfile.open("errorLog.txt", ios::app);
	outfile  << "The time is: " << asctime(localtm) << " " << "Hypotenoose: " << hypot << endl;
    outfile.close();
     // ------
	  s.setX(x);  // 
	  s.setY(y);
  
	  s.setFuel(s.getFuel()-hypot);
  }

 

} // end of method
void SpriteCharacterGame::GetKeys(ship a_ship)
{
	Vector3 A(1,	 0,		 0);
	Vector3 B(0,	-1,		 0);
	Vector3 C(0,	 0,		 1);
	Vector3 D(0,	 0,		-1);
	
	if(HELP_Keypresses(SDL_SCANCODE_W)) a_ship.Moveship(A);
	if(HELP_Keypresses(SDL_SCANCODE_S)) a_ship.Moveship(B);
	if(HELP_Keypresses(SDL_SCANCODE_A))	a_ship.Moveship(C);
	if(HELP_Keypresses(SDL_SCANCODE_D))	a_ship.Moveship(D);
	
	if(HELP_Keypresses(SDL_SCANCODE_SPACE));
	
	if(HELP_Keypresses(SDL_SCANCODE_ESCAPE));
}
/**
 * Initialize observer hud stuff
 */
void hud_observer_init(ship *shipp, ai_info *aip)
{
	// setup the pseduo ship and ai
	memcpy(&Hud_obs_ai, aip, sizeof(ai_info));
	// (we used to do a memcpy here, but that doesn't work any longer, so let's just assign the values we need)
	Hud_obs_ship.clear();
	strcpy_s(Hud_obs_ship.ship_name, shipp->ship_name);
	Hud_obs_ship.team = shipp->team;
	Hud_obs_ship.ai_index = shipp->ai_index;
	Hud_obs_ship.flags = shipp->flags;
	Hud_obs_ship.flags2 = shipp->flags2;
	Hud_obs_ship.ship_info_index = shipp->ship_info_index;
	Hud_obs_ship.objnum = shipp->objnum;
	Hud_obs_ship.wingnum = shipp->wingnum;
	Hud_obs_ship.alt_type_index = shipp->alt_type_index;
	Hud_obs_ship.callsign_index = shipp->callsign_index;
	memcpy(&Hud_obs_ship.np_updates, shipp->np_updates, MAX_PLAYERS * sizeof(np_update));
	Hud_obs_ship.ship_max_hull_strength = shipp->ship_max_hull_strength;
	Hud_obs_ship.ship_max_shield_strength = shipp->ship_max_shield_strength;
	memcpy(&Hud_obs_ship.weapons, &shipp->weapons, sizeof(ship_weapon));

	HUD_config.is_observer = 1;
	HUD_config.show_flags = HUD_observer_default_flags;
	HUD_config.show_flags2 = HUD_observer_default_flags2;

	HUD_config.popup_flags = 0x0;
	HUD_config.popup_flags2 = 0x0;

	// shutdown any playing static animations
	hud_init_target_static();
}
Example #9
0
void gun_shell::check_collision_precise(ship& s, const vector3& oldrelpos,
					const vector3& newrelpos)
{
	// transform positions to s' local bbox space
	quaternion qco = s.get_orientation().conj();
	vector3f oldrelbbox = vector3f(qco.rotate(oldrelpos));
	vector3f newrelbbox = vector3f(qco.rotate(newrelpos));
	// now the model::get_min/get_max values can be used to compute the axis aligned bbox
	float tmin = 0.0f, tmax = 1.0f;
	// clip the line oldrelbbox->newrelbbox with the bbox
	vector3f d = newrelbbox - oldrelbbox;
	const vector3f& b = oldrelbbox;
	vector3f bmin = s.get_model().get_min();
	vector3f bmax = s.get_model().get_max();

	if (fabs(d.x) > 1e-5) {
		float t0 = (bmin.x - b.x) / d.x;
		float t1 = (bmax.x - b.x) / d.x;
		float ta = std::min(t0, t1);
		float tb = std::max(t0, t1);
		tmax = std::min(tmax, tb);
		tmin = std::max(tmin, ta);
	}
	if (fabs(d.y) > 1e-5) {
		float t0 = (bmin.y - b.y) / d.y;
		float t1 = (bmax.y - b.y) / d.y;
		float ta = std::min(t0, t1);
		float tb = std::max(t0, t1);
		tmax = std::min(tmax, tb);
		tmin = std::max(tmin, ta);
	}
	if (fabs(d.z) > 1e-5) {
		float t0 = (bmin.z - b.z) / d.z;
		float t1 = (bmax.z - b.z) / d.z;
		float ta = std::min(t0, t1);
		float tb = std::max(t0, t1);
		tmax = std::min(tmax, tb);
		tmin = std::max(tmin, ta);
	}

	if (tmin <= tmax) {
		//log_debug("shell hit object?!");
		vector3f d = newrelbbox - oldrelbbox;
		check_collision_voxel(s, oldrelbbox + d * tmin, oldrelbbox + d * tmax);
		if (alive_stat == dead) return; // no more checks after hit
	}
}
Example #10
0
bool ship::hasConflictWith(ship s) {
	point p;
	if(isVertical) {
		for(int i = origin.y; i < (origin.y + length); i++) {
			p.x = origin.x;
			p.y = i;
			if(s.containsPoint(p)) {
				return true;
			}
		}
	}else if(!isVertical) {
		for(int i = origin.x; i < (origin.x + length); i++) {
			p.x = i;
			p.y = origin.y;
			if(s.containsPoint(p)) {
				return true;
			}
		}
	}
	return false;
}
Example #11
0
//***********************************************************************************
// void drawHUD()  
// This is a simple function to draw out the text description of where you are
// 
// 
//**********************************************************************************
int drawHUD(int mx, int my, ship &s)
{
 
  string asciiPos;	 
  string stringX;
  string stringY;
  int eight=8;
  int input=0;

   cout << "The Moon (m), your home base is located at: "; 
   //SetConsoleTextAttribute(hOut, FOREGROUND_GREEN);
   cout << mx << ", " << my << " - You are located at: " << s.getX() << ", " << s.getY();
   //SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
   cout << "\nStatus - Fuel: " << s.getFuel() << " Spacebucks: " << s.getFunds() << endl;
   cout << "Cargo Hold: Rice: " << s.getRice() << " IRON: " << s.getIron() << " SUGAR: " << s.getSugar() << endl;
   //cout << "What do you want to do? (1 +x 2 -x 3 +y 4 -y -- 8 is quit) ";
   cout << "Where do you want to move? (XX,YY -- 8 is quit) ";
   cin >> asciiPos;
   
// error cehcking for input

   	outfile.open("inputLog.txt", ios::app);
	outfile  << "The time is: " << asctime(localtm) << " " << "asciiPos: " << asciiPos << endl;
    outfile.close();
//  ---------------

   if (asciiPos == "8"){
       exit(0);
   }
   stringX=asciiPos.substr(0,2);
   stringY=asciiPos.substr(3,5);

   parseMovement(stringX,stringY,s);
   //parseStringY(stringY,s.getY());

   if (atoi(asciiPos.c_str()) == eight)
   {
   input=8;
   }
   else
   {
	   // Input is coming in a format of XX,YY a five char string
	   // it is beingsplit assuming that the input is two chars comma and two more
	   //  each value is being assigned to the x,y value - which is strange because I think
	   //  the x,y value is opposite anyway. =P
	
  // s.setX(atoi(stringX.c_str()));  // must cast the string into an integer so that you can repostion your ship
   //s.setY(atoi(stringY.c_str()));  // ditto	
   }
   return input;
}
Example #12
0
static void draw_screen( void )
{
/* Clear the color and depth buffers. */
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glError();

/* We don't want to modify the projection matrix. */
glMatrixMode( GL_MODELVIEW );
glError();
glLoadIdentity( );
glError();
/* Move down the z-axis. */
glTranslatef( 0.0, 0.0, -15.0 ); glError();

s.draw();

/*
 * Swap the buffers. This this tells the driver to
 * render the next frame from the contents of the
 * back-buffer, and to set all rendering operations
 * to occur on what was the front-buffer.
 */
SDL_GL_SwapBuffers( );
}
Example #13
0
//finally here. Whew that's a lot of functions
int main(int argc,char* args[]) {
    srand(time(NULL));  	//spin the wheel!
    int i;                  //loop counter
    int frame=0;            //total frames past

    if(init()==false) return 1;
    if(prepAssets()==false) return 1;
    if(Mix_PlayMusic(muBGM,-1)==-1) return 1;

    //read and store the string of appropriate language
    FILE *pLang;
    char strLang[25];       //language string
    if((pLang=fopen("text/en.WhyCantIHoldAllTheseFileExtensions","r"))!=NULL) {
        if(fgets(strLang,25,pLang)==NULL) return 1;
    }
    fclose(pLang);
    sfMenuPrompt=TTF_RenderText_Blended(fnMenu,strLang,clMenu);

    //read and store current highscore
    FILE *pHighScoreR;
    char strHighScore[10];
    if((pHighScoreR=fopen("text/highscore.WhyCantIHoldAllTheseFileExtensions","r"))!=NULL) {
        if(fgets(strHighScore,10,pHighScoreR)==NULL) return 1;
    }
    fclose(pHighScoreR);
    sfHighScore=TTF_RenderText_Shaded(fnHighScore,strHighScore,clHighScore,clDefault);
    iHighScore=atoi(strHighScore);		//string contents as an int

    //menu runs here
    while(quitMenu==false) {
        //display menu
        printb(0,0,sfMenu,sfScreen);
        printb((SCREEN_WIDTH-sfMenuPrompt->w)/2,315,sfMenuPrompt,sfScreen);
        //menu-only key controls
        while(SDL_PollEvent(&event)) {
            if(event.type==SDL_KEYDOWN) {
                switch(event.key.keysym.sym) {
                case SDLK_RETURN:
                    quitMenu=true;
                    break;
                case SDLK_ESCAPE:
                    quitMenu=true;
                    quitGame=true;
                    quitOver=true;
                    quitAll=true;
                    break;
                default:
                    ;
                }
            }

            //if the window gets X'd
            if(event.type==SDL_QUIT) {
                quitMenu=true;          //quit the menu
                quitGame=true;          //skip the game
                quitOver=true;
                quitAll=true;
            }
        }

        //refresh the screen
        if(SDL_Flip(sfScreen)==-1) return 1;
    }

    //game is starting! set up everything!
    tmTime.start();
    tmFPS.start();
    tmFPSUpd.start();
    tmDelta.start();
    tmMusic.start();

    //REPLAY LOOP
    while(quitAll==false) {
        randBullets();
        //game runs here
        while(quitGame==false) {
            //once wave time is up: level up and restart wave timer
            //setup phase is active
            if(waveZero==true&&tmTime.getTicks()>10000) {
                iWave++;
                nextWave();
                tmTime.start();
                waveZero=false;
                newBGM();
                tmScore.start();
                tmTimeAlive.start();
            }
            //setup phase is off
            else if(tmTime.getTicks()>WAVE_LENGTH) {
                iWave++;
                nextWave();
                tmTime.start();
            }

            //change music after 90 seconds
            if(tmMusic.getTicks()>90000) {
                newBGM();
                tmMusic.start();
            }

            //score acceleration
            if(tmTimeAlive.getTicks()>30000) iScoreAccel=13;
            else if(tmTimeAlive.getTicks()>15000) iScoreAccel=6;
            else if(tmTimeAlive.getTicks()>7500) iScoreAccel=3;
            else if(tmTimeAlive.getTicks()>0) iScoreAccel=1;

            //score timing
            if(tmScore.getTicks()>250) {
                iScore+=iScoreAccel;
                tmScore.start();
            }

            //1up timing
            if(tmTimeAlive.getTicks()>45000) {
                tmTimeAlive.start();
                iLife++;

                //don't let player have too many lives
                //if 1up is allowed, play sound
                if(iLife>5)iLife=5;
                else if(Mix_PlayChannel(-1,chGain,0)==-1) return 1;
            }

            //while there's science to do
            while(SDL_PollEvent(&event)) {
                //ship controls
                myship.handleInput();

                //other controls
                if(event.type==SDL_KEYDOWN) {
                    switch(event.key.keysym.sym) {
                    case SDLK_ESCAPE:
                        quitGame=true;
                        quitOver=true;
                        quitAll=true;
                        break;
                    case SDLK_x:
                        if(useBomb()==false) return 1;
                        break;
                    default:
                        ;
                    }
                }

                //if the window gets X'd
                if(event.type == SDL_QUIT) {
                    quitGame = true;
                    quitOver=true;
                    quitAll=true;
                }
            }


            //update screen data
            myship.move(tmDelta.getTicks());    //update ship's position
            tmDelta.start();                    //restart change of time timer
            printb(0,0,sfBG,sfScreen);          //print background
            myship.show();                      //print position to screen
            if(diedRecently==true) printb(120,0,sfDeathOverlay,sfScreen,NULL);
            if(bombedRecently==true) printb(120,0,sfBombFlash,sfScreen,NULL);

            if(waveZero==true) {					//reset bullets to original when looping game
                printb(0,0,sfHowTo,sfScreen,NULL);
                iMaxBul=-1;
            }
            for(i=0; i<=iMaxBul; i++) {
                //player has died: do all relevant tracking
                if(isCol(myship.hitbox,b[i].hitbox)) {
                    iLife--;
                    iBomb=3;
                    iScore-=50;
                    if(iLife==0) quitGame=true;
                    diedRecently=true;
                    b[i].hitbox.x=rand()%420-120;
                    b[i].hitbox.y=0;
                    tmDeathOverlay.start();
                    tmTimeAlive.start();
                    if(Mix_PlayChannel(-1,chDeath,0)==-1) return 1;
                }

                if(b[i].hitbox.x>515) b[i].hitbox.x=120;
                if(b[i].hitbox.x<120) b[i].hitbox.x=515;        //compensate for bullet width
                if(b[i].hitbox.y>480) {                         //because collision is counted from sScore of the picture
                    b[i].hitbox.y=0;                            //so bulletwidth had to be subtracted
                    b[i].xVel=rand()%5-2;                      //bullet can travel left or right
                    b[i].yVel=rand()%4+1;                       //can only travel down
                }
                b[i].hitbox.y+=b[i].yVel;
                b[i].hitbox.x+=b[i].xVel;
                printb(b[i].hitbox.x,b[i].hitbox.y,sfBullet,sfScreen,NULL);
            }

            //expiry dates for death and bomb notifications
            if(tmDeathOverlay.getTicks()>500) diedRecently=false;
            if(tmBombFlash.getTicks()>250) bombedRecently=false;

            //display all stats
            renderHUD();
            printb(7,50,sfHighScore,sfScreen,NULL);

            //refresh the screen
            if(SDL_Flip(sfScreen)==-1) return 1;

            //limit the frame rate
            if(tmFPS.getTicks()<1000/FRAMES_PER_SECOND) {
                SDL_Delay((1000/FRAMES_PER_SECOND)-tmFPS.getTicks());
                tmFPS.start();
            }

            frame++;    //one frame has passed

            //update this once per second
            if(tmFPSUpd.getTicks()>1000) {
                std::stringstream newCaption;
                newCaption<<frame/(tmFPS.getTicks()/1000.f)<<" fps";
                SDL_WM_SetCaption(newCaption.str().c_str(),NULL);
                tmFPSUpd.start();         //restart for the next one-second wait
            }
        }

        //store new high score, if there is one
        if(iScore>iHighScore) {
            FILE *pHighScoreW;
            if((pHighScoreW=fopen("text/highscore.WhyCantIHoldAllTheseFileExtensions","w"))!=NULL) {
                if(fprintf(pHighScoreW,"%d",iScore)==0) return 1;
            }
            fclose(pHighScoreW);
            newHighScore=true;
        }

        //stop playing music
        Mix_HaltMusic();

        //game over runs here
        while(quitOver==false) {
            //some key events
            while(SDL_PollEvent(&event)) {
                if(event.type==SDL_KEYDOWN) {
                    switch(event.key.keysym.sym) {
                    case SDLK_RETURN:
                        quitOver=true;
                        break;
                    case SDLK_ESCAPE:
                        quitOver=true;
                        quitAll=true;
                        break;
                    default:
                        ;
                    }
                }

                //if the window gets X'd
                if(event.type == SDL_QUIT) {
                    quitOver=true;
                    quitAll=true;
                }
            }

            //end surfaces
            std::stringstream finalScore;
            finalScore<<iScore;
            sfScore=TTF_RenderText_Blended(fnFinalScore,finalScore.str().c_str(),clMenu);

            //display restart prompt
            FILE *pRestart;
            char strRestart[30];
            if((pRestart=fopen("text/enr.WhyCantIHoldAllTheseFileExtensions","r"))!=NULL) {
                if(fgets(strRestart,30,pRestart)==NULL) return 1;
            }
            fclose(pRestart);
            sfRestart=TTF_RenderText_Blended(fnMenu,strRestart,clScore);

            //print everything
            printb(0,0,sfOverBG,sfScreen,NULL);
            printb((SCREEN_WIDTH-sfRestart->w)/2,385,sfRestart,sfScreen,NULL);
            printb((SCREEN_WIDTH-sfScore->w)/2,240,sfScore,sfScreen,NULL);
            if(newHighScore==true)	printb(430,280,sfNewHigh,sfScreen,NULL);

            //refresh the screen
            if(SDL_Flip(sfScreen)==-1) return 1;

            SDL_WM_SetCaption("Shutengu!!",NULL);
        }

        //reset loop conditions to allow replaying
        resetGame();
    }
    //user has now quit
    cleanUp();

    return 0;
}
Example #14
0
// added by Soren Haurburg
//void Planet::Shop(int &money, int &fuel, Commodity &shipIron, Commodity &shipSugar, Commodity &shipRice, int CARGO_MAX)
void planet::Shop(ship &s)
{
//	HANDLE hStdout;
 //   hStdout = GetStdHandle(STD_OUTPUT_HANDLE); 
 //   SetConsoleActiveScreenBuffer(hStdout);
	 
	char pressedKey = '0';
	while(pressedKey != 'E' && pressedKey != 'e')
	{
	  system("cls");
//	  SetConsoleTextAttribute(hStdout, FOREGROUND_GREEN | FOREGROUND_RED);
	  cout << "\n\t\t\tWelcome to " << *planetName << endl;
	  int n=0; for (n=0;n < 24; n++) { printf("\n"); }

//	  SetConsoleTextAttribute(hStdout, FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_BLUE);
	  cout << "\tYou have the follwing..." << endl;
	  cout << "\t\tIron: " << s.getIron() << "Sugar: " << s.getSugar() << "Rice: " << s.getRice() << endl;
	  cout << "\t\tMoney: " << s.getFunds() << "Fuel: " << s.getFuel() << "Cargo Space left: " << s.getCARGO_MAX()-(s.getIron()+s.getRice()+s.getSugar()) << endl; 
	  cout << "\n\tHere are your available actions on planet " << /*planetName*/ "Jupiter" << ":" << endl;

	  
	  
	  if (ironDesiredQuantity>ironQuantity)
	  {
            cout << "\n\t\t\t1. "<< *planetName << "will Buy Iron for: " << ((ironDesiredQuantity/ironQuantity) * ironQuantity) << endl;
	  }
	  else 
	  {
           cout << "\t\t\t5. " << *planetName << "will sell Iron for: " << ((ironQuantity/ironDesiredQuantity) * ironQuantity) << endl;
	  }
	  /*cout << "\n\t\t\t1. Buy Iron for: " << Iron.getBuyValue() << endl;
	  cout << "\t\t\t2. Buy Sugar for: " << Sugar.getBuyValue() << endl;
	  cout << "\t\t\t3. Buy Rice for: " << Rice.getBuyValue() << endl;
	  cout << "\t\t\t4. Buy Fuel for: " << fuelPrice << endl;
	  cout << "\t\t\t5. Sell Iron for: " << Iron.getSellValue() << endl;
	  cout << "\t\t\t6. Sell Sugar for: " << Sugar.getSellValue() << endl;
	  cout << "\t\t\t7. Sell Rice for: " << Rice.getSellValue() << endl;
	  cout << "\t\t\tU. Buy Upgrades" << endl;
	  */
	  cout << "\t\t\tE. Exit " << "Planet Name Here";
      cin >> pressedKey;
	 
	  switch(pressedKey)
	  {
	   case '1': 	  
	        buyCommodity(s, "Iron");   
	   break;
	   case '2':
//			buyCommodity(s, Sugar);
	   break;
	   case '3':
	//		buyCommodity(s, Rice);
	   break;
       case '4':
	//		buyFuel(s);
	   break;
	   case '5':
			sellCommodity(s, "Iron");
	   break;
	   case '6':
	//	    sellCommodity(s, Sugar);
	   break;
	   case '7':
	//	    sellCommodity(s, Rice);
	   break;
	   case 'U':
	//		upgradeShip(s);
	   break;
	   case 'u':
	//		upgradeShip(s);
	   break;
	   case 'E':
		   //leaving planet
	   break;
	   case 'e':
		   //leaving planet
	   break;
	   default:
			cout << "Please pick one of the available options. " << endl;
	   break;
	  }// end of switch
	}
  } 
Example #15
0
//***********************************************************************************
// void checkIfAtPlanet()  
// This fucntion checks to see if you have arrived at a planet, then it'd put you
// in the store.
// 
//**********************************************************************************
void checkIfAtPlanet(ship &s,planet &jupiter,planet &earth,planet &mars,planet &ganymede,planet &moon,planet &saturn,planet &neptune,planet &pluto,planet &ceres)
{
   short input = 0;
//**********************************************************************************
// 1. Jupiter
//**********************************************************************************
	if (s.getX()==jupiter.getX() && s.getY()==jupiter.getY())
    {
	   jupiter.Shop(s);
	
	  
	}
      // end of jupiter if
//**********************************************************************************
// 2. Earth
//**********************************************************************************
      if (s.getX()==earth.getX() && s.getY()==earth.getY())
   {
	   earth.Shop(s);
	
	 
	}
// end of earth if	   
//**********************************************************************************
// 3. Mars
//**********************************************************************************
      if (s.getX()==mars.getX() && s.getY()==mars.getY())
   {
	   mars.Shop(s);
	
	  
	}
// end of mars if
//**********************************************************************************
// 4. Ganymede
//**********************************************************************************
   if (s.getX()==ganymede.getX() && s.getY()==ganymede.getY())
   {
	   
	  ganymede.Shop(s);
	  
 
    }
//**********************************************************************************
// 5. Saturn
//**********************************************************************************
   if (s.getX()==saturn.getX() && s.getY()==saturn.getY())
   {

       saturn.Shop(s);
	 
 
    }
//**********************************************************************************
// 6. Pluto
//**********************************************************************************
	     if (s.getX()==pluto.getX() && s.getY()==pluto.getY())
   {
	
	   pluto.Shop(s);
	 
 
    }
//**********************************************************************************
// 7. Ceres
//**********************************************************************************
		 
		 if (s.getX()==ceres.getX() && s.getY()==ceres.getY())
   {
	 ceres.Shop(s);
	
 
    }
//**********************************************************************************
// 8. Neptune
//**********************************************************************************
		 
		 if (s.getX()==neptune.getX() && s.getY()==neptune.getY())
   {
        neptune.Shop(s);	  
	 
 
    }
//**********************************************************************************
// 9. Moon -- different from planet
//**********************************************************************************
  if (s.getX()==moon.getX() && s.getY()==moon.getY())
   {
	   
	  do 	
	  { // begin do loop
	   
	   input = checkIfAtMoonMenu(s,jupiter,earth,mars,ganymede,moon,saturn,neptune,pluto,ceres);	  
         
	   cout << "1. Check Mail Box: -- Not Functional... " << endl;
	   cout << "2. Repair Ship: -- Not Functional... " << endl;
	   cout << "3. Upgrade Ship: -- Not Functional... " << endl;
	   cout << "4. Pick Up Passengers: -- Not Functional... " << endl;
	   cout << "5. Talk to people listen to space news... -- not functional... " << endl;


       switch(input)
	   {
	   case 1: 
		   system("cls");
           //checkMailBox();   
		   cout << "N/A" << endl;
		   break;
	   case 2:
     	   system("cls");
           //repairShip();
		   cout << "N/A" << endl;
		   break;
	   case 3:
     	   system("cls");
		   //upgradeShip();
           cout << "N/A" << endl;
		   break;
	   case 4:
     	   system("cls");
		   //pickUpPassengers();
           cout << "N/A" << endl;
		   break;
	   case 5:
     	   system("cls");
		   //talkToPeople();
           cout << "N/A" << endl;
		   break;
		case 6:
     	   system("cls");
           cout << "Take Care out there in space..." << endl;
		   break;

	   default:
		     cout << "You can only choose option 1-5 are not programmed, nothing else is programmed... " << endl;
		     break;
	   }// end of switch
       		  
	  } // end of do
	   while (input == 1 || input == 2 || input == 3  || input == 4 || input == 5);
	   s.setX(s.getX()+1);
	   s.setY(s.getY()+1);
 
    }

  s.setX(s.getX()+1);
} // end of method