コード例 #1
0
ファイル: pl_7.c プロジェクト: mihaicarabas/dragonfly
void
draw_screen(void)
{
    draw_view();
    draw_turn();
    draw_stat();
    draw_slot();
    wrefresh(scroll_w);		/* move the cursor */
}
コード例 #2
0
ファイル: 소스.c プロジェクト: nwk1541/c_project
void reset(void) //각종 변수 초기화
{
	level = 1; 
	level_goal = 1000;
	key = 0;
	crush_on = 0;
	cnt = 0;
	score = 0;
	speed = 100;

	system("cls"); //화면지움 
	reset_game();
	draw_stat();
	draw_game();

	b_type_next = rand() % 7; //다음번에 나올 블록 종류를 랜덤하게 생성 
	new_block(); //새로운 블록을 하나 만듦  
}
コード例 #3
0
ファイル: stats.c プロジェクト: Adamantinus/Eternal-Lands
int display_stats_handler(window_info *win)
{
        player_attribs cur_stats = your_info;
        char str[10];
        int x,y;

        x=5;
        y=5;

        draw_string_small(x,y,attributes.base,1);
        y+=14;
        draw_stat(24,x,y,&(cur_stats.phy),&(attributes.phy));

        y+=14;
        draw_stat(24,x,y,&(cur_stats.coo),&(attributes.coo));

        y+=14;
        draw_stat(24,x,y,&(cur_stats.rea),&(attributes.rea));

        y+=14;
        draw_stat(24,x,y,&(cur_stats.wil),&(attributes.wil));

        y+=14;
        draw_stat(24,x,y,&(cur_stats.ins),&(attributes.ins));

        y+=14;
        draw_stat(24,x,y,&(cur_stats.vit),&(attributes.vit));

        //cross attributes
        glColor3f(1.0f,1.0f,0.0f);
        y+=20;

        draw_string_small(x,y,attributes.cross,1);
        y+=14;
        draw_statf(24,x,y,&(cur_stats.might),&(attributes.might));

        y+=14;
        draw_statf(24,x,y,&(cur_stats.matter),&(attributes.matter));

        y+=14;
        draw_statf(24,x,y,&(cur_stats.tough),&(attributes.tough));

        y+=14;
        draw_statf(24,x,y,&(cur_stats.charm),&(attributes.charm));

        y+=14;
        draw_statf(24,x,y,&(cur_stats.react),&(attributes.react));

        y+=14;
        draw_statf(24,x,y,&(cur_stats.perc),&(attributes.perc));

        y+=14;
        draw_statf(24,x,y,&(cur_stats.ration),&(attributes.ration));

        y+=14;
        draw_statf(24,x,y,&(cur_stats.dext),&(attributes.dext));

        y+=14;
        draw_statf(24,x,y,&(cur_stats.eth),&(attributes.eth));

        glColor3f(0.5f,0.5f,1.0f);
        y+=14;  // blank lines for spacing
        y+=14;  // blank lines for spacing

        //other attribs
        y+=20;
        safe_snprintf(str, sizeof(str), "%i",cur_stats.food_level);
        draw_stat_final(24,x,y,attributes.food.name,str);

        y+=14;
        draw_stat(24,x,y,&(cur_stats.material_points),&(attributes.material_points));

        y+=14;
        draw_stat(24,x,y,&(cur_stats.ethereal_points),&(attributes.ethereal_points));

        y+=14;
        draw_stat(24,x,y,&(cur_stats.action_points),&(attributes.action_points));

        //other info
        safe_snprintf(str, sizeof(str), "%i",cur_stats.overall_skill.base-cur_stats.overall_skill.cur);
        draw_stat_final(24,205,y,attributes.pickpoints,str);

        //nexuses here
        glColor3f(1.0f,1.0f,1.0f);
        x+=200;
        y=5;

        draw_string_small(x,y,attributes.nexus,1);

        y+=14;
        draw_stat(24,x,y,&(cur_stats.human_nex),&(attributes.human_nex));

        y+=14;
        draw_stat(24,x,y,&(cur_stats.animal_nex),&(attributes.animal_nex));

        y+=14;
        draw_stat(24,x,y,&(cur_stats.vegetal_nex),&(attributes.vegetal_nex));

        y+=14;
        draw_stat(24,x,y,&(cur_stats.inorganic_nex),&(attributes.inorganic_nex));

        y+=14;
        draw_stat(24,x,y,&(cur_stats.artificial_nex),&(attributes.artificial_nex));

        y+=14;
        draw_stat(24,x,y,&(cur_stats.magic_nex),&(attributes.magic_nex));

        y+=20;
        //skills
        glColor3f(1.0f,0.5f,0.2f);
        draw_string_small(x,y,attributes.skills,1);

        y+=14;

        check_grid_x_left=x;
        check_grid_y_top=y;

        statsinfo[0].is_selected==1?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f);
        draw_skill(46,x,y,&(cur_stats.attack_skill),&(attributes.attack_skill),cur_stats.attack_exp,cur_stats.attack_exp_next_lev);

        y+=14;
        statsinfo[1].is_selected==1?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f);
        draw_skill(46,x,y,&(cur_stats.defense_skill),&(attributes.defense_skill),cur_stats.defense_exp,cur_stats.defense_exp_next_lev);

        y+=14;
        statsinfo[2].is_selected==1?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f);
        draw_skill(46,x,y,&(cur_stats.harvesting_skill),&(attributes.harvesting_skill),cur_stats.harvesting_exp,cur_stats.harvesting_exp_next_lev);

        y+=14;
        statsinfo[3].is_selected==1?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f);
        draw_skill(46,x,y,&(cur_stats.alchemy_skill),&(attributes.alchemy_skill),cur_stats.alchemy_exp,cur_stats.alchemy_exp_next_lev);

        y+=14;
        statsinfo[4].is_selected==1?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f);
        draw_skill(46,x,y,&(cur_stats.magic_skill),&(attributes.magic_skill),cur_stats.magic_exp,cur_stats.magic_exp_next_lev);

        y+=14;
        statsinfo[5].is_selected==1?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f);
        draw_skill(46,x,y,&(cur_stats.potion_skill),&(attributes.potion_skill),cur_stats.potion_exp,cur_stats.potion_exp_next_lev);

        y+=14;
        statsinfo[6].is_selected==1?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f);
        draw_skill(46,x,y,&(cur_stats.summoning_skill),&(attributes.summoning_skill),cur_stats.summoning_exp,cur_stats.summoning_exp_next_lev);

        y+=14;
        statsinfo[7].is_selected==1?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f);
        draw_skill(46,x,y,&(cur_stats.manufacturing_skill),&(attributes.manufacturing_skill),cur_stats.manufacturing_exp,cur_stats.manufacturing_exp_next_lev);

        y+=14;
        statsinfo[8].is_selected==1?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f);
        draw_skill(46,x,y,&(cur_stats.crafting_skill),&(attributes.crafting_skill),cur_stats.crafting_exp,cur_stats.crafting_exp_next_lev);

        y+=14;
        statsinfo[9].is_selected==1?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f);
        draw_skill(46,x,y,&(cur_stats.engineering_skill),&(attributes.engineering_skill),cur_stats.engineering_exp,cur_stats.engineering_exp_next_lev);

        y+=14;
        statsinfo[10].is_selected==1?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f);
        draw_skill(46,x,y,&(cur_stats.tailoring_skill),&(attributes.tailoring_skill),cur_stats.tailoring_exp,cur_stats.tailoring_exp_next_lev);

        y+=14;
        statsinfo[11].is_selected==1?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f);
        draw_skill(46,x,y,&(cur_stats.ranging_skill),&(attributes.ranging_skill),cur_stats.ranging_exp,cur_stats.ranging_exp_next_lev);

        y+=14;
        statsinfo[12].is_selected==1?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f);
        draw_skill(46,x,y,&(cur_stats.overall_skill),&(attributes.overall_skill),cur_stats.overall_exp,cur_stats.overall_exp_next_lev);

        return 1;
}
コード例 #4
0
ファイル: pl_6.c プロジェクト: dank101/386BSD
repair()
{
	char c;
	register char *repairs;
	register struct shipspecs *ptr = mc;
	register int count;

#define FIX(x, m) (m - ptr->x > count \
	? (ptr->x += count, count = 0) : (count -= m - ptr->x, ptr->x = m))

	if (repaired || loaded || fired || changed || turned()) {
		Signal("No hands free to repair", (struct ship *)0);
		return;
	}
	c = sgetch("Repair (hull, guns, rigging)? ", (struct ship *)0, 1);
	switch (c) {
		case 'h':
			repairs = &mf->RH;
			break;
		case 'g':
			repairs = &mf->RG;
			break;
		case 'r':
			repairs = &mf->RR;
			break;
		default:
			Signal("Avast heaving!", (struct ship *)0);
			return;
	}
	if (++*repairs >= 3) {
		count = 2;
		switch (c) {
		case 'h': {
			int max = ptr->guns/4;
			if (ptr->hull < max) {
				FIX(hull, max);
				Write(W_HULL, ms, 0, ptr->hull, 0, 0, 0);
			}
			break;
			}
		case 'g':
			if (ptr->gunL < ptr->gunR) {
				int max = ptr->guns/5 - ptr->carL;
				if (ptr->gunL < max) {
					FIX(gunL, max);
					Write(W_GUNL, ms, 0, ptr->gunL,
						ptr->carL, 0, 0);
				}
			} else {
				int max = ptr->guns/5 - ptr->carR;
				if (ptr->gunR < max) {
					FIX(gunR, max);
					Write(W_GUNR, ms, 0, ptr->gunR,
						ptr->carR, 0, 0);
				}
			}
			break;
		case 'r':
#define X 2
			if (ptr->rig4 >= 0 && ptr->rig4 < X) {
				FIX(rig4, X);
				Write(W_RIG4, ms, 0, ptr->rig4, 0, 0, 0);
			}
			if (count && ptr->rig3 < X) {
				FIX(rig3, X);
				Write(W_RIG3, ms, 0, ptr->rig3, 0, 0, 0);
			}
			if (count && ptr->rig2 < X) {
				FIX(rig2, X);
				Write(W_RIG2, ms, 0, ptr->rig2, 0, 0, 0);
			}
			if (count && ptr->rig1 < X) {
				FIX(rig1, X);
				Write(W_RIG1, ms, 0, ptr->rig1, 0, 0, 0);
			}
			break;
		}
		if (count == 2) {
			Signal("Repairs completed.", (struct ship *)0);
			*repairs = 2;
		} else {
			*repairs = 0;
			blockalarm();
			draw_stat();
			unblockalarm();
		}
	}
	blockalarm();
	draw_slot();
	unblockalarm();
	repaired = 1;
}