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/************************************************************************************
AstroMenace (Hardcore 3D space shooter with spaceship upgrade possibilities)
Copyright © 2006-2013 Michael Kurinnoy, Viewizard
AstroMenace is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
AstroMenace is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with AstroMenace. If not, see <http://www.gnu.org/licenses/>.
Web Site: http://www.viewizard.com/
Project: http://sourceforge.net/projects/openastromenace/
E-mail: viewizard@viewizard.com
*************************************************************************************/
#include "../Game.h"
// информация о победителях, для вывода
char GameName[10][128];
int GameScore[10];
void AddTopScores(int Score, char Name[128], bool Type)
{
// данные буфера
int ScoreBuffer = Score;
char NameBuffer[128];
strcpy(NameBuffer, Name);
// сдвигаем...
if (Type)
{
for(int i=0; i<10; i++)
{
if (ScoreBuffer < GameScore[i]) continue;
else
{
// сохраняем данные текущей строки
int ScoreBuffer2 = GameScore[i];
char NameBuffer2[128];
strcpy(NameBuffer2, GameName[i]);
// записываем данные из буфера...
GameScore[i] = ScoreBuffer;
strcpy(GameName[i], NameBuffer);
// устанавливаем нужные значения в буфер поиска
ScoreBuffer = ScoreBuffer2;
strcpy(NameBuffer, NameBuffer2);
}
}
}
else
{
// если нужно установить в основную (удалили профайл)
for(int i=0; i<10; i++)
{
if (ScoreBuffer < Setup.TopScores[i].Score) continue;
else
{
// сохраняем данные текущей строки
int ScoreBuffer2 = Setup.TopScores[i].Score;
char NameBuffer2[128];
strcpy(NameBuffer2, Setup.TopScores[i].Name);
// записываем данные из буфера...
Setup.TopScores[i].Score = ScoreBuffer;
strcpy(Setup.TopScores[i].Name, NameBuffer);
// устанавливаем нужные значения в буфер поиска
ScoreBuffer = ScoreBuffer2;
strcpy(NameBuffer, NameBuffer2);
}
}
}
}
void TopScoresMenu()
{
RECT SrcRect, DstRect;
SetRect(&SrcRect,0,0,2,2);
SetRect(&DstRect,0,0,Setup.iAspectRatioWidth,768);
vw_DrawTransparent(&DstRect, &SrcRect, vw_FindTextureByName("DATA/MENU/blackpoint.tga"), true, 0.5f*MenuContentTransp);
int X1 = Setup.iAspectRatioWidth/2 - 362;
int Y1 = 165;
int Prir1 = 42;
vw_DrawFont(X1, Y1, 0, 0, 1.0f, 1.0f,1.0f,0.0f, MenuContentTransp, "#");
vw_DrawFont(X1+45, Y1, 0, 0, 1.0f, 1.0f,1.0f,0.0f, MenuContentTransp, vw_GetText("3_NAME"));
vw_DrawFont(X1+650, Y1, 0, 0, 1.0f, 1.0f,1.0f,0.0f, MenuContentTransp, vw_GetText("3_SCORE"));
Y1 += 10;
for (int i=0; i<10; i++)
{
Y1 += Prir1;
vw_DrawFont(X1, Y1, 0, 0, 1.0f, 1.0f,1.0f,1.0f, 0.6f*MenuContentTransp, "%i", i+1);
vw_DrawFont(X1+45, Y1, 0, 530, 1.0f, 1.0f,1.0f,1.0f, MenuContentTransp, GameName[i]);
vw_DrawFont(X1+650, Y1, 0, 0, 1.0f, 1.0f,1.0f,1.0f, MenuContentTransp, "%i", GameScore[i]);
}
int X = (Setup.iAspectRatioWidth - 384)/2;
int Y = 165+100*5;
if (DrawButton384(X,Y, vw_GetText("1_MAIN_MENU"), MenuContentTransp, &Button10Transp, &LastButton10UpdateTime)) ComBuffer = MAIN_MENU;
}
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