Beispiel #1
0
void		vm(t_dvm *v, int cperloop)
{
	while (--cperloop > -1)
	{
		if (v->graphic && v->pause && data()->mlx.input.up == 0
				&& !(v->pause_inc))
			break ;
		v->pause_inc = 0;
		v->cycle++;
		if (!gameloop(v) || !v->proc)
		{
			if (v->dump != -1)
				vm_dump(v);
			if (v->graphic && (data()->mlx.scene = END))
				return ;
			else
				exit3(0, data(), ABS(v->last_live));
		}
		else if (v->dump == v->cycle)
		{
			if (v->graphic)
				display(&(data()->mlx), v);
			vm_dump(v);
		}
	}
	ft_display_graphic(v);
}
int main()
{
	Renderer::init();
	gameloop();
	
    return 0;
}
Beispiel #3
0
int game( char *_fname ) {
    if( loadpf( _fname ) ) {
        printf( "file fails\n" );
        return 1;
    }

#ifdef cheat_code
    cheat = 0;
#endif
    score = 1;

    timeout( 40 );
    clear( );

    int end = gameloop( );
    totalscore += score;

    clear( );
    switch( end ) {
    case 0:
        mvaddstr( 10, 10, "n00b, u lost THE GAME" );
        break;
    case 1:
        mvprintw( 10, 10, "gz, u wind! pisteesi: %i", score );
        break;
    case 2:
        mvaddstr( 10, 10, "ONNEE! vedit 9001 pistettä eli sait\n          huippusalaisen supervoiton\n          t: naruto" );
    }

    timeout( 5000 );
    getch( );

    return 0;
}
Beispiel #4
0
int main(int argc, char** argv)
{
  if (!glfwInit())
    return EXIT_FAILURE;

  glfwWindowHint(GLFW_DEPTH_BITS, 24);
  GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "glhck scene", NULL, NULL);
  glfwMakeContextCurrent(window);
  
  if(!window)
    return EXIT_FAILURE;

  glfwSwapInterval(0);
  glfwSetWindowCloseCallback(window, windowCloseCallback);

  if(!glhckContextCreate(argc, argv))
    return EXIT_FAILURE;

  if(!glhckDisplayCreate(WIDTH, HEIGHT, GLHCK_RENDER_AUTO))
    return EXIT_FAILURE;

  //glhckSetGlobalPrecision(GLHCK_INDEX_BYTE, GLHCK_VERTEX_V3S);
  
  int retval = gameloop(window);

  glhckContextTerminate();
  glfwTerminate();

  return retval;
}
Beispiel #5
0
static void gameproc(void *arg) {
  char     *rsp_static_addr;  /* R4300 addr where rsp_static segment loaded */
  char     *rsp_static_end;   /* R4300 addr+1 for end of the load region    */
  int      rsp_static_len;
  OSIoMesg dmaMb;             /* Needed (empty) for call to osEPiStartDma    */

  /* Message Queue for OS messages indicating DMA completions */
  osCreateMesgQueue(&DMAMessageQ, DMAMessages, DMA_MSGQUEUE_SIZE);

  /* Message Queue for OS messages indicating RDP done */
  osCreateMesgQueue(&RDPDoneMessageQ, RDPDoneMessages, RDPDONE_MSGQUEUE_SIZE);
  osSetEventMesg(OS_EVENT_DP, &RDPDoneMessageQ, dummyMsg);

  /* Message Queue for OS messages indicating vertical retrace */
  osCreateMesgQueue(&RetraceMessageQ, RetraceMessages, RETRACE_MSGQUEUE_SIZE);
  osViSetEvent(&RetraceMessageQ, dummyMsg, 1);

  /*
   * Load the 'rsp_static' segment from the cartridge
   */
  rsp_static_len  = _rsp_staticSegmentRomEnd - _rsp_staticSegmentRomStart;

  /* Place it right after the code/data segment in the 3rd MB of memory.
   * Will not collide with CFB's or the Z buffer. Because the texture loads
   * are so frequent, this gives a significant performance enhancement.
   */

  rsp_static_addr = _codeSegmentEnd; /* R4300 address for static segment */
  rsp_static_end  = _codeSegmentEnd + rsp_static_len;

#ifdef DEBUG
  if (rsp_static_len > 0x00300000) {
    osSyncPrintf("** Static Segment too large **\n");
  }
#endif

  /* Note: dmaMb is working space used by osEPiStartDma */

  dmaMb.hdr.pri      = OS_MESG_PRI_NORMAL;
  dmaMb.hdr.retQueue = &DMAMessageQ;
  dmaMb.dramAddr     = rsp_static_addr;
  dmaMb.devAddr      = (u32)_rsp_staticSegmentRomStart;
  dmaMb.size         = rsp_static_len;

  osEPiStartDma(handler, &dmaMb, OS_READ);
  osRecvMesg(&DMAMessageQ, NULL, OS_MESG_BLOCK);  /* Wait for completion */

  /*
   * Do the one-time setup
   * (Build both display lists)
   */
  makestuff();

  /*
   * Run the main loop of the game
   */
  gameloop(rsp_static_addr);

} /* gameproc */
int main(void) {
	initbasesys();
	refresh();
	onebeep();
	gameloop();
	endbasesys();
	return 0;
}
Beispiel #7
0
int main(int argc, char *argv[]){
    printf("Hello World, I'm game!\n");
    
    setupFB();
    
    gameloop();

        
    exit(EXIT_SUCCESS);
}
Beispiel #8
0
int main (int argc, const char* argv[])
{
	//Super important note:
	//MSVS Doesn't allow declarations to follow statements in a block.
	//It uses an old C90 ruleset.  Support for this was added to C in the C99 standard
	room alpha;
	room* rooms = alloc_room();
	char* t_str = strmalloc();
	FILE* world = fopen("WORLD.DAT","r");		//TODO: Add a parameter parser to allow users to specify different worlds.
	if (world == NULL)
	{
		printf("Could not open WORLD.DAT!\n");
		return 1;
	}

	load_world(rooms, world);	//Load our world data into the rooms
	
	/// TEST ROUTINES //
	/*while (rooms != NULL)	//NOTE: Using this will break the room looking
	{
		printf(rooms->name);
		printf("\n");
		while (rooms->areas != NULL)
		{
			printf("\t");
			printf(rooms->areas->name);
			printf("\n");
			printf("\t\t");
			printf(rooms->areas->desc);
			printf("\n");
			rooms->areas = rooms->areas->next;
		}
		rooms = rooms->next;
	}
	if (t_str == "")
		printf("Empty String");
	else if (t_str == NULL)
		printf("NULL String");
	else
	{
		itoa(strlen(t_str), t_str, 1);
		printf(t_str);
	}*/
	printf(rooms->doors->name);
	gameloop(rooms);
	printf("User Exited. Press any key to quit.");
	getchar();
	/// END TEST ROUTINES //

	fclose(world);
	return 0;
}
Beispiel #9
0
int main(int argc, char** argv)
{
    if(game_config_setup(&(gamestate.config),argc,argv))
    {
        printf("Error processing arguments\n");
        return 1;
    }
    SDL_Surface* screen = sdl_init_screen(gamestate.config.screen_width,
                                          gamestate.config.screen_height);
    gameloop(screen);
    SDL_Quit();
    return 0;
}
Beispiel #10
0
void Tetrimino::mainloop()
{
    while (true){
	switch (OptionData::tetriminoStatus){
	case OptionData::MENULOOP:
	    menuloop();
	    break;
	case OptionData::GAMELOOP:
	    gameloop();
	    break;
	case OptionData::QUIT:
	    return;
	}
    }
}
Beispiel #11
0
int main(int argc, char **argv) {
	struct sockaddr_in srvaddr, cliaddr;
	int sock, pid;
	unsigned int cliaddrlen = sizeof(cliaddr);

	memset(&srvaddr, '0', sizeof(srvaddr));
	srvaddr.sin_family = AF_INET;
	srvaddr.sin_port = htons(PORT);
	srvaddr.sin_addr.s_addr = inet_addr(ADDR);

	if ((sock = socket(AF_INET, SOCK_STREAM, 0)) == -1) {
		perror("socket");
		return 1;
	}

	if (bind(sock, (const struct sockaddr*)&srvaddr, sizeof(srvaddr)) == -1) {
		perror("bind");
		return 1;
	}

	if (listen(sock, CONNQUEUE) == -1) {
		perror("listen");
		return 1;
	}

	for(;;) {
		client = accept(sock, (struct sockaddr *)&cliaddr, &cliaddrlen);
		pid = fork();

		if(pid == 0) {
			alarm(60);
			if ((fdclient = fdopen(client, "r+")) == NULL) {
				perror("fdopen");
				close(client);
				break;
			}
			gameloop();
			fclose(fdclient);
			close(client);
			break;
		} else {
			close(client);
			continue;
		}
	}
	close(sock);
	return 0;
}
Beispiel #12
0
int main(int argc, char *argv[])
{

	initial();

	if (!strcmp (argv[1], "-r"))
		load_game (argv[2]);

	gameloop();

	v_reset_mode();
	m_hide();
	m_close();

	save_game (GAMEFILE);

}
Beispiel #13
0
void init_new_game(player_data &loaded){

        char opt;
        cout << "Would You like to run the tutorial? " << endl;
        cin >> opt;
        
        if(opt == 'y'){
            run_tutorial();
            loaded.TH.newgame();
        }
        if(opt == 'n'){
            loaded.TH.newgame();
        }
    
    cout << "Beginning Game " << endl;
    gameloop(loaded);
}
Beispiel #14
0
	Game::Game() :
		mRunGame(false),
		mQuitGame(false),
		mGameThread( [this](){ gameloop(); } ),
		mGameWorld( createSimulationWorld() ),
		mTimeManager( std::make_unique<CTimeManager>() ),
		mSpawnManager( std::make_unique<spawn::CSpawnManager>( ) ),
		mWorldView( createObservationWorld() ),
		mEventStream( std::make_unique<threading::EventStream>()),
		mActionStream( std::make_unique<threading::ActionStream>()),
		mExportModule( std::make_shared<threading::CSimulationThreadWriter>( *mEventStream ) ),
		mImportModule( std::make_shared<threading::CViewThreadReader>( *mEventStream ) )
	{
		mTimeManager->setDesiredFPS(50);
		mGameWorld->addModule( mExportModule );
		mWorldView->addModule( mImportModule );
	};
Beispiel #15
0
Common::Error DMEngine::run() {
	initConstants();

	// scummvm/engine specific
	initGraphics(320, 200, false);
	_console = new Console(this);
	_displayMan = new DisplayMan(this);
	_dungeonMan = new DungeonMan(this);
	_eventMan = new EventManager(this);
	_menuMan = new MenuMan(this);
	_championMan = new ChampionMan(this);
	_objectMan = new ObjectMan(this);
	_inventoryMan = new InventoryMan(this);
	_textMan = new TextMan(this);
	_moveSens = new MovesensMan(this);
	_groupMan = new GroupMan(this);
	_timeline = new Timeline(this);
	_projexpl = new ProjExpl(this);
	_dialog = new DialogMan(this);
	_sound = SoundMan::getSoundMan(this, _gameVersion);
	_displayMan->setUpScreens(320, 200);

	initializeGame();
	while (true) {
		gameloop();

		if (_engineShouldQuit)
			return Common::kNoError;

		if (_loadSaveSlotAtRuntime == -1)
			endGame(_championMan->_partyDead);
		else {
			loadGameState(_loadSaveSlotAtRuntime);
			_menuMan->drawEnabledMenus();
			_displayMan->updateScreen();
			_loadSaveSlotAtRuntime = -1;
		}
	}

	return Common::kNoError;
}
Beispiel #16
0
int main()
{
	
	srand ( time(NULL) );
	
	game_graphics = new SDLGraphics(SCREEN_WIDTH + 150, SCREEN_HEIGHT, "Min Wage", 0,0,0);
	//game_timer = new Timer();
	
	game_input = new Input();

	gameMenu = new menuClass();
	gameIndoors = new IndoorHandler();
	
	playerStuff.gameStart();
	
	//There's got to be a better way to do this (generating random tiles for the grass)...
	//This is probably a better idea: generate the entire backdrop as an SDL_Surface that can be drawn 
	//														each time it is needed?

	int randTiles[(SCREEN_HEIGHT / 32) * (SCREEN_WIDTH / 32)];
	int i = 0;
	for (i = 0; i < (SCREEN_HEIGHT / 32) * (SCREEN_WIDTH / 32); i++)
	{
		randTiles[i] = rand() % 4;
	}

	//makeMap();
	//loadMapFile("datfile.dat");
	setupTiles();

	showTitle();

	gameloop(randTiles);

	exitGame();

	return 0;
}
Beispiel #17
0
void gameloop(struct game *state)
{

  printf("gameloop: current board '%s' with player %c\n",state->board,state->player);

  displayGame(state);

  if(gameover(state) == 1) {
	return;
  }

  makePlayerMove(state,getPlayerMove(state));

  displayGame(state);

  if(gameover(state) == 1) {
	return;
  }

  makeComputerMove(state);

  gameloop(state);

}
Beispiel #18
0
void run() {
	displayTitle();
	displayIntroMessage();

	outputFlagContainer *outputFlags = malloc(sizeof(outputFlagContainer));

	while(true) {
		displayPreGameMenu();

		outputFlags = getUserInput(outputFlags);
		if (outputFlags->HELP) {
			displayHelpMessage();
		} else if (outputFlags->YES || outputFlags->PLAY) {
			gameloop(outputFlags);
		} else if (outputFlags->QUIT || outputFlags->NO) {
			displayQuitMessage();
			break;
		} else {
			displayBadInputMessage();
		}
	}

	free(outputFlags);
}
Beispiel #19
0
int main() {
	init(800, 600);
	gameloop();
	shutdown();
}
Beispiel #20
0
int main(int argc, char *argv[])
{
bool inhibit_loadfade = false;
bool error = false;
bool freshstart;
	
	SetLogFilename("debug.txt");
	if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0)
	{
		staterr("ack, sdl_init failed: %s.", SDL_GetError());
		return 1;
	}
	atexit(SDL_Quit);
	
	// start up inputs first thing because settings_load may remap them
	input_init();
	
	// load settings, or at least get the defaults,
	// so we know the initial screen resolution.
	settings_load();
	
	if (Graphics::init(settings->resolution)) { staterr("Failed to initialize graphics."); return 1; }
	if (font_init()) { staterr("Failed to load font."); return 1; }
	
	//speed_test();
	//return 1;
	
	#ifdef CONFIG_DATA_EXTRACTOR
	if (!settings->files_extracted)
	{
		if (extract_main())
		{
			Graphics::close();
			font_close();
			return 0;
		}
		else
		{
			settings->files_extracted = true;
			settings_save();
		}
	}
	#endif
	
	if (check_data_exists())
	{
		return 1;
	}
	
	Graphics::ShowLoadingScreen();
	if (sound_init()) { fatal("Failed to initialize sound."); return 1; }
	if (trig_init()) { fatal("Failed trig module init."); return 1; }
	
	if (tsc_init()) { fatal("Failed to initialize script engine."); return 1; }
	if (textbox.Init()) { fatal("Failed to initialize textboxes."); return 1; }
	if (Carets::init()) { fatal("Failed to initialize carets."); return 1; }
	
	if (game.init()) return 1;
	game.setmode(GM_NORMAL);
	// set null stage just to have something to do while we go to intro
	game.switchstage.mapno = 0;
	
	//#define REPLAY
	#ifdef REPLAY
		game.switchstage.mapno = START_REPLAY;
		//Replay::set_ffwd(6000);
		//Replay::set_stopat(3500);
		game.switchstage.param = 1;
	#else
		//game.switchstage.mapno = LOAD_GAME;
		//game.pause(GP_OPTIONS);
		
		if (settings->skip_intro && file_exists(GetProfileName(settings->last_save_slot)))
			game.switchstage.mapno = LOAD_GAME;
		else
			game.setmode(GM_INTRO);
	#endif
	
	// for debug
	if (game.paused) { game.switchstage.mapno = 0; game.switchstage.eventonentry = 0; }
	if (game.switchstage.mapno == LOAD_GAME) inhibit_loadfade = true;
	
	game.running = true;
	freshstart = true;
	
	stat("Entering main loop...");
	#ifdef __SDLSHIM__
		set_console_visible(false);
	#endif
	
	//speed_test();
	//return 1;
	
	while(game.running)
	{
		// SSS/SPS persists across stage transitions until explicitly
		// stopped, or you die & reload. It seems a bit risky to me,
		// but that's the spec.
		if (game.switchstage.mapno >= MAPNO_SPECIALS)
		{
			StopLoopSounds();
		}
		
		// enter next stage, whatever it may be
		if (game.switchstage.mapno == LOAD_GAME || \
			game.switchstage.mapno == LOAD_GAME_FROM_MENU)
		{
			if (game.switchstage.mapno == LOAD_GAME_FROM_MENU)
				freshstart = true;
			
			stat("= Loading game =");
			if (game_load(settings->last_save_slot))
			{
				fatal("savefile error");
				goto ingame_error;
			}
			
			Replay::OnGameStarting();
			
			if (!inhibit_loadfade) fade.Start(FADE_IN, FADE_CENTER);
			else inhibit_loadfade = false;
		}
		else if (game.switchstage.mapno == START_REPLAY)
		{
			stat(">> beginning replay '%s'", GetReplayName(game.switchstage.param));
			
			StopScripts();
			if (Replay::begin_playback(GetReplayName(game.switchstage.param)))
			{
				fatal("error starting playback");
				goto ingame_error;
			}
		}
		else
		{
			if (game.switchstage.mapno == NEW_GAME || \
				game.switchstage.mapno == NEW_GAME_FROM_MENU)
			{
				bool show_intro = (game.switchstage.mapno == NEW_GAME_FROM_MENU);
				InitNewGame(show_intro);
			}
			
			// slide weapon bar on first intro to Start Point
			if (game.switchstage.mapno == STAGE_START_POINT && \
				game.switchstage.eventonentry == 91)
			{
				freshstart = true;
			}
			
			// switch maps
			if (load_stage(game.switchstage.mapno)) goto ingame_error;
			
			player->x = (game.switchstage.playerx * TILE_W) << CSF;
			player->y = (game.switchstage.playery * TILE_H) << CSF;
		}
		
		// start the level
		if (game.initlevel()) return 1;
		
		if (freshstart)
			weapon_introslide();
		
		gameloop();
		game.stageboss.OnMapExit();
		freshstart = false;
	}
	
shutdown: ;
	Replay::close();
	game.close();
	Carets::close();
	
	Graphics::close();
	input_close();
	font_close();
	sound_close();
	tsc_close();
	textbox.Deinit();
	return error;
	
ingame_error: ;
	stat("");
	stat(" ************************************************");
	stat(" * An in-game error occurred. Game shutting down.");
	stat(" ************************************************");
	error = true;
	goto shutdown;
}
Beispiel #21
0
void mainloop() {
connect:
	MyColor = None;
	timer18 = 0;
	whetherC0 = 0;
	while (MyColor == None) {
		Key_Is_Esc();
		asm jc end_mainloop
		connect();
	}
	
	gameloop();
	if (ggs == GGCONNECT) goto connect;
end_mainloop:
}

void gameloop() {
	byte NG_during_game = 0;
newgame:
	debug_print("Ожидание начала новой игры", 26, 8);
	ggs = GGSTART;
	timer18 = 0;
	timer55 = 0;
	NG_is_sent = 0;
	if (NG_during_game) {
		NG_is_received = 1;
		NG_during_game = 0;
	} else {
		NG_is_received = 0;
	}
	getst = GETSTART;
	isNewCommand = 0;
	drawn_proposed_by_me = 0;
	drawn_proposed_by_him = 0;
	while (1) {
		Key_Is_Esc();
		asm jc send_EX
		sendSS();
		game();
		if (ggs == GGNEW) goto newgame;
		if (ggs == GGCONNECT) goto end_gameloop;
	}
send_EX:
	send_str("EX", 2);
	debug_print("EX", 2, Dmy);
end_gameloop:
}

void graph_ini() {
	// Переход в 10h графический режим
	asm {
		mov ah, 00h
		mov al, 10h
		int 10h
		mov ah, 0fh
		int 10h
		mov Page, bh
	}
}

void graph_rst() {
	// Возвращение стандартного видео-режима	
	asm {
		mov ah, 00h
		mov al, 3h
		int 10h
	}
}

void rectangle(int x1, int x2, int y1, int y2, byte color) {
	for (int i=y1; i<=y2; i++) {
		for (int j=x1; j<=x2; j++) {
			point(j, i, color);
		}
	}
}

#undef byte
void read_args() {
	asm mov al, byte ptr cs:[80h]
	asm mov argslen, al
	if (argslen) argslen--;
}
#define byte unsigned char

void point(int x, int y, byte color) {
	asm {
		mov ah, 0ch
		mov al, color
		mov cx, x
		mov dx, y
		mov bh, Page
		int 10h
	}
}

void paint_empty_board() {
	Mouse_Hide();
	byte color = 6;

	int x1, x2, y1, y2;
	// Расчерчиваем по вертикали
	y1 = 0;
	y2 = 345;
	x1 = 0;
	x2 = x1 + 1;
	for (int i=0; i<=8; i++) {
		rectangle(x1, x2, y1, y2, color);
		x1 += 43;
		x2 += 43;
	}

	// Расчерчиваем по горизонтали
	y1 = 0;
	y2 = y1 + 1;
	x1 = 0;
	x2 = 345;
	for (int j=0; j<=8; j++) {
		rectangle(x1, x2, y1, y2, color);
		y1 += 43;
		y2 += 43;
	}

	Mouse_Show();
}
Beispiel #22
0
void collectionmenu(void)
  {
  int count;

  resetmenuitems();

  joymenunum=1;

  while (!menuitem[0].active && !windowinfo.shutdown)
    {
    glClearColor(0.0f,0.0f,0.0f,0.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    numofmenuitems=0;
    createmenuitem(TXT_BACK,0,0,16,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_ESC);

    count=320;
    createmenuitem(TXT_LEVEL" 1",64,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 2",64,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 3",64,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 4",64,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 5",64,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 6",64,count,16,1.0f,1.0f,1.0f,1.0f);
    count+=16;
    createmenuitem(TXT_LEVEL" 7",64,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 8",64,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;

    count=320;
    createmenuitem(TXT_LEVEL" 9",240,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 10",240,count,16,1.0f,1.0f,1.0f,1.0f);
    count+=16;
    createmenuitem(TXT_LEVEL" 11",240,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 12",240,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 13",240,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 14",240,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 15",240,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 16",240,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;

    count=320;
    createmenuitem(TXT_LEVEL" 17",416,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 18",416,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 19",416,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 20",416,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 21",416,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 22",416,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_LEVEL" 23",416,count,16,1.0f,1.0f,1.0f,1.0f);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=16;
    createmenuitem(TXT_HIGH_SCORE,416,count,16,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_H);
    count+=16;

    checksystemmessages();
    checkkeyboard();
    checkmouse();
    checkjoystick();
    checkmenuitems();

    updateogg();
    checkmusic();
    game.songnum=8;
    soundsimulation(view.position,view.orientation);

    setuptextdisplay();

    glColor4f(1.0f,1.0f,1.0f,1.0f);
    displaybackground(620);

    drawtext(TXT_COLLECTION_MODE,(320|TEXT_CENTER),304,16,1.0f,1.0f,1.0f,1.0f);

    drawmenuitems();

    drawmousecursor(768+font.cursornum,mouse.x,mouse.y,16,1.0f,1.0f,1.0f,1.0f);

    SDL_GL_SwapBuffers();

    for (count=1;count<24;count++)
    if (menuitem[count].active)
      {
      game.songnum=-1;
      checkmusic();

      game.editing=0;
      game.levelnum=0;

      loadcollectionlevel(count);

      gameloop();

      if (!game.playreplay)
      if (game.exit==4)
        highscoremenu(count);

      joymenunum=count;
      }
    if (menuitem[24].active)
      {
      game.exit=3;
      highscoremenu(1);
      }
    }

  resetmenuitems();
  }
Beispiel #23
0
void pregamemenu(void)
  {
  int count,count2;
  int simtimer;
  int simcount;
  int startdelay;

  game.exit=GAMEEXIT_NONE;

  startdelay=0;
  simtimer=SDL_GetTicks();

  resetmenuitems();

  joymenunum=1;

  while (!menuitem[0].active && !windowinfo.shutdown)
    {
    glClearColor(0.0f,0.0f,0.0f,0.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    numofmenuitems=0;
    createmenuitem(TXT_BACK,0,0,16,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_ESC);

    createmenuitem(TXT_START,(320|TEXT_CENTER),320,16,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_S);

    checksystemmessages();
    checkkeyboard();
    checkmouse();
    checkjoystick();
    checkmenuitems();

    setuptextdisplay();

    glColor4f(1.0f,1.0f,1.0f,1.0f);
    displaybackground(540);

    if (game.levelnum<35)
      {
      count=(game.levelnum-1)/7+1;
      count2=(game.levelnum-1)%7+1;
      if (count==1)
        drawbackground(521,(320|TEXT_CENTER),48,192,192,640,480);
      if (count==2)
        drawbackground(522,(320|TEXT_CENTER),48,192,192,640,480);
      if (count==3)
        drawbackground(523,(320|TEXT_CENTER),48,192,192,640,480);
      if (count==4)
        drawbackground(524,(320|TEXT_CENTER),48,192,192,640,480);
      if (count==5)
        drawbackground(525,(320|TEXT_CENTER),48,192,192,640,480);

      drawtext("/i-/i",(320|TEXT_CENTER),256,16,1.0f,1.0f,1.0f,1.0f,count,count2);
      drawtext(TXT_LIVES" /i",(320|TEXT_CENTER),272,16,1.0f,1.0f,1.0f,1.0f,game.numoflives);
      drawtext(TXT_POINTS" /i",(320|TEXT_CENTER),288,16,1.0f,1.0f,1.0f,1.0f,game.totalscore);
      }
    if (game.levelnum==64)
      {
      drawbackground(526,(320|TEXT_CENTER),48,192,192,640,480);
      drawtext(" -1",(320|TEXT_CENTER),256,16,1.0f,1.0f,1.0f,1.0f);
      }
    if (game.levelnum==65)
      {
      drawbackground(526,(320|TEXT_CENTER),48,192,192,640,480);
      drawtext(" -2",(320|TEXT_CENTER),256,16,1.0f,1.0f,1.0f,1.0f);
      }
    if (game.levelnum==66)
      {
      drawbackground(526,(320|TEXT_CENTER),48,192,192,640,480);
      drawtext(" -3",(320|TEXT_CENTER),256,16,1.0f,1.0f,1.0f,1.0f);
      }
    if (game.levelnum==67)
      {
      drawbackground(526,(320|TEXT_CENTER),48,192,192,640,480);
      drawtext(TXT_ISLE_OF_THE,(320|TEXT_CENTER),256,16,1.0f,1.0f,1.0f,1.0f);
      drawtext(TXT_DEAD,(320|TEXT_CENTER),272,16,1.0f,1.0f,1.0f,1.0f);
      }
    if (game.levelnum==68)
      {
      drawbackground(526,(320|TEXT_CENTER),48,192,192,640,480);
      drawtext(TXT_SATANS_LAIR,(320|TEXT_CENTER),256,16,1.0f,1.0f,1.0f,1.0f);
      }

    drawmenuitems();

    drawmousecursor(768+font.cursornum,mouse.x,mouse.y,16,1.0f,1.0f,1.0f,1.0f);

    SDL_GL_SwapBuffers();

    if (menuitem[1].active)// || startdelay>=150)
      {
      loadstorylevel(game.levelnum);

      gameloop();

      if (game.exit==GAMEEXIT_EXITGAME || game.exit==GAMEEXIT_DIED)
      if (game.levelnum<64)
        {
        if (game.numoflives<99)
          game.numoflives--;
        if (game.numoflives<0)
          {
          if (player[playernum].highscore<game.totalscore)
            player[playernum].highscore=game.totalscore;

          game.totalscore=0;
          game.numoflives=5;
          if (game.difficulty==1)
            {
            count2=(game.levelnum-1)%7+1;
            if (count2!=7)
              {
              count=(game.levelnum-1)/7;
              game.levelnum=count*7+1;
              }
            }
          if (game.difficulty>=2)
            game.levelnum=0;

          gameovermenu();

          goto changelevelbypass;
          }
        }

      if (game.levelnum==34)
      if (game.exit==GAMEEXIT_WON || game.exit==GAMEXIT_WARPZONE)
        {
        game.score[0]=10000;
        if (game.levelnum==34 && game.exit==GAMEEXIT_WON)
          game.score[0]+=1;

        game.score[0]+=(object[0].hitpoints/50)*10;
        postgamemenu();
        game.totalscore+=game.score[0];

        endingmenu();
        menuitem[0].active=1;

        game.levelnum=35;

        goto changelevelbypass;
        }

      if (game.exit==GAMEEXIT_WON)
        {
        //if (!game.bosslevel)
        if (game.levelnum!=68 || game.dialog==0)
          {
          if (game.levelnum==6)
            game.score[0]=1000;
          if (game.levelnum==13)
            game.score[0]=2000;
          if (game.levelnum==20)
            game.score[0]=3000;
          if (game.levelnum==27)
            game.score[0]=4000;
          if (game.levelnum==33)
            game.score[0]=5000;
          if (game.levelnum==34)
            game.score[0]=10000;
          if (game.levelnum==68)
            game.score[0]=20000;

          //if (game.levelnum==34 && game.exit==won)
          //  game.score[0]+=10;

          game.oldschool=0;
          game.score[0]+=(object[0].hitpoints/50)*10;
          postgamemenu();
          game.totalscore+=game.score[0];
          if (game.exit==GAMEEXIT_EXITGAME)
            {
            game.exit=GAMEEXIT_WON;
            menuitem[0].active=1;
            }
          }
        if (game.levelnum<35)
          game.levelnum++;
        }
      if (game.levelnum==64)
        {
        game.levelnum=4;
        if (game.over==3)
          game.levelnum=22;
        if (game.over==4)
          game.levelnum=15;
        if (game.over==5)
          game.levelnum=8;

        goto changelevelbypass;
        }
      if (game.levelnum==65)
        {
        game.levelnum=9;

        goto changelevelbypass;
        }
      if (game.levelnum==66)
        {
        game.levelnum=26;

        goto changelevelbypass;
        }
      if (game.levelnum==67)
        {
        if (game.exit==GAMEEXIT_EXITGAME || game.exit==GAMEEXIT_DIED)
          game.levelnum=19;
        else
          game.levelnum=68;

        goto changelevelbypass;
        }
      if (game.levelnum==68)
        {
        game.levelnum=19;

        goto changelevelbypass;
        }
      if (game.exit==GAMEXIT_WARPZONE)
        {
        game.totalscore+=game.score[0];

        if (game.levelnum==3)
          game.levelnum=64;
        if (game.levelnum==4)
          game.levelnum=24;
        if (game.levelnum==8)
          game.levelnum=65;
        if (game.levelnum==18)
          game.levelnum=67;
        if (game.levelnum==25)
          game.levelnum=66;

        goto changelevelbypass;
        }

      changelevelbypass:;

      simtimer=SDL_GetTicks();
      startdelay=0;

      joymenunum=1;
      }

    simcount=0;
    while (SDL_GetTicks()-simtimer>20 && simcount<5)
      {
      simcount++;
      count=SDL_GetTicks()-simtimer-20;
      simtimer=SDL_GetTicks()-count;

      //startdelay++;
      }

    if (game.exit==GAMEEXIT_EXITGAME)
      menuitem[0].active=1;
    }

  resetmenuitems();
  }
Beispiel #24
0
void custommenu(void)
  {
  int count;

  resetmenuitems();

  joymenunum=1;

  while (!menuitem[0].active && !windowinfo.shutdown)
    {
    glClearColor(0.0f,0.0f,0.0f,0.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    numofmenuitems=0;
    createmenuitem(TXT_EXIT,0,0,16,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_ESC);
    count=352;
    createmenuitem(TXT_PLAY_CAMPAIGN,48,count,16,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_C);
    count+=16;
    createmenuitem(TXT_LOAD_LEVEL,48,count,16,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_L);
    count+=16;
    createmenuitem(TXT_LEVEL_EDITOR,48,count,16,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_E);
    count+=16;
    createmenuitem(TXT_CAMPAIGN_EDITOR,48,count,16,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_A);
    count+=16;

    checksystemmessages();
    checkkeyboard();
    checkmouse();
    checkjoystick();
    checkmenuitems();

    updateogg();
    checkmusic();
    game.songnum=8;
    soundsimulation(view.position,view.orientation);

    setuptextdisplay();

    glColor4f(1.0f,1.0f,1.0f,1.0f);
    displaybackground(620);

    drawtext(TXT_CUSTOM_LEVELS,(320|TEXT_CENTER),304,16,1.0f,1.0f,1.0f,1.0f);

    drawmenuitems();

    drawmousecursor(768+font.cursornum,mouse.x,mouse.y,16,1.0f,1.0f,1.0f,1.0f);

    SDL_GL_SwapBuffers();

    if (menuitem[1].active)
      {
      game.songnum=-1;
      checkmusic();

      game.editing=0;

      playcampaignmenu();
      }
    if (menuitem[2].active)
      {
      game.songnum=-1;
      checkmusic();

      game.editing=0;

      loadlevelmenu();
      }
    if (menuitem[3].active)
      {
      game.songnum=-1;
      checkmusic();

      game.editing=1;
      game.levelnum=0;
      createlevel();
      gameloop();

      game.editing=0;
      }
    if (menuitem[4].active)
      {
      newmappackmenu();
      }
    }

  resetmenuitems();
  }
Beispiel #25
0
int main(int argc, char *argv[]) {
    srand(time(NULL));
    audio_init(fft);
    gameloop();
}
Beispiel #26
0
void loadlevelmenu(void)
  {
  int count,count2;
  int changeddir;
  int numoffiles;
  int pagenum;

  changeddir=chdir("level");

  listfiles("*.lvl",levellist,0);

  if (changeddir==0)
    chdir("..");

  numoffiles=0;
  while (levellist[numoffiles][0]!=0)
    numoffiles++;

  pagenum=0;

  resetmenuitems();

  joymenunum=1;

  while (!menuitem[0].active && !windowinfo.shutdown)
    {
    glClearColor(0.0f,0.0f,0.0f,0.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    numofmenuitems=0;
    createmenuitem(TXT_BACK,0,0,16,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_ESC);

    count=0;
    for (count2=0;count2<8;count2++)
    if (pagenum+count<numoffiles)
      {
      createmenuitem(levellist[pagenum+count],64,320+count2*12,12,1.0f,1.0f,1.0f,1.0f);
      count++;
      }
    for (count2=0;count2<8;count2++)
    if (pagenum+count<numoffiles)
      {
      createmenuitem(levellist[pagenum+count],256,320+count2*12,12,1.0f,1.0f,1.0f,1.0f);
      count++;
      }
    for (count2=0;count2<8;count2++)
    if (pagenum+count<numoffiles)
      {
      createmenuitem(levellist[pagenum+count],448,320+count2*12,12,1.0f,1.0f,1.0f,1.0f);
      count++;
      }

    createmenuitem(TXT_PAGE_UP,(304|TEXT_END),416,16,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_PAGEUP);
    setmenuitem(MO_SET,&pagenum,pagenum-24);
    if (pagenum<24)
      setmenuitem(MO_HIGHLIGHT,0);

    createmenuitem(TXT_PAGE_DOWN,320,416,16,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_PAGEDOWN);
    setmenuitem(MO_SET,&pagenum,pagenum+24);
    if (pagenum+24>=numoffiles)
      setmenuitem(MO_HIGHLIGHT,0);

    checksystemmessages();
    checkkeyboard();
    checkmouse();
    checkjoystick();
    checkmenuitems();

    setuptextdisplay();

    glColor4f(1.0f,1.0f,1.0f,1.0f);
    displaybackground(620);

    drawtext(TXT_LOAD_LEVEL,(320|TEXT_CENTER),304,16,1.0f,1.0f,1.0f,1.0f);

    drawmenuitems();

    drawmousecursor(768+font.cursornum,mouse.x,mouse.y,16,1.0f,1.0f,1.0f,1.0f);

    SDL_GL_SwapBuffers();

    for (count=1;count<=24;count++)
    if (pagenum+count-1<numoffiles)
    if (menuitem[count].active)
      {
      game.editing=0;
      game.levelnum=0;
      loadlevel(levellist[pagenum+count-1]);
      gameloop();

      joymenunum=count;
      }
    }

  resetmenuitems();
  }
Beispiel #27
0
void playerstartmenu(void)
  {
  int count,count2,count3;

  if (playernum==-1)
    return;

  resetmenuitems();

  joymenunum=1;

  while (!menuitem[0].active && !windowinfo.shutdown)
    {
    glClearColor(0.0f,0.0f,0.0f,0.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    numofmenuitems=0;
    createmenuitem(TXT_BACK,0,0,16,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_ESC);

    count=352;
    if (player[playernum].levelnum>0)
      {
      createmenuitem(TXT_CONTINUE,48,count,16,1.0f,1.0f,1.0f,1.0f);
      setmenuitem(MO_HOTKEY,SCAN_C);
      count+=16;
      createmenuitem(TXT_COLLECTION_GAME,48,count,16,1.0f,1.0f,1.0f,1.0f);
      setmenuitem(MO_HOTKEY,SCAN_O);
      count+=16;
      createmenuitem(TXT_NEW_GAME,48,count,16,1.0f,1.0f,1.0f,1.0f);
      setmenuitem(MO_HOTKEY,SCAN_N);
      count+=16;
      createmenuitem(TXT_PRACTICE,48,count,16,1.0f,1.0f,1.0f,1.0f);
      setmenuitem(MO_HOTKEY,SCAN_P);
      count+=16;
      createmenuitem(TXT_REPLAY,48,count,16,1.0f,1.0f,1.0f,1.0f);
      setmenuitem(MO_HOTKEY,SCAN_R);
      count+=16;
#ifndef DEMO
      /*
      if (player[playernum].unlock[0])
        {
        createmenuitem(TXT_SINGLE_LEVEL,48,count,16,1.0f,1.0f,1.0f,1.0f);
        setmenuitem(MO_HOTKEY,SCAN_S);
        count+=16;
        }
      else
      */
        createmenuitemempty();
#endif
#ifndef DEMO
      createmenuitem(TXT_CUSTOM_LEVELS,48,count,16,1.0f,1.0f,1.0f,1.0f);
      setmenuitem(MO_HOTKEY,SCAN_U);
      count+=16;
#endif
      }
    else
      {
      createmenuitem(TXT_NEW_GAME,48,count,16,1.0f,1.0f,1.0f,1.0f);
      setmenuitem(MO_HOTKEY,SCAN_N);
      count+=16;
      createmenuitem(TXT_COLLECTION_GAME,48,count,16,1.0f,1.0f,1.0f,1.0f);
      setmenuitem(MO_HOTKEY,SCAN_O);
      count+=16;
      createmenuitemempty();
      createmenuitem(TXT_PRACTICE,48,count,16,1.0f,1.0f,1.0f,1.0f);
      setmenuitem(MO_HOTKEY,SCAN_P);
      count+=16;
      createmenuitem(TXT_REPLAY,48,count,16,1.0f,1.0f,1.0f,1.0f);
      setmenuitem(MO_HOTKEY,SCAN_R);
      count+=16;
      /*
      if (player[playernum].unlock[0])
        {
        createmenuitem(TXT_SINGLE_LEVEL,48,count,16,1.0f,1.0f,1.0f,1.0f);
        setmenuitem(MO_HOTKEY,SCAN_S);
        count+=16;
        }
      else
      */
        createmenuitemempty();
#ifndef DEMO
      createmenuitem(TXT_CUSTOM_LEVELS,48,count,16,1.0f,1.0f,1.0f,1.0f);
      setmenuitem(MO_HOTKEY,SCAN_U);
      count+=16;
#endif
      }

    checksystemmessages();
    checkkeyboard();
    checkmouse();
    checkjoystick();
    checkmenuitems();

    updateogg();
    checkmusic();
    game.songnum=8;
    soundsimulation(view.position,view.orientation);

    setuptextdisplay();

    glColor4f(1.0f,1.0f,1.0f,1.0f);
    displaybackground(620);

    count2=(player[playernum].levelnum-1)/7+1;
    count3=(player[playernum].levelnum-1)%7+1;
    if (count3==0)
      count3=1;

    if (!player[playernum].gamepassed)
      {
      drawtext(player[playernum].name,(320|TEXT_CENTER),304,16,1.0f,1.0f,1.0f,1.0f);
      if (player[playernum].levelnum>0)
        {
        drawtext(TXT_PLAYER_INFO,(320|TEXT_CENTER),320,12,1.0f,1.0f,1.0f,1.0f,count2,count3,player[playernum].numoflives,player[playernum].totalscore,player[playernum].highscore);
        if (player[playernum].difficulty==0)
          drawtext(TXT_EASY,(320|TEXT_CENTER),332,12,1.0f,1.0f,1.0f,1.0f);
        if (player[playernum].difficulty==1)
          drawtext(TXT_NORMAL,(320|TEXT_CENTER),332,12,1.0f,1.0f,1.0f,1.0f);
        if (player[playernum].difficulty==2)
          drawtext(TXT_HARD,(320|TEXT_CENTER),332,12,1.0f,1.0f,1.0f,1.0f);
        if (player[playernum].difficulty==3)
          drawtext(TXT_LUDICROUS,(320|TEXT_CENTER),332,12,1.0f,1.0f,1.0f,1.0f);
        if (player[playernum].difficulty==4)
          drawtext(TXT_MINI_GISH,(320|TEXT_CENTER),332,12,1.0f,1.0f,1.0f,1.0f);
        }
      }
    else
      {
      drawtext(player[playernum].name,(320|TEXT_CENTER),304,16,1.0f,1.0f,0.0f,1.0f);
      if (player[playernum].levelnum>0)
        {
        drawtext(TXT_PLAYER_INFO,(320|TEXT_CENTER),320,12,1.0f,1.0f,0.0f,1.0f,count2,count3,player[playernum].numoflives,player[playernum].totalscore,player[playernum].highscore);
        if (player[playernum].difficulty==0)
          drawtext(TXT_EASY,(320|TEXT_CENTER),332,12,1.0f,1.0f,0.0f,1.0f);
        if (player[playernum].difficulty==1)
          drawtext(TXT_NORMAL,(320|TEXT_CENTER),332,12,1.0f,1.0f,0.0f,1.0f);
        if (player[playernum].difficulty==2)
          drawtext(TXT_HARD,(320|TEXT_CENTER),332,12,1.0f,1.0f,0.0f,1.0f);
        if (player[playernum].difficulty==3)
          drawtext(TXT_LUDICROUS,(320|TEXT_CENTER),332,12,1.0f,1.0f,0.0f,1.0f);
        if (player[playernum].difficulty==4)
          drawtext(TXT_MINI_GISH,(320|TEXT_CENTER),332,12,1.0f,1.0f,0.0f,1.0f);
        }
      }
    drawmenuitems();

    drawmousecursor(768+font.cursornum,mouse.x,mouse.y,16,1.0f,1.0f,1.0f,1.0f);

    SDL_GL_SwapBuffers();

    if (menuitem[1].active)
      {
      if (player[playernum].levelnum>0)
        {
        game.levelnum=player[playernum].levelnum;
        game.totalscore=player[playernum].totalscore;
        game.difficulty=player[playernum].difficulty;
        game.numoflives=player[playernum].numoflives;
        }
      else
        {
        playerdifficultymenu();
        if (game.difficulty==-1)
          {
          game.difficulty=0;
          goto newgamebypass;
          }

        player[playernum].difficulty=game.difficulty;

        game.levelnum=1;
        game.totalscore=0;
        game.numoflives=5;
        if (player[playernum].difficulty==3)
          {
          game.numoflives=0;
          game.turbomode=1;
          }

        storyscreen();
        }

      game.songnum=-1;
      checkmusic();

      pregamemenu();

      player[playernum].levelnum=game.levelnum;
      player[playernum].totalscore=game.totalscore;
      player[playernum].numoflives=game.numoflives;
      if (player[playernum].highscore<player[playernum].totalscore)
        player[playernum].highscore=player[playernum].totalscore;

#ifdef DEMO
      if (player[playernum].levelnum==6)
        {
        player[playernum].levelnum=0;
        player[playernum].totalscore=0;
        player[playernum].numoflives=5;
        player[playernum].gamepassed=1;
        }
#endif
      if (player[playernum].levelnum==35)
        {
        if (player[playernum].difficulty==1 || player[playernum].difficulty==2)
          player[playernum].unlock[0]=1;
        if (player[playernum].difficulty==2)
          player[playernum].unlock[1]=1;
        if (player[playernum].difficulty==3)
          player[playernum].unlock[2]=1;
        if (player[playernum].difficulty==4)
          player[playernum].unlock[3]=1;
        player[playernum].levelnum=0;
        player[playernum].totalscore=0;
        player[playernum].numoflives=5;
        player[playernum].gamepassed=1;
        }

      //game.difficulty=0;

      //menuitem[0].active=1;

      newgamebypass:;
      }
    if (menuitem[2].active)
      {
      collectionmenu();

      //menuitem[0].active=1;
      }
    if (menuitem[3].active)
      {
      playerdifficultymenu();
      if (game.difficulty==-1)
        {
        game.difficulty=0;
        goto newgamebypass2;
        }

      player[playernum].difficulty=game.difficulty;

      game.levelnum=1;
      game.totalscore=0;
      game.numoflives=5;
      if (player[playernum].difficulty==3)
        {
        game.numoflives=0;
        game.turbomode=1;
        }

      storyscreen();

      game.songnum=-1;
      checkmusic();

      pregamemenu();

      player[playernum].levelnum=game.levelnum;
      player[playernum].totalscore=game.totalscore;
      player[playernum].numoflives=game.numoflives;
      if (player[playernum].highscore<player[playernum].totalscore)
        player[playernum].highscore=player[playernum].totalscore;

#ifdef DEMO
      if (player[playernum].levelnum==6)
        {
        player[playernum].levelnum=0;
        player[playernum].totalscore=0;
        player[playernum].numoflives=5;
        player[playernum].gamepassed=1;
        }
#endif
      if (player[playernum].levelnum==35)
        {
        if (player[playernum].difficulty==1 || player[playernum].difficulty==2)
          player[playernum].unlock[0]=1;
        if (player[playernum].difficulty==2)
          player[playernum].unlock[1]=1;
        if (player[playernum].difficulty==3)
          player[playernum].unlock[2]=1;
        if (player[playernum].difficulty==4)
          player[playernum].unlock[3]=1;
        player[playernum].levelnum=0;
        player[playernum].totalscore=0;
        player[playernum].numoflives=5;
        player[playernum].gamepassed=1;
        }

      //game.difficulty=0;

      //menuitem[0].active=1;

      newgamebypass2:;
      }
    if (menuitem[4].active)
      {
      game.songnum=-1;
      checkmusic();

      game.editing=0;
      game.levelnum=0;
      loadlevel("playroom.lvl");
      gameloop();
      }
    if (menuitem[5].active)
      {
      game.songnum=-1;
      checkmusic();

      replaymenu();
      }
    if (menuitem[6].active)
      {
      singlelevelmenu();
      }
    if (menuitem[7].active)
      {
      custommenu();
      }
    }

  resetmenuitems();
  }
Beispiel #28
0
int main()
{
	gameinit();
	Print("start\n", 0, 0);
	gameloop();
}
Beispiel #29
0
void singlelevelmenu(void)
  {
  int count;

  resetmenuitems();

  joymenunum=1;

  while (!menuitem[0].active && !windowinfo.shutdown)
    {
    glClearColor(0.0f,0.0f,0.0f,0.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    numofmenuitems=0;
    createmenuitem(TXT_BACK,0,0,16,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_ESC);

    count=320;
    createmenuitem(TXT_LEVEL" 1-1",64,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 1-2",64,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 1-3",64,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 1-4",64,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 1-5",64,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 1-6",64,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 1-7",64,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 2-1",64,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 2-2",64,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;

    count=320;
    createmenuitem(TXT_LEVEL" 2-3",192,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 2-4",192,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 2-5",192,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 2-6",192,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 2-7",192,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 3-1",192,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 3-2",192,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 3-3",192,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 3-4",192,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;

    count=320;
    createmenuitem(TXT_LEVEL" 3-5",320,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 3-6",320,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 3-7",320,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 4-1",320,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 4-2",320,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 4-3",320,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 4-4",320,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 4-5",320,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 4-6",320,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;

    count=320;
    createmenuitem(TXT_LEVEL" 4-7",448,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 5-1",448,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 5-2",448,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 5-3",448,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 5-4",448,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 5-5",448,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;
    createmenuitem(TXT_LEVEL" 5-6",448,count,12,1.0f,1.0f,1.0f,1.0f);
    count+=12;

    checksystemmessages();
    checkkeyboard();
    checkmouse();
    checkjoystick();
    checkmenuitems();

    updateogg();
    checkmusic();
    game.songnum=8;
    soundsimulation(view.position,view.orientation);

    setuptextdisplay();

    glColor4f(1.0f,1.0f,1.0f,1.0f);
    displaybackground(620);

    drawtext(TXT_SINGLE_LEVEL,(320|TEXT_CENTER),304,16,1.0f,1.0f,1.0f,1.0f);

    drawmenuitems();

    drawmousecursor(768+font.cursornum,mouse.x,mouse.y,16,1.0f,1.0f,1.0f,1.0f);

    SDL_GL_SwapBuffers();

    for (count=1;count<=34;count++)
    if (menuitem[count].active)
      {
      game.songnum=-1;
      checkmusic();

      game.editing=0;
      game.levelnum=0;

      loadstorylevel(count);

      gameloop();

      savereplay(count+100);

      joymenunum=count;
      }
    }

  resetmenuitems();
  }
Beispiel #30
0
void versusmodemenu(int versusnum)
  {
  int count;
  int unlocked;
  char filename[32];

  unlocked=0;
  for (count=0;count<6;count++)
  if (player[count].unlock[1])
    unlocked=1;

  resetmenuitems();

  joymenunum=1;

  while (!menuitem[0].active && !windowinfo.shutdown)
    {
    glClearColor(0.0f,0.0f,0.0f,0.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    numofmenuitems=0;
    createmenuitem(TXT_EXIT,0,0,16,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_ESC);

    count=250;
    createmenuitem(TXT_LEVEL" 1",(320|TEXT_CENTER),count,20,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_1);
    count+=20;
    createmenuitem(TXT_LEVEL" 2",(320|TEXT_CENTER),count,20,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_2);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=20;
    createmenuitem(TXT_LEVEL" 3",(320|TEXT_CENTER),count,20,1.0f,1.0f,1.0f,1.0f);
    setmenuitem(MO_HOTKEY,SCAN_3);
#ifdef DEMO
    setmenuitem(MO_HIGHLIGHT,0);
#endif
    count+=20;
#ifndef DEMO
    if (unlocked)
      {
      createmenuitem(TXT_LEVEL" 4",(320|TEXT_CENTER),count,20,1.0f,1.0f,1.0f,1.0f);
      setmenuitem(MO_HOTKEY,SCAN_4);
      count+=20;
      }
    else
      createmenuitemempty();
#endif
#ifndef DEMO
    count=360;
    if (versusnum==0 || versusnum==1)
      {
      createmenuitem(TXT_LEVEL" 5",(320|TEXT_CENTER),count,20,1.0f,1.0f,1.0f,1.0f);
      setmenuitem(MO_HOTKEY,SCAN_5);
      count+=20;
      createmenuitem(TXT_LEVEL" 6",(320|TEXT_CENTER),count,20,1.0f,1.0f,1.0f,1.0f);
      setmenuitem(MO_HOTKEY,SCAN_6);
      count+=20;
      }
#endif

    checksystemmessages();
    checkkeyboard();
    checkmouse();
    checkjoystick();
    checkmenuitems();

    updateogg();
    checkmusic();
    game.songnum=8;
    soundsimulation(view.position,view.orientation);

    setuptextdisplay();

    glColor4f(1.0f,1.0f,1.0f,1.0f);
    displaybackground(540);

    drawbackground(530+versusnum,(320|TEXT_CENTER),48,192,192,640,480);

    drawtext("2 "TXT_PLAYER,(320|TEXT_CENTER),234,16,1.0f,1.0f,1.0f,1.0f);
    if (versusnum==0 || versusnum==1)
      drawtext("4 "TXT_PLAYER,(320|TEXT_CENTER),344,16,1.0f,1.0f,1.0f,1.0f);

    drawmenuitems();

    drawmousecursor(768+font.cursornum,mouse.x,mouse.y,16,1.0f,1.0f,1.0f,1.0f);

    SDL_GL_SwapBuffers();

    if (versusnum==0)
      strcpy(filename,"bathhouse");
    if (versusnum==1)
      strcpy(filename,"field");
    if (versusnum==2)
      strcpy(filename,"amber");
    if (versusnum==3)
      strcpy(filename,"fight");
    if (versusnum==4)
      strcpy(filename,"dragster");
    if (versusnum==5)
      strcpy(filename,"colvs");
    if (versusnum==6)
      strcpy(filename,"racing");

    if (menuitem[1].active)
      {
      game.songnum=-1;
      checkmusic();

      game.levelnum=0;
      strcat(filename,".lvl");
      loadlevel(filename);
      gameloop();
      }
    if (menuitem[2].active)
      {
      game.songnum=-1;
      checkmusic();

      game.levelnum=0;
      strcat(filename,"2.lvl");
      loadlevel(filename);
      gameloop();
      }
    if (menuitem[3].active)
      {
      game.songnum=-1;
      checkmusic();

      game.levelnum=0;
      strcat(filename,"3.lvl");
      loadlevel(filename);
      gameloop();
      }
    if (menuitem[4].active)
      {
      game.songnum=-1;
      checkmusic();

      game.levelnum=0;
      strcat(filename,"4.lvl");
      loadlevel(filename);
      gameloop();
      }
    if (menuitem[5].active)
      {
      game.songnum=-1;
      checkmusic();

      if (versusnum==0)
        strcpy(filename,"4bath");
      if (versusnum==1)
        strcpy(filename,"4field");

      game.levelnum=0;
      strcat(filename,".lvl");
      loadlevel(filename);
      gameloop();
      }
    if (menuitem[6].active)
      {
      game.songnum=-1;
      checkmusic();

      if (versusnum==0)
        strcpy(filename,"4bath");
      if (versusnum==1)
        strcpy(filename,"4field");

      game.levelnum=0;
      strcat(filename,"2.lvl");
      loadlevel(filename);
      gameloop();
      }
    }

  resetmenuitems();
  }