Beispiel #1
0
void DoGameOver()
{
	time_out_value = timer_get_approx_seconds() + i2f(60*5);
	nm_messagebox1( TXT_GAME_OVER, DoEndLevelScoreGlitzPoll, 1, TXT_OK, "" );

	if (Current_mission_num == 0)
		scores_maybe_add_player(0);

	Function_mode = FMODE_MENU;
	Game_mode = GM_GAME_OVER;
	longjmp( LeaveGame, 0 );		// Exit out of game loop

}
Beispiel #2
0
void do_screen_message(char *fmt, ...)
{
	va_list arglist;
	grs_bitmap background;
	char msg[1024];
	
	if (Game_mode & GM_MULTI)
		return;
	
	gr_init_bitmap_data(&background);
	if (pcx_read_bitmap(Menu_pcx_name, &background, BM_LINEAR, gr_palette) != PCX_ERROR_NONE)
		return;

	gr_palette_load(gr_palette);

	va_start(arglist, fmt);
	vsprintf(msg, fmt, arglist);
	va_end(arglist);
	
	nm_messagebox1(NULL, (int (*)(newmenu *, d_event *, void *))draw_rock, &background, 1, TXT_OK, msg);
	gr_free_bitmap_data(&background);
}
Beispiel #3
0
int kmatrix_handler(window *wind, d_event *event, kmatrix_screen *km)
{
	int i = 0, k = 0, choice = 0;
	
	switch (event->type)
	{
		case EVENT_KEY_COMMAND:
			k = event_key_get(event);
			switch( k )
			{
				case KEY_ESC:
					if (km->network)
					{
						StartAbortMenuTime=timer_query();
						choice=nm_messagebox1( NULL,multi_endlevel_poll2, NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
					}
					else
						choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
					
					if (choice==0)
					{
						Players[Player_num].connected=CONNECT_DISCONNECTED;
						
						if (km->network)
							multi_send_endlevel_packet();
						
						multi_leave_game();
						window_close(wind);
						if (Game_wind)
							window_close(Game_wind);
						return 1;
					}
					return 1;
					
				default:
					break;
			}
			break;
			
		case EVENT_WINDOW_DRAW:
			timer_delay2(50);

			if (km->network)
				multi_do_protocol_frame(0, 1);
			
			km->playing = 0;

			// Check if all connected players are also looking at this screen ...
			for (i = 0; i < MAX_PLAYERS; i++)
				if (Players[i].connected)
					if (Players[i].connected != CONNECT_END_MENU && Players[i].connected != CONNECT_DIED_IN_MINE)
						km->playing = 1;
			
			// ... and let the reactor blow sky high!
			if (!km->playing)
				Countdown_seconds_left = -1;
			
			// If Reactor is finished and end_time not inited, set the time when we will exit this loop
			if (km->end_time == -1 && Countdown_seconds_left < 0 && !km->playing)
				km->end_time = timer_query() + (KMATRIX_VIEW_SEC * F1_0);
			
			// Check if end_time has been reached and exit loop
			if (timer_query() >= km->end_time && km->end_time != -1)
			{
				if (km->network)
					multi_send_endlevel_packet();  // make sure
				
				if (is_D2_OEM)
				{
					if (Current_level_num==8)
					{
						Players[Player_num].connected=CONNECT_DISCONNECTED;
						
						if (km->network)
							multi_send_endlevel_packet();
						
						multi_leave_game();
						window_close(wind);
						if (Game_wind)
							window_close(Game_wind);
						return 0;
					}
				}
				
				window_close(wind);
				break;
			}

			kmatrix_redraw(km);
			
			if (km->playing)
				kmatrix_status_msg(Countdown_seconds_left, 1);
			else
				kmatrix_status_msg(f2i(timer_query()-km->end_time), 0);
			break;
			
		case EVENT_WINDOW_CLOSE:
			game_flush_inputs();
			newmenu_free_background();
			break;
			
		default:
			break;
	}
	
	return 0;
}