Beispiel #1
0
int main(void) {
    
    int i = 0;
    char input;
    system("cls");
    puts("Welcome to TicTacToe 1.0! (c) DF");
    
    while (1) {
        puts("To start a new game, press \"n\", to "
        "exit, press \"e\"!");
       
        /* New game or exit? */
        input = check_input_char("ne");

        /* Exit on command */
        if (input == 'e')
            return 0;
        
        /* Set difficulty */
        puts("Choose the difficulty! [1-5]");
        input = check_input_char("12345");
        set_difficulty(input - '0');
        
        /* Choose player */
        puts("Do you want to begin [y, n]?");
        input = check_input_char("yn");
        
        /* Start game as chosen player */
        new_game(input);
        printf("\n\n");
    }
    return 0;
}
static void menu_select_callback(MenuLayer *menu_layer, MenuIndex *cell_index, void *data) {  
  switch (cell_index->row) {
    case 0:
      set_difficulty(DIFFICULTY_EASY);
      break;
    case 1:
      set_difficulty(DIFFICULTY_MEDIUM);
      break;
    case 2:
      set_difficulty(DIFFICULTY_HARD);
      break;
  }
  
  hide_race_selection();
  show_race();
}
Beispiel #3
0
create(int clone){
    set_tradeskill("weaponsmithing");
    set_short("diamond");
    set_long("This is diamond, very difficult but very strong.\n");
    set_alloy("diamond");
    set_bonus(20);
    set_difficulty(20);
    set_subset("alloy");
    set_color("%^BOLD%^%^CYAN%^");
    set_id( ({ "diamond" }) );
int main(int argc, char** argv) {
	pthread_t t1;
	const char* m1 = "thread1";
	pthread_mutex_init(&mutex, NULL);
	
	int row = 28, col = 37;

	init_curses();

	printw("Welcome to Space Invaders.\nPlease select your difficulty:\n(h)ard\n(n)ormal\n(e)asy\nTo quit press \'q\'");

	int ch = getch();
	clear();	
	set_difficulty(ch);
	pthread_create(&t1, 0, badguy_fn, (void*)m1);
	game_loop(row, col, ch);

	
	game_over();

	return 0;
}
Beispiel #5
0
Sint32 vbutton::do_call(Sint32 whatfunc, Sint32 arg)
{
	switch (whatfunc)
	{
		case BEGINMENU:
			return beginmenu(arg);
		case CREATE_TEAM_MENU:
			return create_team_menu(arg);
		case SET_PLAYER_MODE:
			return set_player_mode(arg);
		case QUIT_MENU:
			quit(arg);
			return 1;
		case CREATE_VIEW_MENU:
			return create_view_menu(arg);
		case CREATE_EDIT_MENU:
			return create_edit_menu(arg);
		case CREATE_BUY_MENU:
			return create_buy_menu(arg);
		case CREATE_LOAD_MENU:
			return create_load_menu(arg);
		case CREATE_SAVE_MENU:
			return create_save_menu(arg);
		case GO_MENU:
			return go_menu(arg);
		case RETURN_MENU:
			return arg;
		case CYCLE_TEAM_GUY:
			return cycle_team_guy(arg);
		case DECREASE_STAT:
			return decrease_stat(arg);
		case INCREASE_STAT:
			return increase_stat(arg);
		case EDIT_GUY:
			return edit_guy(arg);
		case CYCLE_GUY:
			return cycle_guy(arg);
		case ADD_GUY:
			return add_guy(arg);
		case DO_SAVE:
			return do_save(arg);
		case DO_LOAD:
			return do_load(arg);
		case NAME_GUY: // name some guy
			return name_guy(arg);
		case CREATE_DETAIL_MENU:
			return create_detail_menu(NULL);
		case DO_SET_SCEN_LEVEL:
			return do_set_scen_level(arg);
		case SET_DIFFICULTY:
			return set_difficulty();
		case CHANGE_TEAM:
			return change_teamnum(arg);
		case CHANGE_HIRE_TEAM:
			return change_hire_teamnum(arg);
		case ALLIED_MODE:
			return change_allied();
		case YES_OR_NO:
			return yes_or_no(arg);
		default:
			return 4;
	}
}
Beispiel #6
0
Sint32 vbutton::do_call(Sint32 whatfunc, Sint32 arg)
{
    switch (whatfunc)
    {
    case BEGINMENU:
        return beginmenu(arg);
    case CREATE_TEAM_MENU:
        return create_team_menu(arg);
    case SET_PLAYER_MODE:
        return set_player_mode(arg);
    case QUIT_MENU:
        quit(arg);
        return 1;
    case CREATE_VIEW_MENU:
        return create_view_menu(arg);
    case CREATE_TRAIN_MENU:
        return create_train_menu(arg);
    case CREATE_HIRE_MENU:
        return create_hire_menu(arg);
    case CREATE_LOAD_MENU:
        return create_load_menu(arg);
    case CREATE_SAVE_MENU:
        return create_save_menu(arg);
    case GO_MENU:
        return go_menu(arg);
    case RETURN_MENU:
        return arg;
    case CYCLE_TEAM_GUY:
        return cycle_team_guy(arg);
    case DECREASE_STAT:
        return decrease_stat(arg);
    case INCREASE_STAT:
        return increase_stat(arg);
    case EDIT_GUY:
        return edit_guy(arg);
    case CYCLE_GUY:
        return cycle_guy(arg);
    case ADD_GUY:
        return add_guy(arg);
    case DO_SAVE:
        return do_save(arg);
    case DO_LOAD:
        return do_load(arg);
    case NAME_GUY: // name some guy
        return name_guy(arg);
    case CREATE_DETAIL_MENU:
        return create_detail_menu(NULL);
    case DO_SET_SCEN_LEVEL:
        return do_set_scen_level(arg);
    case DO_PICK_CAMPAIGN:
        return do_pick_campaign(arg);
    case SET_DIFFICULTY:
        return set_difficulty();
    case CHANGE_TEAM:
        return change_teamnum(arg);
    case CHANGE_HIRE_TEAM:
        return change_hire_teamnum(arg);
    case ALLIED_MODE:
        return change_allied();
    case DO_LEVEL_EDIT:
        return level_editor();
    case YES_OR_NO:
        return yes_or_no(arg);
    case MAIN_OPTIONS:
        return main_options();
    case TOGGLE_SOUND:
        toggle_effect("sound", "sound");
        return REDRAW;
    case TOGGLE_RENDERING_ENGINE:
        toggle_rendering_engine();
        return REDRAW;
    case TOGGLE_FULLSCREEN:
        toggle_effect("graphics", "fullscreen");
        myscreen->set_fullscreen(cfg.is_on("graphics", "fullscreen"));
        return REDRAW;
    case OVERSCAN_ADJUST:
        return overscan_adjust(arg);
    case TOGGLE_MINI_HP_BAR:
        toggle_effect("effects", "mini_hp_bar");
        return REDRAW;
    case TOGGLE_HIT_FLASH:
        toggle_effect("effects", "hit_flash");
        return REDRAW;
    case TOGGLE_HIT_RECOIL:
        toggle_effect("effects", "hit_recoil");
        return REDRAW;
    case TOGGLE_ATTACK_LUNGE:
        toggle_effect("effects", "attack_lunge");
        return REDRAW;
    case TOGGLE_HIT_ANIM:
        toggle_effect("effects", "hit_anim");
        return REDRAW;
    case TOGGLE_DAMAGE_NUMBERS:
        toggle_effect("effects", "damage_numbers");
        return REDRAW;
    case TOGGLE_HEAL_NUMBERS:
        toggle_effect("effects", "heal_numbers");
        return REDRAW;
    case TOGGLE_GORE:
        toggle_effect("effects", "gore");
        return REDRAW;
    case RESTORE_DEFAULT_SETTINGS:
        restore_default_settings();
        cfg.load_settings();
        return REDRAW;
    default:
        return OK;
    }
}