Ejemplo n.º 1
0
Archivo: menu.c Proyecto: odrevet/GE
int menu_load(SDL_Surface* destination, game **p_game){
  *p_game = game_load("./res/scripts/save_1.xml");
  if(*p_game==NULL){
    return 0;
  }
  return 1;
}
Ejemplo n.º 2
0
	static bool execute(const config& cache_config, savegame::load_game_metadata& data)
	{
		if(savegame::get_saves_list().empty()) {
			gui2::show_transient_message(_("No Saved Games"), _("There are no save files to load"));
			return false;
		}

		return game_load(cache_config, data).show();
	}
Ejemplo n.º 3
0
void load(char *appPath, char *resPath, long handle)
{
	#ifdef MOD_TEST
		test_load(appPath, resPath, handle);
	#else
		benc_load(appPath, resPath, handle);
		robk_load(appPath, resPath, handle);
		vinh_load(appPath, resPath, handle);
		game_load(appPath, resPath, handle);
	#endif
}
Ejemplo n.º 4
0
Archivo: main.c Proyecto: odrevet/GE
game_status state_main_menu(SDL_Surface *screen, game* p_game)
{
  bool done=false;
  image* main_title;
  main_title = image_load("./res/images/main_title.png");
  SDL_Rect srcrect = {0,0,160,144};
  SDL_Rect dstrect = set_rect(0,0,SCREEN_HEIGHT,SCREEN_WIDTH);
  int next_state=STAY;
  while (!done)
    {
      //events
      SDL_Event event;
      while (SDL_PollEvent(&event))
        {
	  switch ( event.type )
            {
            case SDL_QUIT:
	      done = true;
	      break;
            default:
	      break;
            }
        }

      image_draw(main_title, get_backbuffer_surface(), 0, 0);
      SDL_SoftStretch(get_backbuffer_surface(), &srcrect, screen, &dstrect);
      SDL_Flip(screen);

      if(next_state == STAY)next_state = menu_main(screen, p_game);
      else if(next_state!=QUIT){
	switch(next_state){
	case LOAD:
	  menu_load(screen, &p_game);
	  next_state = state_in_game(screen, p_game);
	  break;
	case 1:
	  p_game = game_load("./res/scripts/state.xml");
	  next_state = state_in_game(screen, p_game);
	  break;
	default:
	  break;
	}
      }
      else if(next_state==QUIT)done=true;
    }

  image_free(main_title);

  return QUIT;
}
Ejemplo n.º 5
0
Archivo: flip.c Proyecto: CPonty/Flip
void parse_ini (int argc, char * argv[], gameType * game) {
    /* 
     Decide on action to take on startup
     */
    if (argc == 1) {
        /* No parameters */
        sysMessage(1, game);
        
    } else if (!strcmp(argv[1], "new") && (argc > 2) && (argc <= 5)) {
        /* Start new game */
        parse_setup(argc, argv, game);
        
    } else if (!strcmp(argv[1], "load") && (argc == 3)) {
        /* Load a game */
        game_load(argv[2], game);
        play(game);
        
    } else {
        /* Wrong parameters */
        sysMessage(11, game);
    }
}
Ejemplo n.º 6
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;
}
Ejemplo n.º 7
0
int main(){
	//variaveis que tem alguma coisa a ver com o jogados, como exp recebida e level
	int game_status = 0, option = 0, school = 0;

//---------------------------------------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------------------------------------

	//Variaveis internas relacionadas as bibliotecas usadas e erros do jogo em si.
	int status_allegro = 0, tecla = 0;
	//A variavel teclado tem 5 estados
	/*
	0 - Neutro
	1 - Tecla para cima
	2 - Tecla para Baixo
	3 - Tecla para Direita
	4 - Tecla para Esquerda
	*/
	

	//iniciando o Allegro e todos as suas bibliotecas e funções usadas.
	al_init();
	al_init_image_addon();
	al_init_font_addon();
	al_init_ttf_addon();
	al_install_keyboard();

	//Iniciando o jogo.

	display = al_create_display(SCREEN_W, SCREEN_H);
	background = al_load_bitmap("img/background.jpg");
	start_menu_img = al_load_bitmap("img/start_screen.jpg");
	font_text = al_load_font("font/font.ttf", 50, 0);
	timer = al_create_timer(0.1);
	tcont = al_create_timer(1.0);
	sections_event = al_create_event_queue();

	al_set_window_title(display, "M.I.P. - Matemática, Português e Inglês");


	al_start_timer(timer);
	al_start_timer(tcont);

	//Qualquer valor que seja colocado apos a imagem, ira interferir na sua posição em relação a tela.
	fadeout(7, SCREEN_W, SCREEN_H, display);
	
	al_draw_bitmap(background, 0,0,0);
	al_flip_display();

	//Verificando erros no allegro e suas bibliotecas.
	status_allegro = check_allegro(background, start_menu_img, sections_event, display, font_text, timer, tcont);

	if(status_allegro == -1){
		close_game(background, start_menu_img, sections_event, display, timer, tcont);
		return 0;
	}

	al_register_event_source(sections_event, al_get_keyboard_event_source());
	al_register_event_source(sections_event, al_get_display_event_source(display));


//---------------------------------------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------------------------------------


	//menu_background();
	fadeout(1, SCREEN_W, SCREEN_H, display);
	al_draw_bitmap(start_menu_img, 0,0,0);
	printf("Menu Principal\n");

	//capture_event();

	al_flip_display();

	al_draw_textf(font_text, al_map_rgb(0, 255, 255), SCREEN_H / 4, SCREEN_W / 4, ALLEGRO_ALIGN_LEFT, "Novo Jogo");
	al_draw_textf(font_text, al_map_rgb(0, 255, 255), SCREEN_H / (3.7), SCREEN_W / 3, ALLEGRO_ALIGN_LEFT, "Continuar");
	al_draw_textf(font_text, al_map_rgb(0, 255, 255), SCREEN_H / (3.4), SCREEN_W / (2.5), ALLEGRO_ALIGN_LEFT, "Sair do jogo");

	al_flip_display();


	option = capture_event_queue(SCREEN_H, SCREEN_W, keyboard, display, sections_event, tecla, font_text);

	if(option == -1){
		close_game(background, start_menu_img, sections_event, display, timer, tcont);
		return 0;
	}
	switch(option){

		case 0:
			game_start();
			printf("game_start\n");
		break;

		case 1:
			game_load();
			printf("game_load\n");
		break;

		case 2:

			printf("Finalizando Jogo\n");
			close_game(background, start_menu_img, sections_event, display, timer, tcont);
			return 0;
		break;
	}

//---------------------------------------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------------------------------------

	//Apos a escolha entre continuar ou começar novamente o usuário estará na tela de seleção de escolas
	printf("Selecione a escola\n");
	scanf("%d", &school);
	switch(school){
		case 0:
			open_math();
		break;

		case 1:
			open_ing();
		break;

		case 2:
			open_port();
		break;
	}
//---------------------------------------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------------------------------------
	return 0;
}
Ejemplo n.º 8
0
void def_load() { game_load(app_name,1); }
Ejemplo n.º 9
0
bool run_main(void)
{
	if (in_gameloop)
		goto loop;
	// 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;

		NX_LOG("= Loading game =\n");
		if (game_load(settings->last_save_slot))
		{
			fatal("savefile error");
			game.running = false;
			error = 1;
			return false;
		}

		Replay::OnGameStarting();

		if (!inhibit_loadfade) fade.Start(FADE_IN, FADE_CENTER);
		else inhibit_loadfade = false;
	}
	else if (game.switchstage.mapno == START_REPLAY)
	{
		NX_LOG(">> beginning replay '%s'\n", GetReplayName(game.switchstage.param));

		StopScripts();
		if (Replay::begin_playback(GetReplayName(game.switchstage.param)))
		{
			fatal("error starting playback");
			game.running = false;
			error = 1;
			return false;
		}
	}
	else
	{
		if (game.switchstage.mapno == NEW_GAME || \
				game.switchstage.mapno == NEW_GAME_FROM_MENU)
		{
			static 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))
		{
			game.running = false;
			error = 1;
			return false;
		}

		player->x = (game.switchstage.playerx * TILE_W) << CSF;
		player->y = (game.switchstage.playery * TILE_H) << CSF;
	}

	// start the level
	if (game.initlevel())
	{
		game.running = false;
		error = 1;
		return false;
	}

	if (freshstart)
		weapon_introslide();

	game.switchstage.mapno = -1;
loop:
	in_gameloop = true;
	if (gameloop())
		return true;	
	in_gameloop = false;

	game.stageboss.OnMapExit();
	freshstart = false;
}
Ejemplo n.º 10
0
int main(int argc, char **argv) {
	cl_options_t cl_options = {0};

	dbg_init();
	DBG_LOG("Version %s", g_version);

	ui = &ui_sdlgl;

	printf("DreamChess %s\n", g_version);

	parse_options(argc, argv, &ui, &cl_options);
	config_init();
	set_cl_options(&cl_options);

	if (!ui) {
		DBG_ERROR("Failed to find a user interface driver");
		exit(1);
	}

	ui->init();

	init_resolution();

	while (1) {
		board_t board;
		int pgn_slot;
		option_t *option;

		if (!(config = ui->config(&pgn_slot)))
			break;

		ch_userdir();
		option = config_get_option("first_engine");

#ifdef __APPLE__
		char temp1[200];
		char temp2[200];

		if (!strcmp(option->string, "dreamer") || !strcmp(option->string, "Dreamer")) {
			CFBundleRef mainBundle = CFBundleGetMainBundle();

			CFURLRef bundledir = CFBundleCopyBundleURL(mainBundle);
			CFStringRef stringref = CFURLCopyFileSystemPath(bundledir, kCFURLPOSIXPathStyle);
			CFStringGetCString(stringref, temp1, 200, kCFStringEncodingMacRoman);

			snprintf(temp2, sizeof(temp2), "%s/contents/MacOS/dreamer", temp1);

			game_set_engine_error(comm_init(temp2));
		} else
			game_set_engine_error(comm_init(option->string));
#else
		game_set_engine_error(comm_init(option->string));
#endif

		comm_send("xboard\n");

		comm_send("new\n");
		comm_send("random\n");

		comm_send("sd %i\n", config->cpu_level);
		comm_send("depth %i\n", config->cpu_level);

		if (config->difficulty == 0)
			comm_send("noquiesce\n");

		if (config->player[WHITE] == PLAYER_UI && config->player[BLACK] == PLAYER_UI)
			comm_send("force\n");

		if (config->player[WHITE] == PLAYER_ENGINE)
			comm_send("go\n");

		in_game = 1;
		board_setup(&board);
		history = history_init(&board);
		move_list_init(&san_list);
		move_list_init(&fan_list);
		move_list_init(&fullalg_list);

		if (pgn_slot >= 0)
			if (game_load(pgn_slot)) {
				DBG_ERROR("Failed to load savegame in slot %i", pgn_slot);
				exit(1);
			}

		ui->update(history->view->board, NULL);
		while (in_game) {
			char *s;

			if ((s = comm_poll())) {
				DBG_LOG("Message from engine: '%s'", s);
				if (!history->result) {
					if ((!strncmp(s, "move ", 4) || strstr(s, "... ")) &&
						config->player[history->last->board->turn] == PLAYER_ENGINE) {
						char *move_str = strrchr(s, ' ') + 1;
						board_t new_board = *history->last->board;
						move_t *engine_move;

						DBG_LOG("Parsing move string '%s'", move_str);

						engine_move = san_to_move(&new_board, move_str);
						if (!engine_move)
							engine_move = fullalg_to_move(&new_board, move_str);
						if (engine_move) {
							audio_play_sound(AUDIO_MOVE);
							do_move(engine_move, 1);
							free(engine_move);
						} else
							DBG_ERROR("Failed to parse move string '%s'", move_str);
					} else if (strstr(s, "llegal move"))
						game_undo();
					/* Ignore result message if we've already determined a result ourselves. */
					else {
						char *start = strchr(s, '{');
						char *end = strchr(s, '}');

						if (start && end && end > start) {
							char *comment = malloc(end - start);
							history->result = malloc(sizeof(result_t));
							strncpy(comment, start + 1, end - start - 1);
							comment[end - start - 1] = '\0';
							history->result->reason = comment;
							if (strstr(s, "1-0")) {
								history->result->code = RESULT_WHITE_WINS;
								ui->show_result(history->result);
							} else if (strstr(s, "1/2-1/2")) {
								history->result->code = RESULT_DRAW;
								ui->show_result(history->result);
							} else if (strstr(s, "0-1")) {
								history->result->code = RESULT_BLACK_WINS;
								ui->show_result(history->result);
							} else {
								free(history->result->reason);
								free(history->result);
								history->result = NULL;
							}
						}
					}
				}

				free(s);
			}
			ui->poll();
		}
		comm_send("quit\n");
		comm_exit();
		history_exit(history);
		move_list_exit(&san_list);
		move_list_exit(&fan_list);
		move_list_exit(&fullalg_list);
	}
	ui->exit();
	dbg_exit();
	return 0;
}