Example #1
0
void AudioEngine::PlayMusic(const std::string &filename)
{
    std::map<std::string, AudioCacheElement>::iterator element = _audio_cache.find(filename);

    if(element == _audio_cache.end()) {
        // Get the current game mode, so that the loading/freeing micro management
        // is handled the most possible.
        hoa_mode_manager::GameMode *gm = hoa_mode_manager::ModeManager->GetTop();
        if(!LoadMusic(filename, gm)) {
            IF_PRINT_WARNING(AUDIO_DEBUG)
                    << "could not play music from cache because "
                    "the music could not be loaded" << std::endl;
            return;
        } else {
            element = _audio_cache.find(filename);
        }
    }

    // Special case: the music descriptor object must be taken back:
    MusicDescriptor *music_audio = reinterpret_cast<MusicDescriptor *>(element->second.audio);
    if(music_audio) {
        music_audio->Play();
        element->second.last_update_time = SDL_GetTicks();
    }
}
Example #2
0
/*
	用户窗口初始化
*/
MainWindow::MainWindow(QWidget *parent)
	: QMainWindow(parent)
{
	//去除标题栏、窗口置顶
	//setWindowFlags(Qt::FramelessWindowHint | Qt::WindowStaysOnTopHint);
	setWindowFlags(Qt::FramelessWindowHint | Qt::WindowStaysOnTopHint);
	//设置窗口大小
	
	//背景透明
	setAttribute(Qt::WA_TranslucentBackground, true);

	//播放音乐 加载音乐路径
	LoadMusic();

	//定时器设置
	TimeStart();

	//当前动作
	nowAction = 1;

	//加载图像
	image.load("image/database");
	//changeAction();

	//窗口开始位置
	resize(image.width(), image.height());
	QDesktopWidget* desktop = QApplication::desktop();
	move((desktop->width() - this->width()), 0);
}
Example #3
0
	bool EEMusic::Open(const std::string& _fileName)
	{
		if (!LoadMusic(_fileName.c_str()))
			return false;

		return true;
	}
Example #4
0
	//----------------------------------------------------------------------------------------------------
	bool EEMusic::Open(const char* _fileName)
	{
		if (!LoadMusic(_fileName))
			return false;

		return true;
	}
Example #5
0
display *newDisplay()
{
  int result;
  display *d = malloc(sizeof(display));
  result = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
  if (result < 0) {
    SDL_Fail("Bad SDL", d);
  }
  d->window = SDL_CreateWindow("Diner 51", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);//frame dimenstion
  if (d->window == NULL) {
    SDL_Fail("Could not create window", d);
  }
  //MUSIC-------------
  if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2040) < 0) {
    Mix_GetError();
    SDL_Fail("SDL Mixer could not initialise", d);
  }
  gCurrentSongIndex = 0;
  LoadMusic(d);
  if (Mix_PlayMusic(gMusic[gCurrentSongIndex], -1)< 0) {
    Mix_GetError();
    SDL_Fail("SDL Mixer could not initialise", d);
  }
  m_state = MUSIC_ON;
  //END
  d->surface = SDL_GetWindowSurface(d->window);
  if (d->surface == NULL) {
    SDL_Fail("Could not create surface", d);
  }
  d->red = SDL_MapRGB(d->surface->format, 102, 0, 0);
  if (d->red == 0) {
    SDL_Fail("Could not create color", d);
  }
  d->box = malloc(sizeof(SDL_Rect));
  if (d->box == NULL) {
    SDL_Fail("Allocation for the bpx failed", d);
  }
  *d->box = (SDL_Rect) { 0, 0, 32, 32 };
  d->renderer = SDL_CreateRenderer(d->window, -1, 0);
  if (d->renderer == NULL) {
    SDL_Fail("Redering failed", d);
  }
  loadAllImages(d);
  //event control
  d->event = malloc(sizeof(SDL_Event));
  if (d->event == NULL) {
      SDL_Fail("Allocation for the bpx failed", d);
    }
  //TTF Init and Money
  TTF_Init();
  d->font = TTF_OpenFont("Code.ttf", 23);/*font size changed------------------------*/
  if (d->font == NULL) {
    SDL_Fail("Bad font", d);
  }
  d->bg = (SDL_Color) { 253, 205, 146, 255 };
  d->fg = (SDL_Color) { 0, 0, 0, 255 };
  SDL_StartTextInput();
  SDL_RenderClear(d->renderer);
  return d;
}
SoundManager::SoundManager(int frequency, int chunkSize) : m_music()
{
  InitializeSDLSoundSubsystem();
  OpenMixAudio(frequency, chunkSize);
  InitializeOggSupport();
  LoadMusic();
  LoadSoundEffects();
}
Example #7
0
void AudioCache::LoadMenuResources()
{
   mMenuMusic.insert({ MenuMusic::MainmenuTrack, LoadMusic("menu_main.mp3") });

   mMenuSound.insert({ MenuSound::Switch, LoadSound("menu_switch.wav") });
   mMenuSound.insert({ MenuSound::Choose, LoadSound("menu_choose.wav") });
   mMenuSound.insert({ MenuSound::Invalid, LoadSound("menu_invalid.wav") });
}
Example #8
0
void
BattleSong (BOOLEAN DoPlay)
{
	if (BattleRef == 0)
	{
		if (LOBYTE (GLOBAL (CurrentActivity)) != IN_HYPERSPACE)
			BattleRef = LoadMusic (BATTLE_MUSIC);
		else if (GET_GAME_STATE (ORZ_SPACE_SIDE) > 1)		// BY JMS - this condition activates Orz space music
			BattleRef = LoadMusic (ORZSPACE_MUSIC);
		else if (GET_GAME_STATE (ARILOU_SPACE_SIDE) <= 1)
			BattleRef = LoadMusic (HYPERSPACE_MUSIC);
		else
			BattleRef = LoadMusic (QUASISPACE_MUSIC);
	}

	if (DoPlay)
		PlayMusic (BattleRef, TRUE, 1);
}
Example #9
0
/*
==================
SoundLayer::LoadResources
==================
*/
void SoundLayer::LoadResources() {
	buttonSheet = new Pim::SpriteBatchNode("soundbuttons.png");
	AddChild(buttonSheet);

	font = new Pim::Font("arial.ttf", 15);

	LoadButton();
	LoadSliders();
	LoadMusic();
}
Example #10
0
void CSoundPlayer::MenuMusic() 
{	
	DEBUG0("CSoundPlayer::MenuMusic()\n");
	if (!iInitialized)
		return;

	StopMusic();
	LoadMusic("music/menu.ogg");
	PlayMusic(-1);
}
Example #11
0
	//----------------------------------------------------------------------------------------------------
	EEMusic::EEMusic(const char* _fileName)
		:
		m_totalBytes(0),
		m_totalSamples(0),
		m_totalTime(0.f),
		m_beginSamples(0)
	{
		InitializeMusic();

		LoadMusic(_fileName);
	}
Example #12
0
/* audioMusicLoad attempts to load and play the music file 
 * Note: loops == -1 means forever
 */
void audioMusicLoad(char *musicFilename, int loops)
{
  if (!Opts_UsingSound())
  {
    return;
  }

  audioMusicUnload(); // make sure defaultMusic is clear
  defaultMusic = LoadMusic(musicFilename);
  Mix_PlayMusic(defaultMusic, loops);
}
Example #13
0
CGeneral::CGeneral():
m_iPrevGirl(0),
m_iPrevGirlColor(0),
m_iCurMusic(-1)
{
   LoadImages();
   LoadFonts();
   LoadMusic();
   LoadSound();
   InitCursor();
}
Example #14
0
	//----------------------------------------------------------------------------------------------------
	EEMusic::EEMusic(const std::string& _fileName)
		:
		m_totalBytes(0),
		m_totalSamples(0),
		m_totalTime(0.f),
		m_beginSamples(0)
	{
		InitializeMusic();

		LoadMusic(_fileName.c_str());
	}
Example #15
0
	void AudioManager::PlayMusic(
		const tstring& path,
		const tstring& name,
		uint8 channel,
		int32 loopTimes
		)
	{
		Logger::GetInstance()->Log(mSoundService != nullptr,
			_T("Sound Service is invalid."), STARENGINE_LOG_TAG);

		if(mMusicList.find(name) == mMusicList.end())
		{
			LoadMusic(path, name, channel);
		}
		return PlayMusic(name, loopTimes);
	}
Example #16
0
void CSoundPlayer::GameMusic( const char* aSoundtrackDir, int aSongNumber )
{	
	DEBUG0("CSoundPlayer::GameMusic()\n");
	if (!iInitialized)
		return;

	StopMusic();

	char *fname=GetSongFilename( aSoundtrackDir, aSongNumber );

	if (fname)
		LoadMusic(fname);
	free(fname);

	PlayMusic(-1);
}
Example #17
0
void AudioEngine::PlayMusic(const std::string& filename) {
	map<std::string, AudioCacheElement>::iterator element = _audio_cache.find(filename);

	if (element == _audio_cache.end()) {
		if (LoadMusic(filename) == false) {
			IF_PRINT_WARNING(AUDIO_DEBUG) << "could not play music from cache because the music could not be loaded" << endl;
			return;
		}
		else {
			element = _audio_cache.find(filename);
		}
	}

	element->second.audio->Play();
	element->second.last_update_time = SDL_GetTicks();
}
Example #18
0
/* MusicLoad attempts to load and play the music file 
 * Note: loops == -1 means forever
 */
void MusicLoad(const char* musicFilename, int loops)
{
  Mix_Music* tmp_music = NULL;

  if (!settings.sys_sound) return;
  if (!musicFilename) return;

  tmp_music = LoadMusic(musicFilename);

  if (tmp_music)
  {
    MusicUnload(); //Unload previous defaultMusic
    defaultMusic = tmp_music;
    Mix_PlayMusic(defaultMusic, loops);
  }
}
Example #19
0
TbBool init_sound(void)
{
    struct SoundSettings *snd_settng;
    unsigned long i;
    SYNCDBG(8,"Starting");
    if (SoundDisabled)
      return false;
    snd_settng = &game.sound_settings;
    SetupAudioOptionDefaults(snd_settng);
    snd_settng->field_E = 3;
    snd_settng->sound_type = 1622;
    snd_settng->sound_data_path = sound_dir;
    snd_settng->dir3 = sound_dir;
    snd_settng->field_12 = 1;
    snd_settng->stereo = 1;
    i = get_best_sound_heap_size(mem_size);
    if (i < 1048576)
      snd_settng->max_number_of_samples = 10;
    else
      snd_settng->max_number_of_samples = 16;
    snd_settng->danger_music = 0;
    snd_settng->no_load_music = 0;
    snd_settng->no_load_sounds = 1;
    snd_settng->field_16 = 1;
    if ((game.flags_font & FFlg_UsrSndFont) == 0)
      snd_settng->field_16 = 0;
    snd_settng->field_18 = 1;
    snd_settng->redbook_enable = ((game.flags_cd & MFlg_NoCdMusic) == 0);
    snd_settng->sound_system = 0;
    InitAudio(snd_settng);
    LoadMusic(0);
    InitializeMusicPlayer();
    if (!GetSoundInstalled())
    {
      SoundDisabled = 1;
      return false;
    }
    S3DInit();
    S3DSetNumberOfSounds(snd_settng->max_number_of_samples);
    S3DSetMaximumSoundDistance(5120);
    return true;
}
Example #20
0
/// <summary>   Initializes this object. </summary>
void CSound::Init()
{
    //  Upon verifying FSOUND is not initialized using 44100 mix rate, 32 channels, and zero flags; do nothing
    //  Otherwise, proceed with loading sounds and music into memory
	if (!FSOUND_Init(44100,32,0))
	{

	}
	else
	{
        //  Upon verifying that sounds did not load report an error message and indicate sound has not loaded
		if (!LoadSounds())
		{
            //  Display message box informing user that sounds did not load
			MessageBox(p->hWnd, "Failed to load sounds!", 0, 0); 
            //  Set sound indicator to zero
			p->Options->sound = 0;
            //  Save options
			p->Options->SaveOptions();
		}
        //  Upon verifying that music did not load report an error message and indicate music has not loaded
		if (!LoadMusic())
		{
            //  Display message box informing user that music did not load
			MessageBox(p->hWnd, "Failed to load music!", 0, 0); 
            //  Set music indicator to zero
			p->Options->music = 0;
            //  Save options
			p->Options->SaveOptions();
		}
	}
    //  Set random starting point based upon current game time interval
    //  http://msdn.microsoft.com/en-us/library/f0d4wb4t(v=vs.71).aspx
	srand((unsigned int)p->Tick);
    //  Set the index to be zero plus the remainder of rand() divided by six
	this->MIDIndex = 0 + (rand()%6);
    //  Play the music associated to the index
	PlaYMID(MIDIndex);
    //  Start the Sound thread
	_beginthread(thrSound,0,p);
}
Example #21
0
static BOOLEAN
DoRestart (PMENU_STATE pMS)
{
	static DWORD InTime;
	static DWORD InactTimeOut;

	/* Cancel any presses of the Pause key. */
	GamePaused = FALSE;

	if (!pMS->Initialized)
	{
		if (pMS->hMusic)
		{
			StopMusic ();
			DestroyMusic (pMS->hMusic);
			pMS->hMusic = 0;
		}
		pMS->hMusic = LoadMusic (MAINMENU_MUSIC);
		InactTimeOut = (pMS->hMusic ? 120 : 20) * ONE_SECOND;
		
		PlayMusic (pMS->hMusic, TRUE, 1);
		DrawRestartMenu ((BYTE)~0, pMS->CurState, pMS->CurFrame);
		pMS->Initialized = TRUE;

		{
			BYTE clut_buf[] = {FadeAllToColor};
			DWORD TimeOut = XFormColorMap ((COLORMAPPTR)clut_buf, ONE_SECOND / 2);
			while ((GetTimeCounter () <= TimeOut) &&
			       !(GLOBAL (CurrentActivity) & CHECK_ABORT))
			{
				UpdateInputState ();
				TaskSwitch ();
			}
		}
	}
#ifdef TESTING
else if (InputState & DEVICE_EXIT) return (FALSE);
#endif /* TESTING */
	else if (GLOBAL (CurrentActivity) & CHECK_ABORT)
	{
		return (FALSE);
	}
	else if (!(PulsedInputState.menu[KEY_MENU_UP] || PulsedInputState.menu[KEY_MENU_DOWN] ||
			PulsedInputState.menu[KEY_MENU_LEFT] || PulsedInputState.menu[KEY_MENU_RIGHT] ||
			PulsedInputState.menu[KEY_MENU_SELECT] || MouseButtonDown))

	{
		if (GetTimeCounter () - InTime < InactTimeOut)
			return (TRUE);

		SleepThreadUntil (FadeMusic (0, ONE_SECOND));
		StopMusic ();
		FadeMusic (NORMAL_VOLUME, 0);

		GLOBAL (CurrentActivity) = (ACTIVITY)~0;
		return (FALSE);
	}
	else if (PulsedInputState.menu[KEY_MENU_SELECT])
	{
		BYTE fade_buf[1];

		switch (pMS->CurState)
		{
			case LOAD_SAVED_GAME:
				LastActivity = CHECK_LOAD;
				GLOBAL (CurrentActivity) = IN_INTERPLANETARY;
				break;
			case START_NEW_GAME:
				LastActivity = CHECK_LOAD | CHECK_RESTART;
				GLOBAL (CurrentActivity) = IN_INTERPLANETARY;
				break;
			case PLAY_SUPER_MELEE:
				GLOBAL (CurrentActivity) = SUPER_MELEE;
				break;
			case SETUP_GAME:
				LockMutex (GraphicsLock);
				SetFlashRect (NULL_PTR, (FRAME)0);
				UnlockMutex (GraphicsLock);
				SetupMenu ();
				SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN, MENU_SOUND_SELECT);
				InTime = GetTimeCounter ();
				SetTransitionSource (NULL);
				BatchGraphics ();
				DrawRestartMenuGraphic (pMS);
				DrawRestartMenu ((BYTE)~0, pMS->CurState, pMS->CurFrame);
				ScreenTransition (3, NULL);
				UnbatchGraphics ();
				return TRUE;
			case QUIT_GAME:
				fade_buf[0] = FadeAllToBlack;
				SleepThreadUntil (XFormColorMap ((COLORMAPPTR)fade_buf, ONE_SECOND / 2));

				GLOBAL (CurrentActivity) = CHECK_ABORT;
				break;
		}

		LockMutex (GraphicsLock);
		SetFlashRect (NULL_PTR, (FRAME)0);
		UnlockMutex (GraphicsLock);

		return (FALSE);
	}
	else
	{
		BYTE NewState;

		NewState = pMS->CurState;
		if (PulsedInputState.menu[KEY_MENU_UP])
		{
			if (NewState-- == START_NEW_GAME)
				NewState = QUIT_GAME;
		}
		else if (PulsedInputState.menu[KEY_MENU_DOWN])
		{
			if (NewState++ == QUIT_GAME)
				NewState = START_NEW_GAME;
		}
		if (NewState != pMS->CurState)
		{
			BatchGraphics ();
			DrawRestartMenu (pMS->CurState, NewState, pMS->CurFrame);
			UnbatchGraphics ();
			pMS->CurState = NewState;
		}
	}

//	if (MouseButtonDown)
//	{
//		LockMutex (GraphicsLock);
//		SetFlashRect (NULL_PTR, (FRAME)0);
//		UnlockMutex (GraphicsLock);
//		MouseError ();
//		SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN, MENU_SOUND_SELECT);	
//		SetTransitionSource (NULL);
//		BatchGraphics ();
//		DrawRestartMenuGraphic (pMS);
//		DrawRestartMenu ((BYTE)~0, pMS->CurState, pMS->CurFrame);
//		ScreenTransition (3, NULL);
//		UnbatchGraphics ();
//	}
	if (MouseButtonDown)
	{
        // TODO WTF FIX GAME CONTROLS
    }
    
	InTime = GetTimeCounter ();
	return (TRUE);
}
Example #22
0
LevelMine::LevelMine(unique_ptr<Game> & game, const unique_ptr<PlayerTransfer> & playerTransfer) : Level(game, playerTransfer) {
	mName = LevelName::Mine;

	LoadLocalization("mine.loc");

	mPlayer->mYaw.SetTarget(180.0f);

	LoadSceneFromFile("data/maps/mine.scene");

	mPlayer->SetPosition(GetUniqueObject("PlayerPosition")->GetPosition());

	Vector3 placePos = GetUniqueObject("PlayerPosition")->GetPosition();
	Vector3 playerPos = mPlayer->GetCurrentPosition();

	mPlayer->GetHUD()->SetObjective(mLocalization.GetString("objective1"));

	AddInteractiveObject("Note", make_shared<InteractiveObject>(GetUniqueObject("Note1")), [this] { mPlayer->GetInventory()->AddReadedNote(mLocalization.GetString("note1Desc"), mLocalization.GetString("note1")); });
	AddInteractiveObject("Note", make_shared<InteractiveObject>(GetUniqueObject("Note2")), [this] { mPlayer->GetInventory()->AddReadedNote(mLocalization.GetString("note2Desc"), mLocalization.GetString("note2")); });
	AddInteractiveObject("Note", make_shared<InteractiveObject>(GetUniqueObject("Note3")), [this] { mPlayer->GetInventory()->AddReadedNote(mLocalization.GetString("note3Desc"), mLocalization.GetString("note3")); });
	AddInteractiveObject("Note", make_shared<InteractiveObject>(GetUniqueObject("Note4")), [this] { mPlayer->GetInventory()->AddReadedNote(mLocalization.GetString("note4Desc"), mLocalization.GetString("note4")); });
	AddInteractiveObject("Note", make_shared<InteractiveObject>(GetUniqueObject("Note5")), [this] { mPlayer->GetInventory()->AddReadedNote(mLocalization.GetString("note5Desc"), mLocalization.GetString("note5")); });
	AddInteractiveObject("Note", make_shared<InteractiveObject>(GetUniqueObject("Note6")), [this] { mPlayer->GetInventory()->AddReadedNote(mLocalization.GetString("note6Desc"), mLocalization.GetString("note6")); });
	AddInteractiveObject("Note", make_shared<InteractiveObject>(GetUniqueObject("Note7")), [this] { mPlayer->GetInventory()->AddReadedNote(mLocalization.GetString("note7Desc"), mLocalization.GetString("note7")); });
	AddInteractiveObject("Note", make_shared<InteractiveObject>(GetUniqueObject("Note8")), [this] { mPlayer->GetInventory()->AddReadedNote(mLocalization.GetString("note8Desc"), mLocalization.GetString("note8")); });

	mStoneFallZone = GetUniqueObject("StoneFallZone");

	mNewLevelZone = GetUniqueObject("NewLevel");

	auto soundSystem = mGame->GetEngine()->GetSoundSystem();

	soundSystem->SetReverbPreset(ReverbPreset::Cave);

	AddSound(mMusic = soundSystem->LoadMusic("data/music/chapter2.ogg"));

	mConcreteWall = GetUniqueObject("ConcreteWall");
	mDeathZone = GetUniqueObject("DeadZone");
	mDetonator = GetUniqueObject("Detonator");

	AddSound(mAlertSound = soundSystem->LoadSound3D("data/sounds/alert.ogg"));
	mAlertSound->Attach(mDetonator);

	AddSound(mExplosionSound = soundSystem->LoadSound3D("data/sounds/blast.ogg"));
	mExplosionSound->SetReferenceDistance(10);

	mDetonatorActivated = 0;

	mExplosionFlashAnimator = 0;

	// Create detonator places
	AddItemPlace(mDetonatorPlace[0] = make_shared<ItemPlace>(GetUniqueObject("DetonatorPlace1"), Item::Type::Explosives));
	AddItemPlace(mDetonatorPlace[1] = make_shared<ItemPlace>(GetUniqueObject("DetonatorPlace2"), Item::Type::Explosives));
	AddItemPlace(mDetonatorPlace[2] = make_shared<ItemPlace>(GetUniqueObject("DetonatorPlace3"), Item::Type::Explosives));
	AddItemPlace(mDetonatorPlace[3] = make_shared<ItemPlace>(GetUniqueObject("DetonatorPlace4"), Item::Type::Explosives));

	mWireModels[0] = GetUniqueObject("WireModel1");
	mWireModels[1] = GetUniqueObject("WireModel2");
	mWireModels[2] = GetUniqueObject("WireModel3");
	mWireModels[3] = GetUniqueObject("WireModel4");

	mDetonatorModels[0] = GetUniqueObject("DetonatorModel1");
	mDetonatorModels[1] = GetUniqueObject("DetonatorModel2");
	mDetonatorModels[2] = GetUniqueObject("DetonatorModel3");
	mDetonatorModels[3] = GetUniqueObject("DetonatorModel4");

	mExplosivesModels[0] = GetUniqueObject("ExplosivesModel1");
	mExplosivesModels[1] = GetUniqueObject("ExplosivesModel2");
	mExplosivesModels[2] = GetUniqueObject("ExplosivesModel3");
	mExplosivesModels[3] = GetUniqueObject("ExplosivesModel4");

	mFindItemsZone = GetUniqueObject("FindItemsZone");

	AddAmbientSound(soundSystem->LoadSound3D("data/sounds/ambient/mine/ambientmine1.ogg"));
	AddAmbientSound(soundSystem->LoadSound3D("data/sounds/ambient/mine/ambientmine2.ogg"));
	AddAmbientSound(soundSystem->LoadSound3D("data/sounds/ambient/mine/ambientmine3.ogg"));
	AddAmbientSound(soundSystem->LoadSound3D("data/sounds/ambient/mine/ambientmine4.ogg"));
	AddAmbientSound(soundSystem->LoadSound3D("data/sounds/ambient/mine/ambientmine5.ogg"));

	mExplosionTimer = ITimer::Create();
	mBeepSoundTimer = ITimer::Create();
	mBeepSoundTiming = 1.0f;

	CreateItems();

	mReadyExplosivesCount = 0;

	MakeLadder("LadderBegin", "LadderEnd", "LadderEnter", "LadderBeginLeavePoint", "LadderEndLeavePoint");
	MakeDoor("Door1", 90);
	MakeDoor("Door3", 90);
	MakeDoor("DoorToAdministration", 90);
	MakeDoor("Door6", 90);
	MakeDoor("DoorToDirectorsOffice", 90);
	MakeDoor("DoorToResearchFacility", 90);

	MakeKeypad("Keypad1", "Keypad1Key0", "Keypad1Key1", "Keypad1Key2", "Keypad1Key3", "Keypad1Key4", "Keypad1Key5", "Keypad1Key6", "Keypad1Key7", "Keypad1Key8", "Keypad1Key9", "Keypad1KeyCancel", MakeDoor("StorageDoor", 90), "7854");
	MakeKeypad("Keypad2", "Keypad2Key0", "Keypad2Key1", "Keypad2Key2", "Keypad2Key3", "Keypad2Key4", "Keypad2Key5", "Keypad2Key6", "Keypad2Key7", "Keypad2Key8", "Keypad2Key9", "Keypad2KeyCancel", MakeDoor("DoorToResearchFacility", 90), "1689");
	MakeKeypad("Keypad3", "Keypad3Key0", "Keypad3Key1", "Keypad3Key2", "Keypad3Key3", "Keypad3Key4", "Keypad3Key5", "Keypad3Key6", "Keypad3Key7", "Keypad3Key8", "Keypad3Key9", "Keypad3KeyCancel", MakeDoor("DoorMedical", 90), "9632");

	mMusic->Play();

	mStages["ConcreteWallExp"] = false;
	mStages["FindObjectObjectiveSet"] = false;
	mStages["FoundObjectsForExplosion"] = false;

	// create paths
	const char * ways[] = {
		"WayA", "WayB", "WayC", "WayD", "WayE", "WayF", "WayG",
		"WayH", "WayI", "WayJ", "WayK"
	};
	Path p;
	for(auto w : ways) {
		p += Path(mScene, w);
	}

	p.Get("WayB1")->AddEdge(p.Get("WayA004"));
	p.Get("WayC1")->AddEdge(p.Get("WayA019"));
	p.Get("WayD1")->AddEdge(p.Get("WayA019"));
	p.Get("WayE1")->AddEdge(p.Get("WayA040"));
	p.Get("WayF1")->AddEdge(p.Get("WayA042"));
	p.Get("WayF009")->AddEdge(p.Get("WayG1"));
	p.Get("WayH1")->AddEdge(p.Get("WayA059"));
	p.Get("WayI1")->AddEdge(p.Get("WayA097"));
	p.Get("WayJ1")->AddEdge(p.Get("WayA073"));
	p.Get("WayK1")->AddEdge(p.Get("WayA027"));

	vector<shared_ptr<GraphVertex>> patrolPoints = {
		p.Get("WayA1"), p.Get("WayC024"), p.Get("WayB012"),
		p.Get("WayB012"), p.Get("WayD003"), p.Get("WayK005"),
		p.Get("WayE006"), p.Get("WayF019"), p.Get("WayG007"),
		p.Get("WayH010"), p.Get("WayA110"), p.Get("WayI009")
	};

	mEnemy = make_unique<Enemy>(mGame, p.mVertexList, patrolPoints);
	mEnemy->SetPosition(GetUniqueObject("EnemyPosition")->GetPosition());

	mExplosivesDummy[0] = GetUniqueObject("ExplosivesModel5");
	mExplosivesDummy[1] = GetUniqueObject("ExplosivesModel6");
	mExplosivesDummy[2] = GetUniqueObject("ExplosivesModel7");
	mExplosivesDummy[3] = GetUniqueObject("ExplosivesModel8");

	mExplodedWall = GetUniqueObject("ConcreteWallExploded");
	mExplodedWall->Hide();

	mExplosionFlashPosition = GetUniqueObject("ExplosionFlash");

	mPlayer->GetInventory()->RemoveItem(Item::Type::Crowbar, 1);

	DoneInitialization();
}
Example #23
0
void AudioCache::LoadArenaResources()
{
   mArenaMusic.insert({ ArenaMusic::DefaultTrack, LoadMusic("arena_default.mp3") });
}
Example #24
0
int main(int argc, char *argv[])
{
    enum { GAME_COMPUTER, GAME_NETWORK, GAME_UNKNOWN } game_type = GAME_UNKNOWN;
    char *remote_address;
    int i;
	
    if (argc < 2) {
	printf("Penguin Warrior\n");
	printf("Usage: pw [ mode ] [ option ... ]\n");
	printf("  Game modes (choose one):\n");
	printf("    --computer\n");
	printf("    --net <remote ip address>\n");
	printf("  Display options, for tweaking and experimenting:\n");
	printf("    --fullscreen\n");
	printf("    --hwsurface  (use an SDL hardware surface if possible)\n");
	printf("    --doublebuf  (use SDL double buffering if possible)\n");
	printf("  The display options default to a windowed, software buffer.\n");
	exit(EXIT_FAILURE);
    }

    /* Process command line arguments. There are plenty of libraries for command
       line processing, but our needs are simple in this case. */
    for (i = 0; i < argc; i++) {

	/* Networked or scripted opponent? */
	if (!strcmp(argv[i], "--computer")) {
	    game_type = GAME_COMPUTER;
	    continue;
	} else if (!strcmp(argv[i], "--net")) {
	    game_type = GAME_NETWORK;
	    if (++i >= argc) {
		printf("You must supply an IP address for --net.\n");
		exit(EXIT_FAILURE);
	    }
	    remote_address = argv[i];
	    continue;

	    /* Display-related options */
	} else if (!strcmp(argv[i], "--hwsurface")) {
	    hwsurface = 1;
	} else if (!strcmp(argv[i], "--doublebuf")) {
	    doublebuf = 1;
	} else if (!strcmp(argv[i], "--fullscreen")) {
	    fullscreen = 1;
	}
    }

    switch (game_type) {
    case GAME_COMPUTER:
	opponent_type = OPP_COMPUTER;
	printf("Playing against the computer.\n");
	break; 
			
    case GAME_NETWORK:
	printf("Sorry, network play is not implemented... yet!\n");
	exit(EXIT_FAILURE);
			
    default:
	printf("You must select a game type.\n");
	exit(EXIT_FAILURE);
    }
	
    /* Initialize our random number generator. */
    initrandom();

    /* Fire up SDL. */
    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
	printf("Unable to initialize SDL: %s\n", SDL_GetError());
	exit(EXIT_FAILURE);
    }
    atexit(SDL_Quit);
	
    /* Set an appropriate 16-bit double buffered video mode. */
    if (SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 16,
			 (hwsurface ? SDL_HWSURFACE : SDL_SWSURFACE) |
			 (doublebuf ? SDL_DOUBLEBUF : 0) |
			 (fullscreen ? SDL_FULLSCREEN : 0)) == NULL) {
	printf("Unable to set video mode: %s\n", SDL_GetError());
	exit(EXIT_FAILURE);
    }
	
    /* Save the screen pointer for later use. */
    screen = SDL_GetVideoSurface();
	
    /* Set the window caption to the name of the game. */
    SDL_WM_SetCaption("Penguin Warrior", "Penguin Warrior");
	
    /* Hide the mouse pointer. */
    SDL_ShowCursor(0);

    /* Start the OpenAL-based audio system. */
    InitAudio();

    /* Initialize music and give the music system a file. */
    InitMusic();
    if (LoadMusic("reflux.ogg") != 0) {
	/* If that failed, don't worry about it. */
	printf("Unable to load reflux.ogg.\n");
    }
		
    /* Load the game's data into globals. We can only do this after the
       video and audio subsystems are ready for action, since the loading
       routines interact with SDL and OpenAL. */
    LoadGameData();

    /* Initialize the background starfield. */
    InitBackground();
	
    /* Play! */
    InitPlayer();
    InitOpponent();
    PlayGame();

    /* Unhide the mouse pointer. */
    SDL_ShowCursor(1);
	
    /* Unload data. */
    UnloadGameData();

    /* Shut down audio. */
    CleanupMusic();
    CleanupAudio();

    return 0;
}
Example #25
0
	void AudioManager::LoadMusic(const tstring& path, const tstring& name, uint8 channel)
	{
		LoadMusic(path, name, 1.0f, channel);
	}
Example #26
0
static BOOLEAN
DoRestart (MENU_STATE *pMS)
{
	static TimeCount LastInputTime;
	static TimeCount InactTimeOut;
	TimeCount TimeIn = GetTimeCounter ();

	/* Cancel any presses of the Pause key. */
	GamePaused = FALSE;

	if (pMS->Initialized)
		Flash_process(pMS->flashContext);

	if (!pMS->Initialized)
	{
		if (pMS->hMusic)
		{
			StopMusic ();
			DestroyMusic (pMS->hMusic);
			pMS->hMusic = 0;
		}
		pMS->hMusic = LoadMusic (MAINMENU_MUSIC);
		InactTimeOut = (pMS->hMusic ? 120 : 20) * ONE_SECOND;
		pMS->flashContext = Flash_createOverlay (ScreenContext,
				NULL, NULL);
		Flash_setMergeFactors (pMS->flashContext, -3, 3, 16);
		Flash_setSpeed (pMS->flashContext, (6 * ONE_SECOND) / 16, 0,
				(6 * ONE_SECOND) / 16, 0);
		Flash_setFrameTime (pMS->flashContext, ONE_SECOND / 16);
		Flash_setState(pMS->flashContext, FlashState_fadeIn,
				(3 * ONE_SECOND) / 16);
		DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame);
		Flash_start (pMS->flashContext);
		PlayMusic (pMS->hMusic, TRUE, 1);
		LastInputTime = GetTimeCounter ();
		pMS->Initialized = TRUE;

		SleepThreadUntil (FadeScreen (FadeAllToColor, ONE_SECOND / 2));
	}
	else if (GLOBAL (CurrentActivity) & CHECK_ABORT)
	{
		return FALSE;
	}
	else if (PulsedInputState.menu[KEY_MENU_SELECT])
	{
		switch (pMS->CurState)
		{
			case LOAD_SAVED_GAME:
				LastActivity = CHECK_LOAD;
				GLOBAL (CurrentActivity) = IN_INTERPLANETARY;
				break;
			case START_NEW_GAME:
				LastActivity = CHECK_LOAD | CHECK_RESTART;
				GLOBAL (CurrentActivity) = IN_INTERPLANETARY;
				break;
			case PLAY_SUPER_MELEE:
				GLOBAL (CurrentActivity) = SUPER_MELEE;
				break;
			case SETUP_GAME:
				Flash_pause(pMS->flashContext);
				Flash_setState(pMS->flashContext, FlashState_fadeIn,
						(3 * ONE_SECOND) / 16);
				SetupMenu ();
				SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN,
						MENU_SOUND_SELECT);
				LastInputTime = GetTimeCounter ();
				SetTransitionSource (NULL);
				BatchGraphics ();
				DrawRestartMenuGraphic (pMS);
				ScreenTransition (3, NULL);
				DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame);
				Flash_continue(pMS->flashContext);
				UnbatchGraphics ();
				return TRUE;
			case QUIT_GAME:
				SleepThreadUntil (FadeScreen (FadeAllToBlack, ONE_SECOND / 2));
				GLOBAL (CurrentActivity) = CHECK_ABORT;
				break;
		}

		Flash_pause(pMS->flashContext);

		return FALSE;
	}
	else if (PulsedInputState.menu[KEY_MENU_UP] ||
			PulsedInputState.menu[KEY_MENU_DOWN])
	{
		BYTE NewState;

		NewState = pMS->CurState;
		if (PulsedInputState.menu[KEY_MENU_UP])
		{
			if (NewState == START_NEW_GAME)
				NewState = QUIT_GAME;
			else
				--NewState;
		}
		else if (PulsedInputState.menu[KEY_MENU_DOWN])
		{
			if (NewState == QUIT_GAME)
				NewState = START_NEW_GAME;
			else
				++NewState;
		}
		if (NewState != pMS->CurState)
		{
			BatchGraphics ();
			DrawRestartMenu (pMS, NewState, pMS->CurFrame);
			UnbatchGraphics ();
			pMS->CurState = NewState;
		}

		LastInputTime = GetTimeCounter ();
	}
	else if (PulsedInputState.menu[KEY_MENU_LEFT] ||
			PulsedInputState.menu[KEY_MENU_RIGHT])
	{	// Does nothing, but counts as input for timeout purposes
		LastInputTime = GetTimeCounter ();
	}
	else if (MouseButtonDown)
	{
		Flash_pause(pMS->flashContext);
		DoPopupWindow (GAME_STRING (MAINMENU_STRING_BASE + 54));
				// Mouse not supported message
		SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN, MENU_SOUND_SELECT);	
		SetTransitionSource (NULL);
		BatchGraphics ();
		DrawRestartMenuGraphic (pMS);
		DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame);
		ScreenTransition (3, NULL);
		UnbatchGraphics ();
		Flash_continue(pMS->flashContext);

		LastInputTime = GetTimeCounter ();
	}
	else
	{	// No input received, check if timed out
		if (GetTimeCounter () - LastInputTime > InactTimeOut)
		{
			SleepThreadUntil (FadeMusic (0, ONE_SECOND));
			StopMusic ();
			FadeMusic (NORMAL_VOLUME, 0);

			GLOBAL (CurrentActivity) = (ACTIVITY)~0;
			return FALSE;
		}
	}

	SleepThreadUntil (TimeIn + ONE_SECOND / 30);

	return TRUE;
}
bool JResourceManager::LoadResource(const string& resourceName)
{
	string path = /*mResourceRoot + */resourceName;

//	TiXmlDocument doc(path.c_str());
//	
//	if (!doc.LoadFile()) return false;
	
	JGE *engine = JGE::GetInstance();
	if (engine == NULL) return false;

	JFileSystem *fileSystem = JFileSystem::GetInstance();
	if (fileSystem == NULL) return false;

	if (!fileSystem->OpenFile(path.c_str())) return false;

	int size = fileSystem->GetFileSize();
	char *xmlBuffer = new char[size];
	fileSystem->ReadFile(xmlBuffer, size);

	TiXmlDocument doc;
	doc.Parse(xmlBuffer);

	TiXmlNode* resource = 0;
	TiXmlNode* node = 0;
	TiXmlElement* element = 0;

	resource = doc.FirstChild("resource"); 
	if (resource)
	{
		element = resource->ToElement();
		printf("---- Loading %s:%s\n", element->Value(), element->Attribute("name"));

		for (node = resource->FirstChild(); node; node = node->NextSibling())
		{
			element = node->ToElement();
			if (element != NULL)
			{
				if (strcmp(element->Value(), "texture")==0)
				{
					CreateTexture(element->Attribute("name"));
				}
				else if (strcmp(element->Value(), "quad")==0)
				{
					string quadName = element->Attribute("name");
					string textureName = element->Attribute("texture");
					float x = 0.0f;
					float y = 0.0f;
					float width = 16.0f;
					float height = 16.0f;
					float value;
					float hotspotX = 0.0f;
					float hotspotY = 0.0f;
					
					if (element->QueryFloatAttribute("x", &value) == TIXML_SUCCESS)
						x = value;
					
					if (element->QueryFloatAttribute("y", &value) == TIXML_SUCCESS)
						y = value;

					if (element->QueryFloatAttribute("width", &value) == TIXML_SUCCESS)
						width = value;

					if (element->QueryFloatAttribute("height", &value) == TIXML_SUCCESS)
						height = value;

					if (element->QueryFloatAttribute("w", &value) == TIXML_SUCCESS)
						width = value;

					if (element->QueryFloatAttribute("h", &value) == TIXML_SUCCESS)
						height = value;

					if (element->QueryFloatAttribute("hotspot.x", &value) == TIXML_SUCCESS)
						hotspotX = value;
					else
						hotspotX = width/2;

					if (element->QueryFloatAttribute("hotspot.y", &value) == TIXML_SUCCESS)
						hotspotY = value;
					else
						hotspotY = height/2;

// 					if (element->QueryFloatAttribute("regx", &value) == TIXML_SUCCESS)
// 						hotspotX = width/2;
// 
// 					if (element->QueryFloatAttribute("regy", &value) == TIXML_SUCCESS)
// 						hotspotY = height/2;
				
					int id = CreateQuad(quadName, textureName, x, y, width, height);
					if (id != INVALID_ID)
					{
						GetQuad(id)->SetHotSpot(hotspotX, hotspotY);
					}
				}
				else if (strcmp(element->Value(), "font")==0)
				{
				}
				else if (strcmp(element->Value(), "music")==0)
				{
					LoadMusic(element->Attribute("name"));
				}
				else if (strcmp(element->Value(), "sample")==0)
				{
					LoadSample(element->Attribute("name"));
				}
// 				else if (strcmp(element->Value(), "effect")==0)
// 				{
// 					RegisterParticleEffect(element->Attribute("name"));
// 				}
// 				else if (strcmp(element->Value(), "motion_emitter")==0)
// 				{
// 					RegisterMotionEmitter(element->Attribute("name"));
// 				}
			}
		}
		
	}
	
	fileSystem->CloseFile();
	delete[] xmlBuffer;
//	JGERelease();

	return true;
}
Example #28
0
static BOOLEAN
DoRestart (MENU_STATE *pMS)
{
	static TimeCount LastInputTime;
	static TimeCount InactTimeOut;
	TimeCount TimeIn = GetTimeCounter ();

	/* Cancel any presses of the Pause key. */
	GamePaused = FALSE;

	if (pMS->Initialized)
		Flash_process(pMS->flashContext);

	if (!pMS->Initialized)
	{
		if (pMS->hMusic)
		{
			StopMusic ();
			DestroyMusic (pMS->hMusic);
			pMS->hMusic = 0;
		}
		pMS->hMusic = LoadMusic (MAINMENU_MUSIC);
		InactTimeOut = (pMS->hMusic ? 120 : 20) * ONE_SECOND;
		pMS->flashContext = Flash_createOverlay (ScreenContext,
				NULL, NULL);
		Flash_setMergeFactors (pMS->flashContext, -3, 3, 16);
		Flash_setSpeed (pMS->flashContext, (6 * ONE_SECOND) / 16, 0,
				(6 * ONE_SECOND) / 16, 0);
		Flash_setFrameTime (pMS->flashContext, ONE_SECOND / 16);
		Flash_setState(pMS->flashContext, FlashState_fadeIn,
				(3 * ONE_SECOND) / 16);
		DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame, FALSE);
		Flash_start (pMS->flashContext);
		PlayMusic (pMS->hMusic, TRUE, 1);
		LastInputTime = GetTimeCounter ();
		pMS->Initialized = TRUE;

		SleepThreadUntil (FadeScreen (FadeAllToColor, ONE_SECOND / 2));
	}
	else if (GLOBAL (CurrentActivity) & CHECK_ABORT)
	{
		return FALSE;
	}
	else if (PulsedInputState.menu[KEY_MENU_SELECT])
	{
		//BYTE fade_buf[1];
		COUNT oldresfactor;
		BOOLEAN packsInstalled;
		
		if (resolutionFactor == 0)
			packsInstalled = TRUE;
		else if (resolutionFactor == 1 && hires2xPackPresent)
			packsInstalled = TRUE;
		else if (resolutionFactor == 2 && hires4xPackPresent)
			packsInstalled = TRUE;
		else
			packsInstalled = FALSE;
		
		switch (pMS->CurState)
		{
			case LOAD_SAVED_GAME:
				if (resFactorWasChanged)
				{
					LockMutex (GraphicsLock);
					SetFlashRect (NULL);
					UnlockMutex (GraphicsLock);
					DoPopupWindow (GAME_STRING (MAINMENU_STRING_BASE + 35));
					// Got to restart -message
					SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN, MENU_SOUND_SELECT);	
					SetTransitionSource (NULL);
					BatchGraphics ();
					DrawRestartMenuGraphic (pMS);
					DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame, FALSE);
					ScreenTransition (3, NULL);
					UnbatchGraphics ();
					//fade_buf[0] = FadeAllToBlack;
					//SleepThreadUntil (XFormColorMap ((COLORMAPPTR)fade_buf, ONE_SECOND / 2));
					SleepThreadUntil (FadeScreen(FadeAllToBlack, ONE_SECOND / 2));
					GLOBAL (CurrentActivity) = CHECK_ABORT;
				}
				else if (!packsInstalled)
				{
					Flash_pause(pMS->flashContext);
					DoPopupWindow (GAME_STRING (MAINMENU_STRING_BASE + 35 + resolutionFactor));
					// Could not find graphics pack - message
					SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN, MENU_SOUND_SELECT);	
					SetTransitionSource (NULL);
					BatchGraphics ();
					DrawRestartMenuGraphic (pMS);
					DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame, FALSE);
					ScreenTransition (3, NULL);
					UnbatchGraphics ();
					Flash_continue(pMS->flashContext);
					SleepThreadUntil (TimeIn + ONE_SECOND / 30);
					return TRUE;
				}
				else
				{
					LastActivity = CHECK_LOAD;
					GLOBAL (CurrentActivity) = IN_INTERPLANETARY;
				}
				break;
			case START_NEW_GAME:
				if (resFactorWasChanged)
				{
					LockMutex (GraphicsLock);
					SetFlashRect (NULL);
					UnlockMutex (GraphicsLock);
					DoPopupWindow (GAME_STRING (MAINMENU_STRING_BASE + 35));
					// Got to restart -message
					SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN, MENU_SOUND_SELECT);	
					SetTransitionSource (NULL);
					BatchGraphics ();
					DrawRestartMenuGraphic (pMS);
					DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame, FALSE);
					ScreenTransition (3, NULL);
					UnbatchGraphics ();
					//fade_buf[0] = FadeAllToBlack;
					//SleepThreadUntil (XFormColorMap ((COLORMAPPTR)fade_buf, ONE_SECOND / 2));
					SleepThreadUntil (FadeScreen(FadeAllToBlack, ONE_SECOND / 2));
					GLOBAL (CurrentActivity) = CHECK_ABORT;
				}
				else if (!packsInstalled)
				{
					Flash_pause(pMS->flashContext);
					DoPopupWindow (GAME_STRING (MAINMENU_STRING_BASE + 35 + resolutionFactor));
					// Could not find graphics pack - message
					SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN, MENU_SOUND_SELECT);	
					SetTransitionSource (NULL);
					BatchGraphics ();
					DrawRestartMenuGraphic (pMS);
					DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame, FALSE);
					ScreenTransition (3, NULL);
					UnbatchGraphics ();
					Flash_continue(pMS->flashContext);
					SleepThreadUntil (TimeIn + ONE_SECOND / 30);
					return TRUE;
				}
				else
				{
					LastActivity = CHECK_LOAD | CHECK_RESTART;
					GLOBAL (CurrentActivity) = IN_INTERPLANETARY;
				}				
				break;
			case PLAY_SUPER_MELEE:
				if (resFactorWasChanged)
				{
					LockMutex (GraphicsLock);
					SetFlashRect (NULL);
					UnlockMutex (GraphicsLock);
					DoPopupWindow (GAME_STRING (MAINMENU_STRING_BASE + 35));
					// Got to restart -message
					SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN, MENU_SOUND_SELECT);	
					SetTransitionSource (NULL);
					BatchGraphics ();
					DrawRestartMenuGraphic (pMS);
					DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame, FALSE);
					ScreenTransition (3, NULL);
					UnbatchGraphics ();
					//fade_buf[0] = FadeAllToBlack;
					//SleepThreadUntil (XFormColorMap ((COLORMAPPTR)fade_buf, ONE_SECOND / 2));
					SleepThreadUntil (FadeScreen(FadeAllToBlack, ONE_SECOND / 2));
					GLOBAL (CurrentActivity) = CHECK_ABORT;
				}
				else if (!packsInstalled)
				{
					Flash_pause(pMS->flashContext);
					DoPopupWindow (GAME_STRING (MAINMENU_STRING_BASE + 35 + resolutionFactor));
					// Could not find graphics pack - message
					SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN, MENU_SOUND_SELECT);	
					SetTransitionSource (NULL);
					BatchGraphics ();
					DrawRestartMenuGraphic (pMS);
					DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame, FALSE);
					ScreenTransition (3, NULL);
					UnbatchGraphics ();
					Flash_continue(pMS->flashContext);
					SleepThreadUntil (TimeIn + ONE_SECOND / 30);
					return TRUE;
				}
				else
				{
					GLOBAL (CurrentActivity) = SUPER_MELEE;
				}
				break;
			case SETUP_GAME:
				oldresfactor = resolutionFactor;
				Flash_pause(pMS->flashContext);
				Flash_setState(pMS->flashContext, FlashState_fadeIn,
						(3 * ONE_SECOND) / 16);
				SetupMenu ();
				SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN,
						MENU_SOUND_SELECT);
				LastInputTime = GetTimeCounter ();
				SetTransitionSource (NULL);
				BatchGraphics ();
				DrawRestartMenuGraphic (pMS);
				ScreenTransition (3, NULL);
				
				// JMS_GFX: This prevents drawing an annoying wrong-sized "Setup" frame when changing resolution. 
				if (oldresfactor < resolutionFactor)
					DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame, TRUE);
				
				DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame, FALSE);
				Flash_continue(pMS->flashContext);
				UnbatchGraphics ();
				return TRUE;
			case QUIT_GAME:
				SleepThreadUntil (FadeScreen (FadeAllToBlack, ONE_SECOND / 2));
				GLOBAL (CurrentActivity) = CHECK_ABORT;
				break;
		}

		Flash_pause(pMS->flashContext);

		return FALSE;
	}
	else if (PulsedInputState.menu[KEY_MENU_UP] ||
			PulsedInputState.menu[KEY_MENU_DOWN])
	{
		BYTE NewState;

		NewState = pMS->CurState;
		if (PulsedInputState.menu[KEY_MENU_UP])
		{
			if (NewState == START_NEW_GAME)
				NewState = QUIT_GAME;
			else
				--NewState;
		}
		else if (PulsedInputState.menu[KEY_MENU_DOWN])
		{
			if (NewState == QUIT_GAME)
				NewState = START_NEW_GAME;
			else
				++NewState;
		}
		if (NewState != pMS->CurState)
		{
			BatchGraphics ();
			DrawRestartMenu (pMS, NewState, pMS->CurFrame, FALSE);
			UnbatchGraphics ();
			pMS->CurState = NewState;
		}

		LastInputTime = GetTimeCounter ();
	}
	else if (PulsedInputState.menu[KEY_MENU_LEFT] ||
			PulsedInputState.menu[KEY_MENU_RIGHT])
	{	// Does nothing, but counts as input for timeout purposes
		LastInputTime = GetTimeCounter ();
	}
	else if (MouseButtonDown)
	{
		Flash_pause(pMS->flashContext);
		DoPopupWindow (GAME_STRING (MAINMENU_STRING_BASE + 54));
				// Mouse not supported message
		SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN, MENU_SOUND_SELECT);	
		SetTransitionSource (NULL);
		BatchGraphics ();
		DrawRestartMenuGraphic (pMS);
		DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame, FALSE);
		ScreenTransition (3, NULL);
		UnbatchGraphics ();
		Flash_continue(pMS->flashContext);

		LastInputTime = GetTimeCounter ();
	}
	else
	{	// No input received, check if timed out
		if (GetTimeCounter () - LastInputTime > InactTimeOut)
		{
			SleepThreadUntil (FadeMusic (0, ONE_SECOND));
			StopMusic ();
			FadeMusic (NORMAL_VOLUME, 0);

			GLOBAL (CurrentActivity) = (ACTIVITY)~0;
			return FALSE;
		}
	}

	SleepThreadUntil (TimeIn + ONE_SECOND / 30);

	return TRUE;
}
Example #29
0
int main(int argc, char *argv[])
{
    enum { GAME_COMPUTER, GAME_NETWORK, GAME_UNKNOWN } game_type = GAME_UNKNOWN;
    char *remote_address = NULL;
    int remote_port;
    int i;
	
    if (argc < 2) {
	printf("Penguin Warrior\n");
	printf("Usage: pw [ mode ] [ option ... ]\n");
	printf("  Game modes (choose one):\n");
	printf("    --computer\n");
	printf("    --client <remote ip address>\n");
	printf("    --server <port number>\n");
	printf("  Display options, for tweaking and experimenting:\n");
	printf("    --fullscreen\n");
	printf("    --hwsurface  (use an SDL hardware surface if possible)\n");
	printf("    --doublebuf  (use SDL double buffering if possible)\n");
	printf("  The display options default to a windowed, software buffer.\n");
	exit(EXIT_FAILURE);
    }

    /* Process command line arguments. There are plenty of libraries for command
       line processing, but our needs are simple in this case. */
    for (i = 0; i < argc; i++) {

	/* Networked or scripted opponent? */
	if (!strcmp(argv[i], "--computer")) {
	    game_type = GAME_COMPUTER;
	    continue;
	} else if (!strcmp(argv[i], "--client")) {
	    game_type = GAME_NETWORK;
	    if (i + 2 >= argc) {
		printf("You must supply an IP address "\
		       "and port number for network games.\n");
		exit(EXIT_FAILURE);
	    }
	    remote_address = argv[i+1];
	    remote_port = atoi(argv[i+2]);
	    i++;
	    continue;

	} else if (!strcmp(argv[i], "--server")) {
	    game_type = GAME_NETWORK;
	    if (++i >= argc) {
		printf("You must supply a port number "\
		       "for --server.\n");
		exit(EXIT_FAILURE);
	    }
	    remote_port = atoi(argv[i]);
	    continue;
			
	    /* Display-related options */
	} else if (!strcmp(argv[i], "--hwsurface")) {
	    hwsurface = 1;
	} else if (!strcmp(argv[i], "--doublebuf")) {
	    doublebuf = 1;
	} else if (!strcmp(argv[i], "--fullscreen")) {
	    fullscreen = 1;
	}
    }

    /* If this is a network game, make a connection. */
    if (game_type == GAME_NETWORK) {

	/* If there's no remote address, the user selected
	   server mode. */
	if (remote_address == NULL) {
	    if (WaitNetgameConnection(remote_port,
				      &netlink) != 0) {
		printf("Unable to receive connection.\n");
		exit(EXIT_FAILURE);
	    }
	} else {
	    if (ConnectToNetgame(remote_address, remote_port,
				 &netlink) != 0) {
		printf("Unable to connect.\n");
		exit(EXIT_FAILURE);
	    }
	}

	opponent_type = OPP_NETWORK;
	printf("Playing in network game against %s.\n", netlink.dotted_ip);

    } else if (game_type == GAME_COMPUTER) {

	opponent_type = OPP_COMPUTER;
	printf("Playing against the computer.\n");

    } else {

	printf("No game type selected.\n");
	exit(EXIT_FAILURE);

    }
	
    /* Initialize our random number generator. */
    initrandom();

    /* Create a mutex to protect the player data. */
    player_mutex = SDL_CreateMutex();
    if (player_mutex == NULL) {
	fprintf(stderr, "Unable to create mutex: %s\n",
		SDL_GetError());
    }

    /* Start our scripting engine. */
    InitScripting();
    if (LoadGameScript("pw.tcl") != 0) {
	fprintf(stderr, "Exiting due to script error.\n");
	exit(EXIT_FAILURE);
    }

    /* Fire up SDL. */
    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
	printf("Unable to initialize SDL: %s\n", SDL_GetError());
	exit(EXIT_FAILURE);
    }
    atexit(SDL_Quit);
	
    /* Set an appropriate 16-bit video mode. */
    if (SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 16,
			 (hwsurface ? SDL_HWSURFACE : SDL_SWSURFACE) |
			 (doublebuf ? SDL_DOUBLEBUF : 0) |
			 (fullscreen ? SDL_FULLSCREEN : 0)) == NULL) {
	printf("Unable to set video mode: %s\n", SDL_GetError());
	exit(EXIT_FAILURE);
    }
	
    /* Save the screen pointer for later use. */
    screen = SDL_GetVideoSurface();
	
    /* Set the window caption to the name of the game. */
    SDL_WM_SetCaption("Penguin Warrior", "Penguin Warrior");
	
    /* Hide the mouse pointer. */
    SDL_ShowCursor(0);

    /* Initialize the status display. */
    if (InitStatusDisplay() < 0) {
	printf("Unable to initialize status display.\n");
	exit(EXIT_FAILURE);
    }
		
    /* Start the OpenAL-based audio system. */
    InitAudio();

    /* Initialize music and give the music system a file. */
    InitMusic();
    if (LoadMusic("reflux.ogg") < 0) {
	/* If that failed, don't worry about it. */
	printf("Unable to load reflux.ogg.\n");
    }

    /* Load the game's data into globals. */
    LoadGameData();

    /* Initialize the background starfield. */
    InitBackground();

    /* Start the network thread. */
    if (game_type == GAME_NETWORK) {
	network_thread = SDL_CreateThread(NetworkThread, NULL);
	if (network_thread == NULL) {
	    printf("Unable to start network thread: %s\n",
		   SDL_GetError());
	    exit(EXIT_FAILURE);
	}
    }
	
    /* Play! */
    InitPlayer(&player);
    InitPlayer(&opponent);
    PlayGame();

    /* Kill the network thread. */
    if (game_type == GAME_NETWORK) {
	SDL_KillThread(network_thread);
    }

    /* Close the network connection. */
    if (game_type == GAME_NETWORK)
	CloseNetgameLink(&netlink);

    /* Unhide the mouse pointer. */
    SDL_ShowCursor(1);
	
    /* Clean up the status display. */
    CleanupStatusDisplay();

    /* Unload data. */
    UnloadGameData();
	
    /* Shut down our scripting engine. */
    CleanupScripting();

    /* Get rid of the mutex. */
    SDL_DestroyMutex(player_mutex);

    /* Shut down audio. */
    CleanupMusic();
    CleanupAudio();

    return 0;
}
Example #30
0
RACE_DESC *
load_ship (SPECIES_ID SpeciesID, BOOLEAN LoadBattleData)
{
    RACE_DESC *RDPtr = 0;
    void *CodeRef;

    if (SpeciesID >= NUM_SPECIES_ID)
        return NULL;

    CodeRef = CaptureCodeRes (LoadCodeRes (code_resources[SpeciesID]),
                              &GlobData, (void **)(&RDPtr));

    if (!CodeRef)
        goto BadLoad;
    RDPtr->CodeRef = CodeRef;

    if (RDPtr->ship_info.icons_rsc != NULL_RESOURCE)
    {
        RDPtr->ship_info.icons = CaptureDrawable (LoadGraphic (
                                     RDPtr->ship_info.icons_rsc));
        if (!RDPtr->ship_info.icons)
        {
            /* goto BadLoad */
        }
    }

    if (RDPtr->ship_info.melee_icon_rsc != NULL_RESOURCE)
    {
        RDPtr->ship_info.melee_icon = CaptureDrawable (LoadGraphic (
                                          RDPtr->ship_info.melee_icon_rsc));
        if (!RDPtr->ship_info.melee_icon)
        {
            /* goto BadLoad */
        }
    }

    if (RDPtr->ship_info.race_strings_rsc != NULL_RESOURCE)
    {
        RDPtr->ship_info.race_strings =	CaptureStringTable (LoadStringTable (
                                            RDPtr->ship_info.race_strings_rsc));
        if (!RDPtr->ship_info.race_strings)
        {
            /* goto BadLoad */
        }
    }

    if (LoadBattleData)
    {
        DATA_STUFF *RawPtr = &RDPtr->ship_data;
        if (!load_animation (RawPtr->ship,
                             RawPtr->ship_rsc[0],
                             RawPtr->ship_rsc[1],
                             RawPtr->ship_rsc[2]))
            goto BadLoad;

        if (RawPtr->weapon_rsc[0] != NULL_RESOURCE)
        {
            if (!load_animation (RawPtr->weapon,
                                 RawPtr->weapon_rsc[0],
                                 RawPtr->weapon_rsc[1],
                                 RawPtr->weapon_rsc[2]))
                goto BadLoad;
        }

        if (RawPtr->special_rsc[0] != NULL_RESOURCE)
        {
            if (!load_animation (RawPtr->special,
                                 RawPtr->special_rsc[0],
                                 RawPtr->special_rsc[1],
                                 RawPtr->special_rsc[2]))
                goto BadLoad;
        }

        if (RawPtr->captain_control.captain_rsc != NULL_RESOURCE)
        {
            RawPtr->captain_control.background = CaptureDrawable (LoadGraphic (
                    RawPtr->captain_control.captain_rsc));
            if (!RawPtr->captain_control.background)
                goto BadLoad;
        }

        if (RawPtr->victory_ditty_rsc != NULL_RESOURCE)
        {
            RawPtr->victory_ditty =
                LoadMusic (RawPtr->victory_ditty_rsc);
            if (!RawPtr->victory_ditty)
                goto BadLoad;
        }

        if (RawPtr->ship_sounds_rsc != NULL_RESOURCE)
        {
            RawPtr->ship_sounds = CaptureSound (
                                      LoadSound (RawPtr->ship_sounds_rsc));
            if (!RawPtr->ship_sounds)
                goto BadLoad;
        }
    }

ExitFunc:
    return RDPtr;

    // TODO: We should really free the resources that did load here
BadLoad:
    if (CodeRef)
        DestroyCodeRes (ReleaseCodeRes (CodeRef));

    RDPtr = 0; /* failed */

    goto ExitFunc;
}