Example #1
0
void menu()
{
	int choice;
	playerMenu();
	printf("Press Enter to continue\n");
	_getch();

	system("cls");
	initialize_game_board();
	printf("\n--------TIC-TAC-TOE MENU--------");
	printf("\n1 : Play with X");
	printf("\n2 : Play with O");
	printf("\n3 : View all players");
	printf("\n4 : View top ten players");
	printf("\n0 : Exit");
	printf("\nEnter your choice:>");
	scanf_s("%d", &choice);
	turn = 1;
	switch (choice)
	{
	case 1:
		player = 1;
		comp = 0;
		player_turn();
		break;
	case 2:
		player = 0;
		comp = 1;
		start_game();
		break;
	case 3:
		viewAllPlayers();
		menu();
		break;
	case 4:
		viewTopTenPlayers();
		menu();
		break;
	case 0:
		printPlayerList();
		playerMenu();
		break;
	default:
		menu();
	}
}
Example #2
0
    virtual void Enter()
    {
        tOutput title;
        title.SetTemplateParameter( 1, player->GetName() );
        title << "$team_menu_player_title";
        uMenu playerMenu( title );
        tArray<uMenuItem*> items;

        if ( !player->IsSpectating() )
        {
            items[ items.Len() ] = tNEW( gMenuItemSpectate ) ( &playerMenu, player );
        }

        if ( player->NextTeam()!=NULL)
        {
            items[items.Len()] = tNEW(gMenuItemSpectate) (&playerMenu, player);
        }

        // first pass add teams who probably can't be joined
        for ( int i = 0; i<eTeam::teams.Len(); i++ )
        {
            eTeam *team = eTeam::teams(i);
            if ( team && team != player->NextTeam() && !team->PlayerMayJoin( player ) )
            {
                items[ items.Len() ] = tNEW( gMenuItemPlayerTeam ) ( &playerMenu, player, team );
            }
        }
        // second pass add teams who probably can be joined
        // Note: these will appear above the unjoinable ones.
        for ( int i = 0; i<eTeam::teams.Len(); i++ )
        {
            eTeam *team = eTeam::teams(i);
            if ( team && team != player->NextTeam() && team->PlayerMayJoin( player ))
                items[ items.Len() ] = tNEW( gMenuItemPlayerTeam ) ( &playerMenu, player, team );
        }

        if ( player->IsSpectating() ||
            !( player->NextTeam() && player->NextTeam()->NumHumanPlayers() == 1 &&
               player->CurrentTeam() && player->CurrentTeam()->NumHumanPlayers() == 1 )
        )
        {
            items[ items.Len() ] = tNEW( gMenuItemNewTeam ) ( &playerMenu, player );
        }

        items[items.Len()] = tNEW ( gMenuItemSpacer ) ( &playerMenu );
        items[items.Len()] = tNEW ( gMenuItemStatus ) ( &playerMenu, player, false);
        items[items.Len()] = tNEW ( gMenuItemStatus ) ( &playerMenu, player, true);

        playerMenu.Enter();

        for ( int i = items.Len()-1; i>=0; --i )
        {
            delete items(i);
        }
    }
Example #3
0
int CruiseEngine::processInput() {
	int16 mouseX = 0;
	int16 mouseY = 0;
	int16 button = 0;

	/*if (inputSub1keyboad())
	 * {
	 * return 1;
	 * } */

	button = 0;

	if (sysKey != -1) {
		button = sysKey;
		mouseX = sysX;
		mouseY = sysY;
		sysKey = -1;
	} else if (automaticMode == 0) {
		getMouseStatus(&main10, &mouseX, &button, &mouseY);
	}

	if (!button) {
		buttonDown = 0;
	}

	// Check for Exit 'X' key
	if (keyboardCode == Common::KEYCODE_x)
		return 1;

	// Check for Pause 'P' key
	if (keyboardCode == Common::KEYCODE_p) {
		keyboardCode = Common::KEYCODE_INVALID;
		_vm->pauseEngine(true);
		mouseOff();

		bool pausedButtonDown = false;
		while (!_vm->shouldQuit()) {
			manageEvents();
			getMouseStatus(&main10, &mouseX, &button, &mouseY);

			if (button) pausedButtonDown = true;
			else if (pausedButtonDown)
				// Button released, so exit pause
				break;
			else if (keyboardCode != Common::KEYCODE_INVALID)
				break;

			g_system->delayMillis(10);
		}

		if (keyboardCode == Common::KEYCODE_x)
			// Exit the game
			return 1;

		keyboardCode = Common::KEYCODE_INVALID;
		_vm->pauseEngine(false);
		mouseOn();
		return 0;
	}

	// Player Menu - test for both buttons or the F10 key
	if (((button & CRS_MB_BOTH) == CRS_MB_BOTH) || (keyboardCode == Common::KEYCODE_F10)) {
		changeCursor(CURSOR_NORMAL);
		keyboardCode = Common::KEYCODE_INVALID;
		return (playerMenu(mouseX, mouseY));
	}

	if (userWait) {
		// Check for left mouse button click or Space to end user waiting
		if ((keyboardCode == Common::KEYCODE_SPACE) || (button == CRS_MB_LEFT))
			userWait = 0;

		keyboardCode = Common::KEYCODE_INVALID;
		return 0;
	}

	// Handle any changes in game speed
	if (_speedFlag) {
		if ((keyboardCode == Common::KEYCODE_KP_PLUS) && (_gameSpeed >= 30)) {
			_gameSpeed -= 10;
			keyboardCode = Common::KEYCODE_INVALID;
		}
		if ((keyboardCode == Common::KEYCODE_KP_MINUS) && (_gameSpeed <= 200)) {
			_gameSpeed += 10;
			keyboardCode = Common::KEYCODE_INVALID;
		}
	}

	if (!userEnabled) {
		return 0;
	}

	if ((currentActiveMenu != -1) && menuTable[currentActiveMenu]) {
		updateMenuMouse(mouseX, mouseY, menuTable[currentActiveMenu]);
	}

	if (dialogueEnabled) {

		if (menuDown || selectDown || linkedRelation) {
			closeAllMenu();
			menuDown = 0;
			selectDown = 0;
			currentActiveMenu = -1;
			changeCursor(CURSOR_NORMAL);
		}

		if ((menuTable[0] == NULL) && (!buttonDown)) {
			int dialogFound = createDialog(dialogueOvl, dialogueObj, xdial, 0);

			if (menuTable[0]) {
				if (dialogFound) {
					currentActiveMenu = 0;
				} else {
					freeMenu(menuTable[0]);
					menuTable[0] = NULL;
					currentActiveMenu = -1;
				}
			} else {
				menuDown = 0;
			}
		} else {
			if ((button & CRS_MB_LEFT) && (buttonDown == 0)) {
				if (menuTable[0]) {
					callRelation(getSelectedEntryInMenu(menuTable[0]), dialogueObj);

					freeMenu(menuTable[0]);
					menuTable[0] = NULL;

					if (linkedMsgList) {
						ASSERT(0);
						//					freeMsgList(linkedMsgList);
					}

					linkedMsgList = NULL;
					linkedRelation = NULL;

					changeCursor(CURSOR_NORMAL);
					currentActiveMenu = -1;
				}
				buttonDown = 1;
			}
		}

	} else if ((button & CRS_MB_LEFT) && (buttonDown == 0)) {
		// left click
		buttonDown = 1;

		// is there a relation
		if (linkedRelation) {
			// call sub relation when clicking on an object
			if (menuDown == 0) {
				if (menuTable[0]) {
					int objOvl;
					int objIdx;
					int objType;

					objType = findObject(mouseX, mouseY, &objOvl, &objIdx);

					if (objType != -1) {
						callSubRelation(linkedRelation, objOvl, objIdx);
					}
					freeMenu(menuTable[0]);
					menuTable[0] = NULL;
				}

				if (linkedMsgList) {
//					freeMsgList(linkedMsgList);
				}
				linkedMsgList = NULL;
				linkedRelation = NULL;
				changeCursor(CURSOR_NORMAL);
			} else { // call sub relation when clicking in inventory
				if (menuTable[0] && menuTable[1]) {
					menuElementSubStruct * p0 = getSelectedEntryInMenu(menuTable[1]);

					if (p0)
						callSubRelation(linkedRelation, p0->ovlIdx, p0->header);

					closeAllMenu();
					changeCursor(CURSOR_NORMAL);
				}
			}
			selectDown = 0;
			menuDown = 0;
		} else {
			// manage click on object menu
			if (menuDown == 0) {
				// Handle left click on an object
				if (menuTable[0] == 0) {
					int objOvl;
					int objIdx;
					int objType;

					objType = findObject(mouseX, mouseY, &objOvl, &objIdx);

					if (objType != -1) {
						int relation = findRelation(objOvl, objIdx, mouseX, mouseY);
						if (menuTable[0]) {
							if (relation) {
								currentActiveMenu = 0;
								selectDown = 1;
							} else {
								// object has a name but no relation, just move the character
								freeMenu(menuTable[0]);
								menuTable[0] = NULL;

								aniX = mouseX;
								aniY = mouseY;
								animationStart = true;
							}
						} else {
							aniX = mouseX;
							aniY = mouseY;
							animationStart = true;
						}
					} else {
						// No object found, we move the character to the cursor
						aniX = mouseX;
						aniY = mouseY;
						animationStart = true;
					}
				} else {
					// handle click in menu
					if (menuTable[0]) {
						menuElementSubStruct *pMenuElementSub = getSelectedEntryInMenu(menuTable[0]);

						callRelation(pMenuElementSub, -1);

						// if there is a linked relation, close menu
						if (!linkedRelation) {
							freeMenu(menuTable[0]);
							menuTable[0] = NULL;
							changeCursor(CURSOR_NORMAL);
						} else { // else create the message for the linked relation
							char text[80];
							strcpy(text, menuTable[0]->stringPtr);
							strcat(text, ":");
							strcat(text, currentMenuElement->string);
							linkedMsgList = renderText(320, (const char *)text);
							changeCursor(CURSOR_CROSS);
						}
					}

					currentActiveMenu = -1;
					selectDown = 0;
				}
			} else {
				// Handle left click in inventory
				if (processInventory()) {
					currentActiveMenu = 0;
					selectDown = 1;
					menuDown = 0;
				} else {
					currentActiveMenu = -1;
					menuDown = 0;
				}
			}
		}
	} else if ((button & CRS_MB_RIGHT) || (keyboardCode == Common::KEYCODE_F9)) {
		if (buttonDown == 0) {
			keyboardCode = Common::KEYCODE_INVALID;

			// close object menu if there is no linked relation
			if ((linkedRelation == 0) && (menuTable[0])) {
				freeMenu(menuTable[0]);
				menuTable[0] = NULL;
				selectDown = 0;
				menuDown = 0;
				currentActiveMenu = -1;
			}

			if ((!selectDown) && (!menuDown) && (menuTable[1] == NULL)) {
				buildInventory(mouseX, mouseY);

				if (menuTable[1]) {
					currentActiveMenu = 1;
					menuDown = 1;
				} else {
					menuDown = 1;
				}
			}
			buttonDown = 1;
		}
	}

	return 0;
}