// Used by wizard fade in/out function
bool Scheduler::fadeLoop()
{
	SDL_Event event;
	viewer.displayCopyright();
	viewer.displayWelcomeMessage();

	// Start buzz
	Mix_Volume(viewer.fadChannel, 0);
	Mix_PlayChannel(viewer.fadChannel, creature.buzz, -1);
	
	while(true)
	{
		if ( keyCheck() )
		{
			viewer.clearArea(&viewer.TXTPRI);
			while(SDL_PollEvent(&event))
			{
				; // clear event buffer
			}

			// Stop buzz
			Mix_HaltChannel(viewer.fadChannel);

			return false;	// auto-play mode off == start demo game
		}
		if ( viewer.draw_fade() )
		{
			// Stop buzz
			Mix_HaltChannel(viewer.fadChannel);

			return true;	// auto-play mode on == start regular game
		}
	}
}
Example #2
0
void dodGame::Restart()
{
	Uint32 ticks1, ticks2;

	object.Reset();
	creature.Reset();
	parser.Reset();
	player.Reset();
	scheduler.Reset();
	viewer.Reset();
	hasWon = false;

	dungeon.VFTPTR = 0;
	scheduler.SYSTCB();
	object.CreateAll();
	player.HBEATF = 0;
	player.setInitialObjects(false);
	viewer.displayPrepare();
	viewer.displayCopyright();
	viewer.display_mode = Viewer::MODE_TITLE;
	viewer.draw_game();

	// Delay with "PREPARE!" on screen
	ticks1 = SDL_GetTicks();
	do
	{
		oslink.process_events();
		ticks2 = SDL_GetTicks();
	} while (ticks2 < ticks1 + 2500);
	
	creature.NEWLVL();
	INIVU();
	viewer.PROMPT();
}