Exemple #1
0
int main(int argc, char *argv[])
{
  {
    int i;

    if((argc - 1) % 2)
      goto help;

    for(i = 1; i < argc - 1; i += 2)
      if(!editing && (!strcmp(argv[i], "-e") || !strcmp(argv[i], "--edit")))
	editing = argv[i+1];
      else if(!layout_title[0] && (!strcmp(argv[i], "-t") || !strcmp(argv[i], "--title")))
      {
	bzero(layout_title, 55);
	strncpy(layout_title, argv[i+1], 54);
      }
      else
      {
help:
	printf("usage: mahjong [--edit <layout> [--title <layout title>]]\n");
	return 0;
      }
  }

  srand(time(NULL));
  allegro_init();

  {
    int x, y, z;
    for(x = 16; x--;)
    for(y =  9; y--;)
    for(z =  3; z--;)
      pieceInit(board[x][y][z], x, y, z);
  }

  set_color_depth(SCREEN_DEPTH);

  if(set_gfx_mode(GFX_AUTODETECT_WINDOWED,
      SCREEN_WIDTH,   SCREEN_HEIGHT,
      SCREEN_WIDTH*2, SCREEN_HEIGHT) < 0)
  {
    fprintf(stderr, "fatal: %s\n", allegro_error);
    exit(1);
  }

#ifdef ALLEGRO_WINDOWS
  set_display_switch_callback(SWITCH_IN, update);
#endif

  left_view =
    create_sub_bitmap(screen, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
  right_view =
    create_sub_bitmap(screen, SCREEN_WIDTH, 0, SCREEN_WIDTH, SCREEN_HEIGHT);

  // init colors
    BACKGROUND_COLOR = makecol32(0x2F, 0x5F, 0x2F); // soft green
      SELECTED_COLOR = makecol32(0x00, 0xDF, 0x00); // green
  OLD_SELECTED_COLOR = makecol32(0x00, 0xBF, 0xBF); // cyan

  // load data
  {
    DATAFILE *data = load_datafile("#");
    new_game   = data[NEW_GAME_BMP].dat;
    undo       = data[UNDO_BMP].dat;
    help       = data[HELP_BMP].dat;
    quit       = data[QUIT_BMP].dat;
    tile       = data[TILE_BMP].dat;
    number[ 0] = data[BLACK1_BMP].dat;
    number[ 2] = data[BLACK2_BMP].dat;
    number[ 4] = data[BLACK3_BMP].dat;
    number[ 6] = data[BLACK4_BMP].dat;
    number[ 8] = data[BLACK5_BMP].dat;
    number[10] = data[BLACK6_BMP].dat;
    number[12] = data[BLACK7_BMP].dat;
    number[14] = data[BLACK8_BMP].dat;
    number[16] = data[BLACK9_BMP].dat;
    number[ 1] = data[RED1_BMP].dat;
    number[ 3] = data[RED2_BMP].dat;
    number[ 5] = data[RED3_BMP].dat;
    number[ 7] = data[RED4_BMP].dat;
    number[ 9] = data[RED5_BMP].dat;
    number[11] = data[RED6_BMP].dat;
    number[13] = data[RED7_BMP].dat;
    number[15] = data[RED8_BMP].dat;
    number[17] = data[RED9_BMP].dat;
    suit[0]    = data[SPADE_BMP].dat;
    suit[1]    = data[CLUB_BMP].dat;
    suit[2]    = data[DIAMOND_BMP].dat;
    suit[3]    = data[HEART_BMP].dat;
    layouts[0] = data[BLOCK_LYT].dat;
    layouts[1] = data[FLAT_LYT].dat;
    layouts[2] = data[FROGGER_LYT].dat;
    layouts[3] = data[PRECIOUS_LYT].dat;
    layouts[4] = data[PTRAD_LYT].dat;
    layouts[5] = data[PYRAMID_LYT].dat;
    layouts[6] = data[STEPS_LYT].dat;
    layouts[7] = data[THETA_LYT].dat;
  }

  scroll_screen(SCREEN_WIDTH, 0);
  current_view = right_view;

  install_timer();
  install_mouse();
  install_keyboard();
  show_mouse(current_view);

  text_mode(BACKGROUND_COLOR);

  if(!editing)
  {
    defaultLayout();

    if(alert("Our Own Version of Mahjong Solitaire, v0.1.4", NULL,
	     "Copyright (c) 2001 Eric Mulvaney, Michelle Bondy",
	     "Play", "Edit", 0, 0) == 2
	&& file_select_ex("Please select layout file to edit:", path, "lyt",
	    PATH_LENGTH-1, OLD_FILESEL_WIDTH, OLD_FILESEL_HEIGHT))
    {
      int x, y, z;

      editing = path;

      for(x = 16; x--;)
      for(y =  9; y--;)
      for(z =  3; z--;)
	board[x][y][z].value = EMPTY;
    }
  }

  mouse_callback = editing ? mouse_handler_for_editing : mouse_handler;

  if(editing)
  {
    Layout data;
    FILE *file = fopen(editing, "r");

    if(file)
    {
      if(fread(&data, sizeof(Layout), 1, file))
      {
	int x, y, z;

	if(!layout_title[0])
	  memcpy(layout_title, data.title, 55);

	for(x = 16; x--;)
	for(y =  9; y--;)
	for(z = (data.board[x][y] > 3) ? 3 : data.board[x][y]; z--;)
	{
	  board[x][y][z].value = BLANK;
	  if(!--n_pieces_left)
	    goto skip;
	}
      }
skip:
      fclose(file);
    }

    update();
  }

  click_ready = 0;
  while(1) // game loop
  {
    if(click_ready)
    {
      int x = click_x - (BOARD_XOFF - 2 * EDGE_WIDTH );
      int y = click_y - (BOARD_YOFF - 2 * EDGE_HEIGHT);
      int z;

      for(z = 3; x > 0 && y > 0 && z--; x -= EDGE_WIDTH, y -= EDGE_HEIGHT)
      {
	int i = x / FACE_WIDTH;
	int j = y / FACE_HEIGHT;

	if(i >= 16 || j >= 9)
	  continue;

	if(editing)
	{
	  if(click_ready == 1 && board[i][j][z].value == EMPTY)
	  {
	    if((z == 0 || board[i][j][z-1].value != EMPTY) && n_pieces_left)
	    {
	      n_pieces_left--;
	      board[i][j][z].value = BLANK;
	      updatePiece(&board[i][j][z]);
	      goto event_handled;
	    }
	  }
	  else if(click_ready == 2 && board[i][j][z].value != EMPTY)
	  {
	    if(z == 2 || board[i][j][z+1].value == EMPTY)
	    {
	      board[i][j][z].value = EMPTY;
	      n_pieces_left++;
	      updatePiece(&board[i][j][z]);
	      goto event_handled;
	    }
	  }
	}
	else if(selectPiece(&board[i][j][z]))
	{
	  if(!n_pairs_remaining)
	  {
	    if(current_view != left_view)
	      update();

	    if(alert("Congratulations!	You won!",
		     "Play another?",
		     NULL, "Yes", "No", 0, 0) == 1)
	      newGame();
	    else
	      return 0;
	  }

	  goto event_handled;
	}
      }

      if(click_y < BUTTON_YOFF + BUTTON_HEIGHT && click_y > BUTTON_YOFF)
      {
	if(editing)
	{
	  if(click_x > NEW_GAME_BUTTON_X1 && click_x < NEW_GAME_BUTTON_X2)
	  {
	    if(n_pieces_left == 144)
	      goto event_handled;

	    if(current_view != left_view)
	      update();

	    if(alert("Are you sure you want to clear the current Layout?",
		     NULL, NULL, "Yes", "No", 0, 0) == 1)
	    {
	      int x, y, z;
	      for(x = 16; x--;)
	      for(y =  9; y--;)
	      for(z =  3; z--;)
		board[x][y][z].value = EMPTY;
	      n_pieces_left = 144;
	      update();
	    }
	  }
	  else if(click_x > QUIT_BUTTON_X1 && click_x < QUIT_BUTTON_X2)
	  {
	    int ync;

	    if(current_view != left_view)
	      update();

	    if(n_pieces_left)
	      ync = alert3("WARNING: Layout is incomplete.",
			   NULL,
			   "Do you wish to save before exiting?",
			   "Yes", "No", "Cancel", 0, 0, 0);
	    else
	      ync = alert3("Do you wish to save before exiting?",
		    NULL, NULL, "Yes", "No", "Cancel", 0, 0, 0);

	    if(ync == 2)
	      return 0;
	    else if(ync == 1)
	    {
	      Layout data;
	      FILE *file;

	      memcpy(data.title, layout_title, 55);

	      data.complete = (n_pieces_left) ? 0 : 1;

	      if((file = fopen(editing, "w")))
	      {
		for(x = 16; x--;)
		for(y =  9; y--;)
		{
		  if	 (board[x][y][2].value == BLANK) data.board[x][y] = 3;
		  else if(board[x][y][1].value == BLANK) data.board[x][y] = 2;
		  else if(board[x][y][0].value == BLANK) data.board[x][y] = 1;
		  else					 data.board[x][y] = 0;
		}

		if(fwrite(&data, sizeof(Layout), 1, file))
		{
		  fclose(file);
		  return 0;
		}
		else
		  fclose(file);
	      }

	      if(alert("WARNING: Save failed!",
		       NULL,
		       "Do you still wish to exit?",
		       "Yes", "No", 0, 0) == 1)
		return 0;
	    }
	  }
	}
	else if(click_x > NEW_GAME_BUTTON_X1 && click_x < NEW_GAME_BUTTON_X2)
	  newGame();
	else if(click_x > UNDO_BUTTON_X1 && click_x < UNDO_BUTTON_X2)
	  undoMove();
	else if(click_x > HELP_BUTTON_X1 && click_x < HELP_BUTTON_X2)
	  giveHelp(1);
	else if(click_x > QUIT_BUTTON_X1 && click_x < QUIT_BUTTON_X2)
	{
	  if(current_view != left_view)
	    update();

	  if(alert("Are you sure you want to quit?",
	      NULL, NULL, "Yes", "No", 0, 0) == 1)
	    return 0;
	}
      }

event_handled:

      click_ready = 0;
    }
    else
      rest(100);
  }

  return 0;
}
Exemple #2
0
void GobStation::station_screen(GobPlayer *s)
{
	STACKTRACE;

	BITMAP *background = load_bitmap(data_full_path(background_pic).c_str(), NULL);
	if (!background) {
		message.print(1000, 15, "%s", background_pic);
		tw_error ("couldn't load station background");
	}
	game->window->lock();
	aa_set_mode(AA_DITHER);
	aa_stretch_blit(background, game->window->surface,
		0,0,background->w,background->h,
		game->window->x,game->window->y,game->window->w, game->window->h);
	game->window->unlock();
	while (true) {
		sprintf(dialog_string[0], "%03d Starbucks  %03d Buckazoids", s->starbucks, s->buckazoids);
		int r = 0;
		if (game->is_local(s->channel))
			r = tw_do_dialog(game->window, station_dialog, STATION_DIALOG_DEPART);
		game->log_int(s->channel, r);
		switch (r) {
			case STATION_DIALOG_UPGRADE:
			{
				upgrade_menu(this, s);
				aa_set_mode(AA_DITHER);
				aa_stretch_blit(background, game->window->surface,
					0,0,background->w,background->h,
					game->window->x,game->window->y,
					game->window->w, game->window->h);
			}
			break;
			case STATION_DIALOG_NEWSHIP:
			{
				buy_new_ship_menu(s);
			}
			break;
			case STATION_DIALOG_REPAIR:
			{
				if (s->ship->crew == s->ship->crew_max) {
					if (game->is_local(s->channel))
						alert("You don't need repairs", "", "", "Oh, okay", "I knew that", 0, 0);

					break;
				}
				int p = 0;
				if (game->is_local(s->channel))
					p = alert3("Which would you prefer", "to pay for your repairs", "", "1 &Starbuck", "1 &Buckazoid", "&Nothing!", 's', 'b', 'n');
				game->log_int(s->channel, p);
				switch (p) {
					case 1:
					{
						if (s->starbucks) {
							s->starbucks -= 1;
							s->ship->crew = s->ship->crew_max;
						}
						else {
							if (game->is_local(s->channel))
								alert("You don't have enough!", NULL, NULL, "&Shit", NULL, 's', 0);
						}
					}
					break;
					case 2:
					{
						if (s->buckazoids) {
							s->buckazoids -= 1;
							s->ship->crew = s->ship->crew_max;
						}
						else {
							if (game->is_local(s->channel))
								alert("You don't have enough!", NULL, NULL, "&Shit", NULL, 's', 0);
						}
					}
					break;
					case 3:
					{
						r = STATION_DIALOG_DEPART;
					}
					break;
				}
			}
			break;
		}
		if (r == STATION_DIALOG_DEPART || r == -1) break;
	}
	return;
}