void SetfieldHandler::handle(InPacket& recv) const { int32_t channel = recv.read_int(); int8_t mode1 = recv.read_byte(); int8_t mode2 = recv.read_byte(); if (mode1 == 0 && mode2 == 0) { change_map(recv, channel); } else { set_field(recv); } }
void boucle_principal(t_bal *bal, t_brick *brick, t_env *e) { t_seg s; while (1) { if (map_end(e)) change_map(e); if (glfwWindowShouldClose(e->window)) break ; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); draw_bricks(e, brick); draw_seg(&s, e); if (e->space == 0) bal->x1 = e->x_bar + 0.125; draw_circle(bal, e); draw_barre(e->x_bar, -0.90); if (e->space == 1 && e->pauz == 1) move_bal(bal, e); glfwSwapBuffers(e->window); glfwPollEvents(); } }
/*! \brief Load game * * Uh-huh. * PH 20030805 Made endian-safe * PH 20030914 Now ignores keyboard settings etc in the save file * \returns 1 if load succeeded, 0 otherwise */ static int load_game (void) { PACKFILE *sdat; int a; unsigned char tv; sprintf (strbuf, "sg%d.sav", save_ptr); sdat = pack_fopen (kqres (SAVE_DIR, strbuf), F_READ_PACKED); if (!sdat) { message (_("Could not load saved game."), 255, 0, 0, 0); return 0; } tv = pack_getc (sdat); if (tv == 92) a = load_game_92(sdat); else if (tv == 91) a = load_game_91(sdat); else { a = 0; message (_("Saved game format is not current."), 255, 0, 0, 0); } pack_fclose (sdat); if (!a) return 0; timer_count = 0; ksec = 0; hold_fade = 0; change_map (curmap, g_ent[0].tilex, g_ent[0].tiley, g_ent[0].tilex, g_ent[0].tiley); /* Set music and sound volume */ set_volume (gsvol, -1); set_music_volume (((float) gmvol) / 255.0); return 1; }