world* create_world(int width, int height) { world* result = (world*) malloc(sizeof(world)); result->width = width; result->height = height; result->game_player = create_player(0, 0); result->pellet = create_collectible(0, 0, 1); result->walls = (point*)malloc(sizeof(point) * width * height); reset_world(result); srand(0); return result; }
/*! \brief Main menu screen * * This is the main menu... just display the opening and then the menu and * then wait for input. Also handles loading a saved game, and the config menu. * * \param c zero if the splash (the bit with the staff and the eight heroes) * should be displayed. * \returns 1 if new game, 0 if continuing, 2 if exit */ int start_menu (int skip_splash) { int stop = 0, ptr = 0, redraw = 1, a, b; DATAFILE *bg; BITMAP *staff, *dudes, *tdudes; #ifdef DEBUGMODE if (debugging == 0) { #endif play_music ("oxford.s3m", 0); /* Play splash (with the staff and the heroes in circle */ if (skip_splash == 0) { bg = load_datafile_object (PCX_DATAFILE, "KQT_PCX"); staff = create_bitmap_ex (8, 72, 226); dudes = create_bitmap_ex (8, 112, 112); tdudes = create_bitmap_ex (8, 112, 112); blit ((BITMAP *) bg->dat, staff, 0, 7, 0, 0, 72, 226); blit ((BITMAP *) bg->dat, dudes, 80, 0, 0, 0, 112, 112); clear_bitmap (double_buffer); blit (staff, double_buffer, 0, 0, 124, 22, 72, 226); blit2screen (0, 0); kq_wait (1000); for (a = 0; a < 42; a++) { stretch_blit (staff, double_buffer, 0, 0, 72, 226, 124 - (a * 32), 22 - (a * 96), 72 + (a * 64), 226 + (a * 192)); blit2screen (0, 0); kq_wait (100); } for (a = 0; a < 5; a++) { color_scale (dudes, tdudes, 53 - a, 53 + a); draw_sprite (double_buffer, tdudes, 106, 64); blit2screen (0, 0); kq_wait (100); } draw_sprite (double_buffer, dudes, 106, 64); blit2screen (0, 0); kq_wait (1000); destroy_bitmap (staff); destroy_bitmap (dudes); destroy_bitmap (tdudes); unload_datafile_object(bg); /* TODO: this fade should actually be to white if (_color_depth == 8) fade_from (pal, whp, 1); else */ do_transition (TRANS_FADE_WHITE, 1); } clear_to_color (double_buffer, 15); blit2screen (0, 0); set_palette (pal); bg = load_datafile_object (PCX_DATAFILE, "TITLE_PCX"); for (a = 0; a < 16; a++) { clear_to_color (double_buffer, 15 - a); masked_blit ((BITMAP *) bg->dat, double_buffer, 0, 0, 0, 60 - (a * 4), 320, 124); blit2screen (0, 0); kq_wait (a == 0 ? 500 : 100); } if (skip_splash == 0) kq_wait (500); #ifdef DEBUGMODE } else { set_palette (pal); bg = load_datafile_object (PCX_DATAFILE, "TITLE_PCX"); } #endif reset_world (); /* Draw menu and handle menu selection */ while (!stop) { if (redraw) { clear_bitmap (double_buffer); masked_blit ((BITMAP *) bg->dat, double_buffer, 0, 0, 0, 0, 320, 124); menubox (double_buffer, 112, 116, 10, 4, BLUE); print_font (double_buffer, 128, 124, _("Continue"), FNORMAL); print_font (double_buffer, 128, 132, _("New Game"), FNORMAL); print_font (double_buffer, 136, 140, _("Config"), FNORMAL); print_font (double_buffer, 144, 148, _("Exit"), FNORMAL); draw_sprite (double_buffer, menuptr, 112, ptr * 8 + 124); redraw = 0; } display_credits (); blit2screen (0, 0); readcontrols (); if (bhelp) { unpress (); show_help (); redraw = 1; } if (up) { unpress (); if (ptr > 0) ptr--; else ptr = 3; play_effect (SND_CLICK, 128); redraw = 1; } if (down) { unpress (); if (ptr < 3) ptr++; else ptr = 0; play_effect (SND_CLICK, 128); redraw = 1; } if (balt) { unpress (); if (ptr == 0) { /* User selected "Continue" */ if (snc[0] == 0 && snc[1] == 0 && snc[2] == 0 && snc[3] == 0 && snc[4] == 0) stop = 2; else if (saveload (0) == 1) stop = 1; redraw = 1; } else if (ptr == 1) { /* User selected "New Game" */ stop = 2; } else if (ptr == 2) { /* Config */ clear (double_buffer); config_menu (); redraw = 1; /* TODO: Save Global Settings Here */ } else if (ptr == 3) { /* Exit */ unload_datafile_object (bg); klog (_("Then exit you shall!")); return 2; } } } unload_datafile_object (bg); if (stop == 2) { /* New game init */ for (a = 0; a < MAXCHRS; a++) memcpy (&party[a], &players[a].plr, sizeof (s_player)); init_players (); memset (progress, 0, SIZE_PROGRESS); memset (treasure, 0, SIZE_TREASURE); numchrs = 0; for (a = 0; a < NUMSHOPS; a++) { for (b = 0; b < SHOPITEMS; b++) shops[a].items_current[b] = shops[a].items_max[b]; } for (b = 0; b < 2; b++) { for (a = 0; a < MAX_INV; a++) g_inv[a][b] = 0; } } return stop - 1; }
void init() { reset_world(); for (int i = 0; i < 10; i++) { reset_enemy(i); } }