Esempio n. 1
0
void ShowAllyInviteMenu_handler (edict_t *ent, int option)
{
	edict_t *e = ent->client->allytarget;

	if (!e || !e->inuse)
		return;

	// make sure they can still ally
	if (!CanAlly(ent, e, ALLY_RANGE))
		return;

	if (option == 1)
	{
		// notify inviter and his previous allies, if any
		gi.centerprintf(e, "Now allied with %s\n", ent->client->pers.netname);
		NotifyAllies(e, CENTERPRINT, va("Now allied with %s\n", ent->client->pers.netname));

		// notify invitee's allies
		NotifyAllies(ent, CENTERPRINT, va("Now allied with %s\n", e->client->pers.netname));

		// join allies
		AddAlly(ent, e);

		// notify invitee
		safe_cprintf(ent, PRINT_HIGH, "Ally added.\n");

		// reset wait menu variables
		AbortAllyWait(ent);
		AbortAllyWait(e);

		// close the invitation menu
		closemenu(ent);

		if (InMenu(e, 0, ShowAllyWaitMenu_handler))
			closemenu(e);
	}
	else if (option == 2)
	{
		// reset wait menu variables
		AbortAllyWait(ent);
		AbortAllyWait(e);

		// close the invitation menu
		closemenu(ent);

		if (InMenu(e, 0, ShowAllyWaitMenu_handler))
			closemenu(e);

		safe_cprintf(e, PRINT_HIGH, "%s declined your offer to ally.\n", ent->client->pers.netname);
	}
}
Esempio n. 2
0
void ShowAllyWaitMenu_handler (edict_t *ent, int option)
{
	edict_t *e = ent->client->allytarget;

	if (option == 666)	//ent closed the menu
	{
		closemenu(ent);
		return;
	}

	if (e)
	{
		AbortAllyWait(e);
		if (InMenu(e, 0, ShowAllyInviteMenu_handler))
			closemenu(e);
	}

	AbortAllyWait(ent);
	closemenu(ent);
}
Esempio n. 3
0
int hogansnewalley(Sprite *Aim, Sprite *Health, Sprite *Background, int rumble, int maxtime, int diff, GameWindow *gwd){
  
  checkbadguys = false;
  
  gametime = 0;
  
  curalleytime = 200;

  Ghealth = 3;
  
  Grumble = rumble;
  
  Gscore = 0;
  
  switch(diff){
  
  case 1:
  resetalleytime = 90;
  grid = false;
  Alley1->SetPosition(70, 190);
  Alley2->SetPosition(260, 190);
  Alley3->SetPosition(450, 190);
  break;
  
  case 2:
  resetalleytime = 90;
  grid = true;
  //Alley1->SetPosition(70, 190);
  //Alley2->SetPosition(260, 190);
  //Alley3->SetPosition(450, 190);
  break;
  
  case 3:
  resetalleytime = 55;
  grid = false;
  Alley1->SetPosition(70, 190);
  Alley2->SetPosition(260, 190);
  Alley3->SetPosition(450, 190);
  break;
  
  case 4:
  resetalleytime = 55;
  grid = true;
  break;
  
  }
  
  alive[0] = false;
  alive[1] = false;
  alive[2] = false;

  good1->LoadImage("/apps/WiiShootingGallery/data/good1.png");
  good2->LoadImage("/apps/WiiShootingGallery/data/good2.png");
  good3->LoadImage("/apps/WiiShootingGallery/data/good3.png");
  bad1->LoadImage("/apps/WiiShootingGallery/data/bad1.png");
  bad2->LoadImage("/apps/WiiShootingGallery/data/bad2.png");
  bad3->LoadImage("/apps/WiiShootingGallery/data/bad3.png");
  
  quitcheck = false;

 while(true){//Game Loop
 
   WPAD_ScanPads();
   if(dontcheck)
   dontcheck = false;
   
   Music();

   if(curalleytime >= resetalleytime)
   resetalley();

   Background->Draw();
   
   if(alive[0] == true)
   Alley1->Draw();
   
   if(alive[1] == true)
   Alley2->Draw();
   
   if(alive[2] == true)
   Alley3->Draw();
   
    // Infrared calculation - The X and Y of the wiimote sprite
    ir_t ir; // The struct for infrared
	WPAD_IR(WPAD_CHAN_0, &ir); // Let's get our infrared data
	// Give our sprite the positions and the angle.
	Aim->SetPosition(ir.sx-WSP_POINTER_CORRECTION_X, ir.sy-WSP_POINTER_CORRECTION_Y); // We use these constants to translate the position correctly to the screen
	Aim->Move(-((f32)Aim->GetWidth()/2), -((f32)Aim->GetHeight()/2)); // And these to make our image appear at the center of this position.
	Aim->SetRotation(ir.angle/2); // Set angle/2 to translate correctly
   
   Aim->Draw();
   
   DrawHealth(Health, Ghealth);
   
   if(WPAD_ButtonsDown(WPAD_CHAN_0)&WPAD_BUTTON_PLUS){
	InMenu(gwd, false, Ghealth, Gscore);
	dontcheck = true;
	if(Ghealth > 3)
	Ghealth = 3;
	}
		
	if(quitcheck == true)
	break;
   
   if(WPAD_ButtonsDown(WPAD_CHAN_0)&WPAD_BUTTON_HOME)
   homemenu(gwd);
   
   if(WPAD_ButtonsDown(WPAD_CHAN_0)&WPAD_BUTTON_B){
   if(!dontcheck)
   HCheckForHit(Aim);
   }
   
   if(hrumblecounter == 7){
   WPAD_Rumble(WPAD_CHAN_0, 0);
   hrumblecounter = 0;
   }

   if(hrumblecounter != 0)
   hrumblecounter++;
   
   if(gametime > maxtime)
   break;
   
   if(maxtime > 0)
   gametime++;
   
   curalleytime++;
   
   if(Ghealth <= 0) 
   break;
   
   if(shutdown == true)
   SYS_ResetSystem(SYS_POWEROFF, 0, 0);
   
   gwd->Flush();



}//End Game Loop

WPAD_Rumble(WPAD_CHAN_0, 0);

return Gscore;

}