Esempio n. 1
0
// something has gone wrong :(
void network_tyrian_halt( unsigned int err, bool attempt_sync )
{
#ifdef __BLACKBERRY__
	quit = true;
#else
	const char *err_msg[] = {
		"Quitting...",
		"Other player quit the game.",
		"Network connection was lost.",
		"Network connection failed.",
		"Network version mismatch.",
		"Network delay mismatch.",
		"Network player number conflict.",
	};

	quit = true;

	if (err >= COUNTOF(err_msg))
		err = 0;

	fade_black(10);

	VGAScreen = VGAScreenSeg;

	JE_loadPic(VGAScreen, 2, false);
	JE_dString(VGAScreen, JE_fontCenter(err_msg[err], SMALL_FONT_SHAPES), 140, err_msg[err], SMALL_FONT_SHAPES);

	JE_showVGA();
	fade_palette(colors, 10, 0, 255);

	if (attempt_sync)
	{
		while (!network_is_sync() && network_is_alive())
		{
			service_SDL_events(false);

			network_check();
			SDL_Delay(16);
		}
	}

	if (err)
	{
		while (!JE_anyButton())
			SDL_Delay(16);
	}

	fade_black(10);

	SDLNet_Quit();

	JE_tyrianHalt(5);
#endif
}
Esempio n. 2
0
bool select_gameplay( void )
{
	JE_loadPic(2, false);
	JE_dString(JE_fontCenter(gameplay_name[0], FONT_SHAPES), 20, gameplay_name[0], FONT_SHAPES);
	
	int gameplay = 1,
	    gameplay_max = 4;
	
	bool fade_in = true;
	for (; ; )
	{
		for (int i = 1; i <= gameplay_max; i++)
		{
			JE_outTextAdjust(JE_fontCenter(gameplay_name[i], SMALL_FONT_SHAPES), i * 24 + 30, gameplay_name[i], 15, - 4 + (i == gameplay ? 2 : 0) - (i == 4 ? 4 : 0), SMALL_FONT_SHAPES, true);
		}
		JE_showVGA();
		
		if (fade_in)
		{
			JE_fadeColor(10);
			fade_in = false;
		}
		
		JE_word temp = 0;
		JE_textMenuWait(&temp, false);
		
		if (newkey)
		{
			switch (lastkey_sym)
			{
			case SDLK_UP:
				gameplay--;
				if (gameplay < 1)
				{
					gameplay = gameplay_max;
				}
				JE_playSampleNum(CURSOR_MOVE);
				break;
			case SDLK_DOWN:
				gameplay++;
				if (gameplay > gameplay_max)
				{
					gameplay = 1;
				}
				JE_playSampleNum(CURSOR_MOVE);
				break;
				
			case SDLK_RETURN:
				if (gameplay == 4)
				{
					JE_playSampleNum(ESC);
					/* TODO: NETWORK */
					printf("error: networking via menu not implemented\n");
					break;
				}
				JE_playSampleNum(SELECT);
				JE_fadeBlack(10);
				
				onePlayerAction = (gameplay == 2);
				twoPlayerMode = (gameplay == 3);
				return true;
				
			case SDLK_ESCAPE:
				JE_playSampleNum(ESC);
				/* fading handled elsewhere
				JE_fadeBlack(10); */
				
				return false;
				
			default:
				break;
			}
		}
	}
	
	return false;
}
Esempio n. 3
0
bool select_difficulty( void )
{
	JE_loadPic(2, false);
	JE_dString(JE_fontCenter(difficulty_name[0], FONT_SHAPES), 20, difficulty_name[0], FONT_SHAPES);
	
	difficultyLevel = 2;
	int difficulty_max = 3;
	
	bool fade_in = true;
	for (; ; )
	{
		for (int i = 1; i <= difficulty_max; i++)
		{
			JE_outTextAdjust(JE_fontCenter(difficulty_name[i], SMALL_FONT_SHAPES), i * 24 + 30, difficulty_name[i], 15, -4 + (i == difficultyLevel ? 2 : 0), SMALL_FONT_SHAPES, true);
		}
		JE_showVGA();
		
		if (fade_in)
		{
			JE_fadeColor(10);
			fade_in = false;
		}
		
		JE_word temp = 0;
		JE_textMenuWait(&temp, false);
		
		if (SDL_GetModState() & KMOD_SHIFT)
		{
			if ((difficulty_max < 4 && keysactive[SDLK_g]) ||
			    (difficulty_max == 4 && keysactive[SDLK_RIGHTBRACKET]))
			{
				difficulty_max++;
			}
		} else if (difficulty_max == 5 && keysactive[SDLK_l] && keysactive[SDLK_o] && keysactive[SDLK_r] && keysactive[SDLK_d]) {
			difficulty_max++;
		}
		
		if (newkey)
		{
			switch (lastkey_sym)
			{
			case SDLK_UP:
				difficultyLevel--;
				if (difficultyLevel < 1)
				{
					difficultyLevel = difficulty_max;
				}
				JE_playSampleNum(CURSOR_MOVE);
				break;
			case SDLK_DOWN:
				difficultyLevel++;
				if (difficultyLevel > difficulty_max)
				{
					difficultyLevel = 1;
				}
				JE_playSampleNum(CURSOR_MOVE);
				break;
				
			case SDLK_RETURN:
				JE_playSampleNum(SELECT);
				/* fading handled elsewhere
				JE_fadeBlack(10); */
				
				if (difficultyLevel == 6)
				{
					difficultyLevel = 8;
				} else if (difficultyLevel == 5) {
					difficultyLevel = 6;
				}
				return true;
				
			case SDLK_ESCAPE:
				JE_playSampleNum(ESC);
				/* fading handled elsewhere
				JE_fadeBlack(10); */
				
				return false;
				
			default:
				break;
			}
		}
	}
	
	return false;
}
Esempio n. 4
0
bool select_episode( void )
{
	JE_loadPic(2, false);
	JE_dString(JE_fontCenter(episode_name[0], FONT_SHAPES), 20, episode_name[0], FONT_SHAPES);
	
	int episode = 1,
	    episode_max = EPISODE_MAX - 1;
	
	bool fade_in = true;
	for (; ; )
	{
		for (int i = 1; i <= episode_max; i++)
		{
			JE_outTextAdjust(20, i * 30 + 20, episode_name[i], 15, -4 + (i == episode ? 2 : 0) - (!episodeAvail[i - 1] ? 4 : 0), SMALL_FONT_SHAPES, true);
		}
		JE_showVGA();
		
		if (fade_in)
		{
			JE_fadeColor(10);
			fade_in = false;
		}
		
		JE_word temp = 0;
		JE_textMenuWait(&temp, false);
		
		if (newkey)
		{
			switch (lastkey_sym)
			{
			case SDLK_UP:
				episode--;
				if (episode < 1)
				{
					episode = episode_max;
				}
				JE_playSampleNum(CURSOR_MOVE);
				break;
			case SDLK_DOWN:
				episode++;
				if (episode > episode_max)
				{
					episode = 1;
				}
				JE_playSampleNum(CURSOR_MOVE);
				break;
				
			case SDLK_RETURN:
				if (!episodeAvail[episode - 1])
				{
					JE_playSampleNum(ESC);
					break;
				}
				JE_playSampleNum(SELECT);
				JE_fadeBlack(10);
				
				JE_initEpisode(episode);
				pItems[9-1] = episodeNum;
				return true;
				
			case SDLK_ESCAPE:
				JE_playSampleNum(ESC);
				/* fading handled elsewhere
				JE_fadeBlack(10); */
				
				return false;
				
			default:
				break;
			}
		}
	}
	
	return false;
}
Esempio n. 5
0
bool select_gameplay( void )
{
	JE_loadPic(VGAScreen, 2, false);
	JE_dString(VGAScreen, JE_fontCenter(gameplay_name[0], FONT_SHAPES), 20, gameplay_name[0], FONT_SHAPES);

	int gameplay = 1,
	    gameplay_max = GAMEPLAY_NAME_COUNT - 1;

	bool fade_in = true;
	for (; ; )
	{
		for (int i = 1; i <= gameplay_max; i++)
		{
			JE_outTextAdjust(VGAScreen, JE_fontCenter(gameplay_name[i], SMALL_FONT_SHAPES), i * 24 + 30, gameplay_name[i], 15, -4 + (i == gameplay ? 2 : 0) - (i == (GAMEPLAY_NAME_COUNT - 1) ? 4 : 0), SMALL_FONT_SHAPES, true);
		}
		JE_showVGA();

		if (fade_in)
		{
			fade_palette(colors, 10, 0, 255);
			fade_in = false;
		}

		JE_word temp = 0;
		JE_textMenuWait(&temp, false);

		if (newkey)
		{
			switch (lastkey_sym)
			{
			case SDLK_UP:
				if (--gameplay < 1)
					gameplay = gameplay_max;
				JE_playSampleNum(S_CURSOR);
				break;
			case SDLK_DOWN:
				if (++gameplay > gameplay_max)
					gameplay = 1;
				JE_playSampleNum(S_CURSOR);
				break;

			case SDLK_RETURN:
				if (gameplay == GAMEPLAY_NAME_COUNT - 1)
				{
					JE_playSampleNum(S_SPRING);
					/* TODO: NETWORK */
					fprintf(stderr, "error: networking via menu not implemented\n");
					break;
				}
				JE_playSampleNum(S_SELECT);
				fade_black(10);

				onePlayerAction = (gameplay == 2);
				twoPlayerMode = (gameplay == GAMEPLAY_NAME_COUNT - 2);
				return true;

			case SDLK_ESCAPE:
				JE_playSampleNum(S_SPRING);
				/* fading handled elsewhere
				fade_black(10); */

				return false;

			default:
				break;
			}
		}
	}
}
Esempio n. 6
0
bool select_episode( void )
{
	JE_loadPic(VGAScreen, 2, false);
	JE_dString(VGAScreen, JE_fontCenter(episode_name[0], FONT_SHAPES), 20, episode_name[0], FONT_SHAPES);

	int episode = 1, episode_max = EPISODE_AVAILABLE;

	bool fade_in = true;
	for (; ; )
	{
		for (int i = 1; i <= episode_max; i++)
		{
			JE_outTextAdjust(VGAScreen, 20, i * 30 + 20, episode_name[i], 15, -4 + (i == episode ? 2 : 0) - (!episodeAvail[i - 1] ? 4 : 0), SMALL_FONT_SHAPES, true);
		}
		JE_showVGA();

		if (fade_in)
		{
			fade_palette(colors, 10, 0, 255);
			fade_in = false;
		}

		JE_word temp = 0;
		JE_textMenuWait(&temp, false);

		if (newkey)
		{
			switch (lastkey_sym)
			{
			case SDLK_UP:
				episode--;
				if (episode < 1)
				{
					episode = episode_max;
				}
				JE_playSampleNum(S_CURSOR);
				break;
			case SDLK_DOWN:
				episode++;
				if (episode > episode_max)
				{
					episode = 1;
				}
				JE_playSampleNum(S_CURSOR);
				break;

			case SDLK_RETURN:
				if (!episodeAvail[episode - 1])
				{
					JE_playSampleNum(S_SPRING);
					break;
				}
				JE_playSampleNum(S_SELECT);
				fade_black(10);

				JE_initEpisode(episode);
				initial_episode_num = episodeNum;
				return true;

			case SDLK_ESCAPE:
				JE_playSampleNum(S_SPRING);
				/* fading handled elsewhere
				fade_black(10); */

				return false;

			default:
				break;
			}
		}
	}
}
Esempio n. 7
0
bool select_difficulty( void )
{
	newkey = false;
	JE_loadPic(VGAScreen, 2, false);
	JE_dString(VGAScreen, JE_fontCenter(difficulty_name[0], FONT_SHAPES), 20, difficulty_name[0], FONT_SHAPES);

	difficultyLevel = 2;
	int difficulty_max = 3;

	bool fade_in = true;
	for (; ; )
	{
		for (int i = 1; i <= difficulty_max; i++)
		{
			JE_outTextAdjust(VGAScreen, JE_fontCenter(difficulty_name[i], SMALL_FONT_SHAPES), i * 24 + 30, difficulty_name[i], 15, -4 + (i == difficultyLevel ? 2 : 0), SMALL_FONT_SHAPES, true);
		}
		JE_showVGA();

		if (fade_in)
		{
			fade_palette(colors, 10, 0, 255);
			fade_in = false;
		}

		JE_word temp = 0;
		JE_textMenuWait(&temp, false);

		if (SDL_GetModState() & KMOD_SHIFT)
		{
			if ((difficulty_max < 4 && keysactive[SDL_SCANCODE_G]) ||
			    (difficulty_max == 4 && keysactive[SDL_SCANCODE_RIGHTBRACKET]))
			{
				difficulty_max++;
			}
		} else if (difficulty_max == 5 && keysactive[SDL_SCANCODE_L] && keysactive[SDL_SCANCODE_O] && keysactive[SDL_SCANCODE_R] && keysactive[SDL_SCANCODE_D]) {
			difficulty_max++;
		}

		if (newkey)
		{
			switch (lastkey_scan)
			{
			case SDL_SCANCODE_UP:
				difficultyLevel--;
				if (difficultyLevel < 1)
				{
					difficultyLevel = difficulty_max;
				}
				JE_playSampleNum(S_CURSOR);
				break;
			case SDL_SCANCODE_DOWN:
				difficultyLevel++;
				if (difficultyLevel > difficulty_max)
				{
					difficultyLevel = 1;
				}
				JE_playSampleNum(S_CURSOR);
				break;

			case SDL_SCANCODE_RETURN:
				JE_playSampleNum(S_SELECT);
				/* fading handled elsewhere
				fade_black(10); */

				if (difficultyLevel == 6)
				{
					difficultyLevel = 8;
				} else if (difficultyLevel == 5) {
					difficultyLevel = 6;
				}
				return true;

			case SDL_SCANCODE_AC_BACK:
			case SDL_SCANCODE_ESCAPE:
				JE_playSampleNum(S_SPRING);
				/* fading handled elsewhere
				fade_black(10); */

				return false;

			default:
				break;
			}
		}
	}
}