void HandleKeys() { if(!_bGameOver && !_bDemo) { //Move the car based upon the left/right key presses POINT ptVelocity = _pCarSprite->GetVelocity(); if (GetAsyncKeyState(VK_LEFT) < 0) { //Move left ptVelocity.x = max((int)ptVelocity.x -1, -4); _pCarSprite->SetVelocity(ptVelocity); } else if (GetAsyncKeyState(VK_RIGHT) < 0) { //Move right ptVelocity.x = min((int)ptVelocity.x + 2, 6); _pCarSprite->SetVelocity(ptVelocity); } //Fire missiles based upon spacebar presses if ((++_iFireInputDelay > 6) && GetAsyncKeyState(VK_SPACE) < 0) { //Create a new missile sprite RECT rcBounds = { 0, 0, 600, 450 }; RECT rcPos = _pCarSprite->GetPosition(); Sprite* pSprite = new Sprite(_pMissileBitmap, rcBounds, BA_DIE); pSprite->SetPosition(rcPos.left + 15, 400); pSprite->SetVelocity(0, -7); _pGame->AddSprite(pSprite); //Play the missile (fire) sounds PlaySound((LPCSTR)IDW_MISSILE, _hInstance, SND_ASYNC | SND_RESOURCE | SND_NOSTOP); //reset the input delay _iFireInputDelay = 0; } } //Start a new game based upon an Enter (Return) key press if (GetAsyncKeyState(VK_RETURN) < 0) if (_bDemo) { //Start a new game without the splash screen _bDemo = FALSE; NewGame(); } else if (_bGameOver) { //Start a new game NewGame(); } }
void CChineseChessView::OnLButtonUp(UINT nFlags, CPoint point) { // TODO: ÔÚ´ËÌí¼ÓÏûÏ¢´¦Àí³ÌÐò´úÂëºÍ/»òµ÷ÓÃĬÈÏÖµ if (isMouseDown){ isMouseDown=false; CRect rect; GetClientRect(&rect); CPoint logpoint=PhysicalToLogicPoint(point); if (logpoint.x>=0){ //human move Gen(); newmove.from = LogicPointToNum(selectedPoint); newmove.dest = LogicPointToNum(logpoint); for (int i=gen_begin[ply]; i<gen_end[ply]; i++){ if (gen_dat[i].m.from==newmove.from && gen_dat[i].m.dest==newmove.dest){ if(UpdateNewMove()){ UpdateDisplay(rect); int ret; ret=MessageBox("you are really a lucky dog,dare to try again?","Game Over",MB_YESNO); if (ret==IDYES){ NewGame(true); return; }else{ exit(0); } } side = xside; xside = 1-xside; //computer move short best; best = AlphaBeta(-INFINITY, INFINITY, MAX_PLY); if(UpdateNewMove()){ UpdateDisplay(rect); int ret; ret=MessageBox("afraid?dare to try again?","Game Over",MB_YESNO); if (ret==IDYES){ NewGame(true); return; }else{ exit(0); } } side = xside; xside = 1-xside; break; } } } UpdateDisplay(rect); } CView::OnLButtonUp(nFlags, point); }
void RecordDemo (void) { int level,esc; CenterWindow(26,3); PrintY+=6; CA_CacheGrChunk(STARTFONT); fontnumber=0; US_Print(" Demo which level(1-10):"); VW_UpdateScreen(); VW_FadeIn (); esc = !US_LineInput (px,py,str,NULL,true,2,0); if (esc) return; level = atoi (str); level--; SETFONTCOLOR(0,15); VW_FadeOut (); #ifndef SPEAR NewGame (gd_hard,level/10); gamestate.mapon = level%10; #else NewGame (gd_hard,0); gamestate.mapon = level; #endif StartDemoRecord (level); DrawPlayScreen (); VW_FadeIn (); startgame = false; demorecord = true; SetupGameLevel (); StartMusic (); PM_CheckMainMem (); fizzlein = true; PlayLoop (); demoplayback = false; StopMusic (); VW_FadeOut (); ClearMemory (); FinishDemoRecord (); }
void Run(UI* ui) { if(ui == NULL) return; NewGame(ui->game); NextTurn(ui->game); int c, running = 1; while(running && ui->game->status != GAME_STATUS_ERROR) { DisplayGame(ui); c = getch(); switch(c) { case KEY_LEFT: if(ui->game->status != GAME_STATUS_LOST) { if(PushLeft(ui->game)) NextTurn(ui->game); else CheckTurn(ui->game); } break; case KEY_RIGHT: if(ui->game->status != GAME_STATUS_LOST) { if(PushRight(ui->game)) NextTurn(ui->game); else CheckTurn(ui->game); } break; case KEY_UP: if(ui->game->status != GAME_STATUS_LOST) { if(PushUp(ui->game)) NextTurn(ui->game); else CheckTurn(ui->game); } break; case KEY_DOWN: if(ui->game->status != GAME_STATUS_LOST) { if(PushDown(ui->game)) NextTurn(ui->game); else CheckTurn(ui->game); } break; case 'q': running = 0; break; case 'n': NewGame(ui->game); NextTurn(ui->game); break; case 'r': StartGame(ui->game); NextTurn(ui->game); break; default: break; } } }
BOOL CALLBACK JumpDialogProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { int n; switch (msg) { case WM_INITDIALOG: EnableLinkText(hwnd); SetDlgItemInt(hwnd, IDD_NUMBER, nMap + 1, FALSE); SendDlgItemMessage(hwnd, IDD_NUMBER + 1, UDM_SETBUDDY, (WPARAM)GetDlgItem(hwnd, IDD_NUMBER), 0); SendDlgItemMessage(hwnd, IDD_NUMBER + 1, UDM_SETRANGE, 0, MAKELONG(nMapMax + 1, 1)); return TRUE; case WM_COMMAND: switch (wParam) { case IDOK: n = GetDlgItemInt(hwnd, IDD_NUMBER, NULL, FALSE); if (n >= 1 && n <= nMapMax + 1) { nMap = n - 1; NewGame(hwndMain, nMap); } ; // no break; case IDCANCEL: EndDialog(hwnd, 0); return TRUE; } break; case WM_CLOSE: EndDialog(hwnd,0); return 1; } return FALSE; }
int main(int argc, char** argv) { char inbuf[256]; char playerstring[1]; int X,Y; turn = 0; fgets(inbuf, 256, stdin); if (sscanf(inbuf, "game %1s %d %d %d", playerstring, &depthlimit, &timelimit1, &timelimit2) != 4) error("Bad initial input"); if (timelimit2 != 0) timelimit1 = timelimit2 / 64; if (timelimit1 == 0 && depthlimit == 0) depthlimit = 4; if (playerstring[0] == 'B') me = 1; else me = -1; NewGame(); if (me == 1) MakeMove(); while (fgets(inbuf, 256, stdin)!=NULL){ if (strncmp(inbuf,"pass",4)!=0) { if (sscanf(inbuf, "%d %d", &X, &Y) != 2) return 0; Update(gamestate, -me, X, Y); if (debug) printboard(gamestate, -me, ++turn, X, Y); } MakeMove(); } return 0; }
void MainWindow::on_pushButton_4_clicked() { NewGame(); /* qsrand(qrand()); int money = qrand() % ((2 + 1) - 0) + 0; qDebug() << "Money " << money; for(int i = 0; i < doorList.count(); i++) doorList[i].SetWinner(false); doorList[money].SetWinner(true); CurrentStatus = 0; Round++; Correct = 0; Wrong = 0; Result = 0; ui->labelRound->setText(QString::number(Round) + "/10"); UpdateStatus(); ui->pushButtonDoorOne->setChecked(false); ui->pushButtonDoorTwo->setChecked(false); ui->pushButtonDoorThree->setChecked(false);*/ }
int main() { int choix = 0, nb = 0; aff_Bienvenue(); system("PAUSE"); system("cls"); aff_menuPrincipal(); choix_Menu(&choix); switch (choix) { case 1: NewGame(); break; case 2: nb = continuGame(); break; case 3: nb = Quitter(); break; } // printf("Votre choix vaut : %d", nb); return EXIT_SUCCESS; }
DGLE_RESULT DGLE_API Game::Initialize() { pEngineCore->GetSubSystem(ESS_INPUT, (IEngineSubSystem *&)pInput); IRender *p_render; pEngineCore->GetSubSystem(ESS_RENDER, (IEngineSubSystem *&)p_render); p_render->SetClearColor(ColorWhite()); p_render->GetRender2D(pRender2D); IResourceManager *p_res_man; pEngineCore->GetSubSystem(ESS_RESOURCE_MANAGER, (IEngineSubSystem *&)p_res_man); IEngineBaseObject *p_tmp_obj; p_res_man->GetDefaultResource(EOT_BITMAP_FONT, (IEngineBaseObject *&)pFont); // getting default font //p_res_man->Load(RESOURCE_PATH"\\fonts\\Times_New_Roman_12_rus.dft", (IEngineBaseObject *&)pFont, RES_LOAD_DEFAULT); p_res_man->Load(RESOURCE_PATH"\\sounds\\SwallowScore.wav", p_tmp_obj, RES_LOAD_DEFAULT, "SndSwallowScore"); p_res_man->Load(RESOURCE_PATH"\\sounds\\SwallowBlackScore.wav", p_tmp_obj, RES_LOAD_DEFAULT, "SndSwallowBlackScore"); p_res_man->Load(RESOURCE_PATH"\\sounds\\SwallowBigScore.wav", p_tmp_obj, RES_LOAD_DEFAULT, "SndSwallowBigScore"); p_res_man->Load(RESOURCE_PATH"\\sounds\\SwallowHelpScore.wav", p_tmp_obj, RES_LOAD_DEFAULT, "SndSwallowHelpScore"); p_res_man->Load(RESOURCE_PATH"\\sounds\\SwallowExit.wav", p_tmp_obj, RES_LOAD_DEFAULT, "SndSwallowExit"); p_res_man->Load(RESOURCE_PATH"\\sounds\\SwallowGhost.wav", p_tmp_obj, RES_LOAD_DEFAULT, "SndSwallowGhost"); p_res_man->Load(RESOURCE_PATH"\\sounds\\LostScore.wav", p_tmp_obj, RES_LOAD_DEFAULT, "SndLostScore"); p_res_man->Load(RESOURCE_PATH"\\sounds\\IncreaseLives.wav", p_tmp_obj, RES_LOAD_DEFAULT, "SndIncreaseLives"); NewGame(); return S_OK; }
void RunGame( int load) { game g = NULL; if(load) { g = LoadGame(); } else { g = NewGame(); } if(g==NULL) { return; } wrefresh(g->arena); wrefresh(g->status); if(g!=NULL) { if(g->pc) g->print(g->pc); creature G = CreateCreature(g); G = g->ZombieListHead; while(G) { g->print(G->Character); G = G->Next; } PrintAllBuildings(g->gameMap, g->pc->pos); PlayLoop(g); if(G) { PurgeCreatureNode(G); DESTROY(G); } PurgeGame(g); DESTROY(g); } }
void start_menu() { printf("Menu:\n"); printf("1. New Game\n"); printf("2. Load Game\n"); printf("Pilihan: "); int pilihan; read_with_limit(1, 2, &pilihan); if (pilihan == 1) { printf("Num of Player? "); read_with_limit(1, PLAYER_MAX, &pilihan); NewGame(pilihan); gamesystem_start(); } else { Kata input; do { printf("Masukan kata kunci yang dipakai saat save game : "); BacaKata(&input); LoadGame(input); }while (FirstPetak(global.listOfPetak) == Nil); gamesystem_start(); } }
// перемещает фишку из клетки, в которой сделан щелчок // в свободную клетку void __fastcall TForm1::Move(int cx, int cy) { if ( ( abs(cx - ex) == 1 && cy-ey == 0 ) || ( abs(cy - ey) == 1 && cx-ex == 0 ) ) { // переместить фишку из (cx,cy) в (ex,ey) pole[ey][ex] = pole[cy][cx]; pole[cy][cx] = 16; ex = cx; ey = cy; // отрисовать поле ShowPole(); if ( Finish () ) { GameOver = true; ShowPole(); int r = MessageDlg ("Цель достигнута! Еще раз (другая картинка)?", mtInformation, TMsgDlgButtons() << mbYes << mbNo, 0); if ( r == mrNo ) Form1->Close(); // завершить работу программы else { NewGame(); ShowPole(); } } } }
void BotGameSet::TimerCheck(uint tick) { Common::ScopedLock<Common::Mutex> lk(_locker); std::map<uint, BotGame::Pointer>::iterator it; for(it = _games.begin(); it != _games.end(); ++ it) { if(it->second.get()) it->second->TimerCheck(tick); } if(botCfg.AutoGame() && MapCfgPool::GetSingleton().GetCount() > 0) { MapCfg::Pointer cfg = MapCfgPool::GetSingleton()[botCfg.AutoDefMap()]; if(cfg.get() == NULL) cfg = MapCfgPool::GetSingleton()[0]; while(_games.size() < botCfg.AutoMaxCount()) { static int counter = 0; ++ counter; char numstr[128]; sprintf(numstr, "%d", counter); if(!NewGame(botCfg.AutoName() + " #" + numstr, botCfg.AutoName(), cfg, cfg->GetDefaultReferee())) break; } } }
int main(int argc, char *argv[]) { if( SDL_Init(SDL_INIT_AUDIO|SDL_INIT_VIDEO) < 0 ){ printf("Unable to initialize SDL: %s\n", SDL_GetError()); exit(1); } atexit(SDL_Quit); screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 32, SDL_HWSURFACE|SDL_HWPALETTE|SDL_DOUBLEBUF); // screen = SDL_SetVideoMode(800, 600, 32, SDL_SWSURFACE|SDL_HWPALETTE); //Slow if(screen == NULL) { printf("Unable to set 0x0 video: %s\n", SDL_GetError()); exit(1); } Initialize(); NewGame(); Scorpion.DrawStaticScene(); SDL_Event event; int done = 0; while(done == 0) { while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: return 0; case SDL_KEYDOWN: if(event.key.keysym.sym == SDLK_ESCAPE) { done = 1; } HandleKeyDownEvent(event); break; case SDL_MOUSEBUTTONDOWN: HandleMouseDownEvent(event); break; case SDL_MOUSEMOTION: HandleMouseMoveEvent(event); break; case SDL_MOUSEBUTTONUP: HandleMouseUpEvent(event); break; } } } // perform cleaning up in here freeFont(font1); freeFont(font2); return 0; }
/*************************************************************** Main function ***************************************************************/ int main() { srand(time(NULL)); NewGame(); InitGraphics(); return 0; }
void Load(char * name){ FILE * f; int r,t[7],w,h,i; f = fopen(name,"rb"); fread(&game.numplayers,sizeof(int),1,f); fread(&game.width,sizeof(int),1,f); fread(&game.height,sizeof(int),1,f); NewGame(); fread(&game.turn,sizeof(int),1,f); fread(&game.step,sizeof(int),1,f); w = game.width; h = game.height; for(i=0;i<w;i++) { fread(game.board[i],sizeof(Cell),h,f); } fread(game.players,sizeof(Player),game.numplayers,f); r = fread(t,sizeof(int),7,f); while(r == 7){ AddHistory(); game.history->pid = t[0]; game.history->fx = t[1]; game.history->fy = t[2]; game.history->tx = t[3]; game.history->ty = t[4]; game.history->dx = t[5]; game.history->dy = t[6]; r = fread(t,sizeof(int),7,f); } fclose(f); }
void GameStart(HWND hWindow) { srand(GetTickCount()); g_hOffscreenDC = CreateCompatibleDC(GetDC(hWindow)); g_hOffscreenBitmap = CreateCompatibleBitmap(GetDC(hWindow), g_pGame -> GetWidth(), g_pGame -> GetHeight()); SelectObject(g_hOffscreenDC, g_hOffscreenBitmap); HDC hDC = GetDC(hWindow); g_pGroundBitmap = new Bitmap(hDC, IDB_GROUND, g_hInstance); g_pCityBitmap = new Bitmap(hDC, IDB_CITY, g_hInstance); g_pMeteorBitmap = new Bitmap(hDC, IDB_METEOR, g_hInstance); g_pBeamBitmap = new Bitmap(hDC, IDB_BEAM, g_hInstance); g_pExplosionBitmap = new Bitmap(hDC, IDB_EXPLOSION, g_hInstance); g_pGameOverBitmap = new Bitmap(hDC, IDB_GAMEOVER, g_hInstance); g_pShipBitmap = new Bitmap(hDC, IDB_SHIP, g_hInstance); // g_pBackBitmapTest = new Bitmap(hDC, IDB_BACK, g_hInstance); // g_pBackTest = new Background(g_pBackBitmapTest); g_pScrollingBackground = new ScrollingBackground(g_pGame -> GetWidth(), g_pGame -> GetHeight()); g_pBackgroundLayer = new BackgroundLayer(hDC, IDB_BACK, g_hInstance, 5, SD_DOWN); RECT rcViewport; GetClientRect(g_pGame -> GetWindow(), &rcViewport); g_pBackgroundLayer -> SetViewport(rcViewport); g_pScrollingBackground -> AddLayer(g_pBackgroundLayer); g_pGame -> PlayMIDISong("D:\\Work\\C++\\testPJ\\MeteorDefense\\Res\\BGM.mid"); NewGame(); }
void MouseButtonDown(int x, int y, BOOL bLeft) { /* if(bLeft && !g_bGameOver) { RECT rcBounds = {0, 0, g_pGame -> GetWidth(), g_pGame -> GetHeight()}; int iXpos = (x < 300) ? 144 : 449; Sprite * pSprite = new Sprite(g_pBeamBitmap, rcBounds, BA_DIE); pSprite -> SetNumFrames(3); pSprite -> SetPosition(iXpos, 365); int iXVel, iYVel = -6; y = min(y, 300); iXVel = (iYVel * (iXpos + 8 - x)) / (365 - y); pSprite -> SetVelocity(iXVel, iYVel); g_pGame -> AddSprite(pSprite); PlaySound(MAKEINTRESOURCE(IDW_SHOOT), NULL, SND_ASYNC | SND_RESOURCE); g_iScore = max(--g_iScore, 0); } else*/ if(bLeft && g_bGameOver) { NewGame(); } }
INT_PTR CALLBACK DifficultyDlgProc(HWND hDlg, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_INITDIALOG: CheckRadioButton(hDlg, IDC_DIF_ONECOLOR, IDC_DIF_FOURCOLORS, IDC_DIF_ONECOLOR); return TRUE; case WM_COMMAND: switch(LOWORD(wParam)) { case IDOK: if (IsDlgButtonChecked(hDlg, IDC_DIF_ONECOLOR) == BST_CHECKED) dwDifficulty = IDC_DIF_ONECOLOR; else if (IsDlgButtonChecked(hDlg, IDC_DIF_TWOCOLORS) == BST_CHECKED) dwDifficulty = IDC_DIF_TWOCOLORS; else if (IsDlgButtonChecked(hDlg, IDC_DIF_FOURCOLORS) == BST_CHECKED) dwDifficulty = IDC_DIF_FOURCOLORS; NewGame(); EndDialog(hDlg, TRUE); return TRUE; case IDCANCEL: EndDialog(hDlg, FALSE); return TRUE; } break; } return FALSE; }
void IncreaseHouses(void) { if(number_houses < MAX_HOUSES) { number_houses++; NewGame(); } }
void DecreaseHouses(void) { if(number_houses > MIN_HOUSES) { number_houses--; NewGame(); } }
int main(void) { InfoPtr linfo; int pressedEnter = '0'; int option = 0; while(pressedEnter != '\n') { printf(" --------------------------------\n"); printf(" WELCOME TO Tic-Tac-Toe !\n"); printf(" --------------------------------\n"); printf(" -Press ENTER-\n"); pressedEnter = getchar(); } while(option != '4') { printf(" -------------------------\n"); printf(" Tic-Tac-Toe !\n"); printf(" -------------------------\n"); printf(" 1.New Game\n"); printf(" 2.Continue Game\n"); printf(" 3.Achievements\n"); printf(" 4.Exit\n"); printf("Option: "); option = getchar(); printf("option has the value of: %d\n", option); while((option <= '0') && (option >= '5')) { printf("You need to choose between 1-5.\n"); printf("Option: "); option = getchar(); } switch(option) { case '1': linfo = CreateData(); NewGame(linfo); break; case '2': //LoadGame(); break; case '3': //ShowStatistics(); break; } } return (0); }
void PlayDemo (int demonumber) { int length; #ifdef DEMOSEXTERN // debug: load chunk #ifndef SPEARDEMO int dems[4]={T_DEMO0,T_DEMO1,T_DEMO2,T_DEMO3}; #else int dems[1]={T_DEMO0}; #endif CA_CacheGrChunk(dems[demonumber]); demoptr = grsegs[dems[demonumber]]; MM_SetLock (&grsegs[dems[demonumber]],true); #else demoname[4] = '0'+demonumber; CA_LoadFile (demoname,&demobuffer); MM_SetLock (&demobuffer,true); demoptr = (char far *)demobuffer; #endif NewGame (1,0); gamestate.mapon = *demoptr++; gamestate.difficulty = gd_hard; length = *((unsigned far *)demoptr)++; demoptr++; lastdemoptr = demoptr-4+length; VW_FadeOut (); SETFONTCOLOR(0,15); DrawPlayScreen (); VW_FadeIn (); startgame = false; demoplayback = true; SetupGameLevel (); StartMusic (); PM_CheckMainMem (); fizzlein = true; PlayLoop (); #ifdef DEMOSEXTERN UNCACHEGRCHUNK(dems[demonumber]); #else MM_FreePtr (&demobuffer); #endif demoplayback = false; StopMusic (); VW_FadeOut (); ClearMemory (); }
void PairsWindow::SetGameSize(uint8 rows, uint8 cols) { RemoveChild(fPairsView); delete fPairsView; _MakeGameView(rows, cols); NewGame(); }
static void Restore (void) { if (!PrefGetAppPreferencesV10 (RicochetFileCreator, RicochetVersionNum, &game, sizeof (Game))) { NewGame (); } }
void StartGame(void) { if (playstate!=EX_LOADGAME) { /* Variables already preset */ NewGame(); /* init basic game stuff */ } SetupPlayScreen(); GameLoop(); /* Play the game */ StopSong(); /* Make SURE music is off */ }
void ResetGame(void) { NewGame (); ca_levelnum--; ca_levelbit>>=1; CA_ClearMarks(); ca_levelbit<<=1; ca_levelnum++; }
void ResetGame(void) { NewGame (); ca_levelnum--; CA_ClearMarks(); titleptr[ca_levelnum] = NULL; // don't reload old level ca_levelnum++; }
void Game::ProcessEvents() { //Zmienna bool wspolna z klasa App if ( *m_is_done ) return; //W zaleznosci od stanu aplikacji, inne klasy przejmuja sterowanie if ( *m_game_state==GS::Play ) ControlGame(); else if ( *m_game_state==GS::MainMenu || *m_game_state==GS::About ) ControlMenu(); else if ( *m_game_state==GS::SelectLevel ) NewGame(); }
// The original starting point of the game EXE void cat3d_exe_main (void) { //id0_short_t i; if (refkeen_current_gamever == BE_GAMEVER_CAT3D122) { if (BE_Cross_strcasecmp(id0_argv[1], "/VER") == 0) { BE_ST_printf("Catacomb 3-D version 1.22 (Rev 1)\n"); BE_ST_printf("Copyright 1991-93 Softdisk Publishing\n"); BE_ST_printf("Developed for use with 100%% IBM compatibles\n"); BE_ST_printf("that have 640K memory and DOS version 3.3 or later\n"); BE_ST_printf("and EGA graphics or better.\n"); BE_ST_HandleExit(0); } if (BE_Cross_strcasecmp(id0_argv[1], "/?") == 0) { BE_ST_printf("Catacomb 3-D version 1.22\n"); BE_ST_printf("Copyright 1991-93 Softdisk Publishing\n\n"); BE_ST_printf("Syntax:\n"); BE_ST_printf("CAT3D [/<switch>]\n\n"); BE_ST_printf("Switch What it does\n"); BE_ST_printf("/? This Information\n"); BE_ST_printf("/VER Display Program Version Information\n"); BE_ST_printf("/COMP Fix problems with SVGA screens\n"); BE_ST_printf("/NOAL No AdLib or SoundBlaster detection\n"); BE_ST_printf("/NOJOYS Tell program to ignore joystick\n"); BE_ST_printf("/NOMOUSE Tell program to ignore mouse\n"); BE_ST_printf("/HIDDENCARD Overrides video detection\n\n"); BE_ST_printf("Each switch must include a '/' and multiple switches\n"); BE_ST_printf("must be seperated by at least one space.\n\n"); BE_ST_HandleExit(0); } } // jabhack(); // REFKEEN - Commented out InitGame (); CheckMemory (); LoadLatchMem (); #ifdef PROFILE NewGame (); GameLoop (); #endif //NewGame (); //GameLoop (); DemoLoop(); Quit("Demo loop exited???"); }