static void ShowBJ(void) { if ((ReadTick()-BJTime) >= 20) { /* Time to draw a BJ? */ BJTime = ReadTick(); /* Set the new time */ if (WhichBJ!=2) { /* Thumbs up? */ WhichBJ ^= 1; /* Nope, toggle breathing */ } DrawInterMisPic(WhichBJ); } }
int TRI_LoadStateReplicationApplier (TRI_vocbase_t* vocbase, TRI_replication_applier_state_t* state) { TRI_json_t* json; TRI_json_t* serverId; char* filename; int res; TRI_InitStateReplicationApplier(state); filename = GetStateFilename(vocbase); if (filename == NULL) { return TRI_ERROR_OUT_OF_MEMORY; } LOG_TRACE("looking for replication state file '%s'", filename); if (! TRI_ExistsFile(filename)) { TRI_FreeString(TRI_CORE_MEM_ZONE, filename); return TRI_ERROR_FILE_NOT_FOUND; } LOG_TRACE("replication state file '%s' found", filename); json = TRI_JsonFile(TRI_CORE_MEM_ZONE, filename, NULL); TRI_FreeString(TRI_CORE_MEM_ZONE, filename); if (! TRI_IsArrayJson(json)) { if (json != NULL) { TRI_FreeJson(TRI_CORE_MEM_ZONE, json); } return TRI_ERROR_REPLICATION_INVALID_APPLIER_STATE; } res = TRI_ERROR_NO_ERROR; // read the server id serverId = TRI_LookupArrayJson(json, "serverId"); if (! TRI_IsStringJson(serverId)) { res = TRI_ERROR_REPLICATION_INVALID_APPLIER_STATE; } else { state->_serverId = TRI_UInt64String2(serverId->_value._string.data, serverId->_value._string.length - 1); } if (res == TRI_ERROR_NO_ERROR) { // read the ticks res |= ReadTick(json, "lastAppliedContinuousTick", &state->_lastAppliedContinuousTick); // set processed = applied state->_lastProcessedContinuousTick = state->_lastAppliedContinuousTick; } TRI_FreeJson(TRI_CORE_MEM_ZONE, json); LOG_TRACE("replication state file read successfully"); return res; }
void LevelCompleted(void) { Word k; /* setup */ ParTime = MapListPtr->InfoArray[gamestate.mapon].ParTime; BonusScore = 0; /* Init the bonus */ IntermissionHack = TRUE; /* Hack to keep score from drawing twice */ NumberIndex = 47; /* Hack to draw score using an alternate number set */ NewGameWindow(1); /* Force 512 mode screen */ DisplayScreen(rIntermission, rInterPal); BlastScreen(); InitInterMisPic(); WhichBJ = 0; /* Init BJ */ BJTime = ReadTick()-50; /* Force a redraw */ BlastScreen(); /* Draw the screen */ ShowBJ(); /* Draw BJ */ StartSong(SongListPtr[1]); /* Play the intermission song */ SetAPalette(rInterPal); /* Set the palette */ DrawIScore(); /* Draw the current score */ FlushKeys(); /* Flush the keyboard buffer */ /* First an initial pause */ BJBreath(60); /* Display Par Time, Player's Time, and show bonus if any. */ if (gamestate.playtime>=(100*60*60UL)) { k =(99*60)+59; } else { k = gamestate.playtime/60; } DrawTime(TIMEX,TIMEY,k); /* How much time has elapsed? */ DrawTime(TIMEX,TIMEY2,ParTime); if (k < ParTime) { k = (ParTime-k) * 50; /* 50 points per second */ BonusScore += k; /* Add to the bonus */ DrawIBonus(); /* Draw the bonus */ PlaySound(SND_EXTRA); BJBreath(60); /* Breath a little */ } /* Show ratios for "terminations", treasure, and secret stuff. */ /* If 100% on all counts, Perfect Bonus! */ k=0; /* Not perfect (Yet) */ RollRatio(RATIOX,RATIOY,(gamestate.treasurecount*100)/gamestate.treasuretotal); if (gamestate.treasurecount == gamestate.treasuretotal) { k++; /* Perfect treasure */ } if (!NoEnemies) { RollRatio(RATIOX,RATIOY2,(gamestate.killcount*100)/gamestate.killtotal); if (gamestate.killcount == gamestate.killtotal) { k++; /* Perfect kills */ } } RollRatio(RATIOX,RATIOY3,(gamestate.secretcount*100)/gamestate.secrettotal); if (gamestate.secretcount == gamestate.secrettotal) { k++; /* Perfect secret */ } if (BonusScore) { /* Did you get a bonus? */ RollScore(); BJBreath(60); } if (k==3) { WhichBJ = 2; /* Draw thumbs up for BJ */ PlaySound(SND_THUMBSUP); } do { ShowBJ(); /* Animate BJ */ } while (!WaitTicksEvent(1)); /* Wait for a keypress */ FadeToBlack(); /* Fade away */ FreeInitMisPic(); IntermissionHack = FALSE; /* Release the hack */ NumberIndex = 36; /* Restore the index */ }