コード例 #1
0
ファイル: HoundMain.cpp プロジェクト: programmerMOT/gunhound
CGameGunHound::~CGameGunHound()
{
	//-----------------------------------------
	//ハウンド終了
	//-----------------------------------------

	g_CHoundSaveData.Save();

	//メインメニュールーチンの残存を確認
	ResetClass();

//	if( m_pBriefing )    delete m_pBriefing;
	if( m_pOpeningDemo ) delete m_pOpeningDemo;
	if( m_pEndingDemo  ) delete m_pEndingDemo;

	if(pGame)			 delete pGame;

	if(CFadeManager::GetInstance())
	{
		CFadeManager::GetInstance()->Destroy();
	}

	CActManager::DeleteInstance();
/*
//	if(g_pActManager)
//	{
//		delete g_pActManager;
//		g_pActManager = NULL;
//	}
*/
}
コード例 #2
0
ファイル: main.c プロジェクト: Shaijan/Meridian59
void MainExitServer()
{
	lprintf("ExitServer terminating server\n");
	
	ExitAsyncConnections();
	
	CloseAllSessions(); /* gotta do this before anything, cause it uses kod, accounts */
	
	CloseDefaultChannels();
	
	ResetLoadMotd();
	ResetLoadBof();
	
	ResetTable();
	ResetBufferPool();
	ResetSysTimer();
	ResetDLlist();
	ResetNameID();
	ResetAccount();
	ResetUser();
	ResetString();
	ResetRoomData();
	ResetResource();
	ResetTimer();
	ResetList();
	ResetObject();
	ResetMessage();
	ResetClass();
	
	ResetConfig();
	
	DeleteAllBlocks();
}
コード例 #3
0
ファイル: player.cpp プロジェクト: Siile/CSTT
CPlayer::CPlayer(CGameContext *pGameServer, int ClientID, int Team)
{
	m_pGameServer = pGameServer;
	m_RespawnTick = Server()->Tick();
	m_DieTick = Server()->Tick();
	m_ScoreStartTick = Server()->Tick();
	m_pCharacter = 0;
	m_ClientID = ClientID;
	m_Team = GameServer()->m_pController->ClampTeam(Team);
	m_SpectatorID = SPEC_FREEVIEW;
	m_LastActionTick = Server()->Tick();
	m_TeamChangeTick = Server()->Tick();
	
	m_Spectate = false;
	
	m_Score = 0;
	m_Money = g_Config.m_SvStartMoney;
	
	m_DeathTick = 0;
	m_ActionTimer = 0;
	
	m_CanShop = false;
	GameServer()->ClearShopVotes(ClientID);
	
	m_InterestPoints = 0;
	m_BroadcastingCaptureStatus = false;
	
	m_EnableEmoticonGrenades = true;
	m_EnableWeaponInfo = 2;
	m_EnableAutoSpectating = true;
	
	m_IsBot = false;
	m_pAI = NULL;
	
	ResetClass();
	
	//m_WantedTeam = m_Team;
	//m_Team = TEAM_SPECTATORS;
	
	if(str_comp(g_Config.m_SvGametype, "cstt") == 0)
		m_ForceToSpectators = true;
	else
		m_ForceToSpectators = false;
	
	for (int i = 0; i < NUM_CUSTOMWEAPONS; i++)
		m_aSavedWeapon[i] = false;
	
	// warm welcome awaits
	m_Welcomed = false;
	
	GameServer()->ResetVotes();
}
コード例 #4
0
ファイル: player.cpp プロジェクト: Siile/CSTT
void CPlayer::NewRound()
{
	for (int i = 0; i < NUM_CUSTOMWEAPONS; i++)
		m_aSavedWeapon[i] = false;
	
	m_Score = 0;
	m_Money = g_Config.m_SvStartMoney;
	
	ResetClass();
	
	DisableShopping();
	m_InterestPoints = 0;
}
コード例 #5
0
ファイル: interface.c プロジェクト: Shaijan/Meridian59
void InterfaceReloadSystem()
{
	EnterServerLock();
	
	lprintf("InterfaceReloadSystem reloading system\n");
	
	PauseTimers();
	
	SendBlakodBeginSystemEvent(SYSEVENT_RELOAD_SYSTEM);
	
	GarbageCollect();
	SaveAll();
	
	ResetAdminConstants();
	ResetUser();
	ResetString();
	ResetRoomData();
	ResetLoadMotd();
	ResetLoadBof();
	ResetDLlist();
	ResetNameID();
	ResetResource();
	ResetTimer();
	ResetList();
	ResetObject();
	ResetMessage();
	ResetClass();
	
	LoadMotd();
	LoadBof();
	LoadRsc();
	
	LoadKodbase();
	
	UpdateSecurityRedbook();
	
	LoadAdminConstants();
	/* can't reload accounts because sessions have pointers to accounts */
	if (!LoadAllButAccount()) 
		eprintf("InterfaceReloadSystem couldn't load game.  You are dead.\n");
	
	AllocateParseClientListNodes(); /* it needs a list to send to users */
	AddBuiltInDLlist();
	
	SendBlakodEndSystemEvent(SYSEVENT_RELOAD_SYSTEM);
	
	UnpauseTimers();
	
	LeaveServerLock();
}
コード例 #6
0
ファイル: POST09.CPP プロジェクト: tlepage/Academic
void ResetStudent(/*InOut*/student_struct *s)
{
   int j = 0; // Loop variable

//
// Reset all numerical data by setting to zero
//
    s->active_student = 0;
    s->hoursCom_current = s->hoursCom_total = 0;
    s->gpa_current = s->gpa_total = 0.00;

//
// Reset all string data by clearing the strings
//
    ClearString(s->number);
    ClearString(s->name);
    ClearString(s->year);
    ClearString(s->major);

//
// Reset all classes by running loop to reset each class
//
    while(j < MAX_CLASSES_STUDENT)ResetClass(&s->classes[j++]);
}
コード例 #7
0
ファイル: HoundMain.cpp プロジェクト: programmerMOT/gunhound
void CGameGunHound::Loop()
{
	//-----------------------------------------
	//ハウンドメイン
	//-----------------------------------------

	if( m_bResetOK )
	{
		if( m_bResetPlease )
		{
			m_bResetPlease = gxFalse;
			m_sEndSeq = -1;
			ChangeGameSeq( enMainSeqGameEnd );
		}
		else if( CDashBoard::GetInstance()->IsMenuBar() )
		{
			m_bPauseFlag = gxTrue;
		}
		else
		{
			m_bPauseFlag = gxFalse;
		}

	}


	switch( m_GameSeq ){
	case enMainSeqInit:
		//-----------------------------------------
		//ゲーム初期化
		//-----------------------------------------
		m_bBriefingRoot = gxTrue;
		m_bResetOK      = gxFalse;
		viiDbg::log("ハウンドシーケンス:enMainSeqInit");
		//SaveDataInit();
		//GameConfigLoad();
		m_bPauseFlag = gxFalse;
		ChangeGameSeq( enMainSeqStart );
		break;

	case enMainSeqStart:
		//-----------------------------------------
		//スコア初期化
		//-----------------------------------------
		m_bResetOK = gxFalse;
		viiDbg::log("ハウンドシーケンス:enMainSeqStart");

#ifdef _VII_DEBUG_
		CDashBoard::GetInstance()->SetMenuDisable(gxFalse);
		CDashBoard::GetInstance()->SetLogo(gxFalse);
		CDashBoard::GetInstance()->SetWallPaper(gxFalse);
		ChangeGameSeq( enMainSeqRestart );
#else
//		ChangeGameSeq( enMainSeqGameOpeningDemo );
		CDashBoard::GetInstance()->SetMenuDisable(gxFalse);
		CDashBoard::GetInstance()->SetLogo(gxFalse);
		CDashBoard::GetInstance()->SetWallPaper(gxFalse);
		ChangeGameSeq( enMainSeqGameTitle );
#endif
		break;

	case enMainSeqGameTitle:
		//-----------------------------------------
		//タイトルのシーケンス
		//-----------------------------------------
		UploadTexture();
		m_bResetOK = gxFalse;
		ChangeGameSeq( enMainSeqRestart );
		break;

	case enMainSeqRestart:
		//-----------------------------------------
		//リスタートのポイント
		//-----------------------------------------
		m_bResetOK = gxFalse;

		ResetClass();

#ifdef GX_DEBUG
		ChangeGameSeq( enMainSeqDebugMenu );
#else
		ChangeGameSeq( enMainSeqGameMainMenu );
#endif
		break;

	case enMainSeqGameMainMenu:
		//-----------------------------------------
		//メインメニューのシーケンス
		//-----------------------------------------
		m_bResetOK = gxTrue;
		CDashBoard::GetInstance()->SetMenuDisable(gxTrue);
		switch( MainMenu() ){
		case enMenuSeqBack:
		case enMenuSeqNext:
			g_StGameInfo.Reset();
			if( m_sMainMenuSelected == CMainMenu::enMainMenuOpening )
			{
				//オープニングへ
				ChangeGameSeq( enMainSeqGameOpeningDemo );
			}
			else if( m_sMainMenuSelected == CMainMenu::enMainMenuDebug )
			{
				//デバッグモードへ
				g_StGameInfo.m_sGameMode = StGameInfo::enGameModeNormal;
				ChangeGameSeq( enMainSeqDebugMenu );
			}
			else if( m_sMainMenuSelected == CMainMenu::enMainMenuEnding )
			{
				//エンディング
				CDashBoard::GetInstance()->SetIcon( enIconNone );
				ChangeGameSeq( enMainSeqGameEndingDemo );
			}
			else if( m_sMainMenuSelected == CMainMenu::enMainMenuStart )
			{
				//ゲームスタートへ
				CDashBoard::GetInstance()->SetIcon( enIconNone );
				g_StGameInfo.m_sGameMode = StGameInfo::enGameModeNormal;
				g_StGameInfo.m_bMessage = gxTrue;
				ChangeGameSeq( enMainSeqGameBriefing );
			}
			else if( m_sMainMenuSelected == CMainMenu::enMainMenuTutorial )
			{
				//チュートリアルスタートへ
				g_StGameInfo.m_bMusic   = gxTrue;
				g_StGameInfo.m_bMessage = gxTrue;
				g_StGameInfo.m_bReplay  = gxFalse;
				CDashBoard::GetInstance()->SetIcon( enIconNone );
				g_StGameInfo.m_sGameMode = StGameInfo::enGameModeNormal;
				g_StGameInfo.PlayStage = enScenarioTutorial;
				StageSet();
				g_StGameInfo.PlayArea  = m_sSelectedStage;
				ChangeGameSeq( enMainSeqGameInit );
			}
			else if( m_sMainMenuSelected == CMainMenu::enMainMenuMission )
			{
				//ゲームスタートへ
				CDashBoard::GetInstance()->SetIcon( enIconNone );
				g_StGameInfo.m_sGameMode = StGameInfo::enGameModeMission;
				g_StGameInfo.PlayStage   = m_sSelectedStage;//enScenarioTutorial;
				g_StGameInfo.PlayArea = 0;

				StageSet();

				ChangeGameSeq( enMainSeqGameInit );

			}
			else if( m_sMainMenuSelected == CMainMenu::enMainMenuExit )
			{
				//ゲーム終了
				ExitGame();
			}
			break;

		default:
			break;
		}
		break;

	case enMainSeqGameOpeningDemo:
		//-----------------------------------------
		//オープニングのシーケンス
		//-----------------------------------------
		m_bResetOK = gxFalse;
		if( AdvertiseDemo()  )
		{
			ChangeGameSeq( enMainSeqGameTitle );
		}
		break;

	case enMainSeqDebugMenu:
		//-----------------------------------------
		//デバッグメニュー
		//-----------------------------------------
		m_bResetOK = gxTrue;
		switch( DebugMenu() ) {
		case enMenuSeqBack:
			ChangeGameSeq( enMainSeqGameMainMenu );
			break;
		case enMenuSeqNext:
//			g_StGameInfo.Reset();
			g_StGameInfo.m_bMessage = gxTrue;
			g_StGameInfo.m_bMusic   = gxTrue;
			g_StGameInfo.m_bReplay  = gxFalse;
			ChangeGameSeq( enMainSeqGameInit );
			break;
		}
		break;

	case enMainSeqGameBriefing:
		g_StGameInfo.ContinueArea = 0;

		CCockpit::GetInstance()->SetHidden();
		CDashBoard::GetInstance()->SetMenuDisable(gxFalse);
		m_bResetOK = gxTrue;

		if( m_pSetUp == NULL )
		{
			//セットアップ画面を作る
			m_pSetUp = new CSetUp( -1 );//g_StGameInfo.PlayStage );
		}

		if( BriefingMain() )
		{
			//ステージ決定
			StageSet();
			m_bBriefingRoot = gxTrue;
			ChangeGameSeq( enMainSeqGameSetUp );
		}

		CockpitControl();
		break;

	case enMainSeqGameSetUp:
		CCockpit::GetInstance()->SetHidden();
		m_bResetOK = gxTrue;

		if( m_pSetUp->IsEnd() )
		{
			ChangeGameSeq( enMainSeqGameBefore );
		}

		CockpitControl();
		break;

	case enMainSeqGameBefore:
		//-----------------------------------------
		//ゲーム初期化
		//-----------------------------------------
		CCockpit::GetInstance()->ReNew();
		CCockpit::GetInstance()->SetHidden();

		CockpitControl();

		m_bResetOK = gxTrue;

		if( !m_pSetUp->IsWait() )
		{
			//CCockpit::GetInstance()->Reset();
			viiMus::StopBGM( enSoundBgm1 );
			ChangeGameSeq( enMainSeqGameInit );
		}

		break;

	case enMainSeqGameInit:
		//-----------------------------------------
		//ゲーム初期化
		//-----------------------------------------
		CCockpit::GetInstance()->Destroy();
		CCockpit::GetInstance()->SetHidden();
		m_bResetOK = gxFalse;

		if( pGame ) delete pGame;
		pGame = new CGameManager();

		GameInit();

		pGame->init();

		CockpitControl();

		viiMus::Destroy();
		ChangeGameSeq( enMainSeqGameMain );
		break;

	case enMainSeqGameMain:
		//-----------------------------------------
		//ゲームメイン
		//-----------------------------------------
		CDashBoard::GetInstance()->SetMenuDisable(gxFalse);
		m_bResetOK = gxTrue;

		if( m_pSetUp )
		{
			m_bResetOK = gxFalse;

			m_pSetUp->Draw();

			if( m_pSetUp->GoDestroy() )
			{
				//----------------------------------------------
				//セットアップ終了
				//----------------------------------------------
				CCockpit::GetInstance()->Reset();
				delete m_pSetUp;
				m_pSetUp = NULL;
			}
		}

		if( !m_bGameStart && pGame->IsGameStart() )
		{
			m_bGameStart = gxTrue;
		}

		GameMain();

		if( pGame->IsStageClear() )
		{
			m_sEndSeq = pGame->GetNextSeq();	//m_sEndSeq = 1;	//次へ
			ChangeGameSeq( enMainSeqGameEnd );
		}
		else if( CCockpit::GetInstance()->IsGameOver() )
		{
			m_sEndSeq = enClearSeqContinue;
			ChangeGameSeq( enMainSeqGameEnd );
		}

		break;

	case enMainSeqGameEnd:
		//-----------------------------------------
		//ゲーム終了
		//-----------------------------------------
		m_bResetOK = gxFalse;

		GameEnd();

		if( pGame )
		{
			delete pGame;
			pGame = NULL;
		}

		if( !m_bBriefingRoot )
		{
			m_sEndSeq = 0;
		}

		CCockpit::GetInstance()->ReNew();

		if( m_sMainMenuSelected == CMainMenu::enMainMenuMission || m_sMainMenuSelected == CMainMenu::enMainMenuTutorial)
		{
			//---------------------------------------
			//ストーリーモード以外の時
			//---------------------------------------

			//スコアを加算する
			g_CHoundSaveData.UpdateHighScore( g_StGameInfo.m_uAllScore );

			//ミッションモードだった
			ChangeGameSeq( enMainSeqGameMainMenu );

			//チュートリアルモードだった
			ChangeGameSeq( enMainSeqGameMainMenu );

		}
		else if( m_sEndSeq == enClearSeqStageClear )
		{
#ifdef _TRIAL_VERSION_
			//タイトルに戻る
			g_CHoundSaveData.UpdateHighScore( g_StGameInfo.m_uAllScore );
			ChangeGameSeq( enMainSeqRestart );
#else
			//ステージクリアだった
			g_StGameInfo.SetStageClear( g_StGameInfo.PlayStage );
			switch( g_StGameInfo.PlayStage ){
			case enScenarioJungle:
				g_CHoundSaveData.SetHiddenOpen( enHiddenItemMission2 );
				break;
			case enScenarioRiver:
				g_CHoundSaveData.SetHiddenOpen( enHiddenItemMission3 );
				break;
			case enScenarioMountain:
				g_CHoundSaveData.SetHiddenOpen( enHiddenItemMission4 );
				break;
			case enScenarioBase:
				g_CHoundSaveData.SetHiddenOpen( enHiddenItemMission5 );
				break;
			}

			ChangeGameSeq( enMainSeqGameBriefing );
#endif
		}
		else if( m_sEndSeq == enClearSeqContinue )
		{
			//ステージ失敗だった(コンティニュールート)
			ChangeGameSeq( enMainSeqGameContinue );
		}
		else if( m_sEndSeq == enClearSeqGameOver )
		{
			//ゲームオーバーだった
			ChangeGameSeq( enMainSeqGameContinue );
		}
		else if( m_sEndSeq == enClearSeqEnding )
		{
			//エンディングだった
			g_StGameInfo.SetStageClear( g_StGameInfo.PlayStage );
			g_CHoundSaveData.UpdateHighScore( MISSION_ALLOVER_BONUS );

			Uint32 uScore = 0;

			//ゲームスコアを加算
			m_stEndingBonus.uAllScore = g_StGameInfo.m_uAllScore;

			//オールオーバーボーナスをコンティニュー回数で割る
			m_stEndingBonus.uContinueBonus = MISSION_ALLOVER_BONUS/(g_StGameInfo.m_sContinueCnt+1);
			m_stEndingBonus.uContinueBonus = m_stEndingBonus.uContinueBonus/10;
			m_stEndingBonus.uContinueBonus = m_stEndingBonus.uContinueBonus*10;


			//Trueエンディングの場合場合ボーナス
			m_stEndingBonus.uTrueEndBonus = 0;
			if( g_StGameInfo.m_bTrueEnd )
			{
				m_stEndingBonus.uTrueEndBonus = ENDING_TRUEVERSION_BONUS;
				g_CHoundSaveData.SetHiddenOpen( enHiddenItemViewEnding );
			}

			//ノーコンティニューだった場合2倍ボーナス
			if( g_StGameInfo.m_sContinueCnt == 0 )
			{
				m_stEndingBonus.uNoContinueBonus = m_stEndingBonus.uAllScore + m_stEndingBonus.uContinueBonus + m_stEndingBonus.uTrueEndBonus;
			}

			uScore =  m_stEndingBonus.uAllScore;
			uScore += m_stEndingBonus.uContinueBonus;
			uScore += m_stEndingBonus.uTrueEndBonus;
			uScore += m_stEndingBonus.uNoContinueBonus;

			m_stEndingBonus.uTotalScore = uScore;

			//スコアを加算する
			g_CHoundSaveData.UpdateHighScore( uScore );

			ChangeGameSeq( enMainSeqGameEndingDemo );
		}
		else
		{
			//リセットだった
/*
			if( m_bGameStart && m_sMainMenuSelected == CMainMenu::enMainMenuStart )
			{
				m_sResetCount = 120;
				ChangeGameSeq( enMainSeqResetInGame );
			}
			else
			{
				ChangeGameSeq( enMainSeqRestart );
			}
*/
			ChangeGameSeq( enMainSeqRestart );

		}
		break;

	case enMainSeqGameContinue:
		//-----------------------------------------
		//コンティニュー
		//-----------------------------------------
		m_bResetOK = gxTrue;
		m_bGameStart = gxFalse;
		switch( ContinueScreen() ){
		case enMenuSeqNext:
			{
				//タイトルに戻る
				g_CHoundSaveData.UpdateHighScore( g_StGameInfo.m_uAllScore );
				ChangeGameSeq( enMainSeqRestart );
			}
			break;

		case enMenuSeqBack:
			{
				//コンティニューする
//				Sint32 sMem = g_StGameInfo.PlayArea;
//				StageSet();
				//スコアをリセットする
/*
				g_StGameInfo.m_uAllScore   = (g_StGameInfo.m_uAllScore/2);
				g_StGameInfo.m_uAllScore   -= g_StGameInfo.m_uAllScore%10;;
*/
				//スコア更新
				g_CHoundSaveData.UpdateHighScore( g_StGameInfo.m_uAllScore );
				g_StGameInfo.m_uAllScore   = 0;//(g_StGameInfo.m_uAllScore/2);
				g_StGameInfo.m_uStageScore = g_StGameInfo.m_uAllScore;

				if( g_StGameInfo.m_sContinueCnt < 99 ) g_StGameInfo.m_sContinueCnt ++;
				g_StGameInfo.ContinueArea = g_StGameInfo.PlayArea;
				ChangeGameSeq( enMainSeqGameInit );
			}
			break;

		default:
			break;
		}
		break;

	case enMainSeqGameEndingDemo:
		//-----------------------------------------
		//ゲーム終了
		//-----------------------------------------
		m_bResetOK = gxTrue;
		m_bGameStart = gxFalse;
		CCockpit::GetInstance()->SetHidden();
		CDashBoard::GetInstance()->SetMenuDisable(gxFalse);
		if( EndingDemo() )
		{
			ChangeGameSeq( enMainSeqRestart );
		}
		break;
	case enMainSeqResetInGame:
		if( m_sResetCount > 0 )
		{
			m_sResetCount --;
		}
		else
		{
			g_StGameInfo.m_uAllScore   = 0;
			g_StGameInfo.m_uStageScore = 0;
			g_StGameInfo.ContinueArea = g_StGameInfo.PlayArea;
			CCockpit::GetInstance()->ReNew();
			ChangeGameSeq( enMainSeqGameInit );
		}
		break;
	default:
		break;
	}

	viiMus::GetInstance()->Action();
	CFadeManager::GetInstance()->action();
}