コード例 #1
0
ファイル: core.cpp プロジェクト: EXL/NXEngine
void CoreBoss::StopWaterStream(void)
{
	// bring the water down again if it's not already
	if (map.wlstate == WL_UP)
		map.wlforcestate = WL_CYCLE;
	
	StopLoopSounds();
}
コード例 #2
0
ファイル: game.cpp プロジェクト: EXL/NXEngine
void Game::reset()
{
	memset(inputs, 0, sizeof(inputs));
	StopLoopSounds();
	StopScripts();
	
	Replay::end_record();
	Replay::end_playback();
	
	game.pause(false);
	game.setmode(GM_INTRO, 0, true);
	console.SetVisible(false);
}
コード例 #3
0
int main(int argc, char *argv[])
{
bool inhibit_loadfade = false;
bool error = false;
bool freshstart;
	
	SetLogFilename("debug.txt");
	if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0)
	{
		staterr("ack, sdl_init failed: %s.", SDL_GetError());
		return 1;
	}
	atexit(SDL_Quit);
	
	// start up inputs first thing because settings_load may remap them
	input_init();
	
	// load settings, or at least get the defaults,
	// so we know the initial screen resolution.
	settings_load();
	
	if (Graphics::init(settings->resolution)) { staterr("Failed to initialize graphics."); return 1; }
	if (font_init()) { staterr("Failed to load font."); return 1; }
	
	//speed_test();
	//return 1;
	
	#ifdef CONFIG_DATA_EXTRACTOR
	if (!settings->files_extracted)
	{
		if (extract_main())
		{
			Graphics::close();
			font_close();
			return 0;
		}
		else
		{
			settings->files_extracted = true;
			settings_save();
		}
	}
	#endif
	
	if (check_data_exists())
	{
		return 1;
	}
	
	Graphics::ShowLoadingScreen();
	if (sound_init()) { fatal("Failed to initialize sound."); return 1; }
	if (trig_init()) { fatal("Failed trig module init."); return 1; }
	
	if (tsc_init()) { fatal("Failed to initialize script engine."); return 1; }
	if (textbox.Init()) { fatal("Failed to initialize textboxes."); return 1; }
	if (Carets::init()) { fatal("Failed to initialize carets."); return 1; }
	
	if (game.init()) return 1;
	game.setmode(GM_NORMAL);
	// set null stage just to have something to do while we go to intro
	game.switchstage.mapno = 0;
	
	//#define REPLAY
	#ifdef REPLAY
		game.switchstage.mapno = START_REPLAY;
		//Replay::set_ffwd(6000);
		//Replay::set_stopat(3500);
		game.switchstage.param = 1;
	#else
		//game.switchstage.mapno = LOAD_GAME;
		//game.pause(GP_OPTIONS);
		
		if (settings->skip_intro && file_exists(GetProfileName(settings->last_save_slot)))
			game.switchstage.mapno = LOAD_GAME;
		else
			game.setmode(GM_INTRO);
	#endif
	
	// for debug
	if (game.paused) { game.switchstage.mapno = 0; game.switchstage.eventonentry = 0; }
	if (game.switchstage.mapno == LOAD_GAME) inhibit_loadfade = true;
	
	game.running = true;
	freshstart = true;
	
	stat("Entering main loop...");
	#ifdef __SDLSHIM__
		set_console_visible(false);
	#endif
	
	//speed_test();
	//return 1;
	
	while(game.running)
	{
		// SSS/SPS persists across stage transitions until explicitly
		// stopped, or you die & reload. It seems a bit risky to me,
		// but that's the spec.
		if (game.switchstage.mapno >= MAPNO_SPECIALS)
		{
			StopLoopSounds();
		}
		
		// enter next stage, whatever it may be
		if (game.switchstage.mapno == LOAD_GAME || \
			game.switchstage.mapno == LOAD_GAME_FROM_MENU)
		{
			if (game.switchstage.mapno == LOAD_GAME_FROM_MENU)
				freshstart = true;
			
			stat("= Loading game =");
			if (game_load(settings->last_save_slot))
			{
				fatal("savefile error");
				goto ingame_error;
			}
			
			Replay::OnGameStarting();
			
			if (!inhibit_loadfade) fade.Start(FADE_IN, FADE_CENTER);
			else inhibit_loadfade = false;
		}
		else if (game.switchstage.mapno == START_REPLAY)
		{
			stat(">> beginning replay '%s'", GetReplayName(game.switchstage.param));
			
			StopScripts();
			if (Replay::begin_playback(GetReplayName(game.switchstage.param)))
			{
				fatal("error starting playback");
				goto ingame_error;
			}
		}
		else
		{
			if (game.switchstage.mapno == NEW_GAME || \
				game.switchstage.mapno == NEW_GAME_FROM_MENU)
			{
				bool show_intro = (game.switchstage.mapno == NEW_GAME_FROM_MENU);
				InitNewGame(show_intro);
			}
			
			// slide weapon bar on first intro to Start Point
			if (game.switchstage.mapno == STAGE_START_POINT && \
				game.switchstage.eventonentry == 91)
			{
				freshstart = true;
			}
			
			// switch maps
			if (load_stage(game.switchstage.mapno)) goto ingame_error;
			
			player->x = (game.switchstage.playerx * TILE_W) << CSF;
			player->y = (game.switchstage.playery * TILE_H) << CSF;
		}
		
		// start the level
		if (game.initlevel()) return 1;
		
		if (freshstart)
			weapon_introslide();
		
		gameloop();
		game.stageboss.OnMapExit();
		freshstart = false;
	}
	
shutdown: ;
	Replay::close();
	game.close();
	Carets::close();
	
	Graphics::close();
	input_close();
	font_close();
	sound_close();
	tsc_close();
	textbox.Deinit();
	return error;
	
ingame_error: ;
	stat("");
	stat(" ************************************************");
	stat(" * An in-game error occurred. Game shutting down.");
	stat(" ************************************************");
	error = true;
	goto shutdown;
}
コード例 #4
0
ファイル: main.cpp プロジェクト: millvis/nxengine-libretro
bool run_main(void)
{
	if (in_gameloop)
		goto loop;
	// SSS/SPS persists across stage transitions until explicitly
	// stopped, or you die & reload. It seems a bit risky to me,
	// but that's the spec.
	if (game.switchstage.mapno >= MAPNO_SPECIALS)
	{
		StopLoopSounds();
	}

	// enter next stage, whatever it may be
	if (game.switchstage.mapno == LOAD_GAME || \
			game.switchstage.mapno == LOAD_GAME_FROM_MENU)
	{
		if (game.switchstage.mapno == LOAD_GAME_FROM_MENU)
			freshstart = true;

		NX_LOG("= Loading game =\n");
		if (game_load(settings->last_save_slot))
		{
			fatal("savefile error");
			game.running = false;
			error = 1;
			return false;
		}

		Replay::OnGameStarting();

		if (!inhibit_loadfade) fade.Start(FADE_IN, FADE_CENTER);
		else inhibit_loadfade = false;
	}
	else if (game.switchstage.mapno == START_REPLAY)
	{
		NX_LOG(">> beginning replay '%s'\n", GetReplayName(game.switchstage.param));

		StopScripts();
		if (Replay::begin_playback(GetReplayName(game.switchstage.param)))
		{
			fatal("error starting playback");
			game.running = false;
			error = 1;
			return false;
		}
	}
	else
	{
		if (game.switchstage.mapno == NEW_GAME || \
				game.switchstage.mapno == NEW_GAME_FROM_MENU)
		{
			static bool show_intro = (game.switchstage.mapno == NEW_GAME_FROM_MENU);
			InitNewGame(show_intro);
		}

		// slide weapon bar on first intro to Start Point
		if (game.switchstage.mapno == STAGE_START_POINT && \
				game.switchstage.eventonentry == 91)
		{
			freshstart = true;
		}

		// switch maps
		if (load_stage(game.switchstage.mapno))
		{
			game.running = false;
			error = 1;
			return false;
		}

		player->x = (game.switchstage.playerx * TILE_W) << CSF;
		player->y = (game.switchstage.playery * TILE_H) << CSF;
	}

	// start the level
	if (game.initlevel())
	{
		game.running = false;
		error = 1;
		return false;
	}

	if (freshstart)
		weapon_introslide();

	game.switchstage.mapno = -1;
loop:
	in_gameloop = true;
	if (gameloop())
		return true;	
	in_gameloop = false;

	game.stageboss.OnMapExit();
	freshstart = false;
}