コード例 #1
0
ファイル: musicmgr.c プロジェクト: azuwis/xreader
static int music_list_refresh(void)
{
	music_lock();
	g_list.curr_pos = 0;

	if (music_maxindex() > 0) {
		if (g_list.is_list_playing) {
			if (music_play(g_list.curr_pos) < 0) {
				g_list.is_list_playing = false;
			}
		} else {
			// only load information
			if (music_load(g_list.curr_pos) >= 0) {
				musicdrv_end();
			}
		}
	} else {
		musicdrv_end();
		set_musicdrv(NULL);
	}

	g_list.first_time = true;
	g_shuffle.first_time = true;
	music_unlock();

	return 0;
}
コード例 #2
0
ファイル: jni.cpp プロジェクト: autch/s98droid
int load_pmdwin(const char* cszFileName)
{
	music_stop();

	int ret = music_load((char*)cszFileName);

	__android_log_print(ANDROID_LOG_DEBUG, "PMDWin", "music_load: %d", ret);

	switch(ret) {
	case PMDWIN_OK:
	case ERR_OPEN_PPC_FILE:
	case WARNING_PPC_ALREADY_LOAD:
	case ERR_OPEN_P86_FILE:
	case ERR_OPEN_PPS_FILE:
	case WARNING_PPS_ALREADY_LOAD:
	case ERR_OPEN_PPZ1_FILE:
	case ERR_OPEN_PPZ2_FILE:
	case WARNING_PPZ1_ALREADY_LOAD:
	case WARNING_PPZ2_ALREADY_LOAD:
		music_start();
		return 1;
	case ERR_WRONG_PPC_FILE:
	case ERR_WRONG_PPZ1_FILE:
	case ERR_WRONG_PPZ2_FILE:
	case ERR_WRONG_P86_FILE:
	case ERR_OPEN_MUSIC_FILE:
	case ERR_WRONG_MUSIC_FILE:
	case ERR_OUT_OF_MEMORY:
	case ERR_OTHER:
		return 0;
	}
}
コード例 #3
0
ファイル: trap.c プロジェクト: Protovision/io-lua
int	trap_LoadMusic(lua_State *s)
{
	MUSIC *m;
	const char *file;

	trap_args(s, "LoadMusic", "s", &file);
	m = music_load(file);
	lua_pushlightuserdata(s, m);
	return 1;
}
コード例 #4
0
ファイル: nlua_music.c プロジェクト: Arakash/naev
/**
 * @brief Loads a song.
 *
 *    @luaparam name Name of the song to load.
 * @luafunc load( name )
 */
static int musicL_load( lua_State *L )
{
   const char* str;

   /* check parameters */
   str = luaL_checkstring(L,1);
   if (music_load( str )) {
      NLUA_ERROR(L,"Music '%s' invalid or failed to load.", str );
      return 0;
   }

   return 0;
}
コード例 #5
0
ファイル: musicmgr.c プロジェクト: azuwis/xreader
static int music_play(int i)
{
	int ret;

	ret = music_load(i);

	if (ret < 0) {
		return ret;
	}

	ret = musicdrv_play();

	return ret;
}
コード例 #6
0
ファイル: music.c プロジェクト: hhirsch/goblinhack2
void music_play (const char *file,
                 const char *alias,
                 uint32_t rate)
{
    int audio_format = MIX_DEFAULT_FORMAT;
    int audio_channels = 2;
    int audio_buffers = 4096;

    if (!music_init_done) {
        if (Mix_OpenAudio(rate,
                          audio_format,
                          audio_channels,
                          audio_buffers) != 0) {

            MSG_BOX("Mix_OpenAudio fail: %s %s",
                    Mix_GetError(), SDL_GetError());
            SDL_ClearError();
        }

        music_init_done = true;
    }

    musicp music = music_load(file, alias);

    music_update_volume();

    static int sound_loaded;
    if (!sound_loaded) {
        sound_loaded = true;
        sound_load_all();
    }

    if (HEADLESS) {
        return;
    }

    if (Mix_FadeInMusicPos(music->music, -1, 2000, 0) == -1) {
//    if (Mix_PlayMusic(music->music, -1) == -1) {
        WARN("cannot play music %s: %s", music->tree.key, Mix_GetError());
    }
}
コード例 #7
0
// Start playing the given track
void music_start_loop(enum music_track track, int loop)
{
	OSStatus result;
	
	// Load as necessary
	music_load(track);
	
	// Ensure we can we play this
	if (!music_files[track].sequence_loaded)
		return;
	
	// Keep track of if we should loop or not
	music_files[track].loop = loop;
	
	// Is this already playing, or would it be playing if we weren't muted?
	if (music_files[track].playing || music_files[track].muted)
		return;
	
	// TODO: fix the code that calls the music system so that we don't have two tracks running at once
	// For now, stop any other tracks
	music_stop();
	
	// If we're muted, mark this track as muted, and bail out
	if (mute_music) {
		music_files[track].muted = 1;
		return;
	}
	
	// Initialize the music player and attach the sequence
	require_noerr(result = NewMusicPlayer(&music_files[track].player), fail);
	require_noerr(result = MusicPlayerSetSequence(music_files[track].player, music_files[track].sequence), fail);
	
	// Determine the track length if we don't know it already
	if (music_files[track].track_length <= 1.0) {
		UInt32 track_count, i;
		require_noerr(result = MusicSequenceGetTrackCount(music_files[track].sequence, &track_count), fail);

		for (i = 0; i < track_count; i++) {
			MusicTrack midi_track;
			MusicTimeStamp track_length;
			UInt32 property_size = sizeof(MusicTimeStamp);
			
			// Get the track within the MIDI file
			require_noerr(result = MusicSequenceGetIndTrack(music_files[track].sequence, i, &midi_track), fail);
			
			// Determine its length
			require_noerr(result = MusicTrackGetProperty(midi_track, kSequenceTrackProperty_TrackLength, &track_length, &property_size), fail);
			
			// Update the music track length if this MIDI track is longer
			if (track_length > music_files[track].track_length)
				music_files[track].track_length = track_length;
		}		
	}
	
	// Seek and pre-roll to the beginning
	require_noerr(result = MusicPlayerSetTime(music_files[track].player, 0), fail);
	require_noerr(result = MusicPlayerPreroll(music_files[track].player), fail);
	
	// Start playing
	require_noerr(result = MusicPlayerStart(music_files[track].player), fail);
	
	// Mark as playing
	music_files[track].playing = 1;
	
	return;
		
fail:
	WARNING2("unexpected error playing MIDI track; result=%ld", result);
	music_files[track].unplayable = 1;
	return;	
}
コード例 #8
0
ファイル: config.c プロジェクト: odrevet/GE2
char conf_load(skin* p_skin, int skin_index, SDL_Renderer *renderer)
{
    char tmp_path[BUFSIZ];
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", p_skin[skin_index].gfx, NULL);
    gfx = image_load(tmp_path, renderer);
    if(!gfx)return 0;
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", p_skin[skin_index].bg, NULL);
    bg = image_load(tmp_path, renderer);
    if(!bg)return 0;
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", p_skin[skin_index].menu, NULL);
    menu = image_load(tmp_path, renderer);
    if(!menu)return 0;
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", p_skin[skin_index].music, NULL);
    music  = music_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "start.wav", NULL);
    start  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "pause.wav", NULL);
    pause  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "line.wav", NULL);
    line  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "double.wav", NULL);
    doubles  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "triple.wav", NULL);
    triples  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "tetris.wav", NULL);
    tetris  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "put.wav", NULL);
    put  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "gameover.wav", NULL);
    gameover  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "rotate.wav", NULL);
    rotate  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    return 1;
}
コード例 #9
0
ファイル: main.c プロジェクト: odrevet/GE
game_status state_in_game(SDL_Surface *screen, game* p_game)
{
  int i=0;
  bool done=false;

  game_status ret_code = GAME_OVER;
  SDL_Rect srcrect = {0,0,160,144};
  dstrect = set_rect(0,0,SCREEN_HEIGHT,SCREEN_WIDTH);

#ifdef USE_LUA
  lua_State *L;
  L = lua_open();
  luaopen_base(L);
  luaL_openlibs(L);
  luaopen_globals(L);
  luaopen_game(L);
  luaopen_unit(L);
  luaopen_sprite(L);
  luaopen_var(L);
  luaopen_map(L);

  //register lua functions
  lua_register(L ,"say", script_lua_unit_say);
  lua_register(L ,"unit_get_x", script_lua_unit_get_x);
  lua_register(L ,"unit_get_y", script_lua_unit_get_y);
  lua_register(L ,"unit_set_index_x", script_lua_unit_set_index_x);
  lua_register(L ,"unit_set_index_y", script_lua_unit_set_index_y);
  lua_register(L ,"event_text", script_lua_event_exec_text);
  lua_register(L ,"event_teleport", script_lua_event_exec_teleport);
  lua_register(L ,"unit_set_life", script_lua_unit_set_life);
  lua_register(L ,"unit_set_speed", script_lua_unit_set_speed);

  p_game->L = L;
  g_game = p_game;
#endif


  long timelastcall=SDL_GetTicks();

  if(map_get_current(p_game->p_map, p_game->cur_map)->music != NULL){
    char* music = strdup(map_get_current(p_game->p_map, p_game->cur_map)->music);
    Mix_Music* ingame_music = music_load(music);
    music_play(ingame_music);
  }

  message_box* p_menu = NULL;
  p_menu = menu_ingame_create(p_game);
  bool action;

  while (!done)
    {
      action = false;
      SDL_Event event;
      SDL_JoystickUpdate();
      while (SDL_PollEvent(&event)){
	switch ( event.type ){
	case SDL_QUIT:
	  ret_code = QUIT;
	  done = true;
	  break;
	case SDL_KEYUP:
	  switch ( event.key.keysym.sym ){
	  case SDLK_RETURN:
	    switch(menu_start(get_backbuffer_surface(), p_game)){
	    case 0:
	      menu_status(get_backbuffer_surface(), p_game);
	      break;
	    case 1:
	      menu_save(get_backbuffer_surface(), p_game);
	      break;
	    case 2:
	      ret_code = LOAD;
	      done=true;
	      break;
	    }
	    break;
	  default:break;
	  }
	  break;
	case SDL_JOYBUTTONDOWN:
	  switch(event.jbutton.button){
	  case 0:
	    switch(menu_start(get_backbuffer_surface(), p_game)){
	    case 0:
	      menu_status(get_backbuffer_surface(), p_game);
	      break;
	    case 1:
	      menu_save(get_backbuffer_surface(), p_game);
	      break;
	    case 2:
	      ret_code = LOAD;
	      done=true;
	      break;
	    }
	    break;
	  case 2:
	    action = true;
	    break;
	  }
	  break;
	default:break;
	}

	unit_handle_key(p_game->p_unit, &event, p_game);
      }

      int joystate = SDL_JoystickGetHat(p_game->p_unit->joystick, 0);
      switch (joystate){
      case SDL_HAT_DOWN:
	unit_set_vel_y(p_game->p_unit, p_game->p_unit->speed);
	unit_set_vel_x(p_game->p_unit, 0);
	p_game->p_unit->p_sprite->animation_current = DOWN;
	p_game->p_unit->dir = DOWN;
	p_game->p_unit->current_action = NOTHING;

	break;
      case SDL_HAT_UP:
	unit_set_vel_y(p_game->p_unit, -p_game->p_unit->speed);
	unit_set_vel_x(p_game->p_unit, 0);
	p_game->p_unit->p_sprite->animation_current = UP;
	p_game->p_unit->dir = UP;
	p_game->p_unit->current_action = NOTHING;
	break;
      case SDL_HAT_RIGHT:
	unit_set_vel_x(p_game->p_unit, p_game->p_unit->speed);
	unit_set_vel_y(p_game->p_unit, 0);
	p_game->p_unit->p_sprite->animation_current = RIGHT;
	p_game->p_unit->dir = RIGHT;
	p_game->p_unit->current_action = NOTHING;
	break;
      case SDL_HAT_LEFT:
	unit_set_vel_x(p_game->p_unit, -p_game->p_unit->speed);
	unit_set_vel_y(p_game->p_unit, 0);
	p_game->p_unit->p_sprite->animation_current = LEFT;
	p_game->p_unit->dir = LEFT;
	p_game->p_unit->current_action = NOTHING;
	break;
      default:
	break;
      }

      //drawing
      SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
      map_draw(map_get_current(p_game->p_map, p_game->cur_map), backbuffer);

      if(p_game->p_unit->current_action == FIGHT){
	anim_sprite_draw(p_game->p_unit->weapon, get_backbuffer_surface());
      }

      anim_sprite_draw(p_game->p_unit->p_sprite, backbuffer);

      for(i=0;i<p_game->NPC_nb;i++){
	NPC_update(p_game->p_NPC+i, map_get_current(p_game->p_map, p_game->cur_map), p_game->p_unit);
	anim_sprite_draw(p_game->p_NPC[i].p_sprite, backbuffer);
      }

      for(i=0;i<p_game->ennemie_nb;i++){
	ennemie_update(p_game->p_ennemie+i, map_get_current(p_game->p_map, p_game->cur_map), p_game->p_unit);
	anim_sprite_draw(p_game->p_ennemie[i].p_sprite, backbuffer);
      }

      Uint8* key = SDL_GetKeyState(NULL);
      if(key[p_game->p_unit->key_b] || action){
	for(i=0;i<p_game->NPC_nb;i++){

	  if(sprite_intersect((sprite*)p_game->p_unit->p_sprite, (sprite*)p_game->p_NPC[i].p_sprite)){
	    struct t_event* p_event = malloc(sizeof(struct t_event));
	    p_event->is_auto = true;
	    p_event->p_next = NULL;
	    p_event->type = EVENT_SCRIPT;

	    event_script* p_event_script = malloc(sizeof(event_script));
	    p_event_script->language = strdup("lua");
	    p_event_script->script = strdup(p_game->p_NPC[i].script);
	    p_event_script->version = strdup("1.0");

	    p_event->data = p_event_script;
	    event_exec_script(p_event, p_game);

	    event_free(p_event);
	  }
	}
      }


      //logic
      sprite_calc_bounding_box((sprite*)p_game->p_unit->p_sprite, true);



      //events when entering a tile
      point* p_point_enter = unit_check_on_tile_enter(p_game->p_unit, map_get_current(p_game->p_map, p_game->cur_map));
      if( p_point_enter != NULL &&
	  map_get_current(p_game->p_map, p_game->cur_map)->pp_tile[p_point_enter->y][p_point_enter->x].p_event != NULL &&
	  map_get_current(p_game->p_map, p_game->cur_map)->pp_tile[p_point_enter->y][p_point_enter->x].p_event->is_auto){

	p_game->p_unit->p_sprite->v_anim[p_game->p_unit->p_sprite->animation_current].frame_current = 1;
	event_dispatch(map_get_current(p_game->p_map, p_game->cur_map)->pp_tile[p_point_enter->y][p_point_enter->x].p_event, p_game);
	free(p_point_enter);

      }

      map* p_cur_map = map_get_current(p_game->p_map, p_game->cur_map);

      if(SDL_GetTicks() - timelastcall>1000/40) {

	unit_update(p_game->p_unit, p_cur_map);

	for(i=0;i<p_game->ennemie_nb;i++){

	  //Check weapon / ennemie collides
	  if(p_game->p_unit->current_action == FIGHT){
	    if(sprite_intersect((sprite*)p_game->p_unit->weapon, (sprite*)p_game->p_ennemie[i].p_sprite)){
	      p_game->p_ennemie[i].HP--;
	      if(p_game->p_ennemie[i].HP <= 0){                       //ennemie dead
		//sound dead
		//animation dead
		p_game->p_unit->XP += p_game->p_ennemie[i].XP;      //increase unit status
		p_game->p_unit->gold += p_game->p_ennemie[i].gold;

		ennemie_remove(p_game->p_ennemie, i, &p_game->ennemie_nb);      //remove ennemie
		break;
	      }
	    }
	  }

	  //Check unit / ennemie collides
	  if(p_game->p_unit->invincible_time <= 0 && sprite_intersect((sprite*)p_game->p_unit->p_sprite, (sprite*)p_game->p_ennemie[i].p_sprite)){
	    //sample_play(unit_hitted);
	    p_game->p_unit->invincible_time = 40;
	    unit_hitted(p_game->p_unit, p_game->p_ennemie+i, p_cur_map);
	    if(p_game->p_unit->HP <= 0){
	      //sound dead
	      //animation dead
	      //message game over
	      ret_code = GAME_OVER;
	      done = true;
	      break;
	    }
	  }
	}

	//Game events
	menu_ingame_update(get_backbuffer_surface(), p_menu, p_game);

	//update timer
	timelastcall=SDL_GetTicks();
      }

#if RENDER == 3 && !GEKKO
      SDL_GL_SwapBuffers();
#else
      SDL_SoftStretch(backbuffer, &srcrect, screen, &dstrect);
      SDL_Flip(screen);
#endif

    }

  game_free(p_game);
  return ret_code;
}
コード例 #10
0
ファイル: main.c プロジェクト: odrevet/GE
int state_in_game(SDL_Surface *screen)
{
    SDL_Rect srcrect = {0, 0, 480, 480};                      //the part of the screen to be stretched, must be sup 0 and inf screen surface Height and Width
    SDL_Rect dstrect = set_rect(0, 0, SCREEN_HEIGHT, SCREEN_WIDTH);    //equals screen resolution

    int bomb_nb=0;
    int flame_nb=0;
    bool done = false;
    int i=0;                     //generic accumulator 1
    int j=0;                     //generic accumulator 2
    int k=0;                     //unit accumulator
    int tick_count=0;
    int tick_trigger=0;
    int time_elapsed=0;         //time elapsed in this round (in secondes)
    int last_time=0;
    int current_game_status=-1;

    timer *timer_battle = timer_init();
    timer_start(timer_battle);

    // load sample.wav in to sample
    Mix_Chunk *sample = sample_load("res/boom.wav");
    Mix_Music* music = music_load("res/music.xm");
    music_play(music);

    //initialize map
    map *p_map = malloc(sizeof(map));
    p_map->tile_height = 32;
    p_map->tile_width = 32;
    map_load_level(p_map, "res/level_01.map");
    p_map->p_chipset = image_load("res/classic.png");
    SDL_Surface* surface_menu = IMG_Load("./res/menu.png");
    SDL_SetColorKey(surface_menu, SDL_SRCCOLORKEY, SDL_MapRGB(surface_menu->format, 255, 0, 255));

    for (k=0;k<g_game.unit_nb;k++)
    {
        unit_tile_protect(g_game.v_unit+k, p_map);
    }

    int block_nb = map_block_add(p_map, g_game.block_fill, .5);         ///@todo the disp % is not implemented yet
    int panel_nb = panel_add(g_game.v_panel, p_map, block_nb);

    int random_comment = rand() % 9;
    char sz_comment[32];
    SDL_Rect pos_comment = set_rect(10, 465, 0, 0);
    int comment_time_elapsed;
    timer *timer_comment = timer_init();

    //Menu
    TTF_Font *font_menu = font_load("res/asia.ttf", 20);
    TTF_Font *font_result = font_load("res/asia.ttf", 75);

    SDL_Rect cur_pos;
    cur_pos.x = 42;
    cur_pos.y = 425;

    char sz_time[10];

    while (!done)
    {
        SDL_Event event;
        SDL_JoystickUpdate();
        while(SDL_PollEvent(&event)){
            for (k=0;k<g_game.unit_nb;k++)
            {
                if (!g_game.v_unit[k].is_dead)
                {
                    unit_handle_key(g_game.v_unit+k, &event, k, g_game.v_bomb, p_map, &bomb_nb);
                }
            }
           if(event.type == SDL_QUIT || ((event.type == SDL_KEYDOWN) && (event.key.keysym.sym == SDLK_ESCAPE)) || (event.type == SDL_JOYBUTTONDOWN && event.jbutton.button == 6)){
                    done = true;
                    current_game_status = MAIN_MENU;
            }
            else if((event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_RETURN)|| (event.type == SDL_JOYBUTTONDOWN && event.jbutton.button == 5)){
                    Mix_PauseMusic();
                    state_paused(screen);
                    Mix_ResumeMusic();
            }
        }

        for (k=0;k<g_game.unit_nb;k++){
            if(!g_game.v_unit[k].use_keyboard){
                int joystate = SDL_JoystickGetHat(g_game.v_unit[k].joystick, 0);
                switch (joystate){
                    case SDL_HAT_DOWN:
                        unit_set_vel_y(g_game.v_unit+k, g_game.v_unit[k].speed);
                        unit_set_vel_x(g_game.v_unit+k, 0);
                        g_game.v_unit[k].p_sprite->animation_current = DOWN;
                    break;
                    case SDL_HAT_UP:
                        unit_set_vel_y(g_game.v_unit+k, -g_game.v_unit[k].speed);
                        unit_set_vel_x(g_game.v_unit+k, 0);
                        g_game.v_unit[k].p_sprite->animation_current = UP;
                    break;
                    case SDL_HAT_RIGHT:
                        unit_set_vel_x(g_game.v_unit+k, g_game.v_unit[k].speed);
                        unit_set_vel_y(g_game.v_unit+k, 0);
                        g_game.v_unit[k].p_sprite->animation_current = RIGHT;
                    break;
                    case SDL_HAT_LEFT:
                        unit_set_vel_x(g_game.v_unit+k, -g_game.v_unit[k].speed);
                        unit_set_vel_y(g_game.v_unit+k, 0);
                        g_game.v_unit[k].p_sprite->animation_current = LEFT;
                    break;
                    default:
                        if ( g_game.v_unit[k].vel_x != 0 ){
                            unit_set_vel_x(g_game.v_unit+k, 0);
                            g_game.v_unit[k].p_sprite->v_anim[g_game.v_unit[k].p_sprite->animation_current].frame_current = 1;
                        }
                        if ( g_game.v_unit[k].vel_y != 0 ){
                            unit_set_vel_y(g_game.v_unit+k, 0);
                            g_game.v_unit[k].p_sprite->v_anim[g_game.v_unit[k].p_sprite->animation_current].frame_current = 1;
                        }

                    break;
                }
            }
        }

        tick_count = SDL_GetTicks();
        if (tick_count > tick_trigger / 60){
            tick_trigger = tick_count;
            SDL_FillRect(backbuffer, 0, SDL_MapRGB(backbuffer->format, 10, 20, 80));


            //draw the map
            map_draw(p_map, backbuffer);
            for (i=0;i<panel_nb;i++)
            {
                if(p_map->pp_tile[g_game.v_panel[i]->p_sprite->y / TILE_SIZE][g_game.v_panel[i]->p_sprite->x / TILE_SIZE].type != BLOCK)panel_draw(g_game.v_panel[i], backbuffer);
            }


            //check panels
            for (i=0;i<panel_nb;i++)
            {
                // for all units
                for (k=0;k<g_game.unit_nb;k++)
                {
                    //Check for bonus
                    if (g_game.v_panel[i]->p_sprite->y / TILE_SIZE == unit_get_bounding_index_center_y(g_game.v_unit+k)
                            && (g_game.v_panel[i]->p_sprite->x / TILE_SIZE == unit_get_bounding_index_center_x(g_game.v_unit+k)))
                    {
                        panel_apply(g_game.v_panel[i], g_game.v_unit+k);

                        panel_free(g_game.v_panel[i]);
                        panel_nb--;

                        //Left shift the vector
                        for (j=i;j<panel_nb;j++)
                        {
                            g_game.v_panel[j] = g_game.v_panel[j+1];
                        }
                    }
                }
            }

            //Draw and update bombs
            for (i=0;i<bomb_nb;i++)
            {
                bomb_draw(g_game.v_bomb[i], backbuffer);
                anim_sprite_update_frame(g_game.v_bomb[i]->p_sprite);
                bomb_update_timer(g_game.v_bomb[i]);

                if ((g_game.v_bomb[i]->time_left <= 0) || (p_map->pp_tile[g_game.v_bomb[i]->p_sprite->y / TILE_SIZE][g_game.v_bomb[i]->p_sprite->x / TILE_SIZE].type == FLAME))
                {
                    sample_play(sample);
                    bomb_explode(g_game.v_bomb[i], p_map, g_game.v_flame, &flame_nb);
                    bomb_nb--;

                    bomb_free(g_game.v_bomb[i]);

                    //Left shift the vector
                    for (j=i;j<bomb_nb;j++)
                    {
                        g_game.v_bomb[j] = g_game.v_bomb[j+1];
                    }
                }
            }

            //Check flame
            for (i=0;i<p_map->height;i++)
            {
                for (j=0;j<p_map->width[i];j++)
                {
                    // for all units, check if hitten (if unit center is on a tile with a flame flag)
                    for (k=0;k<g_game.unit_nb;k++)
                    {
                        if ((p_map->pp_tile[i][j].type == FLAME) &&
                                ((unit_get_index_x(g_game.v_unit+k) == j) &&
                                (unit_get_index_y(g_game.v_unit+k) == i)) &&
                                g_game.v_unit[k].is_dead == false)
                        {
                            g_game.v_unit[k].is_dead = true;
                            timer_start(timer_comment);

                            switch(random_comment)
                            {
                                case(0):sprintf(sz_comment, "Say goodbye, %s ", g_game.v_unit[k].name);
                                break;
                                case(1):sprintf(sz_comment, "burn %s, burn ! ", g_game.v_unit[k].name);
                                break;
                                case(2):sprintf(sz_comment, "%s vanished !!!!!! ", g_game.v_unit[k].name);
                                break;
                                case(3):sprintf(sz_comment, "unit_free(%s); //^^ ", g_game.v_unit[k].name);
                                break;
                                case(4):sprintf(sz_comment, "%s ? Where are you ? ", g_game.v_unit[k].name);
                                break;
                                case(5):sprintf(sz_comment, "%s was a good guy ", g_game.v_unit[k].name);
                                break;
                                case(6):sprintf(sz_comment, "HE says : \"HELLO, %s\" ", g_game.v_unit[k].name);
                                break;
                                case(7):sprintf(sz_comment, "%s has meet his programmer ", g_game.v_unit[k].name);
                                break;
                                case(8):sprintf(sz_comment, "$ %s>/dev/null ", g_game.v_unit[k].name);
                                break;
                                case(9):sprintf(sz_comment, "%s was not ignifugated ", g_game.v_unit[k].name);
                                break;
                            }
                        }
                    }
                }
            }

            //Draw and update flames
            for (i=0;i<flame_nb;i++)
            {
                flame_draw(g_game.v_flame[i], p_map, backbuffer);
                g_game.v_flame[i]->time_left--;
                if (g_game.v_flame[i]->time_left <= 0)
                {
                    flame_free(g_game.v_flame[i], p_map);
                    flame_nb--;

                    //Left shift the vector
                    for (j=i;j<flame_nb;j++)
                    {
                        g_game.v_flame[j] = g_game.v_flame[j+1];
                    }
                }
            }



            for (k=0;k<g_game.unit_nb;k++)
            {
                if (!g_game.v_unit[k].is_dead)
                {
                    unit_calc_bounding_box(g_game.v_unit+k);
                    unit_update(g_game.v_unit+k, p_map);
                }
            }
            // draw and update units
            unit_draw_from_z_index(g_game.v_unit, g_game.unit_nb, backbuffer);

            //Change every 1 second
            time_elapsed = timer_get_ticks (timer_battle) / 1000;
            if (time_elapsed != last_time){
                last_time = time_elapsed;       //Update current time

        /* Check if any unit won
                    This function is performed every second in order to dont call it to often, and
                    have a little delay if two or more units died almost in the same time (even ms, in the case
                    a unit is at the left of a bomb and an other at the right, the right unit win because the
                    flame is first put to the left...)
                */

                int unit_win;
                unit_win = unit_check_victory(g_game.v_unit, g_game.unit_nb);

                if (unit_win >= 0)
                {
                    //print win, sound, etc
                    g_game.v_unit[unit_win].victory++;
                    time_elapsed = 0;
                    ///@todo set a victories limit (from 1 to 5) and display a special image if win... for the moment, another battle
                    font_printf(font_result, TILE_SIZE * 2, TILE_SIZE * 5, 50, 150, 100, backbuffer, "%s wins", g_game.v_unit[unit_win].name);
                    done = true;
                    current_game_status = IN_GAME;
                    SDL_SoftStretch(backbuffer, &srcrect, screen, &dstrect);
                    SDL_Flip(screen);
                    SDL_Delay(2000);
                    break;
                }
                else if (unit_win == -1)
                {
                    font_printf(font_result, (3)*TILE_SIZE, (6)*TILE_SIZE, 50, 150, 100, backbuffer, "DRAW !");
                    done = true;
                    current_game_status = IN_GAME;
                    SDL_SoftStretch(backbuffer, &srcrect, screen, &dstrect);
                    SDL_Flip(screen);
                    SDL_Delay(2000);
                }

                if (g_game.time - time_elapsed <= 0)
                {
                    cur_pos.x = 240;
                    cur_pos.y = 140;
                    font_printf(font_result, (3)*TILE_SIZE, (6)*TILE_SIZE, 50, 150, 100, backbuffer, "TIMES UP !");
                    done = true;
                    ///@todo select action in times up (blocks falling, etc) for the moment, just a draw...
                    current_game_status = IN_GAME;
                    SDL_SoftStretch(backbuffer, &srcrect, screen, &dstrect);
                    SDL_Flip(screen);
                    SDL_Delay(2000);
                }

            }

            ////////////////////  MENU  ////////////////////
            //TIME
            sprintf(sz_time, "%.3d", g_game.time - time_elapsed);
            SDL_Surface *surface_time = font_create_surface(font_menu, 200, 200, 200, 10, 100, 100, 100, 0, sz_time, SOLID);
            SDL_BlitSurface(surface_time, NULL, backbuffer, &cur_pos);
            SDL_FreeSurface(surface_time);
            SDL_Rect menu_src, menu_dest;
            menu_src.h = 32;
            menu_src.w = 32;
            menu_src.x = 0;
            menu_src.y = 0;

            menu_dest.x = 5;
            menu_dest.y = 420;

            SDL_BlitSurface(surface_menu, &menu_src, backbuffer, &menu_dest);

            //VICTORIES
            for (k=0;k<g_game.unit_nb;k++)
            {
                char sz_victory_nb[20];
                SDL_Rect vic_pos = set_rect(10, 450, 0, 0);
                sprintf(sz_victory_nb, "%s: %d", g_game.v_unit[k].name, g_game.v_unit[k].victory);

                vic_pos.x += k * 100;
                SDL_Surface *surface_victory = font_create_surface(font_menu, 200, 200, 200, 10, 100, 100, 100, 0, sz_victory_nb, SOLID);
                SDL_BlitSurface(surface_victory, NULL, backbuffer, &vic_pos);
                SDL_FreeSurface(surface_victory);
            }

            //Comment
            if(timer_comment->started){
                comment_time_elapsed = timer_get_ticks(timer_comment) / 1000;
                if (comment_time_elapsed < 3)   //Display the comment 3 seconds
                {
                    font_printf(font_menu, pos_comment.x, pos_comment.y, 200, 200, 200, backbuffer, sz_comment);
                }
                else{   //done
                    timer_stop(timer_comment);
                    random_comment = rand() % 9;

                }
            }

            //DEBUG
#ifdef DEBUG
            font_printf(font_menu, 10, 10, 255, 255, 200, backbuffer, "flame nb : %d", flame_nb);
            font_printf(font_menu, 10, 30, 255, 255, 200, backbuffer, "bomb nb : %d", bomb_nb);
            font_printf(font_menu, 10, 50, 255, 255, 200, backbuffer, "unit nb : %d", g_game.unit_nb);
            font_printf(font_menu, 10, 70, 255, 255, 200, backbuffer, "fill nb : %.2f", g_game.block_fill);
            font_printf(font_menu, 10, 90, 255, 255, 200, backbuffer, "Blocks at startup : %d", block_nb);
            font_printf(font_menu, 10, 110, 255, 255, 200, backbuffer, "Time elapsed : %d", timer_get_ticks(timer_battle)/1000);
            font_printf(font_menu, 10, 130, 255, 255, 200, backbuffer, "unit 1 index: %d %d", unit_get_bounding_index_center_x(g_game.v_unit+0), unit_get_bounding_index_center_y(g_game.v_unit+0));


            SDL_Rect rect = unit_get_bounding_box(g_game.v_unit+0);
            SDL_FillRect(backbuffer, &rect, SDL_MapRGB(backbuffer->format, 255, 255, 0));
#endif

            SDL_SoftStretch(backbuffer, &srcrect, screen, &dstrect);
            SDL_Flip(screen);
        }//end thick
    }   //end while



    //Free the memory
    for (i=0;i<bomb_nb;i++)
    {
        bomb_free(g_game.v_bomb[i]);
    }
    for (i=0;i<panel_nb;i++)
    {
        panel_free(g_game.v_panel[i]);
    }
    for (i=0;i<flame_nb;i++)
    {
        flame_free(g_game.v_flame[i], p_map);
    }
    map_free(p_map);

    free(timer_battle);
    free(timer_comment);

    Mix_FreeChunk(sample);
    Mix_FreeMusic(music);

    TTF_CloseFont(font_menu);
    font_menu=NULL; // to be safe...

    TTF_CloseFont(font_result);
    font_result=NULL; // to be safe...

    return current_game_status;

}
コード例 #11
0
ファイル: musicmgr.c プロジェクト: azuwis/xreader
static int music_thread(SceSize arg, void *argp)
{
	dword key = 0;
	dword oldkey = 0;
	u64 start, end;
	double interval = 0;

	g_thread_actived = 1;
	g_thread_exited = 0;

	xrRtcGetCurrentTick(&start);
	xrRtcGetCurrentTick(&end);

	while (g_thread_actived) {
		music_lock();
		if (g_list.is_list_playing) {
			if (musicdrv_has_stop()) {
				if (g_list.first_time) {
					int ret;

					ret = music_play(g_list.curr_pos);
					if (ret == 0)
						g_list.first_time = false;
				} else {
					get_next_music();

					if (!g_list.is_list_playing) {
						music_unlock();
						music_load(g_list.curr_pos);
						music_stop();
						continue;
					}

					music_play(g_list.curr_pos);
				}
			}

			music_unlock();
			xrKernelDelayThread(100000);
		} else {
			music_unlock();
			xrKernelDelayThread(500000);
		}

		if (g_music_hprm_enable) {
			key = ctrl_hprm_raw();
			xrRtcGetCurrentTick(&end);
			interval = pspDiffTime(&end, &start);

			if (key == PSP_HPRM_FORWARD || key == PSP_HPRM_BACK
				|| key == PSP_HPRM_PLAYPAUSE) {
				if (key != oldkey) {
					xrRtcGetCurrentTick(&start);
					xrRtcGetCurrentTick(&end);
					interval = pspDiffTime(&end, &start);
				}

				if (interval >= 0.5) {
					if (key == PSP_HPRM_FORWARD) {
						musicdrv_fforward(5);
						xrKernelDelayThread(200000);
					} else if (key == PSP_HPRM_BACK) {
						musicdrv_fbackward(5);
						xrKernelDelayThread(200000);
					}
				}

				oldkey = key;

				if (key == PSP_HPRM_PLAYPAUSE && interval >= 4.0) {
					power_down();
					xrPowerRequestSuspend();
				}
			} else {
				if ((oldkey == PSP_HPRM_FORWARD || oldkey == PSP_HPRM_BACK
					 || oldkey == PSP_HPRM_PLAYPAUSE)) {
					if (interval < 0.5) {
						if (oldkey == PSP_HPRM_FORWARD)
							music_next();
						else if (oldkey == PSP_HPRM_BACK)
							music_prev();
					}

					if (interval < 4.0) {
						if (oldkey == PSP_HPRM_PLAYPAUSE)
							music_list_playorpause();
					}
				}
				oldkey = key;
				xrRtcGetCurrentTick(&start);
			}
		}

		{
			int thid = xrKernelGetThreadId();
			int oldpri = xrKernelGetThreadCurrentPriority();

			xrKernelChangeThreadPriority(thid, 90);
			cache_routine();
			xrKernelChangeThreadPriority(thid, oldpri);
		}
	}

	g_thread_actived = 0;
	g_thread_exited = 1;

	return 0;
}