コード例 #1
0
ファイル: reset.c プロジェクト: Brybry/wTerm
static int
tst_RIS(MENU_ARGS)
{
  vt_move(1,1);
  println(the_title);
  println("(VT100 & up, not recommended)");
  println("");
  printf ("The terminal will now be RESET. ");
  holdit();
  ris();
  zleep(5000);          /* Wait 5.0 seconds */

  did_reset = TRUE;
  reset_level();
  input_8bits = FALSE;
  output_8bits = FALSE;
  return MENU_HOLD;
}
コード例 #2
0
ファイル: in_game.c プロジェクト: mpersano/protozoa
void
reset_game_state(void)
{
	extern int last_highscore;

	SDL_ShowCursor(SDL_DISABLE);

	last_highscore = -1;
	gc.score = 0;
	gc.ships_left = 2;
	gc.level_tics = 0;
	gc.multiplier = 1;

	gc.cur_level = settings.static_settings->start_level;

	ship.is_alive = 0;
	gc.tics_remaining = 0;

	/* last_death_tic = -70; */

	memset(&game_stat_counters, 0, sizeof(game_stat_counters));

	ships_text_width = string_width_in_pixels(font_small, "ships");

	reset_level();
	reset_eye();
	reset_water();
	reset_background();
	reset_arena();
	reset_particles();
	reset_explosions();
	reset_missiles();
	reset_bombs();
	reset_lasers();
	reset_foes();
	reset_powerups();
	reset_in_game_texts();
	reset_ship_powerups();

	set_inner_state(IS_WAVE_TITLE);

	play_music(MUS_STAGE_1);
}
コード例 #3
0
ファイル: aqsis.cpp プロジェクト: yaoyansi/maya2renderer
int main( int argc, const char** argv )
{
	std::signal(SIGINT, aqsisSignalHandler);
	std::signal(SIGABRT, aqsisSignalHandler);
	RtInt returnCode = 0;

	StartMemoryDebugging();
	{
		ArgParse ap;
		ap.usageHeader( ArgParse::apstring( "Aqsis command line renderer\nUsage: " ) + argv[ 0 ] + " [options] [RIB file...]" );
		ap.argFlag( "help", "\aPrint this help and exit", &g_cl_help );
		ap.alias( "help" , "h" );
		ap.argFlag( "version", "\aPrint version information and exit", &g_cl_version );
		ap.argFlag( "pause", "\aWait for a keypress on completion", &g_cl_pause );
		ap.argFlag( "progress", "\aPrint progress information", &g_cl_progress );
		ap.argFlag( "Progress", "\aPrint PRMan-compatible progress information (ignores -progressformat)", &g_cl_Progress );
		ap.argString( "progressformat", "=string\aprintf-style format string for -progress", &g_cl_strprogress );
		ap.argInt( "endofframe", "=integer\aEquivalent to \"endofframe\" RIB option", &g_cl_endofframe );
		ap.argInt( "verbose", "=integer\aSet log output level\n"
		           "\a0 = errors\n"
		           "\a1 = warnings (default)\n"
		           "\a2 = information\n"
		           "\a3 = debug", &g_cl_verbose );
		ap.alias( "verbose", "v" );
		ap.argFlag( "echoapi", "\aEcho all RI API calls to the log output (experimental)", &g_cl_echoapi);

		ap.argInt( "priority", "=integer\aControl the priority class of aqsis.\n"
			"\a0 = idle\n"
			"\a1 = normal\n"
			"\a2 = high\n"
			"\a3 = RT", &g_cl_priority);
		ap.alias( "priority", "z");
		
		ap.argString( "type", "=string\aSpecify a display device type to use", &g_cl_type );
		ap.argString( "addtype", "=string\aSpecify a display device type to add", &g_cl_addtype );
		ap.argString( "mode", "=string\aSpecify a display device mode to use", &g_cl_mode );
		ap.argFlag( "fb", "\aSame as --type=\"framebuffer\" --mode=\"rgb\"", &g_cl_fb );
		ap.alias( "fb", "d" );
		ap.argFloats( "crop", " x1 x2 y1 y2\aSpecify a crop window, values are in screen space.", &g_cl_cropWindow, ArgParse::SEP_ARGV, 4);
		ap.argFlag( "nocolor", "\aDisable colored output", &g_cl_no_color );
		ap.argFlag( "beep", "\aBeep on completion of all ribs", &g_cl_beep );
		ap.alias( "nocolor", "nc" );
		ap.argInts( "res", " x y\aSpecify the resolution of the render.", &g_cl_res, ArgParse::SEP_ARGV, 2);
		ap.argStrings( "option", "=string\aA valid RIB Option string, can be specified multiple times.", &g_cl_options);
#		ifdef AQSIS_SYSTEM_POSIX
		ap.argFlag( "syslog", "\aLog messages to syslog", &g_cl_syslog );
#		endif // AQSIS_SYSTEM_POSIX
#		if ENABLE_MPDUMP
		ap.argFlag( "mpdump", "\aOutput MP list to a custom 'dump' file", &g_cl_mpdump );
#		endif // ENABLE_MPDUMP

		ap.argString( "shaders", "=string\aOverride the default shader searchpath(s)", &g_cl_shader_path );
		ap.argString( "archives", "=string\aOverride the default archive searchpath(s)", &g_cl_archive_path );
		ap.argString( "textures", "=string\aOverride the default texture searchpath(s)", &g_cl_texture_path );
		ap.argString( "displays", "=string\aOverride the default display searchpath(s)", &g_cl_display_path );
		ap.argString( "procedurals", "=string\aOverride the default procedural searchpath(s)", &g_cl_procedural_path );
		ap.allowUnrecognizedOptions();

		if ( argc > 1 && !ap.parse( argc - 1, argv + 1 ) )
		{
			Aqsis::log() << ap.errmsg() << std::endl << ap.usagemsg();
			return( 1 );
		}

		// Check that the number of arguments to crop are valid if specified.
		if ( g_cl_cropWindow.size() > 0 && g_cl_cropWindow.size() != 4 )
		{
			Aqsis::log() << Aqsis::error << "Invalid number of arguments to -crop, expected 4, got " << g_cl_cropWindow.size() << std::endl;
			g_cl_help = true;
		}

		if ( g_cl_help )
		{
			std::cout << ap.usagemsg();
			return( 0 );
		}

		if ( g_cl_version )
		{
			std::cout << "aqsis version " << AQSIS_VERSION_STR_FULL
#			ifdef _DEBUG
			<< " (debug build)"
#			endif
			<< "\n"
			<< "compiled " << __DATE__ << " " << __TIME__ << "\n";
			return( 0 );
		}

#		ifdef	AQSIS_SYSTEM_WIN32
		std::auto_ptr<std::streambuf> ansi( new Aqsis::ansi_buf(Aqsis::log()) );
#		endif

		std::auto_ptr<std::streambuf> reset_level( new Aqsis::reset_level_buf(Aqsis::log()) );
		std::auto_ptr<std::streambuf> show_timestamps( new Aqsis::timestamp_buf(Aqsis::log()) );
		std::auto_ptr<std::streambuf> fold_duplicates( new Aqsis::fold_duplicates_buf(Aqsis::log()) );
		std::auto_ptr<std::streambuf> color_level;
		if(!g_cl_no_color)
		{
			std::auto_ptr<std::streambuf> temp_color_level( new Aqsis::color_level_buf(Aqsis::log()) );
			color_level = temp_color_level;
		}
		std::auto_ptr<std::streambuf> show_level( new Aqsis::show_level_buf(Aqsis::log()) );
		Aqsis::log_level_t level = Aqsis::ERROR;
		if( g_cl_verbose > 0 )
			level = Aqsis::WARNING;
		if( g_cl_verbose > 1 )
			level = Aqsis::INFO;
		if( g_cl_verbose > 2 )
			level = Aqsis::DEBUG;
		std::auto_ptr<std::streambuf> filter_level( new Aqsis::filter_by_level_buf(level, Aqsis::log()) );
#		ifdef AQSIS_SYSTEM_POSIX
		if( g_cl_syslog )
			std::auto_ptr<std::streambuf> use_syslog( new Aqsis::syslog_buf(Aqsis::log()) );
#		endif // AQSIS_SYSTEM_POSIX

		if (g_cl_priority != 1)
		{
			// Set the priority on the main thread
			setPriority(g_cl_priority);
		}

		RiBegin(RI_NULL);
		setupOptions();
		try
		{
			if ( ap.leftovers().size() == 0 )
			{
				// If no files specified, take input from stdin.
				//
				// TODO: We'd like to turn off stdio synchronisation to allow fast
				// buffering... unfortunately this causes very odd problems with
				// the aqsis logging facility as of svn r2804
				//
				//std::ios_base::sync_with_stdio(false);
				Aqsis::QGetRenderContextI()->parseRibStream(std::cin, "stdin");
			}
			else
			{
				for(ArgParse::apstringvec::const_iterator fileName = ap.leftovers().begin();
						fileName != ap.leftovers().end(); fileName++)
				{
					std::ifstream inFile(fileName->c_str());
					if(inFile)
					{
						Aqsis::QGetRenderContextI()->parseRibStream(inFile, *fileName);
						returnCode = RiLastError;
					}
					else
					{
						Aqsis::log() << Aqsis::error
							<< "Cannot open file \"" << *fileName << "\"\n";
						returnCode = RIE_NOFILE;
					}
				}
			}
		}
		catch(const std::exception& e)
		{
			Aqsis::log() << Aqsis::error << e.what() << std::endl;
			returnCode = RIE_BUG;
		}
		catch(...)
		{
			Aqsis::log() << Aqsis::error
				<< "unknown exception has been encountered\n";
			returnCode = RIE_BUG;
		}
		RiEnd();
	}

	StopMemoryDebugging();

	if(g_cl_beep)
		std::cout << "\a" << std::ends;

	if(g_cl_pause)
	{
		std::cout << "Press any key..." << std::ends;
		std::cin.ignore(std::cin.rdbuf()->in_avail() + 1);
	}

	return returnCode;
}
コード例 #4
0
ファイル: in_game.c プロジェクト: mpersano/protozoa
static void
update_inner_state(void)
{
	static int prev_level_tics;

	inner_state.tics++;

	switch (inner_state.state) {
		case IS_WAVE_TITLE:
			if (inner_state.tics >= WAVE_TITLE_TICS) {
				set_inner_state(IS_IN_GAME);
				/* set_inner_state(IS_PRE_WAVE_CLEARED); */
			} else {
				if (inner_state.tics == WAVE_TITLE_TICS/2) {
					if (!ship.is_alive)
						spawn_new_ship();
					else
						reset_ship();
				}
			}
			break;

		case IS_IN_GAME:
			level_stat_counters.tics++;
			game_stat_counters.tics++;

			if (gc.tics_remaining <= 0) {
				/* boom. */
				hit_ship(&ship.pos, 1.f);
				trigger_game_over();
			} else {
				gc.tics_remaining--;

				if (!ship.is_alive) {
					prev_level_tics = inner_state.tics;
					set_inner_state(IS_RESPAWNING_SHIP);
				} else if (!gc.foes_left) {
					level_stat_counters.waves++;
					game_stat_counters.waves++;
					if (gc.tics_remaining > TIME_BONUS_MIN_TICS)
						gc.score += gc.tics_remaining*TIME_BONUS_PER_TIC;
					set_inner_state(IS_PRE_WAVE_CLEARED);
				} else {
					spawn_new_foes();
				}
			}
			break;

		case IS_PRE_WAVE_CLEARED:
			if (inner_state.tics >= PRE_WAVE_CLEARED_TICS) {
				gen_ship_implosion();
				reset_powerups();
				reset_missiles();
				reset_bombs();
				reset_lasers();
				vec2_set(&ship.pos, 0.f, 0.f); /* HACK */
				play_fx(FX_WAVE_TRANSITION);
				set_inner_state(IS_WAVE_CLEARED);
			}
			break;

		case IS_RESPAWNING_SHIP:
			if (inner_state.tics >= TICS_UNTIL_RESPAWN) {
				if (gc.ships_left) {
					spawn_new_ship();
					set_inner_state(IS_IN_GAME);
					inner_state.tics = prev_level_tics;
				} else {
					trigger_game_over();
				}
			}
			break;

		case IS_GAME_OVER:
			break;

		case IS_RANK:
			if (inner_state.tics >= RANK_TOTAL_TICS) {
				stop_music();

				if (is_highscore(gc.score)) {
					set_inner_state(IS_HIGHSCORE_INPUT);
					SDL_ShowCursor(SDL_ENABLE);
					start_highscore_input();
				} else {
					/* loser. */
					SDL_ShowCursor(SDL_ENABLE);
					start_main_menu();
				}
			}
			break;

		case IS_WAVE_CLEARED:
			if (gc.cur_wave == levels[gc.cur_level]->num_waves - 1 &&
				inner_state.tics >= WAVE_CLEARED_TICS/2) {
				initialize_stats_table(&level_stat_counters);
				set_inner_state(IS_LEVEL_CLEARED);
			} else if (inner_state.tics >= WAVE_CLEARED_TICS) {
				gc.cur_wave++;
				assert(gc.cur_wave < levels[gc.cur_level]->num_waves);
				reset_wave();
				set_inner_state(IS_WAVE_TITLE);
			}
			break;

		case IS_HIGHSCORE_INPUT:
			break;

		case IS_LEVEL_CLEARED:
			break;

		case IS_LEVEL_TRANSITION:
			if (inner_state.tics >= LEVEL_TRANSITION_TOTAL_TICS) {
				gc.cur_level = (gc.cur_level + 1)%NUM_LEVELS;
				set_inner_state(IS_WAVE_TITLE);
				reset_level();
			}
			break;

		default:
			assert(0);
	}
}
コード例 #5
0
ファイル: level.c プロジェクト: dacap/donkeybolonkey
void init_level()
{
  reset_level(1);
}