void Game::terminate(){ //std::cout<<"Game::terminate() 1"<<std::endl; //window->render_on(); while(!scenes.empty()){ pop_scene(); } //std::cout<<"Game::terminate() 2"<<std::endl; terminate_game(); //std::cout<<"Game::terminate() 3"<<std::endl; s_loading->terminate(); delete s_loading; //std::cout<<"Game::terminate() 4"<<std::endl; thread_pool->Terminate(); //std::cout<<"Game::terminate() 5"<<std::endl; delete controller_system; //std::cout<<"Game::terminate() 6"<<std::endl; delete input; delete renderer; delete UIObj_Creator; delete draw; //std::cout<<"Game::terminate() 7"<<std::endl; delete window; game::network::Socket::socket_exit(); config.save(folder_path+"config.txt"); //std::cout<<"Game::terminate() 8"<<std::endl; //std::cout<<"terminate end"<<std::endl; }
void Game::terminate() { //std::cout<<"terminate start"<<std::endl; //window->render_on(); while(!scenes.empty()) { pop_scene(); } terminate_game(); s_loading->terminate(); delete s_loading; thread_pool->Terminate(); delete controller_system; delete input; delete renderer; delete UIObj_Creator; delete draw; delete window; config.save(folder_path+"config.txt"); //std::cout<<"terminate end"<<std::endl; }
void load_level() { register int i; tile_orgx = 0; /* initialize global level variables */ tile_orgy = 0; screen_orgx = 0; screen_orgy = 0; vpo = 0; hpo = 240; vpb = vpo+239; hpb = hpo+239; visual = 0; hidden = 1; tpo = 480; /* display the foreground tiles */ fg_move(0,tpo); fg_showpcx(foreground_fname,2); /* re-organize the foreground tiles to conserve video memory */ fg_transfer(0,31,480,591,320,591,0,0); fg_transfer(32,63,480,591,320,703,0,0); /* display the background tiles */ fg_move(0,480); fg_showpcx(background_fname,2); /* fix the foreground palettes */ fix_palettes(); /* load the level information */ if ((level_stream = fopen(level_fname,"rb")) == NULL) { sprintf(abort_string,"%s not found",level_fname); terminate_game(); } /* get the rows and columns */ fread(&ncols,sizeof(int),1,level_stream); fread(&nrows,sizeof(int),1,level_stream); /* load the background tiles */ for (i = 0; i < ncols; i++) fread(&background_tile[i][0],sizeof(char),nrows,level_stream); /* load the foreground tiles */ for (i = 0; i < ncols; i++) fread(&foreground_tile[i][0],sizeof(char),nrows,level_stream); fclose(level_stream); /* load the background tile attributes */ if ((level_stream = fopen(backattr_fname,"rb")) == NULL) { sprintf(abort_string,"%s not found",backattr_fname); terminate_game(); } fread(background_attributes,sizeof(char),240,level_stream); fclose(level_stream); /* calculate the maximum tile origin */ world_maxx = (ncols - 20) * 16; world_maxy = (nrows - 12) * 16 - 8; }