Exemplo n.º 1
0
/// Load the configuration
void LoadSettings()
{
	returncode = DEFAULT_RETURNCODE;

	// The path to the configuration file.
	char szCurDir[MAX_PATH];
	GetCurrentDirectory(sizeof(szCurDir), szCurDir);
	string scPluginCfgFile = string(szCurDir) + "\\flhook_plugins\\hookext.ini";

	clients.clear();
	struct PlayerData *pPD = 0;
	while(pPD = Players.traverse_active(pPD))
	{
		uint client = HkGetClientIdFromPD(pPD);
		wstring charname = Players.GetActiveCharacterName(client);
		string filename = GetCharfilename(charname) + ".fl";
		CHARACTER_ID charid;
		strcpy(charid.szCharFilename, filename.c_str());
		CharacterSelect(charid,client);
	}
}
void Arcade()
{
    int selectedplayer,nextmap,nextplayer,won=1;
    Location locat;
    int Played[5],i,playedCount=1,exists=1;
    //Loading of data
    voice_set_playmode(Dramatic, PLAYMODE_LOOP);
    Cinematic1();
    voice_ramp_volume(Dramatic,1000,Music_volume);
    rest(1000);
    selectedplayer=CharacterSelect();
    if(selectedplayer==-1)
    {
        voice_stop(Dramatic);
        return;
    }
    Played[0]=selectedplayer;

    while(playedCount<5)
    {
        if(won)
        {
            exists=1;
            while(exists)
            {
                nextplayer=Random(0,4);
                player1=selectedplayer;
                player2=nextplayer;
                exists=0;
                for (i=0; i<playedCount; i++)
                {
                    if(Played[i]==nextplayer)
                    {
                        exists=1;
                    }
                }
            }
            Played[playedCount]=nextplayer;
            playedCount++;

            nextmap=Random(0,4);
        }

        CinematicVoice(selectedplayer,nextplayer,nextmap);
        voice_stop(Dramatic);

        switch(GamePlay(selectedplayer,nextplayer,nextmap,1))
        {
        case 0:
            voice_stop(Dramatic);
            return;
        case 1:
            won=1;
            CinematicWin(selectedplayer,nextplayer);
            break;
        case 2:
            won=0;
            if(!GameOver(selectedplayer))
            {
                voice_stop(Dramatic);
                return;
            }
            break;
        }
        Savegame();
    }
    voice_stop(Dramatic);
}