Exemplo n.º 1
0
static void conf_shared_init(int (*action_fn)(int, int))
{
    conf_shared_action = action_fn;

    game_client_free(NULL);
    back_init("back/gui.png");
    audio_music_fade_to(0.5f, "bgm/inter.ogg");
}
Exemplo n.º 2
0
static int name_enter(struct state *st, struct state *prev)
{
    if (draw_back)
    {
        game_client_free(NULL);
        back_init("back/gui.png");
    }

    text_input_start(on_text_input);
    text_input_str(config_get_s(CONFIG_PLAYER), 0);

    return name_gui();
}
Exemplo n.º 3
0
static int name_enter(struct state *st, struct state *prev)
{
    if (draw_back)
    {
        game_client_free(NULL);
        back_init("back/gui.png");
    }

    /* FIXME
    SDL_EnableUNICODE(1);
    */

    return name_gui();
}
Exemplo n.º 4
0
int game_init(const char *file_name,
              const char *back_name,
              const char *grad_name, int t, int e)
{
    my_clock = (float) t / 100.f;

    if (game_state)
        game_free();

    game_ix = 0.f;
    game_iz = 0.f;
    game_rx = 0.f;
    game_rz = 0.f;

    /* Initialize jump and goal states. */

    jump_e = 1;
    jump_b = 0;

    goal_e = e ? 1    : 0;
    goal_k = e ? 1.0f : 0.0f;

    /* Reset the hud. */

    hud_ball_pulse(0.f);
    hud_time_pulse(0.f);
    hud_coin_pulse(0.f);

    /* Initialise the level, background, particles, fade, and view. */

    fade_k =  1.0f;
    fade_d = -2.0f;

    part_reset(GOAL_HEIGHT);
    view_init();
    back_init(grad_name, config_get_d(CONFIG_GEOMETRY));

    if (sol_load(&back, config_data(back_name),
                 config_get_d(CONFIG_TEXTURES), 0) &&
        sol_load(&file, config_data(file_name),
                 config_get_d(CONFIG_TEXTURES), config_get_d(CONFIG_SHADOW)))
        return (game_state = 1);
    else
        return (game_state = 0);
}
Exemplo n.º 5
0
static int resol_enter(struct state *st, struct state *prev)
{
    if (!st_back)
    {
        /* Note the parent screen if not done yet. */

        st_back = prev;
    }

    back_init("back/gui.png");

    modes = SDL_ListModes(NULL, SDL_OPENGL | SDL_FULLSCREEN);

    if (modes == (SDL_Rect **) -1)
        modes = NULL;

    audio_music_fade_to(0.5f, "bgm/inter.ogg");

    return resol_gui();
}
Exemplo n.º 6
0
static int conf_enter(struct state *st, struct state *prev)
{
    int id, jd, kd;
    int btn0, btn1;
    int i;

    back_init("back/gui.png");

    /* Initialize the configuration GUI. */

    if ((id = gui_vstack(0)))
    {
        int f = config_get_d(CONFIG_FULLSCREEN);
        int t = config_get_d(CONFIG_TEXTURES);
        int h = config_get_d(CONFIG_SHADOW);
        int s = config_get_d(CONFIG_SOUND_VOLUME);
        int m = config_get_d(CONFIG_MUSIC_VOLUME);

        char resolution[20];

        sprintf(resolution, "%d x %d",
                config_get_d(CONFIG_WIDTH),
                config_get_d(CONFIG_HEIGHT));

        if ((jd = gui_harray(id)))
        {
            gui_label(jd, _("Options"), GUI_SML, GUI_ALL, 0, 0);
            gui_space(jd);
            gui_start(jd, _("Back"),    GUI_SML, CONF_BACK, 0);
        }

        gui_space(id);

        if ((jd = gui_harray(id)) &&
            (kd = gui_harray(jd)))
        {
            btn0 = gui_state(kd, _("No"),  GUI_SML, CONF_WIN,  0);
            btn1 = gui_state(kd, _("Yes"), GUI_SML, CONF_FULL, 0);

            if (f) gui_set_hilite(btn1, 1);
            else   gui_set_hilite(btn0, 1);

            gui_label(jd, _("Fullscreen"), GUI_SML, GUI_ALL, 0, 0);
        }

        if ((jd = gui_harray(id)) &&
            (kd = gui_harray(jd)))
        {
            gui_state(kd, resolution, GUI_SML, CONF_RESOL, 0);

            gui_label(jd, _("Resolution"), GUI_SML, GUI_ALL, 0, 0);
        }

        gui_space(id);

        if ((jd = gui_harray(id)) &&
            (kd = gui_harray(jd)))
        {
            btn0 = gui_state(kd, _("Low"),  GUI_SML, CONF_TEXLO, 0);
            btn1 = gui_state(kd, _("High"), GUI_SML, CONF_TEXHI, 0);

            gui_set_hilite(btn0, (t == 2));
            gui_set_hilite(btn1, (t == 1));

            gui_label(jd, _("Textures"), GUI_SML, GUI_ALL, 0, 0);
        }

        if ((jd = gui_harray(id)) &&
            (kd = gui_harray(jd)))
        {
            btn0 = gui_state(kd, _("Off"),  GUI_SML, CONF_SHDOF, (h == 0));
            btn1 = gui_state(kd, _("On"),   GUI_SML, CONF_SHDON, (h == 1));

            if (h) gui_set_hilite(btn1, 1);
            else   gui_set_hilite(btn0, 1);

            gui_label(jd, _("Shadow"), GUI_SML, GUI_ALL, 0, 0);
        }

        gui_space(id);

        if ((jd = gui_harray(id)) &&
            (kd = gui_harray(jd)))
        {
            /* A series of empty buttons forms the sound volume control. */

            for (i = 10; i >= 0; i--)
            {
                sound_id[i] = gui_state(kd, NULL, GUI_SML, 100 + i, 0);

                gui_set_hilite(sound_id[i], (s == i));
            }

            gui_label(jd, _("Sound Volume"), GUI_SML, GUI_ALL, 0, 0);
        }

        if ((jd = gui_harray(id)) &&
            (kd = gui_harray(jd)))
        {
            /* A series of empty buttons forms the music volume control. */

            for (i = 10; i >= 0; i--)
            {
                music_id[i] = gui_state(kd, NULL, GUI_SML, 200 + i, 0);

                gui_set_hilite(music_id[i], (m == i));
            }

            gui_label(jd, _("Music Volume"), GUI_SML, GUI_ALL, 0, 0);
        }

        gui_layout(id, 0, 0);
    }

    audio_music_fade_to(0.5f, "bgm/inter.ogg");

    return id;
}
Exemplo n.º 7
0
int  game_client_init(const char *file_name)
{
    char *back_name = "", *grad_name = "";
    int i;

    coins  = 0;
    status = GAME_NONE;

    game_client_free(file_name);

    /* Load SOL data. */

    if (!game_base_load(file_name))
        return (gd.state = 0);

    if (!sol_load_vary(&gd.vary, &game_base))
    {
        game_base_free(NULL);
        return (gd.state = 0);
    }

    if (!sol_load_draw(&gd.draw, &gd.vary, config_get_d(CONFIG_SHADOW)))
    {
        sol_free_vary(&gd.vary);
        game_base_free(NULL);
        return (gd.state = 0);
    }

    gd.state = 1;

    /* Initialize game state. */

    game_tilt_init(&gd.tilt);
    game_view_init(&gd.view);

    gd.jump_e  = 1;
    gd.jump_b  = 0;
    gd.jump_dt = 0.0f;

    gd.goal_e = 0;
    gd.goal_k = 0.0f;

    /* Initialize interpolation. */

    game_lerp_init(&gl, &gd);

    /* Initialize fade. */

    gd.fade_k =  1.0f;
    gd.fade_d = -2.0f;

    /* Load level info. */

    version.x = 0;
    version.y = 0;

    for (i = 0; i < gd.vary.base->dc; i++)
    {
        char *k = gd.vary.base->av + gd.vary.base->dv[i].ai;
        char *v = gd.vary.base->av + gd.vary.base->dv[i].aj;

        if (strcmp(k, "back") == 0) back_name = v;
        if (strcmp(k, "grad") == 0) grad_name = v;

        if (strcmp(k, "version") == 0)
            sscanf(v, "%d.%d", &version.x, &version.y);
    }

    /*
     * If the version of the loaded map is 1, assume we have a version
     * match with the server.  In this way 1.5.0 replays don't trigger
     * bogus map compatibility warnings.  Post-1.5.0 replays will have
     * CMD_MAP override this.
     */

    game_compat_map = version.x == 1;

    /* Initialize particles. */

    part_reset();

    /* Initialize command state. */

    cmd_state_init(&cs);

    /* Initialize background. */

    back_init(grad_name);
    sol_load_full(&gd.back, back_name, 0);

    /* Initialize lighting. */

    light_reset();

    return gd.state;
}
Exemplo n.º 8
0
static int conf_enter(struct state *st, struct state *prev)
{
    int id, jd, kd;
    int i;

    back_init("back/gui.png");

    /* Initialize the configuration GUI. */

    if ((id = gui_vstack(0)))
    {
        if ((jd = gui_harray(id)))
        {
            gui_label(jd, _("Options"), GUI_SML, 0, 0);
            gui_space(jd);
            gui_start(jd, _("Back"),    GUI_SML, CONF_BACK, 0);
        }

        gui_space(id);

        if ((jd = gui_harray(id)) &&
            (kd = gui_harray(jd)))
        {
            gui_state(kd, _("Configure"), GUI_SML, CONF_VIDEO, 0);

            gui_label(jd, _("Graphics"),  GUI_SML, 0, 0);
        }

        gui_space(id);

        if ((jd = gui_harray(id)) &&
            (kd = gui_harray(jd)))
        {
            /* A series of empty buttons forms the sound volume control. */

            int s = config_get_d(CONFIG_SOUND_VOLUME);

            for (i = 10; i >= 0; i--)
            {
                sound_id[i] = gui_state(kd, NULL, GUI_SML, 100 + i, 0);
                gui_set_hilite(sound_id[i], (s == i));
            }

            gui_label(jd, _("Sound Volume"), GUI_SML, 0, 0);
        }

        if ((jd = gui_harray(id)) &&
            (kd = gui_harray(jd)))
        {
            /* A series of empty buttons forms the music volume control. */

            int m = config_get_d(CONFIG_MUSIC_VOLUME);

            for (i = 10; i >= 0; i--)
            {
                music_id[i] = gui_state(kd, NULL, GUI_SML, 200 + i, 0);
                gui_set_hilite(music_id[i], (m == i));
            }

            gui_label(jd, _("Music Volume"), GUI_SML, 0, 0);
        }

        gui_space(id);

        if ((jd = gui_harray(id)) &&
            (kd = gui_harray(jd)))
        {
            gui_state(kd, _("Select"), GUI_SML, CONF_LANG, 0);

            gui_label(jd, _("Language"),  GUI_SML, 0, 0);
        }

        gui_layout(id, 0, 0);
    }

    audio_music_fade_to(0.5f, "bgm/inter.ogg");

    return id;
}