Пример #1
0
play_controller::play_controller(const config& level, game_state& state_of_game,
		const int ticks, const int num_turns, const config& game_config,
		CVideo& video, bool skip_replay) :
	controller_base(ticks, game_config, video),
	observer(),
	savegame_config(),
	animation_cache(),
	prefs_disp_manager_(),
	tooltips_manager_(),
	events_manager_(),
	halo_manager_(),
	labels_manager_(),
	help_manager_(&game_config),
	mouse_handler_(NULL, teams_, units_, map_),
	menu_handler_(NULL, units_, teams_, level, map_, game_config, state_of_game),
	soundsources_manager_(),
	tod_manager_(level, num_turns),
	pathfind_manager_(),
	persist_(),
	gui_(),
	statistics_context_(level["name"]),
	level_(level),
	teams_(),
	gamestate_(state_of_game),
	gamedata_(level),
	map_(game_config, level),
	units_(),
	undo_stack_(new actions::undo_list(level.child("undo_stack"))),
	whiteboard_manager_(),
	xp_mod_(level["experience_modifier"].to_int(100)),
	loading_game_(level["playing_team"].empty() == false),
	first_human_team_(-1),
	player_number_(1),
	first_player_(level_["playing_team"].to_int() + 1),
	start_turn_(tod_manager_.turn()), // tod_manager_ constructed above
	is_host_(true),
	skip_replay_(skip_replay),
	linger_(false),
	it_is_a_new_turn_(true),
	init_side_done_(level["init_side_done"].to_bool(true)),
	savenames_(),
	wml_commands_(),
	victory_when_enemies_defeated_(true),
	remove_from_carryover_on_defeat_(true),
	end_level_data_(),
	victory_music_(),
	defeat_music_(),
	scope_()
{
	resources::controller = this;
	resources::gamedata = &gamedata_;
	resources::game_map = &map_;
	resources::persist = &persist_;
	resources::state_of_game = &gamestate_;
	resources::teams = &teams_;
	resources::tod_manager = &tod_manager_;
	resources::undo_stack = undo_stack_.get();
	resources::units = &units_;

	persist_.start_transaction();

	// Setup victory and defeat music
	set_victory_music_list(level_["victory_music"]);
	set_defeat_music_list(level_["defeat_music"]);

	game_config::add_color_info(level);
	hotkey::deactivate_all_scopes();
	hotkey::set_scope_active(hotkey::SCOPE_GENERAL);
	hotkey::set_scope_active(hotkey::SCOPE_GAME);
	try {
		init(video);
	} catch (...) {
		clear_resources();
		throw;
	}
}
Пример #2
0
play_controller::~play_controller()
{
	clear_resources();
}
Пример #3
0
play_controller::play_controller(const config& level, saved_game& state_of_game,
                                 const config& game_config, const ter_data_cache& tdata,
                                 CVideo& video, bool skip_replay)
    : controller_base(game_config, video)
    , observer()
    , quit_confirmation()
    , ticks_(SDL_GetTicks())
    , tdata_(tdata)
    , gamestate_()
    , level_()
    , saved_game_(state_of_game)
    , tooltips_manager_()
    , whiteboard_manager_()
    , plugins_context_()
    , labels_manager_()
    , help_manager_(&game_config)
    , mouse_handler_(nullptr, *this)
    , menu_handler_(nullptr, *this, game_config)
    , hotkey_handler_(new hotkey_handler(*this, saved_game_))
    , soundsources_manager_()
    , persist_()
    , gui_()
    , xp_mod_(new unit_experience_accelerator(level["experience_modifier"].to_int(100)))
    , statistics_context_(new statistics::scenario_context(level["name"]))
    , replay_(new replay(state_of_game.get_replay()))
    , skip_replay_(skip_replay)
    , linger_(false)
    , init_side_done_now_(false)
    , victory_when_enemies_defeated_(level["victory_when_enemies_defeated"].to_bool(true))
    , remove_from_carryover_on_defeat_(level["remove_from_carryover_on_defeat"].to_bool(true))
    , victory_music_()
    , defeat_music_()
    , scope_()
    , ignore_replay_errors_(false)
    , player_type_changed_(false)
{
    copy_persistent(level, level_);

    resources::controller = this;
    resources::persist = &persist_;
    resources::recorder = replay_.get();

    resources::classification = &saved_game_.classification();
    resources::mp_settings = &saved_game_.mp_settings();

    persist_.start_transaction();

    // Setup victory and defeat music
    set_victory_music_list(level_["victory_music"]);
    set_defeat_music_list(level_["defeat_music"]);

    game_config::add_color_info(level);
    hotkey::deactivate_all_scopes();
    hotkey::set_scope_active(hotkey::SCOPE_GAME);
    try {
        init(video, level);
    } catch (...) {
        clear_resources();
        throw;
    }
}
Пример #4
0
play_controller::~play_controller()
{
    hotkey::delete_all_wml_hotkeys();
    clear_resources();
}
Пример #5
0
static void twi_slave_rx( U8 u8_value )
{

   switch( s_status_cmd )
   {
   case TWI_MEM_IDLE:
      s_u8_addr_pos = EEPROM_ADDR_LGT; // Init before receiving the target address.
      s_u32_addr = 0;
      // No break to continue on next case

   case TWI_MEM_ADDR:
      s_u8_addr_pos--;
      // Receiving the Nth Byte that makes the address (MSB first).
      s_u32_addr += ((U32)u8_value << (s_u8_addr_pos*8));
      if( 0 == s_u8_addr_pos )
      {  // the address is completely received => switch to data mode.
         s_status_cmd = TWI_MEM_DATA;
      }else{
         s_status_cmd = TWI_MEM_ADDR;
      }
      break;

   case TWI_MEM_DATA:      // We are receiving data
      // Check that we're still in the range of the virtual mem
      if( TWI_MEM_SIZE > (s_u32_addr-VIRTUALMEM_ADDR_START) )
      {
         s_memory[s_u32_addr-VIRTUALMEM_ADDR_START] = u8_value;
		 
		 // Do something if the Pi writes to the PI EVENT register
		 if ((s_u32_addr-VIRTUALMEM_ADDR_START)==PI_EVENT_REG)
		 {
			 if (s_memory[PI_EVENT_REG])
			 {
				 ioport_set_pin_level(I2C_FLAG,false);
				  switch (s_memory[PI_EVENT_REG])
				  {
					  case PI_NEW_PIECE_CONFIRM:
						if (s_memory[PIECE_TYPE_REG]/PIECE_TYPE_TBC == 1)
						{
							confirmNewPiece();
						}
						s_memory[PI_EVENT_REG] = 0;
						break;
					  case PI_NEW_PIECE_REJECT:
						rejectNewPiece();
						s_memory[PI_EVENT_REG] = 0;
						break;
					case PI_RESOURCE_READ:
						clear_resources();
						break;					  					
				  }
				  //s_memory[PI_EVENT_REG] = 0;
			 }
			
			 
			 
		 }
      }
      s_u32_addr++;  // Update to next position
      break;
   }
}