示例#1
0
CZPlayer::~CZPlayer(void)
{
	if(m_playerState.play || m_playerState.pause)
		Stop();
	CleanupAudio();
	//if(m_decoder)
	//{
	//	m_decoder->Close();
	//	delete m_decoder;
	//}
	free(m_audioState);
}
示例#2
0
INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int )
{
    HRESULT hr = S_OK;

    
	#if defined(DEBUG) | defined(_DEBUG)
		_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
	#endif

	DXUTSetCallbackD3D9DeviceAcceptable( IsDeviceAcceptable );
    DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice );
    DXUTSetCallbackD3D9FrameRender( OnFrameRender );
    DXUTSetCallbackD3D9DeviceReset( OnResetDevice );
    DXUTSetCallbackD3D9DeviceLost( OnLostDevice );
    DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackFrameMove( OnFrameMove );
    DXUTSetCallbackKeyboard( KeyboardProc );
    DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );

    
	
	DXUTSetCursorSettings( false, true );
    DXUTInit( true, true ); 
    DXUTSetHotkeyHandling( false, false, false );

    
	
	
	InitApp();


    hr = PrepareAudio();
    if( FAILED( hr ) )
    {
        OutputDebugString( L"PrepareAudio() failed.  Disabling audio support\n" );
    }

    
	DXUTCreateWindow( L"Buser Stima" );
    DXUTCreateDevice( false, 0, 0 );


    
	DXUTMainLoop();

    CleanupAudio();

    return DXUTGetExitCode();
}
示例#3
0
int main(int argc, char *argv[])
{
    enum { GAME_COMPUTER, GAME_NETWORK, GAME_UNKNOWN } game_type = GAME_UNKNOWN;
    char *remote_address = NULL;
    int remote_port;
    int i;
	
    if (argc < 2) {
	printf("Penguin Warrior\n");
	printf("Usage: pw [ mode ] [ option ... ]\n");
	printf("  Game modes (choose one):\n");
	printf("    --computer\n");
	printf("    --client <remote ip address>\n");
	printf("    --server <port number>\n");
	printf("  Display options, for tweaking and experimenting:\n");
	printf("    --fullscreen\n");
	printf("    --hwsurface  (use an SDL hardware surface if possible)\n");
	printf("    --doublebuf  (use SDL double buffering if possible)\n");
	printf("  The display options default to a windowed, software buffer.\n");
	exit(EXIT_FAILURE);
    }

    /* Process command line arguments. There are plenty of libraries for command
       line processing, but our needs are simple in this case. */
    for (i = 0; i < argc; i++) {

	/* Networked or scripted opponent? */
	if (!strcmp(argv[i], "--computer")) {
	    game_type = GAME_COMPUTER;
	    continue;
	} else if (!strcmp(argv[i], "--client")) {
	    game_type = GAME_NETWORK;
	    if (i + 2 >= argc) {
		printf("You must supply an IP address "\
		       "and port number for network games.\n");
		exit(EXIT_FAILURE);
	    }
	    remote_address = argv[i+1];
	    remote_port = atoi(argv[i+2]);
	    i++;
	    continue;

	} else if (!strcmp(argv[i], "--server")) {
	    game_type = GAME_NETWORK;
	    if (++i >= argc) {
		printf("You must supply a port number "\
		       "for --server.\n");
		exit(EXIT_FAILURE);
	    }
	    remote_port = atoi(argv[i]);
	    continue;
			
	    /* Display-related options */
	} else if (!strcmp(argv[i], "--hwsurface")) {
	    hwsurface = 1;
	} else if (!strcmp(argv[i], "--doublebuf")) {
	    doublebuf = 1;
	} else if (!strcmp(argv[i], "--fullscreen")) {
	    fullscreen = 1;
	}
    }

    /* If this is a network game, make a connection. */
    if (game_type == GAME_NETWORK) {

	/* If there's no remote address, the user selected
	   server mode. */
	if (remote_address == NULL) {
	    if (WaitNetgameConnection(remote_port,
				      &netlink) != 0) {
		printf("Unable to receive connection.\n");
		exit(EXIT_FAILURE);
	    }
	} else {
	    if (ConnectToNetgame(remote_address, remote_port,
				 &netlink) != 0) {
		printf("Unable to connect.\n");
		exit(EXIT_FAILURE);
	    }
	}

	opponent_type = OPP_NETWORK;
	printf("Playing in network game against %s.\n", netlink.dotted_ip);

    } else if (game_type == GAME_COMPUTER) {

	opponent_type = OPP_COMPUTER;
	printf("Playing against the computer.\n");

    } else {

	printf("No game type selected.\n");
	exit(EXIT_FAILURE);

    }
	
    /* Initialize our random number generator. */
    initrandom();

    /* Create a mutex to protect the player data. */
    player_mutex = SDL_CreateMutex();
    if (player_mutex == NULL) {
	fprintf(stderr, "Unable to create mutex: %s\n",
		SDL_GetError());
    }

    /* Start our scripting engine. */
    InitScripting();
    if (LoadGameScript("pw.tcl") != 0) {
	fprintf(stderr, "Exiting due to script error.\n");
	exit(EXIT_FAILURE);
    }

    /* Fire up SDL. */
    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
	printf("Unable to initialize SDL: %s\n", SDL_GetError());
	exit(EXIT_FAILURE);
    }
    atexit(SDL_Quit);
	
    /* Set an appropriate 16-bit video mode. */
    if (SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 16,
			 (hwsurface ? SDL_HWSURFACE : SDL_SWSURFACE) |
			 (doublebuf ? SDL_DOUBLEBUF : 0) |
			 (fullscreen ? SDL_FULLSCREEN : 0)) == NULL) {
	printf("Unable to set video mode: %s\n", SDL_GetError());
	exit(EXIT_FAILURE);
    }
	
    /* Save the screen pointer for later use. */
    screen = SDL_GetVideoSurface();
	
    /* Set the window caption to the name of the game. */
    SDL_WM_SetCaption("Penguin Warrior", "Penguin Warrior");
	
    /* Hide the mouse pointer. */
    SDL_ShowCursor(0);

    /* Initialize the status display. */
    if (InitStatusDisplay() < 0) {
	printf("Unable to initialize status display.\n");
	exit(EXIT_FAILURE);
    }
		
    /* Start the OpenAL-based audio system. */
    InitAudio();

    /* Initialize music and give the music system a file. */
    InitMusic();
    if (LoadMusic("reflux.ogg") < 0) {
	/* If that failed, don't worry about it. */
	printf("Unable to load reflux.ogg.\n");
    }

    /* Load the game's data into globals. */
    LoadGameData();

    /* Initialize the background starfield. */
    InitBackground();

    /* Start the network thread. */
    if (game_type == GAME_NETWORK) {
	network_thread = SDL_CreateThread(NetworkThread, NULL);
	if (network_thread == NULL) {
	    printf("Unable to start network thread: %s\n",
		   SDL_GetError());
	    exit(EXIT_FAILURE);
	}
    }
	
    /* Play! */
    InitPlayer(&player);
    InitPlayer(&opponent);
    PlayGame();

    /* Kill the network thread. */
    if (game_type == GAME_NETWORK) {
	SDL_KillThread(network_thread);
    }

    /* Close the network connection. */
    if (game_type == GAME_NETWORK)
	CloseNetgameLink(&netlink);

    /* Unhide the mouse pointer. */
    SDL_ShowCursor(1);
	
    /* Clean up the status display. */
    CleanupStatusDisplay();

    /* Unload data. */
    UnloadGameData();
	
    /* Shut down our scripting engine. */
    CleanupScripting();

    /* Get rid of the mutex. */
    SDL_DestroyMutex(player_mutex);

    /* Shut down audio. */
    CleanupMusic();
    CleanupAudio();

    return 0;
}
示例#4
0
int main(int argc, char *argv[])
{
    enum { GAME_COMPUTER, GAME_NETWORK, GAME_UNKNOWN } game_type = GAME_UNKNOWN;
    char *remote_address;
    int i;
	
    if (argc < 2) {
	printf("Penguin Warrior\n");
	printf("Usage: pw [ mode ] [ option ... ]\n");
	printf("  Game modes (choose one):\n");
	printf("    --computer\n");
	printf("    --net <remote ip address>\n");
	printf("  Display options, for tweaking and experimenting:\n");
	printf("    --fullscreen\n");
	printf("    --hwsurface  (use an SDL hardware surface if possible)\n");
	printf("    --doublebuf  (use SDL double buffering if possible)\n");
	printf("  The display options default to a windowed, software buffer.\n");
	exit(EXIT_FAILURE);
    }

    /* Process command line arguments. There are plenty of libraries for command
       line processing, but our needs are simple in this case. */
    for (i = 0; i < argc; i++) {

	/* Networked or scripted opponent? */
	if (!strcmp(argv[i], "--computer")) {
	    game_type = GAME_COMPUTER;
	    continue;
	} else if (!strcmp(argv[i], "--net")) {
	    game_type = GAME_NETWORK;
	    if (++i >= argc) {
		printf("You must supply an IP address for --net.\n");
		exit(EXIT_FAILURE);
	    }
	    remote_address = argv[i];
	    continue;

	    /* Display-related options */
	} else if (!strcmp(argv[i], "--hwsurface")) {
	    hwsurface = 1;
	} else if (!strcmp(argv[i], "--doublebuf")) {
	    doublebuf = 1;
	} else if (!strcmp(argv[i], "--fullscreen")) {
	    fullscreen = 1;
	}
    }

    switch (game_type) {
    case GAME_COMPUTER:
	opponent_type = OPP_COMPUTER;
	printf("Playing against the computer.\n");
	break; 
			
    case GAME_NETWORK:
	printf("Sorry, network play is not implemented... yet!\n");
	exit(EXIT_FAILURE);
			
    default:
	printf("You must select a game type.\n");
	exit(EXIT_FAILURE);
    }
	
    /* Initialize our random number generator. */
    initrandom();

    /* Fire up SDL. */
    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
	printf("Unable to initialize SDL: %s\n", SDL_GetError());
	exit(EXIT_FAILURE);
    }
    atexit(SDL_Quit);
	
    /* Set an appropriate 16-bit double buffered video mode. */
    if (SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 16,
			 (hwsurface ? SDL_HWSURFACE : SDL_SWSURFACE) |
			 (doublebuf ? SDL_DOUBLEBUF : 0) |
			 (fullscreen ? SDL_FULLSCREEN : 0)) == NULL) {
	printf("Unable to set video mode: %s\n", SDL_GetError());
	exit(EXIT_FAILURE);
    }
	
    /* Save the screen pointer for later use. */
    screen = SDL_GetVideoSurface();
	
    /* Set the window caption to the name of the game. */
    SDL_WM_SetCaption("Penguin Warrior", "Penguin Warrior");
	
    /* Hide the mouse pointer. */
    SDL_ShowCursor(0);

    /* Start the OpenAL-based audio system. */
    InitAudio();

    /* Initialize music and give the music system a file. */
    InitMusic();
    if (LoadMusic("reflux.ogg") != 0) {
	/* If that failed, don't worry about it. */
	printf("Unable to load reflux.ogg.\n");
    }
		
    /* Load the game's data into globals. We can only do this after the
       video and audio subsystems are ready for action, since the loading
       routines interact with SDL and OpenAL. */
    LoadGameData();

    /* Initialize the background starfield. */
    InitBackground();
	
    /* Play! */
    InitPlayer();
    InitOpponent();
    PlayGame();

    /* Unhide the mouse pointer. */
    SDL_ShowCursor(1);
	
    /* Unload data. */
    UnloadGameData();

    /* Shut down audio. */
    CleanupMusic();
    CleanupAudio();

    return 0;
}