File: njam.cpp

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njam 1.25-10
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//-----------------------------------------------------------------------------
//	Filename:	njam.cpp
//	Created:	30. May 2003. by Milan Babuskov
//
//  Purpose:	Initialization of the game
//				Managing resources
//				Handling Main Menu
//
//	The order of functions in this file is alphabetical
//	Except for main() and NjamEngine's ctor and destructor.
//
//  Tabs should be at 4 spaces.
//  Each section is separated with line: //-------...
/*-----------------------------------------------------------------------------
Copyright 2003 Milan Babuskov

This file is part of Njam (http://njam.sourceforge.net).

Njam is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

Njam is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Njam in file COPYING; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
-----------------------------------------------------------------------------*/
// needed for chdir
#ifdef __linux__
#include <unistd.h>
#include <defaults.h>
#endif

#include <string>
#include <stdio.h>
#include <stdlib.h>
#include "SDL.h"
#include "SDL_mixer.h"
#include "SDL_thread.h"
#include "SDL_image.h"
#include "njamutils.h"
#include "njamfont.h"
#include "njammap.h"
#include "njam.h"
//-----------------------------------------------------------------------------
int main(int argc, char *argv[])
{
 	bool Fullscreen = true;
 	bool SWSurface = true;
 	if (argc > 1)
 	{
 		for (int i=1; i<argc; i++)
	 	{
	 		bool ok = true;
	 		if (argv[i][0] == '-')
			{
				if (argv[i][1] == 'w')
					Fullscreen = false;	// use njam.exe -w windowed mode
				else if (argv[i][1] == 'h')
					SWSurface = false;	// use -h for hardware surfaces
				else
					ok = false;
			}
			else
				ok = false;

			if (!ok)
			{
				printf("Usage:  njam -[w|d|h]\n\n");
				printf("-w  start in Windowed mode (as opposed to fullscreen).\n");;
				printf("-h  use Hardware surfaces (faster, doesn't work well with all graphic cards).\n");
				return 1;
			}
		}
	}

	// cd to game directory
#ifdef __linux__
/*	int i=0, l=0;
	while (argv[0][i])
	{
		if (argv[0][i] == '/')
			l = i;
		i++;
	}

	if (l)
	{
		argv[0][l] = '\0';
		chdir(argv[0]);
		argv[0][l] = '/';
	}*/
	char path[30];
	sprintf(path, "%s/%s", DEFAULT_LIBDIR, PACKAGE);
	printf("%s",path);
	chdir(path);
#endif

	NjamEngine Engine;
	if (!Engine.Init(Fullscreen, SWSurface))
	{
		LogFile("Failed.\n");
		return 1;
	}

	Engine.Start();
	return 0;
}
//-----------------------------------------------------------------------------
NjamEngine::NjamEngine()
{
	m_LastHiscore = -1;

 	m_Skins = NULL;
 	m_ScriptDelay = -350;	// when it's less than 100, the InfoWindow is empty
	script_file = NULL;
 	m_ScriptFilePos = 0;
 	m_ScriptLastPos = 0;
 	m_ScrollOffset = 810;
 	m_Screen = NULL;
 	m_FontBlue = NULL;
 	m_FontYellow = NULL;
	m_AudioAvailable = false;
	m_NetworkAvailable = false;
	m_ServerSocket = NULL;
	m_SDL = false;

 	m_Icon = NULL;
	m_MainMenuImage = NULL;
	m_OptionsMenuImage = NULL;
	m_StatsImage = NULL;
	m_SpriteImage = NULL;
	m_HiScoresImage = NULL;
	m_LevelsetImage = NULL;
	m_NetSendImage = NULL;
	m_NetEnterImage = NULL;
	m_NetLobbyImage = NULL;
	m_GameOverImage = NULL;

    m_MainMenuMusic = NULL;
    m_GameMusic1 = NULL;
    m_GameMusic2 = NULL;

	// default values for game options (Init() overrides if njam.conf file exists)
	m_GameOptions.PlayMusic = true;
	m_GameOptions.PlaySound = true;
	m_GameOptions.UsedSkin = 0;
	m_GameOptions.ServerIP[0] = 0;
}
//-----------------------------------------------------------------------------
NjamEngine::~NjamEngine()
{
 	if (script_file)
		fclose(script_file);

 	if (m_Skins)
 	{
		for (int i=0; i<m_NumberOfSkins; i++)
			SDL_FreeSurface(m_Skins[i]);
 		delete[] m_Skins;
 	}

	if (m_Icon)
		SDL_FreeSurface(m_Icon);
	if (m_MainMenuImage)
		SDL_FreeSurface(m_MainMenuImage);
	if (m_OptionsMenuImage)
		SDL_FreeSurface(m_OptionsMenuImage);
	if (m_GameOverImage)
		SDL_FreeSurface(m_GameOverImage);
	if (m_StatsImage)
		SDL_FreeSurface(m_StatsImage);
	if (m_SpriteImage)
		SDL_FreeSurface(m_SpriteImage);
	if (m_HiScoresImage)
		SDL_FreeSurface(m_HiScoresImage);
	if (m_LevelsetImage)
		SDL_FreeSurface(m_LevelsetImage);
	if (m_NetSendImage)
		SDL_FreeSurface(m_NetSendImage);
	if (m_NetEnterImage)
		SDL_FreeSurface(m_NetEnterImage);
	if (m_NetLobbyImage)
		SDL_FreeSurface(m_NetLobbyImage);

 	if (m_FontBlue)
 		delete m_FontBlue;
 	if (m_FontYellow)
 		delete m_FontYellow;

	for (int i=0; i<17; i++)
		if (m_Sounds[i])
			Mix_FreeChunk(m_Sounds[i]);

	if (m_MainMenuMusic)
		Mix_FreeMusic(m_MainMenuMusic);
	if (m_GameMusic1)
		Mix_FreeMusic(m_GameMusic1);
	if (m_GameMusic2)
		Mix_FreeMusic(m_GameMusic2);

 	if (m_AudioAvailable)
		Mix_CloseAudio();

	if (m_NetworkAvailable)
		SDLNet_Quit();

	// write configuration options
    LogFile("Opening njam.conf file.\n");
    char *home = getenv("HOME");
    std::string njamconf("njam.conf");
    if (home)
        njamconf = std::string(home) + "/.njamconf";
	FILE *fp = fopen(njamconf.c_str(), "w+");
	if (fp)
	{
		fprintf(fp, "M=%d\n", (m_GameOptions.PlayMusic ? 1 : 0));
		fprintf(fp, "S=%d\n", (m_GameOptions.PlaySound ? 1 : 0));
		fprintf(fp, "U=%d\n", m_GameOptions.UsedSkin);
		fprintf(fp, "I=%s\n", m_GameOptions.ServerIP);
		fclose(fp);
	}

		// format: NAME#POINTS#LEVEL#
	fp = fopen("njam-hiscore.dat", "w+");
	if (fp)
	{
		for (int i=0; i<10; i++)
			fprintf(fp, "%s#%d#%d#\n", TopTenScores[i].name, TopTenScores[i].points, TopTenScores[i].level);
		fclose(fp);
	}

	if (m_SDL)
		SDL_Quit();
}
//---------------------------------------------------------------------------
void NjamEngine::DoScript(void)		// loads script.txt file, and show data on main-menu screen
{
	if (m_ScriptDelay < -100)	// initial delay, so screen isn't too full when the game is loaded
	{
		m_ScriptDelay++;
		return;
	}

 	m_ScriptDelay--;
	if (m_ScriptDelay <= 0)		// change the script
	{
    	m_ScriptDelay = 400;	// delay change for 400 cycles
		m_ScriptFilePos = m_ScriptLastPos;
	}

	if (script_file == NULL)
	    script_file = fopen("data/script.txt", "rb");
	if (script_file == NULL)
		return;

    fseek(script_file, m_ScriptFilePos, SEEK_SET);

    char buffer[80];
    for (int i=0; i<80; i++)	// empty buffer
    	buffer[i] = 0;

	// first line of text
	int Row = 175 / m_FontBlue->GetCharHeight();
	int Column = 440 / m_FontBlue->GetCharWidth();

    while (true)
    {
        fgets(buffer, 79, script_file);
        if (feof(script_file))
		{
			printf("njam.cpp: ERROR: Script.txt not terminated with -- line.");
			m_ScriptLastPos = 0;
			break;
		}

		if (buffer[0] == '-' && buffer[1] == '-')	// -- end of script
		{
            m_ScriptLastPos = 0;
			break;
		}

		if (buffer[0] == '-')					// end of part
		{
			m_ScriptLastPos = ftell(script_file);
			break;
		}

        if (buffer[0] == '<')   				// image
        {
            int i = (int)(buffer[2] - '0');		// image index

            if (buffer[1] == 'G')				// image of a ghost
            {
            	SDL_Rect src, dest;
                NjamSetRect(dest, 440, 120);
                NjamSetRect(src, i*25,   0, 25, 25);
                SDL_BlitSurface(m_SpriteImage, &src, m_Screen, &dest);
            }
            else								// image of a map-data
            {
                i+=2;

                for (int j=0; j<m_NumberOfSkins; j++)
                {
	            	SDL_Rect src, dest;
	                NjamSetRect(dest, 440 + j*30, 120);
	                NjamSetRect(src,        i*25,   0, 25, 25);
	                SDL_BlitSurface(m_Skins[j], &src, m_Screen, &dest);
                }
            }
        }
        else	// text
        {
            m_FontBlue->WriteTextColRow(m_Screen, Column, Row, buffer);
            Row++;
        }
    }
}
//-----------------------------------------------------------------------------
bool NjamEngine::Init(bool Fullscreen, bool SoftwareSurface)
{
 	LogFile("Initializing SDL: VIDEO & AUDIO...", true);
	if ( SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_TIMER ) < 0 )
	{
		fprintf(stderr, "Error initializing SDL: %s\n", SDL_GetError());
		return false;
	}
	else
        m_SDL = true;

	LogFile("OK.\nSetting window title...");
	SDL_WM_SetCaption("Njam     http://njam.sourceforge.net", NULL);

 	// load .bmp for icon
 	LogFile("done.\nLoading icon...");
 	m_Icon = SDL_LoadBMP("data/njamicon.bmp");
 	if (!m_Icon)
 	{
 		LogFile("FAILED.\n");
		LogFile((const char *)SDL_GetError());
 		return false;
 	}
 	LogFile("OK.\n");
	SDL_WM_SetIcon(m_Icon, NULL);

	LogFile("Setting video mode: 800x600x16...");
	Uint32 flags = SDL_ANYFORMAT;

	if (Fullscreen)
		flags |= SDL_FULLSCREEN;

	if (SoftwareSurface)
		flags |= SDL_SWSURFACE;
	else
		flags |= SDL_HWSURFACE|SDL_DOUBLEBUF;

	m_Screen = SDL_SetVideoMode(800, 600, 16, flags);
    if ( m_Screen == NULL )
	{
        fprintf(stderr, "Couldn't set 800x600x16 video mode: %s\n", SDL_GetError());
        return false;
    }
	else
		LogFile("OK\n");

	// hide mouse cursor in fullscreen
	if (Fullscreen)
		SDL_ShowCursor(SDL_DISABLE);

	// check & output capabilites:
	const SDL_VideoInfo *info = SDL_GetVideoInfo();
	printf("VIDEO INFORMATION:\n");
	printf("  hw_available = %d\n", info->hw_available);
	printf("  wm_available = %d\n", info->wm_available);
	printf("  blit_hw = %d\n", info->blit_hw);
	printf("  blit_hw_CC = %d\n", info->blit_hw_CC);
	printf("  blit_hw_A = %d\n", info->blit_hw_A);
	printf("  blit_sw = %d\n", info->blit_sw);
	printf("  blit_sw_CC = %d\n", info->blit_sw_CC);
	printf("  blit_sw_A = %d\n", info->blit_sw_A);
	printf("END VIDEO INFORMATION.\n");

	// Loading various resources...
	LogFile("Loading resources:\n");

 	// load .bmp for main menu
 	SDL_Surface *temp;
 	LogFile("Loading Main Menu image...");
 	temp = IMG_Load("data/mainmenu.jpg");
 	if (!temp)
 	{
 		LogFile("FAILED.\n");
		LogFile((const char *)SDL_GetError());
 		return false;
 	}
 	LogFile("OK.\n");

	// Convert image to video format
	m_MainMenuImage = SDL_DisplayFormat(temp);
	SDL_FreeSurface(temp);
	if ( m_MainMenuImage == NULL )
	{
		fprintf(stderr, "Couldn't convert main menu image: %s\n",	SDL_GetError());
		return false;
	}

 	// load .bmp for options menu
 	LogFile("Loading Options Menu image...");
 	temp = IMG_Load("data/options.jpg");
 	if (!temp)
 	{
 		LogFile("FAILED.\n");
		LogFile((const char *)SDL_GetError());
 		return false;
 	}
 	LogFile("OK.\n");

	// Convert image to video format
	m_OptionsMenuImage = SDL_DisplayFormat(temp);
	SDL_FreeSurface(temp);
	if ( m_OptionsMenuImage == NULL )
	{
		fprintf(stderr, "Couldn't convert options menu image: %s\n", SDL_GetError());
		return false;
	}

 	// load .bmp for network-send screen
 	LogFile("Loading Net-send image...");
 	m_NetSendImage = IMG_Load("data/netsend.jpg");
 	if (!m_NetSendImage)
 	{
 		LogFile("FAILED.\n");
		LogFile((const char *)SDL_GetError());
 		return false;
 	}
 	LogFile("OK.\n");

 	LogFile("Loading Hi-score image...");
 	m_HiScoresImage = IMG_Load("data/hiscore.jpg");
 	if (!m_HiScoresImage)
 	{
 		LogFile("FAILED.\n");
		LogFile((const char *)SDL_GetError());
 		return false;
 	}
 	LogFile("OK.\n");

 	LogFile("Loading levelset entry image...");
 	m_LevelsetImage = IMG_Load("data/levelset.jpg");
 	if (!m_LevelsetImage)
 	{
 		LogFile("FAILED.\n");
		LogFile((const char *)SDL_GetError());
 		return false;
 	}
 	LogFile("OK.\n");

 	LogFile("Loading Gameover image...");
 	m_GameOverImage = IMG_Load("data/gameover.jpg");
 	if (!m_GameOverImage)
 	{
 		LogFile("FAILED.\n");
		LogFile((const char *)SDL_GetError());
 		return false;
 	}
 	LogFile("OK.\n");

 	// load .bmp for network-send screen
 	LogFile("Loading Net-lobby image...");
 	m_NetLobbyImage = SDL_LoadBMP("data/network.bmp");
 	if (!m_NetLobbyImage)
 	{
 		LogFile("FAILED.\n");
		LogFile((const char *)SDL_GetError());
 		return false;
 	}
 	LogFile("OK.\n");

 	// load .bmp for enter server IP screen
 	LogFile("Loading enter server IP image...");
 	m_NetEnterImage = IMG_Load("data/enter-ip.jpg");
 	if (!m_NetEnterImage)
 	{
 		LogFile("FAILED.\n");
		LogFile((const char *)SDL_GetError());
 		return false;
 	}
 	LogFile("OK.\n");

 	// load .bmp for stats screen
 	LogFile("Loading Stats screen image...");
 	temp = IMG_Load("data/stats.jpg");
 	if (!temp)
 	{
 		LogFile("FAILED.\n");
		LogFile((const char *)SDL_GetError());
 		return false;
 	}
 	LogFile("OK.\n");

	// Convert image to video format
	m_StatsImage = SDL_DisplayFormat(temp);
	SDL_FreeSurface(temp);
	if ( m_StatsImage == NULL )
	{
		fprintf(stderr, "Couldn't convert stats screen image: %s\n", SDL_GetError());
		return false;
	}

 	// load .bmp for sprites and menu selector
 	LogFile("Loading Sprites image...");
 	temp = SDL_LoadBMP("data/sprites.bmp");
 	if (!temp)
 	{
 		LogFile("FAILED.\n");
		LogFile((const char *)SDL_GetError());
 		return false;
 	}

 	// setting color key for sprites: black is transparent
 	Uint32 black = SDL_MapRGB(temp->format, 0, 0, 0);
 	SDL_SetColorKey(temp, SDL_SRCCOLORKEY, black);
 	LogFile("OK.\n");

	// Convert image to video format
	m_SpriteImage = SDL_DisplayFormat(temp);
	SDL_FreeSurface(temp);
	if ( m_SpriteImage == NULL )
	{
		fprintf(stderr, "Couldn't convert sprite image: %s\n", SDL_GetError());
		return false;
	}

	// loading skins, first check how many is there
	char Filename[18];
	m_NumberOfSkins = 0;
	while (true)
	{
		sprintf(Filename, "skins/Back%03d.bmp\0", m_NumberOfSkins);
		FILE *fp = fopen(Filename, "r");
		if (!fp)
			break;

		fclose(fp);
        m_NumberOfSkins++;
	}

	LogFile("Loading skins:\n");
	if (m_NumberOfSkins > 0)		// alloc memory for pointers
	    m_Skins = new SDL_Surface *[m_NumberOfSkins];

	for (int i=0; i<m_NumberOfSkins; i++)
	{
		sprintf(Filename, "skins/Back%03d.bmp\0", i);
		LogFile((const char*)Filename);
		temp = SDL_LoadBMP(Filename);
	 	if (!temp)
	 	{
	 		LogFile("...FAILED.\n");
			LogFile((const char *)SDL_GetError());
	 		return false;
	 	}

		m_Skins[i] = SDL_DisplayFormat(temp);
		SDL_FreeSurface(temp);
		if ( m_Skins[i] == NULL )
		{
			fprintf(stderr, "Couldn't convert skin image: %s\n", SDL_GetError());
			return false;
		}

	 	LogFile("...OK.\n");
	}

	LogFile("Loading Fonts:\n");
	m_FontBlue = new NjamFont("data/font-blue.bmp", 6, 9);
	m_FontYellow = new NjamFont("data/font-yellow.bmp", 10, 15);

	// Load user settings from .conf file
    LogFile("Opening njam.conf file.\n");
    char *home = getenv("HOME");
    std::string njamconf("njam.conf");
    if (home)
        njamconf = std::string(home) + "/.njamconf";
	FILE *fp = fopen(njamconf.c_str(), "r");
	if (fp)
	{
		LogFile("Reading njam.conf file.\n");
		char buff[20];
		while (true)
		{
			fgets(buff, 20, fp);
			if (feof(fp))
				break;

			if (buff[1] == '=')
			{
				int i;
				switch (buff[0])
				{
					case 'M':	m_GameOptions.PlayMusic = (buff[2] == '1');		break;
					case 'S':	m_GameOptions.PlaySound = (buff[2] == '1');		break;
					case 'U':	m_GameOptions.UsedSkin = (buff[2] - '0');	break;
					case 'I':	// serverIP
						for (i=2; buff[i] != '\n' && buff[i] && i<17; i++)
							m_GameOptions.ServerIP[i-2] = buff[i];
						m_GameOptions.ServerIP[i] = '\0';
						break;
					default:
						printf("Unknown configuration file option: %c\n", buff[0]);
				}
			}
		}
		fclose(fp);
	}
    else
        LogFile("Failed to open conf file.\n");

	// create default hiscore
    LogFile("Creating default njam-hiscore.\n");
	char DefaultNames[10][10] = {
		"MILAN", 		"TANJA",
		"DULIO", 		"DJORDJE",
		"CLAUS",		"ENZO",
		"JOLAN",		"JAAP",
		"MARTIN", 		"RICHARD"	};
	for (int i=0; i<10; i++)
	{
		TopTenScores[i].points = (int)(18 - 1.8*i) * 220;
		TopTenScores[i].level = 18 - (int)(1.9*i);
		sprintf(TopTenScores[i].name, "%s\0", DefaultNames[i]);
	}

	// load hiscore from file (if any)
	// format: NAME#POINTS#LEVEL#
	fp = fopen("njam-hiscore.dat", "r");
	if (fp)
	{
		LogFile("Reading njam-hiscore.dat\n");
		char buff[40];
		int number = 0;
		while (!feof(fp) && number < 10)
		{
			fgets(buff, 40, fp);
			int i = 0, last;

			// name
			while (buff[i] != '#' && i < 9)
			{
				TopTenScores[number].name[i] = buff[i];
				i++;
			}
			TopTenScores[number].name[i] = '\0';

			i++;
			last = i;
			while (buff[i] != '#' && i < 40)
				i++;
			if (i >= 40)
				break;
			buff[i] = '\0';
			TopTenScores[number].points = atoi(buff+last);
			i++;
			last = i;
			while (buff[i] != '#' && i < 40)
				i++;
			if (i >= 40)
				break;
			buff[i] = '\0';
			TopTenScores[number].level = atoi(buff+last);

			number++;
		}

		fclose(fp);
	}

    LogFile("Opening audio...");
    if (Mix_OpenAudio(22050, MIX_DEFAULT_FORMAT, 1, 2048) == -1)
	{
		m_GameOptions.PlayMusic = false;
		m_GameOptions.PlaySound = false;
		LogFile("Failed.\n");
        printf("Mix_OpenAudio: %s\n", Mix_GetError());
 	}
 	else
 	{
 		m_AudioAvailable = true;
 		LogFile("OK.\n");

		printf("Reserving 4 channels for sfx...\n");
		int reserved = Mix_ReserveChannels(4);
		if(reserved != 4)
		{
		    printf("Reserved %d channels from default mixing.\n",reserved);
		    printf("4 channels were not reserved!\n");
		}

	   	printf("Loading song: data/satisfy.xm...\n");
	    m_MainMenuMusic = Mix_LoadMUS("data/satisfy.xm");;
	    if(!m_MainMenuMusic)
	    	printf("ERROR: Mix_LoadMUS(): %s\n", Mix_GetError());

	   	printf("Loading song: data/ritam.s3m...\n");
	    m_GameMusic1 = Mix_LoadMUS("data/ritam.s3m");;
	    if(!m_GameMusic1)
	    	printf("ERROR: Mix_LoadMUS(): %s\n", Mix_GetError());

	   	printf("Loading song: data/dali.xm...\n");
	    m_GameMusic2 = Mix_LoadMUS("data/dali.xm");;
	    if(!m_GameMusic2)
	    	printf("ERROR: Mix_LoadMUS(): %s\n", Mix_GetError());

	    printf("Loading samples...");
		m_Sounds[0] = Mix_LoadWAV("data/dead.wav");
        m_Sounds[1] = Mix_LoadWAV("data/dead2.wav");
        m_Sounds[2] = Mix_LoadWAV("data/dead3.wav");
        m_Sounds[3] = Mix_LoadWAV("data/kill.wav");
        m_Sounds[4] = Mix_LoadWAV("data/kill2.wav");
        m_Sounds[5] = Mix_LoadWAV("data/kill3.wav");
        m_Sounds[6] = Mix_LoadWAV("data/killply.wav");
        m_Sounds[7] = Mix_LoadWAV("data/mapend.wav");
        m_Sounds[8] = Mix_LoadWAV("data/mapend2.wav");
        m_Sounds[9] = Mix_LoadWAV("data/juice.wav");
        m_Sounds[10] = Mix_LoadWAV("data/teleport.wav");
        m_Sounds[11] = Mix_LoadWAV("data/invisible.wav");
        m_Sounds[12] = Mix_LoadWAV("data/trapdoor.wav");
        m_Sounds[13] = Mix_LoadWAV("data/freeze.wav");
        m_Sounds[14] = Mix_LoadWAV("data/tripleding.wav");
        m_Sounds[15] = Mix_LoadWAV("data/bonus.wav");
        m_Sounds[16] = Mix_LoadWAV("data/50pts.wav");
        for (int i=0; i<17; i++)
        	if (!m_Sounds[i])
        		printf("ERROR loading sample nr. %d\n", i);
        printf("done.\n");
 	}

 	return true;
}
//-----------------------------------------------------------------------------
bool NjamEngine::MenuItemSelected(int& SelectedMenuItem)
{
	if (SelectedMenuItem == m_NumberOfMenuItems-1)		// last menu item = EXIT
	{
		m_ActiveMenu = mtMainMenu;						// return to main menu...
		m_NumberOfMenuItems = 8;						// ...which has 7 items
		SelectedMenuItem = 0;
		return true;
	}

	if (m_ActiveMenu == mtMainMenu)						// process all items in main menu
	{
		if (SelectedMenuItem == 6)						// "LevelEditor" selected
		{
			LevelEditor();
			return true;
		}

		if (SelectedMenuItem == 5)						// "Options" menu item selected
		{
			m_ActiveMenu = mtOptionsMenu;
			m_NumberOfMenuItems = 4;					// Options menu has 4 items
			SelectedMenuItem = 0;
			return true;
		}
		else											// some of the games is selected
		{												// also other menu items can get here...
			// play the game
			StartGame((GameType)SelectedMenuItem);
			if (m_NetworkAvailable)
				Disconnect();		// safe to call - checks everthing

			// play music again (if not playing already)
			if (m_AudioAvailable && m_MainMenuMusic && m_GameOptions.PlayMusic && !Mix_PlayingMusic() && Mix_PlayMusic(m_MainMenuMusic, -1)==-1)
		        printf("ERROR: njam.cpp: MenuItemSelected: Mix_PlayMusic: %s\n", Mix_GetError());

			return true;
		}
	}

	if (m_ActiveMenu == mtOptionsMenu)					// process all items in Options menu
	{
		if (SelectedMenuItem == 0)		// music on/off
		{
			m_GameOptions.PlayMusic = !m_GameOptions.PlayMusic;
			if (!m_AudioAvailable)
				m_GameOptions.PlayMusic = false;

			if (m_GameOptions.PlayMusic)
			{
				if (m_AudioAvailable && m_MainMenuMusic && Mix_PlayMusic(m_MainMenuMusic, -1)==-1)
			        printf("ERROR: njam.cpp: MenuItemSelected: Mix_PlayMusic: %s\n", Mix_GetError());
			}
			else if (m_AudioAvailable && m_MainMenuMusic && Mix_PlayingMusic())
				Mix_HaltMusic();
		}
		else if (SelectedMenuItem == 1)		// sound on/off
		{
			m_GameOptions.PlaySound = !m_GameOptions.PlaySound;
			if (!m_AudioAvailable)
				m_GameOptions.PlaySound = false;
		}
		else if (SelectedMenuItem == 2)		// skins on/off
		{
			m_GameOptions.UsedSkin++;
			if (m_GameOptions.UsedSkin > m_NumberOfSkins)
				m_GameOptions.UsedSkin = 0;
		}
	}

	return true;
}
//---------------------------------------------------------------------------
void NjamEngine::ScrollText()
{
    const char scroll_text[] = "NJAM BY MILAN BABUSKOV               USE ARROW KEYS TO NAVIGATE MENU            HIT ENTER TO SELECT MENU ITEM               VISIT  NJAM.SOURCEFORGE.NET  ONLINE                NJAM IS A FREE GAME, BUT IF YOU WISH TO SUPPORT DEVELOPMENT YOU ARE WELCOME TO SEND SOME MONEY. FIVE USD OR EURO IS QUITE ENOUGH. CONTACT ME AT MBABUSKOV@YAHOO.COM FOR MORE INFO.      ";
	m_ScrollOffset-=2;

	if (m_ScrollOffset < -3600)		// end of message
		m_ScrollOffset = 820;

	m_FontYellow->WriteTextXY(m_Screen, m_ScrollOffset, 10, scroll_text);
}
//-----------------------------------------------------------------------------
void NjamEngine::Start()
{
 	// play main menu .mod
 	if (m_AudioAvailable && m_GameOptions.PlayMusic && Mix_PlayMusic(m_MainMenuMusic, -1) == -1)
        printf("ERROR: njam.cpp: Mix_PlayMusic: %s\n", Mix_GetError());

	int SelectedMenuItem = 0;
	m_NumberOfMenuItems = 8;	// 7 options in main menu (can be different for other menus, but last option must be: Exit or Back)
	m_ActiveMenu = mtMainMenu;	// MainMenu is active (I used enum to make code readable)

	while (true)	// loop main menu
	{
		// this screen has animations, so we want it to look the same on all machines
		Uint32 StartTime = SDL_GetTicks();

	    if (0 != SDL_BlitSurface(m_MainMenuImage, NULL, m_Screen, NULL))	// draw main image
	    {
	    	LogFile("Failed to blit main menu image.\n");
			LogFile((const char *)SDL_GetError());
			return;
		}

		// if options -- draw options
		if (m_ActiveMenu == mtOptionsMenu)
		{
			SDL_Rect src,dest;
			dest.x = 50;
			dest.y = 120;
		    if (0 != SDL_BlitSurface(m_OptionsMenuImage, NULL, m_Screen, &dest))
		    {
		    	LogFile("Failed to blit options menu image.\n");
				LogFile((const char *)SDL_GetError());
				return;
			}

			// draw boxes for selected options
			for (int i=0; i<2; i++)
			{
				bool option;
				switch (i)
				{
					case 0:		option = m_GameOptions.PlayMusic;	break;
					case 1:		option = m_GameOptions.PlaySound;	break;
				}

				NjamSetRect(dest, 180, 128+35*i, 45, 32);
				if (!option)
				{
					dest.x = 230;
					dest.w = 80;
				}
				SDL_FillRect(m_Screen, &dest, SDL_MapRGB(m_Screen->format, 255, 255, 255));
				dest.x += 2;
				dest.y += 2;
				NjamSetRect(src, dest.x - 50, dest.y - 120, dest.w - 4, dest.h - 4);
	            SDL_BlitSurface(m_OptionsMenuImage, &src, m_Screen, &dest);
			}

			// draw selected skin, or random
			if (m_GameOptions.UsedSkin == 0)
			{
				NjamSetRect(dest, 110, 202, 302, 27);
				SDL_FillRect(m_Screen, &dest, SDL_MapRGB(m_Screen->format, 200, 200, 20));
				NjamSetRect(dest, 111, 203, 300, 25);
				SDL_FillRect(m_Screen, &dest, SDL_MapRGB(m_Screen->format, 0, 0, 0));
				m_FontYellow->WriteTextXY(m_Screen, 200, 208, "R A N D O M");
			}
			else
			{
				NjamSetRect(dest, 110, 202, 302, 27);
				SDL_FillRect(m_Screen, &dest, SDL_MapRGB(m_Screen->format, 0, 0, 0));
				NjamSetRect(dest, 111, 203);
	            SDL_BlitSurface(m_Skins[m_GameOptions.UsedSkin - 1], NULL, m_Screen, &dest);
			}
		}

		// draw menu selector - at pos: SelectedMenuItem
		SDL_Rect rsrc, rdest;
		NjamSetRect(rsrc, 100, 0, 25, 25);
		NjamSetRect(rdest, 22, 130 + 35 * SelectedMenuItem);
	    if (0 != SDL_BlitSurface(m_SpriteImage, &rsrc, m_Screen, &rdest))
	    {
	    	LogFile("Failed to blit menu selector image.\n");
			LogFile((const char *)SDL_GetError());
			return;
		}

		DoScript();		// update info window
		ScrollText();	// update text that scrolls at the top of screen

		// draw hiscore table
		m_FontBlue->WriteTextXY(m_Screen, 714, 470, "LEVEL SCORE");
		for (int i=0; i<10; i++)
		{
			if (i == m_LastHiscore)
			{
				SDL_Rect dst;
				NjamSetRect(dst, 658, 479+i*10, 124, 11);
				SDL_FillRect(m_Screen, &dst, SDL_MapRGB(m_Screen->format, 0, 0, 100));
			}

			char text[100];
			sprintf(text, "%-11s %2d %5d\0", TopTenScores[i].name, TopTenScores[i].level, TopTenScores[i].points);
			m_FontBlue->WriteTextXY(m_Screen, 660, 480+i*10, text);
		}

		// draw a version number
		m_FontBlue->WriteTextXY(m_Screen, 92, 85, "VERSION 1.25");

		// handle a keypress
		SDL_Event event;
		while(SDL_PollEvent(&event))	 // Loop until there are no events left on the queue
		{
			switch(event.type)
			{
		    	case SDL_KEYDOWN:  									// Handle a KEYDOWN event
					if (event.key.keysym.sym==SDLK_ESCAPE)
					{
						if (mtMainMenu == m_ActiveMenu)				// ESC - exit game
							return;

						SelectedMenuItem = m_NumberOfMenuItems - 1;
						if (!MenuItemSelected(SelectedMenuItem))	// as if last menu item is selected (= Exit from submenu)
							return;
					}
					else if (event.key.keysym.sym==SDLK_UP)			// up arrow
					{
						if (SelectedMenuItem > 0)
							SelectedMenuItem--;
					}
					else if (event.key.keysym.sym==SDLK_DOWN)		// down arrow
					{
						if (SelectedMenuItem < m_NumberOfMenuItems-1)
							SelectedMenuItem++;
					}
					else if (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_KP_ENTER)	// ENTER
					{
						if (SelectedMenuItem == m_NumberOfMenuItems-1 && m_ActiveMenu == mtMainMenu)		// Exit in main = exit game
							return;

						if (!MenuItemSelected(SelectedMenuItem))	// show options/run game/whatever, returns false if fatal error
							return;
					}
					break;
			}
		}


		// About 30fps. So that it doesn't fly on fast machines...
		while (StartTime + 30 > SDL_GetTicks())
			SDL_Delay(2);

		SDL_Flip(m_Screen);
	}
}
//---------------------------------------------------------------------------