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/* $Id: loop.c,v 1.53 2002/12/25 12:30:42 oohara Exp $ */
#include <stdio.h>
#include "tenm_object.h"
#include "pause.h"
#include "tenm_table.h"
#include "player.h"
#include "score.h"
#include "ship.h"
#include "chain.h"
#include "hit-status.h"
#include "stage.h"
#include "tenm_timer.h"
#include "tenm_input.h"
#include "scheduler.h"
#include "const.h"
#include "tenm_graphic.h"
#include "result.h"
#include "esc-ok.h"
#include "option.h"
#include "loop.h"
/*
static int draw_all_mass(tenm_object *my, int n);
*/
/* returns 1 if the program should quit, 0 if not */
int
main_loop(int tutorial)
{
/* for debugging only */
int t_start = 0;
int i;
int t = 0;
int frame_passed = 0;
int quit_needed = 0;
const option *op = NULL;
tenm_object *player;
op = get_option();
if (op == NULL)
{
fprintf(stderr, "main_loop: get_option failed\n");
/* we should have checked the options */
return 1;
}
clear_pause();
/* we don't need to pause if it is a tutorial */
if (tutorial == 0)
tenm_set_focus_handler((void (*)(int)) pause_by_mouse);
else
tenm_set_focus_handler((void (*)(int)) NULL);
tenm_table_clear_all();
player = player_new(tutorial);
clear_score();
set_ship(5);
clear_chain();
clear_hit_status();
if (tutorial == 0)
{
if ((op->stage >= 1) && (op->stage <= 5))
set_stage(op->stage);
else
set_stage(1);
}
else
{
set_stage(7);
}
tenm_timer_reset();
while (1 == 1)
{
/* quit the program if a SDL_QUIT event happened
* (for example, if a SIGINT signal (sent by Ctrl+c) is received)
*/
if (tenm_event_handle() != 0)
{
quit_needed = 1;
break;
}
/* back to the title if ESC is pressed */
if (tenm_get_key_status() & 32)
{
if (get_esc_ok())
{
set_esc_ok(0);
break;
}
}
else
{
set_esc_ok(1);
}
/* pause if it is a real game and if p is pressed
* we must check "tutorial" first to suppress unnecessary
* pause message
*/
if ((tutorial == 0) && (do_pause(tenm_get_key_status() & 64)))
{
frame_passed++;
/* this wait is necessary to save CPU time */
tenm_wait_next_frame();
continue;
}
for (i = 1; i <= 30; i++)
{
if (tenm_table_detect_collision(player) != 0)
player = NULL;
if (tenm_table_move(player, 30) != 0)
player = NULL;
}
/* scheduler() must be called before tenm_table_do_action()
* to clear action_needed flag correctly */
if (scheduler(t + t_start) == SCHEDULER_NEXT_STAGE)
{
clear_chain();
/* t is incremented at the end of the loop */
t = -1;
/* "stage 6" means ending, "stage 7" means tutorial */
if (get_stage() > 5)
break;
/* you can't go to the next stage if you use --stage option */
if ((op->stage >= 1) && (op->stage <= 5))
break;
add_stage(1);
}
if (tenm_table_do_action(player) != 0)
player = NULL;
calculate_chain();
/* pure white is bad for your eyes */
tenm_clear_window(tenm_map_color(253, 245, 230));
tenm_table_draw(player);
show_chain();
show_hit_status();
show_score();
show_ship();
/* for those who want to see the world as it is */
/* note that
* (1) the player is not in the table
* (2) this is slow
*/
/*
tenm_table_apply_all((int (*)(tenm_object *, int)) draw_all_mass, 0);
*/
tenm_redraw_window();
tenm_wait_next_frame();
if (op->slow != 0)
{
/* wait one more frame */
tenm_wait_next_frame();
}
if (player == NULL)
break;
t++;
frame_passed++;
}
if (frame_passed > 0)
{
printf("average fps: %f\n", tenm_calculate_fps(frame_passed));
fflush(stdout);
}
tenm_table_clear_all();
if (player != NULL)
tenm_object_delete(player);
if ((!(tutorial)) && (!(quit_needed)))
{
/* note that show_result() does not use table */
if (show_result() != 0)
quit_needed = 1;
}
return quit_needed;
}
#if 0
static int
draw_all_mass(tenm_object *my, int n)
{
/* sanity check */
if (my == NULL)
return 0;
if (my->mass == NULL)
return 0;
if (my->attr == 0)
return 0;
if (tenm_draw_mass(my->mass, tenm_map_color(0, 0, 0)) != 0)
{
fprintf(stderr, "draw_all_mass: tenm_draw_mass failed (%d)\n",
my->table_index);
}
return 0;
}
#endif /* 0 */
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