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/*
* XBoing - An X11 blockout style computer game
*
* (c) Copyright 1993, 1994, 1995, Justin C. Kibell, All Rights Reserved
*
* The X Consortium, and any party obtaining a copy of these files from
* the X Consortium, directly or indirectly, is granted, free of charge, a
* full and unrestricted irrevocable, world-wide, paid up, royalty-free,
* nonexclusive right and license to deal in this software and
* documentation files (the "Software"), including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons who receive
* copies from any such party to do so. This license includes without
* limitation a license to do the foregoing actions under any patents of
* the party supplying this software to the X Consortium.
*
* In no event shall the author be liable to any party for direct, indirect,
* special, incidental, or consequential damages arising out of the use of
* this software and its documentation, even if the author has been advised
* of the possibility of such damage.
*
* The author specifically disclaims any warranties, including, but not limited
* to, the implied warranties of merchantability and fitness for a particular
* purpose. The software provided hereunder is on an "AS IS" basis, and the
* author has no obligation to provide maintenance, support, updates,
* enhancements, or modifications.
*/
/*
* =========================================================================
*
* $Id: main.c,v 1.1.1.1 1994/12/16 01:36:47 jck Exp $
* $Source: /usr5/legends/jck/xb/master/xboing/main.c,v $
* $Revision: 1.1.1.1 $
* $Date: 1994/12/16 01:36:47 $
*
* $Log: main.c,v $
* Revision 1.1.1.1 1994/12/16 01:36:47 jck
* The XBoing distribution requires configuration management. This is why the
* cvs utility is being used. This is the initial import of all source etc..
*
*
* =========================================================================
*/
/*
* Include file dependencies:
*/
#include <stdio.h>
#include <stdlib.h>
#include <stddef.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xos.h>
#include <X11/keysym.h>
#include "score.h"
#include "presents.h"
#include "editor.h"
#include "special.h"
#include "audio.h"
#include "mess.h"
#include "ball.h"
#include "file.h"
#include "gun.h"
#include "demo.h"
#include "sfx.h"
#include "init.h"
#include "blocks.h"
#include "misc.h"
#include "level.h"
#include "bonus.h"
#include "stage.h"
#include "paddle.h"
#include "intro.h"
#include "inst.h"
#include "highscore.h"
#include "keys.h"
#include "keysedit.h"
#include "preview.h"
#include "dialogue.h"
#include "error.h"
#include "eyedude.h"
#include "main.h"
/*
* Internal macro definitions:
*/
/*
* Internal type declarations:
*/
#if NeedFunctionPrototypes
static KeySym GetKeySym(XEvent event);
static void handleGameMode(Display *display);
static void handleEventLoop(Display *display);
static void ToggleGamePaused(Display *display);
static void SetGamePaused(Display *display);
static void handleGameStates(Display *display);
static void handleMiscKeys(Display *display, KeySym keysym);
static void handleSpeedKeys(Display *display, KeySym keysym);
static void handleExitKeys(Display *display);
static void handleQuitKeys(Display *display);
#else
static void handleQuitKeys();
static void handleExitKeys();
static void handleSpeedKeys();
static void handleMiscKeys();
static void handleGameStates();
static KeySym GetKeySym();
static void handleGameMode();
static void handleEventLoop();
static void ToggleGamePaused();
static void SetGamePaused();
#endif
/*
* Internal variable declarations:
*/
int paddleMotion = 0;
int paddleDx = 0;
int speedLevel = 5;
int frame, gameActive;
int mode, oldMode;
static int iconified = False;
long speed;
static int userDelay = 1;
static int paddleControl;
static time_t pauseStartTime;
time_t pausedTime;
int UserTilts;
#if NeedFunctionPrototypes
int GetWarpSpeed(void)
#else
int GetWarpSpeed()
#endif
{
/* Return warp speed in user terms */
return (speedLevel);
}
#if NeedFunctionPrototypes
void SetUserSpeed(int delay)
#else
void SetUserSpeed(delay)
int delay;
#endif
{
long temp;
/* Set an entire game speedup or slowdown speed */
temp = (speed / (long) userDelay);
userDelay = delay;
speed = (long) (temp * userDelay);
speedLevel = 10 - delay;
}
#if NeedFunctionPrototypes
int GetPaddleControlMode(void)
#else
int GetPaddleControlMode()
#endif
{
/* Get the paddle control mode */
return paddleControl;
}
#if NeedFunctionPrototypes
void SetPaddleControlMode(int type)
#else
void SetPaddleControlMode(type)
int type;
#endif
{
/* Set the paddle control mode to the new mode */
paddleControl = type;
}
#if NeedFunctionPrototypes
void SetGameSpeed(int delay)
#else
void SetGameSpeed(delay)
int delay;
#endif
{
/* This is the speed used in the sleeping routine */
if (delay >= 0)
speed = (long) (delay * userDelay);
}
#if NeedFunctionPrototypes
static KeySym GetKeySym(XEvent event)
#else
static KeySym GetKeySym(event)
XEvent event;
#endif
{
int count;
char key;
KeySym keysym;
XComposeStatus compose;
/* Lookup a keysym using the event key */
count = XLookupString(&event.xkey, &key, 1, &keysym, &compose);
return keysym;
}
#if NeedFunctionPrototypes
int paddleIsMoving(void)
#else
int paddleIsMoving()
#endif
{
/* Returns direction of paddle 1 right -1 left 0 stopped */
return paddleMotion;
}
#if NeedFunctionPrototypes
void handlePaddleMoving(Display *display)
#else
void handlePaddleMoving(display)
Display *display;
#endif
{
static oldx = 0;
int x, y;
if (paddleControl == CONTROL_KEYS)
{
switch (paddleMotion)
{
case 1: /* Move the paddle to the right 1 increment */
MovePaddle(display, playWindow,
PADDLE_RIGHT, currentPaddleSize, 0);
break;
case -1: /* Move the paddle to the left 1 increment */
MovePaddle(display, playWindow,
PADDLE_LEFT, currentPaddleSize, 0);
break;
default:
break;
}
} else if (paddleControl == CONTROL_MOUSE)
{
if (ObtainMousePosition(display, playWindow, &x, &y))
{
/* Has the pointer moved since our last poll */
if (x != oldx)
{
paddleDx = x - oldx;
/* Move the paddle to the position of the mouse pointer */
MovePaddle(display, playWindow,
PADDLE_NONE, currentPaddleSize, x);
oldx = x;
/* Adjust the paddle motion variable so the ball moves when in
* the BALL_READY state and BALL_CREATE state.
*/
if (x > oldx)
paddleMotion = 1;
else
paddleMotion = -1;
}
else
{
/* Reset to no motion */
paddleMotion = 0;
paddleDx = 0;
}
}
}
}
#if NeedFunctionPrototypes
static void ToggleGamePaused(Display *display)
#else
static void ToggleGamePaused(display)
Display *display;
#endif
{
if (mode == MODE_PAUSE)
{
/* Finished pause resume game */
mode = MODE_GAME;
SetCurrentMessage(display, messWindow, "- Play ball -", False);
/* How many seconds were we paused for? */
pausedTime += (time(NULL) - pauseStartTime);
XSelectInput(display, mainWindow,
KeyPressMask | KeyReleaseMask | ButtonPressMask |
ButtonReleaseMask | ButtonMotionMask | ExposureMask |
StructureNotifyMask | PointerMotionHintMask);
GrabPointer(display, mainWindow);
}
else
SetGamePaused(display);
}
#if NeedFunctionPrototypes
static void SetGamePaused(Display *display)
#else
static void SetGamePaused(display)
Display *display;
#endif
{
if (mode == MODE_GAME)
{
/* Set game to paused mode */
mode = MODE_PAUSE;
SetCurrentMessage(display, messWindow,
"- Game paused -", False);
/* we need to keep track of how long we were paused so that later
* in the highscore thing I can take that off the time.
*/
pauseStartTime = time(NULL);
XSelectInput(display, mainWindow,
KeyPressMask | ExposureMask | StructureNotifyMask);
UnGrabPointer(display);
}
}
#if NeedFunctionPrototypes
void handleIconify(Display *display)
#else
void handleIconify(display)
Display *display;
#endif
{
ToggleGamePaused(display);
}
#if NeedFunctionPrototypes
void SelectiveRedraw(Display *display)
#else
void SelectiveRedraw(display)
Display *display;
#endif
{
switch (mode)
{
case MODE_GAME:
case MODE_PAUSE:
RedrawPlayWindow(display, playWindow);
break;
case MODE_EDIT:
RedrawEditor(display, playWindow);
break;
case MODE_INTRO:
RedrawIntroduction(display, playWindow);
break;
case MODE_DEMO:
RedrawDemonstration(display, playWindow);
break;
case MODE_PREVIEW:
RedrawPreviewLevel(display, playWindow);
break;
case MODE_INSTRUCT:
RedrawInstructions(display, playWindow);
break;
case MODE_KEYS:
RedrawKeys(display, playWindow);
break;
case MODE_KEYSEDIT:
RedrawKeysEdit(display, playWindow);
break;
case MODE_BONUS:
RedrawBonus(display, mainWindow);
break;
case MODE_HIGHSCORE:
RedrawHighScore(display, playWindow);
break;
default:
break;
}
/* Redisplay the message and the level/score info */
RedrawLevelInfo(display, levelWindow);
DisplayCurrentMessage(display, messWindow);
/* To be sure - to be sure */
XFlush(display);
}
#if NeedFunctionPrototypes
void handleExposure(Display *display, XEvent event)
#else
void handleExposure(display, event)
Display *display;
XEvent event;
#endif
{
/* Only redraw window once so wait until all expose events have sent
* and then redraw all that we need to redraw based on current game
* mode.
*/
if (event.xexpose.count == 0)
SelectiveRedraw(display);
}
#if NeedFunctionPrototypes
void handleMouseButtons(Display *display, XEvent event, int Down)
#else
void handleMouseButtons(display, event, Down)
Display *display;
XEvent event;
int Down;
#endif
{
if (mode == MODE_EDIT)
{
/* Allow the editor window to have control over buttons */
HandleEditorMouseButtons(display, event, Down);
return;
}
if (Down == True)
{
/* Button pressed down */
switch(event.xbutton.button)
{
/* Shoot a bullet on all buttons */
case Button1:
case Button2:
case Button3:
/* If we are playing the game and a ball needs to be started
* then start it otherwise shoot a bullet.
*/
if (mode == MODE_GAME)
if (ActivateWaitingBall(display, playWindow) == False)
shootBullet(display, playWindow);
break;
}
}
}
#if NeedFunctionPrototypes
static void handleControlKeys(Display *display)
#else
static void handleControlKeys(display)
Display *display;
#endif
{
/* Toggle game mode */
if (GetPaddleControlMode() == CONTROL_KEYS)
{
SetCurrentMessage(display, messWindow,
"Control: Mouse", True);
SetPaddleControlMode(CONTROL_MOUSE);
}
else
{
SetCurrentMessage(display, messWindow,
"Control: Keys", True);
SetPaddleControlMode(CONTROL_KEYS);
}
/* Play a bit of sound */
if (noSound == False)
playSoundFile("toggle", 50);
}
#if NeedFunctionPrototypes
static void handleSoundKey(Display *display)
#else
static void handleSoundKey(display)
Display *display;
#endif
{
if (noSound == False)
{
/* Try and turn audio off */
FreeAudioSystem();
noSound = True;
SetCurrentMessage(display, messWindow,
"- Audio OFF -", True);
}
else
{
/* Try and turn audio on */
if (SetUpAudioSystem(display) == False)
{
/* Unable to turn audio on */
noSound = True;
SetCurrentMessage(display, messWindow,
"- Audio unavailable -", True);
}
else
{
/* Audio is now active */
noSound = False;
SetCurrentMessage(display, messWindow,
"- Audio ON -", True);
}
}
}
#if NeedFunctionPrototypes
void SetTiltsZero(void)
#else
void SetTiltsZero()
#endif
{
/* Initialise the user tilt variable to zero tilts */
UserTilts = 0;
}
#if NeedFunctionPrototypes
static void handleGameKeys(Display *display, KeySym keysym)
#else
static void handleGameKeys(display, keysym)
Display *display;
KeySym keysym;
#endif
{
int temp;
char astr[80];
/* Switch on the keysym */
switch (keysym)
{
case XK_z: case XK_Z:
if (saving == True)
SaveCurrentGame(display, playWindow);
else
SetCurrentMessage(display, messWindow, "Not available yet!",
True);
break;
case XK_X: case XK_x:
LoadSavedGame(display, playWindow);
break;
case XK_t: case XK_T:
/* Obtain an active ball and tilt it */
if ((temp = GetAnActiveBall()) >= 0)
{
/* Check that the user is tilt happy */
if (UserTilts < MAX_TILTS)
{
/* Bump the ball please */
DoBoardTilt(display, temp);
UserTilts++;
sprintf(astr, "You have %d %s left!",
MAX_TILTS - UserTilts,
(MAX_TILTS - UserTilts) == 1 ? "tilt" : "tilts");
SetCurrentMessage(display, messWindow,
astr, True);
}
else
{
/* All tilts used up for this level. */
SetCurrentMessage(display, messWindow,
"Maximum tilts reached!", True);
}
}
break;
case XK_d: case XK_D:
/* Obtain an active ball - ie: not on paddle */
if ((temp = GetAnActiveBall()) >= 0)
{
/* Erase and reset ball to new one */
ClearBallNow(display, playWindow, temp);
}
break;
case XK_Left: case XK_j: case XK_J:
/* Set paddle to move left */
paddleMotion = -1;
break;
case XK_k: case XK_K:
/* Shoot a bullet if available */
if (ActivateWaitingBall(display, playWindow) == False)
shootBullet(display, playWindow);
break;
case XK_Right: case XK_l: case XK_L:
/* Set paddle to move right */
paddleMotion = 1;
break;
case XK_Escape:
if (YesNoDialogue(display, "Abort current game? [y/n]"))
handleQuitKeys(display);
break;
case XK_equal:
if (debug == True)
{
/* Special cheat key for debugging mode */
SkipToNextLevel(display, playWindow);
SetCurrentMessage(display, messWindow,
"Cheating, skip level ...", True);
}
else
{
SetCurrentMessage(display, messWindow,
"Stop trying to cheat!!", True);
}
break;
case XK_p: case XK_P:
ToggleGamePaused(display);
break;
default: /* All other keys */
handleMiscKeys(display, keysym);
}
}
#if NeedFunctionPrototypes
static void handleIntroKeys(Display *display, KeySym keysym)
#else
static void handleIntroKeys(display, keysym)
Display *display;
KeySym keysym;
#endif
{
/* Switch on the keysym */
switch (keysym)
{
case XK_space:
if (mode == MODE_INTRO || mode == MODE_HIGHSCORE
|| mode == MODE_INSTRUCT || mode == MODE_KEYS ||
mode == MODE_KEYSEDIT || mode == MODE_DEMO ||
mode == MODE_PREVIEW)
{
ResetBorderGlow(display, playWindow);
SetGameSpeed(FAST_SPEED);
gameActive = False;
mode = MODE_GAME;
}
if (mode == MODE_BONUS)
SetBonusWait(BONUS_FINISH, frame);
break;
case XK_c: case XK_C:
/* Cycle through the introduction screens if note in a game */
if (mode == MODE_INTRO)
{
/* Ok - Goto the instructions mode */
SetGameSpeed(FAST_SPEED);
ResetInstructions();
mode = MODE_INSTRUCT;
} else if (mode == MODE_INSTRUCT)
{
/* Ok - Goto the demo mode */
SetGameSpeed(FAST_SPEED);
ResetDemonstration();
mode = MODE_DEMO;
} else if (mode == MODE_DEMO)
{
/* Ok - Goto the keys mode */
SetGameSpeed(FAST_SPEED);
ResetKeys();
mode = MODE_KEYS;
} else if (mode == MODE_KEYS)
{
/* Ok - Goto the keysedit mode */
SetGameSpeed(FAST_SPEED);
ResetKeysEdit();
mode = MODE_KEYSEDIT;
} else if (mode == MODE_KEYSEDIT)
{
/* Ok - Goto the highscore mode */
SetGameSpeed(FAST_SPEED);
ResetHighScore(GLOBAL);
mode = MODE_HIGHSCORE;
} else if (mode == MODE_HIGHSCORE)
{
/* Ok - Goto to the preview mode */
SetGameSpeed(FAST_SPEED);
ResetPreviewLevel();
mode = MODE_PREVIEW;
} else if (mode == MODE_PREVIEW)
{
/* Ok - Goto back to the intro mode */
SetGameSpeed(FAST_SPEED);
ResetIntroduction();
mode = MODE_INTRO;
}
break;
case XK_H: /* Personal highscores */
if (mode == MODE_INTRO || mode == MODE_INSTRUCT
|| mode == MODE_KEYS || mode == MODE_HIGHSCORE
|| mode == MODE_DEMO || mode == MODE_PREVIEW ||
mode == MODE_KEYSEDIT)
{
/* Display the high scores thanks */
SetGameSpeed(FAST_SPEED);
ResetHighScore(PERSONAL);
mode = MODE_HIGHSCORE;
/* Play a bit of sound */
if (noSound == False)
playSoundFile("toggle", 50);
}
break;
case XK_h: /* Global highscores */
if (mode == MODE_INTRO || mode == MODE_INSTRUCT
|| mode == MODE_KEYS || mode == MODE_HIGHSCORE
|| mode == MODE_DEMO || mode == MODE_PREVIEW ||
mode == MODE_KEYSEDIT)
{
SetGameSpeed(FAST_SPEED);
ResetHighScore(GLOBAL);
mode = MODE_HIGHSCORE;
/* Play a bit of sound */
if (noSound == False)
playSoundFile("toggle", 50);
}
break;
case XK_s: case XK_S:
if (mode == MODE_INTRO || mode == MODE_INSTRUCT
|| mode == MODE_KEYS || mode == MODE_HIGHSCORE
|| mode == MODE_DEMO || mode == MODE_PREVIEW ||
mode == MODE_KEYSEDIT)
{
/* toggle the special effects system */
if (getSpecialEffects(display) == True)
{
/* Turn off special effects */
useSpecialEffects(False);
SetCurrentMessage(display, messWindow,
"- SFX OFF -", True);
}
else
{
/* Cannot use sfx on this display */
if (getSpecialEffects(display) == -1)
{
SetCurrentMessage(display, messWindow,
"- SFX Unavailable -", True);
}
else
{
/* Try and turn on special effects */
useSpecialEffects(True);
SetCurrentMessage(display, messWindow,
"- SFX ON -", True);
}
}
}
break;
case XK_w: case XK_W:
ChangeStartingLevel(display);
break;
case XK_e: case XK_E:
/* Change to editor mode */
ResetEditor();
mode = MODE_EDIT;
break;
default: /* All other keys */
handleMiscKeys(display, keysym);
handleSpeedKeys(display, keysym);
break;
}
}
#if NeedFunctionPrototypes
static void handleQuitKeys(Display *display)
#else
static void handleQuitKeys(display)
Display *display;
#endif
{
/* Save out the scores if you were playing */
if (oldMode == MODE_GAME || oldMode == MODE_BONUS)
{
/* Save out scores when quitting */
UpdateHighScores(display);
}
/* Abort game and return to intros */
SetGameSpeed(FAST_SPEED);
ResetIntroduction();
mode = MODE_INTRO;
}
#if NeedFunctionPrototypes
static void handleExitKeys(Display *display)
#else
static void handleExitKeys(display)
Display *display;
#endif
{
/* Save out the scores if you were playing */
if (oldMode == MODE_GAME || oldMode == MODE_BONUS)
{
/* Save out scores when quitting */
UpdateHighScores(display);
}
if (noSound == False) playSoundFile("game_over", 100);
/* Shut down and exit game */
ShutDown(display, 0, "Thank you for playing XBoing.");
}
#if NeedFunctionPrototypes
static void handlePresentsKeys(Display *display, KeySym keysym)
#else
static void handlePresentsKeys(display, keysym)
Display *display;
KeySym keysym;
#endif
{
/* Switch on the keysym */
switch (keysym)
{
case XK_space:
QuickFinish(display, mainWindow);
break;
case XK_Q: case XK_q:
/* Shut down and exit game */
ShutDown(display, 0, "Thank you for playing XBoing.");
break;
default:
break;
}
}
#if NeedFunctionPrototypes
static void handleSpeedKeys(Display *display, KeySym keysym)
#else
static void handleSpeedKeys(display, keysym)
Display *display;
KeySym keysym;
#endif
{
/* Switch on the keysym */
switch (keysym)
{
case XK_1: /* Set speed to speed 1 */
SetUserSpeed(9);
SetCurrentMessage(display, messWindow, "Warp 1 - Slow", True);
if (noSound == False) playSoundFile("tone", 10);
break;
case XK_2: /* Set speed to speed 2 */
SetUserSpeed(8);
SetCurrentMessage(display, messWindow, "Warp 2", True);
if (noSound == False) playSoundFile("tone", 20);
break;
case XK_3: /* Set speed to speed 3 */
SetUserSpeed(7);
SetCurrentMessage(display, messWindow, "Warp 3", True);
if (noSound == False) playSoundFile("tone", 30);
break;
case XK_4: /* Set speed to speed 4 */
SetUserSpeed(6);
SetCurrentMessage(display, messWindow, "Warp 4", True);
if (noSound == False) playSoundFile("tone", 40);
break;
case XK_5: /* Set speed to speed 5 */
SetUserSpeed(5);
SetCurrentMessage(display, messWindow, "Warp 5 - Medium", True);
if (noSound == False) playSoundFile("tone", 50);
break;
case XK_6: /* Set speed to speed 6 */
SetUserSpeed(4);
SetCurrentMessage(display, messWindow, "Warp 6", True);
if (noSound == False) playSoundFile("tone", 60);
break;
case XK_7: /* Set speed to speed 7 */
SetUserSpeed(3);
SetCurrentMessage(display, messWindow, "Warp 7", True);
if (noSound == False) playSoundFile("tone", 70);
break;
case XK_8: /* Set speed to speed 8 */
SetUserSpeed(2);
SetCurrentMessage(display, messWindow, "Warp 8", True);
if (noSound == False) playSoundFile("tone", 80);
break;
case XK_9: /* Set speed to speed 9 */
SetUserSpeed(1);
SetCurrentMessage(display, messWindow, "Warp 9 - Fast", True);
if (noSound == False) playSoundFile("tone", 90);
break;
default: /* All other keys */
break;
}
}
#if NeedFunctionPrototypes
static void handleMiscKeys(Display *display, KeySym keysym)
#else
static void handleMiscKeys(display, keysym)
Display *display;
KeySym keysym;
#endif
{
int vol = 0;
char str[30];
/* Switch on the keysym */
switch (keysym)
{
case XK_plus: case XK_KP_Add:
if (noSound == False)
{
vol = GetMaximumVolume();
if (vol < 100)
vol++;
SetMaximumVolume(vol);
sprintf(str, "Maximum volume: %d%%", vol);
SetCurrentMessage(display, messWindow, str, True);
}
break;
case XK_minus: case XK_KP_Subtract:
if (noSound == False)
{
vol = GetMaximumVolume();
if (vol > 0)
vol--;
SetMaximumVolume(vol);
sprintf(str, "Maximum volume: %d%%", vol);
SetCurrentMessage(display, messWindow, str, True);
}
break;
case XK_a: case XK_A:
handleSoundKey(display);
break;
case XK_i: case XK_I:
/* Iconify the window quickly - main loop handles events */
XIconifyWindow(display, mainWindow, 0);
break;
case XK_g: case XK_G:
handleControlKeys(display);
break;
case XK_Q: case XK_q:
if (YesNoDialogue(display, "Exit XBoing you wimp? [y/n]"))
handleExitKeys(display);
break;
default: /* All other keys */
break;
}
}
#if NeedFunctionPrototypes
void handleKeyPress(Display *display, KeySym keysym, XEvent event, int Pressed)
#else
void handleKeyPress(display, keysym, event, Pressed)
Display *display;
KeySym keysym;
XEvent event;
int Pressed;
#endif
{
if (Pressed == False)
{
/* key was released */
paddleMotion = 0;
}
else
{
/* Switch on the game mode */
switch (mode)
{
case MODE_DIALOGUE:
break;
case MODE_WAIT: case MODE_BALL_WAIT:
case MODE_PAUSE: case MODE_GAME:
handleGameKeys(display, keysym);
break;
case MODE_HIGHSCORE: case MODE_BONUS: case MODE_INTRO:
case MODE_INSTRUCT: case MODE_DEMO: case MODE_PREVIEW:
case MODE_KEYS: case MODE_KEYSEDIT:
handleIntroKeys(display, keysym);
break;
case MODE_PRESENTS:
handlePresentsKeys(display, keysym);
break;
case MODE_EDIT:
handleEditorKeys(display, keysym);
break;
case MODE_NONE:
break;
}
}
}
#if NeedFunctionPrototypes
static void handleGameMode(Display *display)
#else
static void handleGameMode(display)
Display *display;
#endif
{
static int bonusRow = 0;
static int bonusCol = 0;
static int nextBonusFrame = 0;
/* If we are going to play then setup first level */
if (gameActive == False)
{
/* Choose a random velocity for the ball */
/* Always start at level 1 or level specified */
SetLevelNumber(GetStartingLevel());
/* Set some important variables */
/* PLEASE CHANGE SETUP IN EDITOR.C IF YOU CHANGE STUFF HERE */
SetLivesLeft(3);
ToggleSaving(display, False);
SetTheScore(0L);
nextBonusFrame = 0;
currentPaddleSize = PADDLE_HUGE;
pausedTime = 0;
bonusBlock = False;
UserTilts = 0;
/* Setup the stage and load 1st level */
SetupStage(display, playWindow);
/* Start game play */
gameActive = True;
/* Keep track of the game duration - shown in highscores */
gameTime = time(NULL);
}
/* If we need to move the paddle then do so */
if ((frame % PADDLE_ANIMATE_DELAY) == 0)
handlePaddleMoving(display);
if (mode == MODE_GAME)
{
HandleBallMode(display, playWindow);
/* Add bonus coin block at random intervals */
if (nextBonusFrame == 0 && bonusBlock == False)
nextBonusFrame = frame + (rand() % BONUS_SEED);
/* Do we need to add a bonus coin or special? */
if (nextBonusFrame <= frame && bonusBlock == False)
{
/* Add the bonus block now - different types */
switch (rand() % 27)
{
case 0: case 1:
case 2: case 3:
case 4: case 5:
case 6: case 7:
/* Add a normal bonus block */
AddBonusBlock(display, playWindow, &bonusRow, &bonusCol,
BONUS_BLK);
DEBUG("Attempting Adding a bonus block.")
break;
case 8: case 9:
case 10: case 11:
/* Add the x2 bonus block */
if (x2Bonus == False)
{
AddBonusBlock(display, playWindow, &bonusRow,
&bonusCol, BONUSX2_BLK);
DEBUG("Attempting Adding a bonus x2 block.")
}
break;
case 12: case 13:
/* Add the x4 bonus block */
if (x4Bonus == False)
{
AddBonusBlock(display, playWindow, &bonusRow,
&bonusCol, BONUSX4_BLK);
DEBUG("Attempting Adding a bonus x4 block.")
}
break;
case 14: case 15:
/* Add the shrink paddle special block */
AddSpecialBlock(display, playWindow, &bonusRow, &bonusCol,
PAD_SHRINK_BLK, SHOTS_TO_KILL_SPECIAL);
DEBUG("Attempting Adding a special paddle shrink block.")
break;
case 16: case 17:
/* Add the expand paddle special block */
AddSpecialBlock(display, playWindow, &bonusRow, &bonusCol,
PAD_EXPAND_BLK, SHOTS_TO_KILL_SPECIAL);
DEBUG("Attempting Adding a special paddle expand block.")
break;
case 18:
/* Add the multiball special block */
AddSpecialBlock(display, playWindow, &bonusRow, &bonusCol,
MULTIBALL_BLK, SHOTS_TO_KILL_SPECIAL);
DEBUG("Attempting Adding a special multiball block.")
break;
case 19:
/* Add the reverse special block */
AddSpecialBlock(display, playWindow, &bonusRow, &bonusCol,
REVERSE_BLK, SHOTS_TO_KILL_SPECIAL);
DEBUG("Attempting Adding a special reverse control block.")
break;
case 20: case 21:
/* Add the machine gun special block */
AddSpecialBlock(display, playWindow, &bonusRow, &bonusCol,
MGUN_BLK, SHOTS_TO_KILL_SPECIAL);
DEBUG("Attempting Adding a special machine gun block.")
break;
case 22:
/* Add the walloff special block */
AddSpecialBlock(display, playWindow, &bonusRow, &bonusCol,
WALLOFF_BLK, SHOTS_TO_KILL_SPECIAL);
DEBUG("Attempting Adding a special walls off block.")
break;
case 23:
/* Add the extraball special block */
AddSpecialBlock(display, playWindow, &bonusRow, &bonusCol,
EXTRABALL_BLK, 0);
DEBUG("Attempting Adding a special extra ball block.")
break;
case 24:
/* Add the death special block */
AddSpecialBlock(display, playWindow, &bonusRow, &bonusCol,
DEATH_BLK, SHOTS_TO_KILL_SPECIAL);
DEBUG("Attempting Adding a special death block.")
break;
case 25: /* choose a type to dynamite */
switch (rand() % 7)
{
case 0: /* Dynamite the block */
SetExplodeAllType(display, playWindow, YELLOW_BLK);
DEBUG("Attempting Adding a special dynamite block.")
break;
case 1: /* Dynamite the block */
SetExplodeAllType(display, playWindow, BLUE_BLK);
DEBUG("Attempting Adding a special dynamite block.")
break;
case 2: /* Dynamite the block */
SetExplodeAllType(display, playWindow, RED_BLK);
DEBUG("Attempting Adding a special dynamite block.")
break;
case 3: /* Dynamite the block */
SetExplodeAllType(display, playWindow, PURPLE_BLK);
DEBUG("Attempting Adding a special dynamite block.")
break;
case 4: /* Dynamite the block */
SetExplodeAllType(display, playWindow, TAN_BLK);
DEBUG("Attempting Adding a special dynamite block.")
break;
case 5: /* Dynamite the block */
SetExplodeAllType(display, playWindow, COUNTER_BLK);
DEBUG("Attempting Adding a special dynamite block.")
break;
case 6: /* Dynamite the block */
SetExplodeAllType(display, playWindow, GREEN_BLK);
DEBUG("Attempting Adding a special dynamite block.")
break;
}
break;
case 26: /* Try and start the eyedude on his way */
if (getEyeDudeMode() == EYEDUDE_NONE)
ChangeEyeDudeMode(EYEDUDE_RESET);
DEBUG("Attempting to start the eyedude.")
break;
default:
break;
}
nextBonusFrame = 0;
}
}
HandleBulletMode(display, playWindow);
/* If any blocks need exploding then do so */
ExplodeBlocksPending(display, playWindow);
/* So blocks need animation all the time so do it */
HandlePendingAnimations(display, playWindow);
HandleEyeDudeMode(display, playWindow);
/* See if the level is finished and update level info if needed */
if (mode == MODE_GAME)
CheckGameRules(display, playWindow);
}
#if NeedFunctionPrototypes
static void handleGameStates(Display *display)
#else
static void handleGameStates(display)
Display *display;
#endif
{
/* Update the message window if any new messages come along */
DisplayCurrentMessage(display, messWindow);
/* In game effects */
switch (currentSfxMode())
{
case SFX_STATIC:
/* Show some static */
WindowStaticEffect(display, playWindow, PLAY_WIDTH, PLAY_HEIGHT);
break;
case SFX_SHAKE:
/* Something exploded or bumped the screen */
WindowShakeEffect(display, playWindow);
break;
case SFX_FADE:
/* fade when play arena is taken off screen */
WindowFadeEffect(display, playWindow, PLAY_WIDTH, PLAY_HEIGHT);
break;
case SFX_BLIND:
/* bring the backing buffer pixmap into view via a blind effect */
WindowBlindEffect(display, playWindow);
break;
case SFX_SHATTER:
/* bring the backing buffer pixmap into view via a blind effect */
WindowShatterEffect(display, playWindow);
break;
case SFX_NONE:
default:
break;
}
/* Switch on the current game mode */
switch (mode)
{
case MODE_GAME:
handleGameMode(display);
break;
case MODE_PRESENTS:
Presents(display, mainWindow);
break;
case MODE_BONUS:
DoBonus(display, mainWindow);
break;
case MODE_DIALOGUE:
break;
case MODE_INTRO:
Introduction(display, playWindow);
break;
case MODE_INSTRUCT:
Instructions(display, playWindow);
break;
case MODE_KEYS:
Keys(display, playWindow);
break;
case MODE_KEYSEDIT:
KeysEdit(display, playWindow);
break;
case MODE_DEMO:
Demonstration(display, playWindow);
break;
case MODE_PREVIEW:
PreviewLevel(display, playWindow);
break;
case MODE_HIGHSCORE:
HighScore(display, playWindow);
break;
case MODE_EDIT:
Editor(display, playWindow);
break;
case MODE_PAUSE:
break;
}
/* Flush the display */
XFlush(display);
}
#if NeedFunctionPrototypes
static void handleEventLoop(Display *display)
#else
static void handleEventLoop(display)
Display *display;
#endif
{
XEvent event;
int pending;
KeySym keysym;
pending = frame = 0;
/* Initial mode for game is Introduction */
mode = MODE_PRESENTS;
/* No special effects yet */
changeSfxMode(SFX_NONE);
/* Flush all events until app is fully mapped */
do
{
/* handle audio device events if they exist */
audioDeviceEvents();
/* Get the next event */
XNextEvent(display, &event);
}
while (event.type != MapNotify);
ChangePointer(display, mainWindow, CURSOR_NONE);
/* Grab the pointer to the main window */
GrabPointer(display, mainWindow);
/* Loop forever and ever */
while (True)
{
/* handle and audio device events if supported */
audioDeviceEvents();
/* See if any events are waiting for me to handle */
if (iconified == False && mode != MODE_PAUSE)
{
/* Get an event but don't wait if none arrives */
pending = XPending(display);
if (mode != MODE_DIALOGUE)
frame++;
}
else
{
/* Wait here for an event and then get the number waiting */
XPeekEvent(display, &event);
pending = XPending(display);
}
/* Handle any events pending */
while (pending > 0)
{
/* Get the next X event thanks */
XNextEvent(display, &event);
switch(event.type)
{
case UnmapNotify:
/* Turn off just all events except the mapping ones */
XSelectInput(display, mainWindow, StructureNotifyMask);
handleIconify(display);
iconified = True;
break;
case MapNotify:
/* Turn back on all the events that are needed */
XSelectInput(display, mainWindow,
KeyPressMask | KeyReleaseMask | ButtonPressMask |
ButtonReleaseMask | ButtonMotionMask | ExposureMask |
StructureNotifyMask | PointerMotionHintMask);
/*SelectiveRedraw(display);*/
GrabPointer(display, mainWindow);
iconified = False;
break;
case ButtonRelease:
handleMouseButtons(display, event, False);
break;
case ButtonPress:
handleMouseButtons(display, event, True);
break;
case MotionNotify:
if (mode == MODE_EDIT)
HandleButtonMotion(display, event);
break;
case KeyRelease:
keysym = GetKeySym(event);
handleKeyPress(display, keysym, event, False);
break;
case KeyPress:
keysym = GetKeySym(event);
handleKeyPress(display, keysym, event, True);
break;
case Expose:
handleExposure(display, event);
break;
default:
break;
}
/* Decrement the number of pending events */
pending--;
}
/* Sleep a bit if not iconified */
if (iconified == False)
sleepSync(display, speed);
/* handle all game states and animations */
if (iconified == False)
handleGameStates(display);
}
/* NOT REACHED */
}
#if NeedFunctionPrototypes
int main(int argc, char **argv)
#else
int main(argc, argv)
int argc;
char **argv;
#endif
{
static Display *display;
/* Initialise everything and return display */
display = InitialiseGame(argv, argc);
SetGameSpeed(FAST_SPEED);
gameActive = False;
iconified = False;
XSelectInput(display, mainWindow,
KeyPressMask | KeyReleaseMask | ButtonPressMask |
ButtonReleaseMask | ExposureMask | StructureNotifyMask );
/* main event loop */
handleEventLoop(display);
/* NOTREACHED */
}
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