1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302
|
/*
* 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: preview.c,v 1.1.1.1 1994/12/16 01:36:48 jck Exp $
* $Source: /usr5/legends/jck/xb/master/xboing/preview.c,v $
* $Revision: 1.1.1.1 $
* $Date: 1994/12/16 01:36:48 $
*
* $Log: preview.c,v $
* Revision 1.1.1.1 1994/12/16 01:36:48 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 <xpm.h>
#include "error.h"
#include "misc.h"
#include "gun.h"
#include "main.h"
#include "init.h"
#include "file.h"
#include "inst.h"
#include "stage.h"
#include "blocks.h"
#include "sfx.h"
#include "special.h"
#include "ball.h"
#include "score.h"
#include "paddle.h"
#include "level.h"
#include "mess.h"
#include "audio.h"
#include "intro.h"
#include "keys.h"
#include "version.h"
#include "preview.h"
/*
* Internal macro definitions:
*/
#define GAP 10
/*
* Internal type declarations:
*/
#if NeedFunctionPrototypes
void SetPreviewWait(enum PreviewStates newMode, int waitFrame);
void DoPreviewWait(void);
#else
void SetPreviewWait();
void DoPreviewWait();
#endif
/*
* Internal variable declarations:
*/
enum PreviewStates PreviewState;
static int waitingFrame;
enum PreviewStates waitMode;
#if NeedFunctionPrototypes
void SetUpPreviewLevel(Display *display, Window window, Colormap colormap)
#else
void SetUpPreviewLevel(display, window, colormap)
Display *display;
Window window;
Colormap colormap;
#endif
{
ResetPreviewLevel();
}
#if NeedFunctionPrototypes
static void DoLoadLevel(Display *display, Window window)
#else
static void DoLoadLevel(display, window)
Display *display;
Window window;
#endif
{
int lnum = 1;
char levelPath[1024];
char str2[80];
char *str;
static int bgrnd = 1;
bgrnd++;
if (bgrnd == 6) bgrnd = 2;
DrawStageBackground(display, window, bgrnd, True);
/* choose a random level */
lnum = (rand() % (MAX_NUM_LEVELS - 1)) + 1;
/* Construct the Preview level filename */
if ((str = getenv("XBOING_LEVELS_DIR")) != NULL)
snprintf(levelPath, sizeof(levelPath)-1, "%s/level%02d.data", str, lnum);
else
sprintf(levelPath, "%s/level%02d.data", LEVEL_INSTALL_DIR, lnum);
/* Read in a Preview level */
if (ReadNextLevel(display, window, levelPath, True) == False)
ShutDown(display, 1, "Sorry, invalid level specified.");
sprintf(str2, "- %s -", GetLevelName());
DrawShadowCentredText(display, window, titleFont,
str2, PLAY_HEIGHT - 80, red, PLAY_WIDTH);
/* Be very friendly */
sprintf(str2, "Preview of level %d", lnum);
SetCurrentMessage(display, messWindow, str2, False);
DisplayLevelInfo(display, levelWindow, (u_long) lnum);
}
#if NeedFunctionPrototypes
static void DoText(Display *display, Window window)
#else
static void DoText(display, window)
Display *display;
Window window;
#endif
{
char string[80];
int y;
y = PLAY_HEIGHT - 27;
strcpy(string, "Insert coin to start the game");
DrawShadowCentredText(display, window, textFont,
string, y, tann, PLAY_WIDTH);
if (noSound == False)
{
if ((rand() % 3) == 0)
playSoundFile("looksbad", 80);
}
SetPreviewWait(PREVIEW_FINISH, frame + 5000);
}
#if NeedFunctionPrototypes
static void DoFinish(Display *display, Window window)
#else
static void DoFinish(display, window)
Display *display;
Window window;
#endif
{
mode = MODE_INTRO;
ResetIntroduction();
if (noSound == False)
playSoundFile("whizzo", 50);
SetGameSpeed(FAST_SPEED);
}
#if NeedFunctionPrototypes
void PreviewLevel(Display *display, Window window)
#else
void PreviewLevel(display, window)
Display *display;
Window window;
#endif
{
switch (PreviewState)
{
case PREVIEW_LEVEL:
if (getSpecialEffects(display) == True)
DoLoadLevel(display, bufferWindow);
else
DoLoadLevel(display, window);
PreviewState = PREVIEW_TEXT;
break;
case PREVIEW_TEXT:
if (getSpecialEffects(display) == True)
{
DoText(display, bufferWindow);
while (WindowShatterEffect(display, window));
}
else
DoText(display, window);
break;
case PREVIEW_FINISH:
DoFinish(display, window);
break;
case PREVIEW_WAIT:
BorderGlow(display, window);
if ((frame % FLASH) == 0)
RandomDrawSpecials(display);
DoPreviewWait();
break;
default:
break;
}
}
#if NeedFunctionPrototypes
void RedrawPreviewLevel(Display *display, Window window)
#else
void RedrawPreviewLevel(display, window)
Display *display;
Window window;
#endif
{
DoLoadLevel(display, window);
DoText(display, window);
}
#if NeedFunctionPrototypes
void FreePreviewLevel(Display *display)
#else
void FreePreviewLevel(display)
Display *display;
#endif
{
}
#if NeedFunctionPrototypes
void ResetPreviewLevel(void)
#else
void ResetPreviewLevel()
#endif
{
PreviewState = PREVIEW_LEVEL;
DEBUG("Reset PreviewLevel mode.")
}
#if NeedFunctionPrototypes
void SetPreviewWait(enum PreviewStates newMode, int waitFrame)
#else
void SetPreviewWait(newMode, waitFrame)
enum PreviewStates newMode;
int waitFrame;
#endif
{
waitingFrame = waitFrame;
waitMode = newMode;
PreviewState = PREVIEW_WAIT;
}
#if NeedFunctionPrototypes
void DoPreviewWait(void)
#else
void DoPreviewWait()
#endif
{
if (frame == waitingFrame)
PreviewState = waitMode;
}
|