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- /* -*- mode: c; tab-width: 4; c-basic-offset: 3; c-file-style: "linux" -*- */
- //
- // Copyright (c) 2009, Wei Mingzhi <whistler_wmz@users.sf.net>.
- // All rights reserved.
- //
- // This file is part of SDLPAL.
- //
- // SDLPAL 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 3 of the License, or
- // (at your option) any later version.
- //
- // This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
- //
- #include "main.h"
- static VOID
- PAL_GameStart(
- VOID
- )
- /*++
- Purpose:
- Do some initialization work when game starts (new game or load game).
- Parameters:
- None.
- Return value:
- None.
- --*/
- {
- PAL_SetLoadFlags(kLoadScene | kLoadPlayerSprite);
- if (!gpGlobals->fEnteringScene)
- {
- //
- // Fade in music if the player has loaded an old game.
- //
- SOUND_PlayMUS(gpGlobals->wNumMusic, TRUE, 1);
- }
- gpGlobals->fNeedToFadeIn = TRUE;
- gpGlobals->dwFrameNum = 0;
- }
- VOID
- PAL_GameMain(
- VOID
- )
- /*++
- Purpose:
- The game entry routine.
- Parameters:
- None.
- Return value:
- None.
- --*/
- {
- DWORD dwTime;
- //
- // Show the opening menu.
- //
- gpGlobals->bCurrentSaveSlot = (BYTE)PAL_OpeningMenu();
- gpGlobals->fInMainGame = TRUE;
- //
- // Initialize game data and set the flags to load the game resources.
- //
- PAL_InitGameData(gpGlobals->bCurrentSaveSlot);
- //
- // Run the main game loop.
- //
- dwTime = SDL_GetTicks();
- while (TRUE)
- {
- //
- // Do some initialization at game start.
- //
- if (gpGlobals->fGameStart)
- {
- PAL_GameStart();
- gpGlobals->fGameStart = FALSE;
- }
- //
- // Load the game resources if needed.
- //
- PAL_LoadResources();
- //
- // Clear the input state of previous frame.
- //
- PAL_ClearKeyState();
- //
- // Wait for the time of one frame. Accept input here.
- //
- PAL_DelayUntil(dwTime);
- //
- // Set the time of the next frame.
- //
- dwTime = SDL_GetTicks() + FRAME_TIME;
- //
- // Run the main frame routine.
- //
- PAL_StartFrame();
- }
- }
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