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game.c
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game.c
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/* -*- mode: c; tab-width: 4; c-basic-offset: 3; c-file-style: "linux" -*- */
//
// Copyright (c) 2009, Wei Mingzhi <[email protected]>.
// 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.
//
PAL_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();
//
// 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_ProcessEvent();
while (SDL_GetTicks() <= dwTime)
{
PAL_ProcessEvent();
SDL_Delay(1);
}
//
// Set the time of the next frame.
//
dwTime = SDL_GetTicks() + FRAME_TIME;
//
// Run the main frame routine.
//
PAL_StartFrame();
}
}