#include "objects.h" Horde bill; Network net; Library OS; Bucket bucket; Spark spark; //Scorelist scores; Game game; UI ui; int Game::RAND(int lb, int ub) { return (rand()%(ub-lb+1) + lb); } int Game::MAX(int x, int y) { return (x>y ? x : y); } int Game::MIN(int x, int y) { return (x=0) || (x1-x2<=w2 && x1-x2>=0)) && ((y2-y1<=h1 && y2-y1>=0) || (y1-y2<=h2 && y1-y2>=0))); } void Game::setup_level (unsigned int lev) { level = lev; bill.setup(); grabbed = EMPTY; ui.set_cursor(DEFAULTC); net.setup(); iteration = efficiency = 0; } void Game::start(unsigned int lev) { state = PLAYING; score = 0; ui.restart_timer(); ui.set_pausebutton(true); setup_level(lev); } void Game::quit() { exit(0); } void Game::update_info() { static char str[80]; sprintf (str, "Bill:%d/%d System:%d/%d/%d Level:%d Score:%d", bill.on_screen, bill.off_screen, net.base, net.off, net.win, level, score); ui.draw_str(str, 5, scrheight-5); efficiency += ((100*net.base-10*net.win)/net.units); } void Game::update_score (int action) { switch (action){ case ENDLEVEL: score+=(level*efficiency/iteration); break; default: score+=(action*action*BILLPOINTS); } } void Game::warp_to_level (unsigned int lev) { if (state==PLAYING) { if (lev <= level) return; setup_level(lev); } else { if (lev <=0) return; start(lev); } } void Game::button_press(int x, int y) { int i, counter=0, flag=0; if (state != PLAYING) return; ui.set_cursor(DOWNC); if (bucket.clicked(x, y)) { ui.set_cursor(BUCKETC); grabbed = BUCKET; } for (i=0; i < bill.MAX_BILLS && !flag; i++) { if (bill.list[i].state == bill.list[i].OFF || bill.list[i].state == bill.list[i].DYING) continue; if (bill.list[i].state == bill.list[i].STRAY && bill.list[i].clickedstray(x, y)) { ui.set_cursor (bill.list[i].cargo); grabbed = i; flag = 1; } else if (bill.list[i].state != bill.list[i].STRAY && bill.list[i].clicked(x, y)) { if (bill.list[i].state == bill.list[i].AT) net.computers[bill.list[i].target_c].busy=0; bill.list[i].index = -1; bill.list[i].cels = bill.dcels; bill.list[i].x_offset = -2; bill.list[i].y_offset = -15; bill.list[i].state = bill.list[i].DYING; counter++; } } if (counter) update_score(counter); } void Game::button_release(int x, int y) { int i; ui.set_cursor (DEFAULTC); if (state != PLAYING || grabbed == EMPTY) return; if (grabbed == BUCKET) { grabbed = EMPTY; for (i=0; i scores.score[9]) ui.popup_dialog(ENTERNAME); scores.update();*/ ui.popup_dialog(HIGHSCORE); ui.clear(); ui.draw_centered(logo); ui.kill_timer(); ui.set_pausebutton (false); state = WAITING; break; case BETWEEN: ui.update_scorebox(level, score); ui.popup_dialog (SCORE); state = PLAYING; setup_level(++level); break; } ui.refresh(); iteration++; } void Game::main(int argc, char **argv) { int c; extern char *optarg; level = 0; ui.initialize(&argc, argv); while (argv && argv[0] && (c = getopt(argc, argv, "l:L:")) != -1) switch(c) { case 'l': case 'L': level = MAX (1, atoi(optarg)); break; } srand(time(NULL)); ui.make_mainwin(); ui.graph_init(); ui.clear(); logo.load("logo"); ui.draw_centered(logo); ui.refresh(); ui.make_windows(); // scores.read(); // scores.update(); bill.load_pix(); OS.load_pix(); net.load_pix(); bucket.load_pix(); spark.load_pix(); ui.load_cursors(); state = WAITING; if (level) start(level); else ui.set_pausebutton(false); ui.MainLoop(); exit(0); } int main(int argc, char **argv) { if (argc>1 && !strcmp(argv[1], "-v")) { printf ("XBill version 2.0\n\n"); exit(0); } if (argc>1 && !strcmp(argv[1], "-h")) { printf ("XBill version 2.0\n"); printf ("Options:\n"); printf ("-l n, -L n\tStart at level n.\n"); printf ("-v\t\tPrint version number and exit.\n"); printf ("-h\t\tPrint help and exit.\n"); printf ("leaves the window.\n"); printf ("All standard X Intrinsics options are also "); printf ("supported.\n\n"); exit(0); } game.main(argc, argv); }