81 lines
1.9 KiB
C++
81 lines
1.9 KiB
C++
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#include "kosSyst.h"
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#include "kosFile.h"
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#include "gfxdef.h"
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#include "mainWnd.h"
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#include "gameWnd.h"
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#include "top10wnd.h"
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void kos_Main()
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{
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int hdrNum, i;
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SCompBmpHeader *hdrList;
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char *cPtr;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
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cPtr = strrchr( kosExePath, '/' );
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ;)
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/* if ( cPtr == NULL )
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{
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//
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rtlDebugOutString( "Invalid path to executable." );
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//
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return;
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}*/
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//
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cPtr[1] = 0;
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//
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strcpy( top10FilePath, kosExePath );
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//
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strcpy( top10FilePath + ((cPtr - kosExePath) + 1), "fara.t10" );
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//
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PrepareTop10();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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strcpy( cPtr + 1, "fara.gfx" );
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>
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CKosFile gfxRes( kosExePath );
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD>
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if ( gfxRes.Read( (Byte *)&hdrNum, sizeof(hdrNum) ) != sizeof(hdrNum) ) return;
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// <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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hdrList = new SCompBmpHeader[hdrNum];
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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gfxRes.Read( (Byte *)hdrList, sizeof(SCompBmpHeader) * hdrNum );
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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mainWndFace.LoadFromArch( &(hdrList[MAIN_FACE_NDX]), &gfxRes, MAIN_FACE_NDX );
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gameFace.LoadFromArch( &(hdrList[GAME_FACE_NDX]), &gfxRes, GAME_FACE_NDX );
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gameBlocks.LoadFromArch( &(hdrList[BUTTONS_NDX]), &gfxRes, BUTTONS_NDX );
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gameNumbers.LoadFromArch( &(hdrList[NUMBERS_NDX]), &gfxRes, NUMBERS_NDX );
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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for ( i = 0; i < 4; i++ )
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gameBlocksZ[i].Scale(32-i*8,gameBlocks.GetBits());
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//
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delete hdrList;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
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for ( i = 0; i < blocksNum; i++ )
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{
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//
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fishki[i] = new CFishka( &gameBlocks, i * blockSize, RGB(0x0) );
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}
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//
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maxGameLevel = START_LEVEL;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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kos_SetMaskForEvents( 0x27 );
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//
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while ( MainWndLoop() == MW_START_GAME )
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{
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GameLoop();
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Top10Loop();
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}
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//
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for ( i = 0; i < blocksNum; i++ )
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{
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delete fishki[i];
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}
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//
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delete hdrList;
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}
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