1 #include "src\eng_core.h"
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3 #include "src\eng_snd.h"
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4 #include "src\eng_gfx.h"
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5 #include "src\eng_comm.h"
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6 #include "src\eng_ai.h"
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10 //#include "src\lib\dos_gfx.h"
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11 //#include "src\lib\opl2.h"
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12 //#include "src\lib\dos_comm.h"
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18 // Hardware Initiation
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21 //default constructor
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22 this->msg = ENGINE_RUN;
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23 this->timer.start_timer();
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24 this->frames_per_second = 60;
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27 this->bing = 4; // test global variable
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31 // Start setttings of flags. I hope I got the same
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32 // logic as it was before, with the STL list.
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33 this->graphics_flag = true;
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34 this->comm_flag = true;
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35 this->release_flag = false;
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40 // call update functions, instead of traversing a function pointer
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41 // list. Remove this comment!
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44 if ( graphics_flag )
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58 void Core::graphics()
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60 //int num_frames = 60;
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61 //double fps = 1.0 / num_frames;
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62 //double now = this->timer.elapsed_timer();
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63 //std::cout << "fps: " << fps << " now: " << now << std::endl;
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64 //if (this->timer.elapsed_timer() >= fps)
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68 //this->timer.start_timer();
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73 //int num_frames = 60;
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74 //double fps = 1.0 / num_frames;
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75 //double now = this->timer.elapsed_timer();
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76 //std::cout << "fps: " << fps << " now: " << now << std::endl;
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77 //if (this->timer.elapsed_timer() >= fps)
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80 this->msg = do_communication();
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81 //this->timer.start_timer();
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87 do_artificial_intelligence();
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90 engine_message Core::_msg()
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98 while (ENGINE_EXIT != this->msg)
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100 //next line for purely testing purposes
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101 //---- i++;if(i==600){char a;std::cin >> a;this->keeq[a] = true;i=0;}
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109 bool xz = 0; // error switch...
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110 std::cout << "VIDEO INITIATION" << std::endl;
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113 std::cout << "Checking for Adlib sound card...." << std::endl;
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114 if(!AdlibExists()){
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115 std::cout << "not found." << std::endl;
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118 std::cout << "found." << std::endl;
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119 std::cout << "OPL2 INITIATION" << std::endl;
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121 std::cout << "\nPress ESC to quit the game engine core test." << std::endl;
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122 std::cout << "1 - 9 for graphical tests!" << std::endl;
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123 std::cout << "space bar for control and sprite test!" << std::endl;
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124 std::cout << "z key for noise!" << std::endl;
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125 std::cout << "Press press any key to continue!" << std::endl;
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127 std::cout << "INPUT INITIATION" << std::endl;
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129 std::cout << "INITIATION" << std::endl;
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133 void Core::release()
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135 //release contexts and set engine to exit
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140 this->msg = ENGINE_EXIT;
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143 void Core::input(){
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144 //retrieve input device information
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145 //dummy 'w' and 'p' down, t up
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146 //---- bool dummy_input_available = true;
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147 //---- if(dummy_input_available)
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149 //---- std::cout << "key down" << std::endl;
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150 //---- this->keeq['w'] = true;
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151 //---- this->keeq['p'] = true;
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152 //---- this->keeq['t'] = false;
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153 //notify engine that input occured
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154 this->msg = ENGINE_INPUT;
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158 //---- std::cout << "key up" << std::endl;
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159 //---- this->msg = ENGINE_RUN;
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165 if (this->timer.elapsed_timer() >= (1.0 / this->frames_per_second))
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167 //int a;std::cin >> a;
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168 graphics_flag = true;
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169 this->timer.start_timer();
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170 //==== std::cout << "GRAPHICS GRAPHICS GRAPHICS GRAPHICS GRAPHICS" << std::endl;
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174 graphics_flag = false;
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176 if (ENGINE_INPUT == this->msg)
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184 if (ENGINE_QUIT == this->msg)
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186 release_flag = true;
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