mirror of
https://gitlab.com/dosowisko.net/libsuperderpy.git
synced 2025-01-10 16:58:00 +01:00
502 lines
16 KiB
C
502 lines
16 KiB
C
/*! \file main.c
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* \brief Main file of SuperDerpy engine.
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*
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* Contains basic functions shared by all views.
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*/
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/*
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* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include <stdio.h>
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#include <math.h>
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#include <getopt.h>
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#include "menu.h"
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#include "loading.h"
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#include "about.h"
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#include "intro.h"
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#include "map.h"
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#include "level.h"
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#include "pause.h"
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#include "config.h"
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/*! \brief Macro for preloading gamestate.
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*
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* Preloading of state happens when loading screen is displayed.
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*/
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#define PRELOAD_STATE(state, name) case state:\
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PrintConsole(game, "Preload %s...", #state); DrawConsole(game); al_flip_display(); name ## _Preload(game); break;
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/*! \brief Macro for unloading gamestate.
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*
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* Unloading of state happens after it's fadeout.
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*/
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#define UNLOAD_STATE(state, name) case state:\
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PrintConsole(game, "Unload %s...", #state); name ## _Unload(game); break;
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/*! \brief Macro for loading gamestate.
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*
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* Loading of state means setting it as active and running it.
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*/
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#define LOAD_STATE(state, name) case state:\
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PrintConsole(game, "Load %s...", #state); name ## _Load(game); break;
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/*! \brief Macro for sending keydown events to gamestate. */
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#define KEYDOWN_STATE(state, name) else if (game.gamestate==state) { if (name ## _Keydown(&game, &ev)) break; }
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/*! \brief Macro for drawing active gamestate. */
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#define DRAW_STATE(state, name) case state:\
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name ## _Draw(game); break;
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double old_time = 0, fps;
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int frames_done = 0;
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void al_draw_text_with_shadow(ALLEGRO_FONT *font, ALLEGRO_COLOR color, float x, float y, int flags, char const *text) {
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al_draw_text(font, al_map_rgba(0,0,0,128), x+1, y+1, flags, text);
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al_draw_text(font, color, x, y, flags, text);
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}
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void PrintConsole(struct Game *game, char* format, ...) {
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va_list vl;
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va_start(vl, format);
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char text[255] = {};
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vsprintf(text, format, vl);
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va_end(vl);
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if (game->debug) printf("%s\n", text);
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ALLEGRO_BITMAP *con = al_create_bitmap(al_get_bitmap_width(game->console), al_get_bitmap_height(game->console));
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al_set_target_bitmap(con);
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al_clear_to_color(al_map_rgba(0,0,0,80));
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al_draw_bitmap_region(game->console, 0, al_get_bitmap_height(game->console)*0.2, al_get_bitmap_width(game->console), al_get_bitmap_height(game->console)*0.8, 0, 0, 0);
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al_draw_text(game->font_console, al_map_rgb(255,255,255), al_get_display_width(game->display)*0.005, al_get_bitmap_height(game->console)*0.81, ALLEGRO_ALIGN_LEFT, text);
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al_set_target_bitmap(game->console);
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al_clear_to_color(al_map_rgba(0,0,0,0));
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al_draw_bitmap(con, 0, 0, 0);
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al_set_target_bitmap(al_get_backbuffer(game->display));
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al_destroy_bitmap(con);
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}
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void DrawConsole(struct Game *game) {
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if (game->showconsole) {
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al_draw_bitmap(game->console, 0, 0, 0);
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double game_time = al_get_time();
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if(game_time - old_time >= 1.0) {
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fps = frames_done / (game_time - old_time);
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frames_done = 0;
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old_time = game_time;
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}
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char sfps[6] = { };
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sprintf(sfps, "%.0f", fps);
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al_draw_text_with_shadow(game->font, al_map_rgb(255,255,255), al_get_display_width(game->display)*0.99, 0, ALLEGRO_ALIGN_RIGHT, sfps);
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}
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frames_done++;
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}
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void PreloadGameState(struct Game *game) {
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if ((game->loadstate==GAMESTATE_MENU) && (game->menu.loaded)) {
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PrintConsole(game, "GAMESTATE_MENU already loaded, skipping...");
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return;
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}
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switch (game->loadstate) {
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PRELOAD_STATE(GAMESTATE_MENU, Menu)
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PRELOAD_STATE(GAMESTATE_LOADING, Loading)
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PRELOAD_STATE(GAMESTATE_ABOUT, About)
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PRELOAD_STATE(GAMESTATE_INTRO, Intro)
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PRELOAD_STATE(GAMESTATE_MAP, Map)
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PRELOAD_STATE(GAMESTATE_LEVEL, Level)
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default:
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PrintConsole(game, "ERROR: Attempted to preload unknown gamestate %d!", game->loadstate);
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break;
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}
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PrintConsole(game, "finished");
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}
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void UnloadGameState(struct Game *game) {
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switch (game->gamestate) {
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case GAMESTATE_MENU:
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if (game->shuttingdown) {
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PrintConsole(game, "Unload GAMESTATE_MENU..."); Menu_Unload(game);
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} else {
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PrintConsole(game, "Just stopping GAMESTATE_MENU..."); Menu_Stop(game);
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}
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break;
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UNLOAD_STATE(GAMESTATE_PAUSE, Pause)
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UNLOAD_STATE(GAMESTATE_LOADING, Loading)
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UNLOAD_STATE(GAMESTATE_ABOUT, About)
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UNLOAD_STATE(GAMESTATE_INTRO, Intro)
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UNLOAD_STATE(GAMESTATE_MAP, Map)
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UNLOAD_STATE(GAMESTATE_LEVEL, Level)
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default:
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PrintConsole(game, "ERROR: Attempted to unload unknown gamestate %d!", game->gamestate);
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break;
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}
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PrintConsole(game, "finished");
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}
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void LoadGameState(struct Game *game) {
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switch (game->loadstate) {
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LOAD_STATE(GAMESTATE_MENU, Menu)
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LOAD_STATE(GAMESTATE_LOADING, Loading)
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LOAD_STATE(GAMESTATE_ABOUT, About)
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LOAD_STATE(GAMESTATE_INTRO, Intro)
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LOAD_STATE(GAMESTATE_MAP, Map)
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LOAD_STATE(GAMESTATE_LEVEL, Level)
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default:
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PrintConsole(game, "ERROR: Attempted to load unknown gamestate %d!", game->loadstate);
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}
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PrintConsole(game, "finished");
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game->gamestate = game->loadstate;
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game->loadstate = -1;
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}
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void DrawGameState(struct Game *game) {
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switch (game->gamestate) {
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DRAW_STATE(GAMESTATE_MENU, Menu)
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DRAW_STATE(GAMESTATE_PAUSE, Pause)
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DRAW_STATE(GAMESTATE_LOADING, Loading)
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DRAW_STATE(GAMESTATE_ABOUT, About)
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DRAW_STATE(GAMESTATE_INTRO, Intro)
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DRAW_STATE(GAMESTATE_MAP, Map)
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DRAW_STATE(GAMESTATE_LEVEL, Level)
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default:
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game->showconsole = true;
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PrintConsole(game, "ERROR: Unknown gamestate %d reached! (5 sec sleep)", game->gamestate);
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DrawConsole(game);
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al_flip_display();
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al_rest(5.0);
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PrintConsole(game, "Returning to menu...");
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game->gamestate = GAMESTATE_LOADING;
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game->loadstate = GAMESTATE_MENU;
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break;
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}
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}
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void ScaleBitmap(ALLEGRO_BITMAP* source, int width, int height) {
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if ((al_get_bitmap_width(source)==width) && (al_get_bitmap_height(source)==height)) {
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al_draw_bitmap(source, 0, 0, 0);
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return;
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}
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int x, y;
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al_lock_bitmap(al_get_target_bitmap(), ALLEGRO_PIXEL_FORMAT_ANY, ALLEGRO_LOCK_WRITEONLY);
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al_lock_bitmap(source, ALLEGRO_PIXEL_FORMAT_ANY, ALLEGRO_LOCK_READONLY);
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/* linear filtering code written by SiegeLord */
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ALLEGRO_COLOR interpolate(ALLEGRO_COLOR c1, ALLEGRO_COLOR c2, float frac) {
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return al_map_rgba_f(c1.r + frac * (c2.r - c1.r),
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c1.g + frac * (c2.g - c1.g),
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c1.b + frac * (c2.b - c1.b),
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c1.a + frac * (c2.a - c1.a));
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}
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for (y = 0; y < height; y++) {
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float pixy = ((float)y / height) * ((float)al_get_bitmap_height(source) - 1);
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float pixy_f = floor(pixy);
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for (x = 0; x < width; x++) {
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float pixx = ((float)x / width) * ((float)al_get_bitmap_width(source) - 1);
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float pixx_f = floor(pixx);
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ALLEGRO_COLOR a = al_get_pixel(source, pixx_f, pixy_f);
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ALLEGRO_COLOR b = al_get_pixel(source, pixx_f + 1, pixy_f);
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ALLEGRO_COLOR c = al_get_pixel(source, pixx_f, pixy_f + 1);
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ALLEGRO_COLOR d = al_get_pixel(source, pixx_f + 1, pixy_f + 1);
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ALLEGRO_COLOR ab = interpolate(a, b, pixx - pixx_f);
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ALLEGRO_COLOR cd = interpolate(c, d, pixx - pixx_f);
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ALLEGRO_COLOR result = interpolate(ab, cd, pixy - pixy_f);
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al_put_pixel(x, y, result);
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}
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}
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al_unlock_bitmap(al_get_target_bitmap());
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al_unlock_bitmap(source);
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}
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ALLEGRO_BITMAP* LoadScaledBitmap(char* filename, int width, int height) {
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ALLEGRO_BITMAP *source, *target = al_create_bitmap(width, height);
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al_set_target_bitmap(target);
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al_clear_to_color(al_map_rgba(0,0,0,0));
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char origfn[255] = "data/";
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/*char cachefn[255] = "data/cache/";*/
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strcat(origfn, filename);
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/*strcat(cachefn, filename);*/
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void GenerateBitmap() {
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al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP);
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source = al_load_bitmap( origfn );
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al_set_new_bitmap_flags(ALLEGRO_MAG_LINEAR | ALLEGRO_MIN_LINEAR);
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ScaleBitmap(source, width, height);
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/*al_save_bitmap(cachefn, target);
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PrintConsole(game, "Cache bitmap %s generated.", filename);*/
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al_destroy_bitmap(source);
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}
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/*source = al_load_bitmap( cachefn );
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if (source) {
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if ((al_get_bitmap_width(source)!=width) || (al_get_bitmap_height(source)!=height)) {
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al_destroy_bitmap(source);*/
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GenerateBitmap();
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return target;
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/* }
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return source;
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} else GenerateBitmap();
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return target;*/
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}
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float tps(struct Game *game, float t) {
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return t/game->fps;
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}
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int Shared_Load(struct Game *game) {
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game->font = al_load_ttf_font("data/ShadowsIntoLight.ttf",al_get_display_height(game->display)*0.09,0 );
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if(!game->font) {
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fprintf(stderr, "failed to load game font!\n");
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return -1;
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}
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game->font_console = al_load_ttf_font("data/DejaVuSansMono.ttf",al_get_display_height(game->display)*0.018,0 );
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if(!game->font_console) {
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fprintf(stderr, "failed to load console font!\n");
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return -1;
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}
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game->console = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)*0.12);
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al_set_target_bitmap(game->console);
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al_clear_to_color(al_map_rgba(0,0,0,80));
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al_set_target_bitmap(al_get_backbuffer(game->display));
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return 0;
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}
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void Shared_Unload(struct Game *game) {
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al_destroy_font(game->font);
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al_destroy_font(game->font_console);
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al_destroy_bitmap(game->console);
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}
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int main(int argc, char **argv){
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srand(time(NULL));
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InitConfig();
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bool redraw = true;
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struct Game game;
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game.fullscreen = atoi(GetConfigOptionDefault("SuperDerpy", "fullscreen", "1"));
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game.music = atoi(GetConfigOptionDefault("SuperDerpy", "music", "10"));
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game.voice = atoi(GetConfigOptionDefault("SuperDerpy", "voice", "10"));
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game.fx = atoi(GetConfigOptionDefault("SuperDerpy", "fx", "10"));
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game.fps = atoi(GetConfigOptionDefault("SuperDerpy", "fps", "60"));
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if (game.fps<1) game.fps=60;
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game.debug = atoi(GetConfigOptionDefault("SuperDerpy", "debug", "0"));
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game.width = atoi(GetConfigOptionDefault("SuperDerpy", "width", "800"));
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if (game.width<320) game.width=320;
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game.height = atoi(GetConfigOptionDefault("SuperDerpy", "height", "500"));
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if (game.height<200) game.height=200;
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if(!al_init()) {
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fprintf(stderr, "failed to initialize allegro!\n");
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return -1;
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}
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game.timer = al_create_timer(ALLEGRO_BPS_TO_SECS(game.fps));
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if(!game.timer) {
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fprintf(stderr, "failed to create timer!\n");
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return -1;
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}
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if(!al_init_image_addon()) {
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fprintf(stderr, "failed to initialize image addon!\n");
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/*al_show_native_message_box(display, "Error", "Error", "Failed to initialize al_init_image_addon!",
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NULL, ALLEGRO_MESSAGEBOX_ERROR);*/
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return 0;
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}
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if(!al_init_acodec_addon()){
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fprintf(stderr, "failed to initialize audio codecs!\n");
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return -1;
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}
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if(!al_install_audio()){
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fprintf(stderr, "failed to initialize audio!\n");
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return -1;
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}
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if(!al_install_keyboard()){
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fprintf(stderr, "failed to initialize keyboard!\n");
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return -1;
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}
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/* if (!al_reserve_samples(10)){
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fprintf(stderr, "failed to reserve samples!\n");
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return -1;
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}
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*/
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al_init_font_addon();
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if(!al_init_ttf_addon()){
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fprintf(stderr, "failed to initialize fonts!\n");
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return -1;
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}
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if (game.fullscreen) al_set_new_display_flags(ALLEGRO_FULLSCREEN_WINDOW);
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else al_set_new_display_flags(ALLEGRO_WINDOWED);
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al_set_new_display_option(ALLEGRO_VSYNC, 1, ALLEGRO_SUGGEST);
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/*al_set_new_display_option(ALLEGRO_OPENGL, 1, ALLEGRO_SUGGEST);*/
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game.display = al_create_display(game.width, game.height);
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if(!game.display) {
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fprintf(stderr, "failed to create display!\n");
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return -1;
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}
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al_set_window_title(game.display, "Super Derpy: Muffin Attack");
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if (game.fullscreen) al_hide_mouse_cursor(game.display);
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al_inhibit_screensaver(true);
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al_set_new_bitmap_flags(ALLEGRO_MAG_LINEAR | ALLEGRO_MIN_LINEAR);
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int ret = Shared_Load(&game);
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if (ret!=0) return ret;
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game.event_queue = al_create_event_queue();
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if(!game.event_queue) {
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fprintf(stderr, "failed to create event_queue!\n");
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al_destroy_display(game.display);
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return -1;
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}
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game.audio.v = al_create_voice(44100, ALLEGRO_AUDIO_DEPTH_INT16, ALLEGRO_CHANNEL_CONF_2);
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game.audio.mixer = al_create_mixer(44100, ALLEGRO_AUDIO_DEPTH_FLOAT32, ALLEGRO_CHANNEL_CONF_2);
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game.audio.fx = al_create_mixer(44100, ALLEGRO_AUDIO_DEPTH_FLOAT32, ALLEGRO_CHANNEL_CONF_2);
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game.audio.music = al_create_mixer(44100, ALLEGRO_AUDIO_DEPTH_FLOAT32, ALLEGRO_CHANNEL_CONF_2);
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game.audio.voice = al_create_mixer(44100, ALLEGRO_AUDIO_DEPTH_FLOAT32, ALLEGRO_CHANNEL_CONF_2);
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al_attach_mixer_to_voice(game.audio.mixer, game.audio.v);
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al_attach_mixer_to_mixer(game.audio.fx, game.audio.mixer);
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al_attach_mixer_to_mixer(game.audio.music, game.audio.mixer);
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al_attach_mixer_to_mixer(game.audio.voice, game.audio.mixer);
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al_set_mixer_gain(game.audio.fx, game.fx/10.0);
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al_set_mixer_gain(game.audio.music, game.music/10.0);
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al_set_mixer_gain(game.audio.voice, game.voice/10.0);
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al_register_event_source(game.event_queue, al_get_display_event_source(game.display));
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al_register_event_source(game.event_queue, al_get_timer_event_source(game.timer));
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al_register_event_source(game.event_queue, al_get_keyboard_event_source());
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game.showconsole = game.debug;
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al_clear_to_color(al_map_rgb(0,0,0));
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al_flip_display();
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al_start_timer(game.timer);
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game.shuttingdown = false;
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game.menu.loaded = false;
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game.restart = false;
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game.loadstate = GAMESTATE_LOADING;
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PreloadGameState(&game);
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LoadGameState(&game);
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game.loadstate = GAMESTATE_MENU;
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int c;
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while ((c = getopt (argc, argv, "l:")) != -1)
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switch (c) {
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case 'l':
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game.level.current_level = optarg[0]-'0';
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game.loadstate = GAMESTATE_LEVEL;
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break;
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}
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while(1) {
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ALLEGRO_EVENT ev;
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al_wait_for_event(game.event_queue, &ev);
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if ((ev.type == ALLEGRO_EVENT_TIMER) && (ev.timer.source == game.timer)) {
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redraw = true;
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}
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else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) {
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break;
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|
}
|
|
else if (ev.type == ALLEGRO_EVENT_KEY_DOWN) {
|
|
/*PrintConsole(&game, "KEYCODE: %s", al_keycode_to_name(ev.keyboard.keycode));*/
|
|
#ifdef ALLEGRO_MACOSX
|
|
if ((ev.type == ALLEGRO_EVENT_KEY_DOWN) && (ev.keyboard.keycode == 104)) {
|
|
#else
|
|
if ((ev.type == ALLEGRO_EVENT_KEY_DOWN) && (ev.keyboard.keycode == ALLEGRO_KEY_TILDE)) {
|
|
#endif
|
|
game.showconsole = !game.showconsole;
|
|
}
|
|
else if ((game.debug) && (ev.type == ALLEGRO_EVENT_KEY_DOWN) && (ev.keyboard.keycode == ALLEGRO_KEY_F1)) {
|
|
int i;
|
|
for (i=0; i<512; i++) {
|
|
DrawGameState(&game);
|
|
}
|
|
game.showconsole = true;
|
|
PrintConsole(&game, "DEBUG: 512 frames skipped...");
|
|
}
|
|
KEYDOWN_STATE(GAMESTATE_PAUSE, Pause)
|
|
KEYDOWN_STATE(GAMESTATE_MENU, Menu)
|
|
KEYDOWN_STATE(GAMESTATE_LOADING, Loading)
|
|
KEYDOWN_STATE(GAMESTATE_ABOUT, About)
|
|
KEYDOWN_STATE(GAMESTATE_INTRO, Intro)
|
|
KEYDOWN_STATE(GAMESTATE_MAP, Map)
|
|
KEYDOWN_STATE(GAMESTATE_LEVEL, Level)
|
|
else {
|
|
game.showconsole = true;
|
|
PrintConsole(&game, "ERROR: Keystroke in unknown (%d) gamestate! (5 sec sleep)", game.gamestate);
|
|
DrawConsole(&game);
|
|
al_flip_display();
|
|
al_rest(5.0);
|
|
PrintConsole(&game, "Returning to menu...");
|
|
game.gamestate = GAMESTATE_LOADING;
|
|
game.loadstate = GAMESTATE_MENU;
|
|
}
|
|
} else {
|
|
if (game.gamestate == GAMESTATE_LEVEL) {
|
|
Level_ProcessLogic(&game, &ev);
|
|
}
|
|
}
|
|
|
|
if(redraw && al_is_event_queue_empty(game.event_queue)) {
|
|
redraw = false;
|
|
DrawGameState(&game);
|
|
DrawConsole(&game);
|
|
al_flip_display();
|
|
}
|
|
}
|
|
game.shuttingdown = true;
|
|
UnloadGameState(&game);
|
|
if (game.gamestate != GAMESTATE_LOADING) {
|
|
game.gamestate = GAMESTATE_LOADING;
|
|
UnloadGameState(&game);
|
|
}
|
|
al_clear_to_color(al_map_rgb(0,0,0));
|
|
PrintConsole(&game, "Shutting down...");
|
|
DrawConsole(&game);
|
|
al_flip_display();
|
|
al_rest(0.1);
|
|
al_destroy_timer(game.timer);
|
|
Shared_Unload(&game);
|
|
al_destroy_display(game.display);
|
|
al_destroy_event_queue(game.event_queue);
|
|
al_destroy_mixer(game.audio.fx);
|
|
al_destroy_mixer(game.audio.music);
|
|
al_destroy_mixer(game.audio.mixer);
|
|
al_destroy_voice(game.audio.v);
|
|
al_uninstall_audio();
|
|
DeinitConfig();
|
|
if (game.restart) {
|
|
al_shutdown_ttf_addon();
|
|
al_shutdown_font_addon();
|
|
#ifdef ALLEGRO_MACOSX
|
|
return _al_mangled_main(argc, argv);
|
|
#else
|
|
return main(argc, argv);
|
|
#endif
|
|
}
|
|
return 0;
|
|
}
|