X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=61b2caa108a27aa843e1aa28a665f565fb3af67c;hp=e06a01080e5c755c51574953b4636d76687adea8;hb=13f67bd0888b8b4ccec1a1fb5516074423d0ec32;hpb=6f82bba8833f187abebab53375ac87905487cf8c diff --git a/main.c b/main.c index e06a010..61b2caa 100644 --- a/main.c +++ b/main.c @@ -19,11 +19,16 @@ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#undef DEBUG +#ifdef DEBUG +#include "debug.h" +#endif #include "config.h" #include "file.h" +#include "globals.h" +#include "rocks.h" #include "score.h" +#include "shape.h" #include "sound.h" #include @@ -37,49 +42,6 @@ #include "SFont.h" -#define CONDERROR(a) if((a)) {initerror = strdup(SDL_GetError());return 1;} -#define NULLERROR(a) CONDERROR((a) == NULL) - -// ************************************* STRUCTS -struct rock_struct { - // Array of black pixel coordinates. This is scanned - // every frame to see if it's still black, and as - // soon as it isn't we BLOW UP - float x,y,xvel,yvel; - int active; - int dead; // has been blown out of the way - // to make room for a new ship appearing. - SDL_Surface *image; - int type_number; -}; -struct black_point_struct { - int x,y; -}; -struct bangdots { - // Bang dots have the same colour as shield dots. - // Bang dots get darker as they age. - // Some are coloured the same as the ex-ship. - float x,y,dx,dy; - Uint16 c; // when zero, use heatcolor[bangdotlife] - float life; // When reduced to 0, set active = 0 - int active; - float decay;// Amount by which to reduce life each time dot is drawn -}; -struct enginedots { - // Engine dots stream out the back of the ship, getting darker as they go. - int active; - float x,y,dx,dy; - // The life of an engine dot - // is a number starting at between 0 and 50 and counting backward. - float life; // When reduced to 0, set active = 0 -}; -struct spacedot { - // Space dots are harmless background items - // All are active. When one falls off the edge, another is created at the start. - float x,y,dx; - Uint16 color; -}; - // ************************************* VARS // SDL_Surface global variables SDL_Surface @@ -92,61 +54,52 @@ SDL_Surface *surf_ship, // Spaceship element *surf_life, // Indicator of number of ships remaining *surf_rock[NROCKS], // THE ROCKS - *surf_deadrock[NROCKS], // THE DEAD ROCKS *surf_font_big; // The big font SFont_Font *g_font; // Structure global variables struct enginedots edot[MAXENGINEDOTS], *dotptr = edot; -struct rock_struct rock[MAXROCKS], *rockptr = rock; -struct black_point_struct black_point[MAXBLACKPOINTS], *blackptr = black_point; struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot; struct spacedot sdot[MAXSPACEDOTS]; // Other global variables char topline[1024]; char *initerror = ""; -char name[1024], debug1[1024]; -float xship,yship = 240.0; // X position, 0..XSIZE -float xvel,yvel; // Change in X position per tick. -float rockrate,rockspeed; -float movementrate; -float yscroll; -float scrollvel; +struct shape shipshape; +float shipx = XSIZE/2, shipy = YSIZE/2; // X position, 0..XSIZE +float shipdx = 8, shipdy = 0; // Change in X position per tick. +float screendx = 7.5, screendy = 0.0; +float xscroll, yscroll; +float gamerate; // this controls the speed of everything that moves. + +float bangx, bangy, bangdx, bangdy; -int nships,score,initticks,ticks_since_last, last_ticks; +int nships,score,ticks_since_last, last_ticks; int gameover; -int countdown = 0; int maneuver = 0; -int sound_flag = 1, music_flag = 0; -int tail_plume = 0; // display big engine at the back? -int friction = 0; // should there be friction? -int scorerank; -float fadetimer = 0,faderate; +int sound_flag, music_flag; +int tail_plume; // display big engine at the back? +int friction; // should there be friction? +float fadetimer = 0, faderate; -int pausedown = 0,paused = 0; +int pausedown = 0, paused = 0; // bangdot start (bd1) and end (bd2) position: int bd1 = 0, bd2 = 0; -int xoffset[NROCKS][MAXROCKHEIGHT]; - enum states { TITLE_PAGE, GAMEPLAY, DEAD_PAUSE, GAME_OVER, HIGH_SCORE_ENTRY, - HIGH_SCORE_DISPLAY, - DEMO + HIGH_SCORE_DISPLAY }; enum states state = TITLE_PAGE; float state_timeout = 600.0; -const int fakesin[] = {0,1,0,-1}; -const int fakecos[] = {1,0,-1,0}; #define NSEQUENCE 2 char *sequence[] = { "Press SPACE to start", @@ -160,11 +113,6 @@ char *data_dir; extern char *optarg; extern int optind, opterr, optopt; -float dist_sq(float x1, float y1, float x2, float y2) -{ - return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1); -} - // ************************************* FUNCS float @@ -182,25 +130,18 @@ init_engine_dots() { void init_space_dots() { - int i,intensity; + int i,b; for(i = 0; iformat,intensity,intensity,intensity); - + sdot[i].z = MAXDUSTDEPTH*sqrt(rnd()); + b = (MAXDUSTDEPTH - sdot[i].z) * 255.0 / MAXDUSTDEPTH; + sdot[i].color = SDL_MapRGB(surf_screen->format, b, b, b); } } void -makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power) { +make_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) { // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs. // TODO - generate and display dots in a circular buffer @@ -222,14 +163,14 @@ makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power for(x = 0; xw; x++) { for(y = 0; yh; y++) { c = rawpixel[s->pitch/2*y + x]; - if(c && c != SDL_MapRGB(s->format,0,255,0)) { + if(c && c != s->format->colorkey) { theta = rnd()*M_PI*2; r = 1-(rnd()*rnd()); - bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + xvel; - bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + yvel; + bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx; + bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy; bdot[bd2].x = x + xbang; bdot[bd2].y = y + ybang; @@ -280,8 +221,8 @@ draw_bang_dots(SDL_Surface *s) { //last_i = i + 1; rawpixel[(int)(s->pitch/2*(int)(bdot[i].y)) + (int)(bdot[i].x)] = bdot[i].c ? bdot[i].c : heatcolor[(int)(bdot[i].life*3)]; bdot[i].life -= bdot[i].decay; - bdot[i].x += bdot[i].dx*movementrate; - bdot[i].y += bdot[i].dy*movementrate + yscroll; + bdot[i].x += bdot[i].dx*gamerate - xscroll; + bdot[i].y += bdot[i].dy*gamerate - yscroll; if(bdot[i].life<0) bdot[i].active = 0; @@ -311,16 +252,12 @@ draw_space_dots(SDL_Surface *s) { sdot[i].y = 0; } rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color; - sdot[i].x += sdot[i].dx*movementrate; - sdot[i].y += yscroll; - if(sdot[i].y > YSIZE) { - sdot[i].y -= YSIZE; - } else if(sdot[i].y < 0) { - sdot[i].y += YSIZE; - } - if(sdot[i].x<0) { - sdot[i].x = XSIZE; - } + sdot[i].x -= xscroll / (1.3 + sdot[i].z); + sdot[i].y -= yscroll / (1.3 + sdot[i].z); + if(sdot[i].y >= XSIZE) sdot[i].x -= XSIZE; + else if(sdot[i].x < 0) sdot[i].x = XSIZE-1; + if(sdot[i].y > YSIZE) sdot[i].y -= YSIZE; + else if(sdot[i].y < 0) sdot[i].y += YSIZE-1; } } @@ -332,9 +269,9 @@ draw_engine_dots(SDL_Surface *s) { for(i = 0; iYSIZE) { + edot[i].x += edot[i].dx*gamerate - xscroll; + edot[i].y += edot[i].dy*gamerate - yscroll; + if((edot[i].life -= gamerate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) { edot[i].active = 0; } else if(edot[i].x<0 || edot[i].x>XSIZE) { edot[i].active = 0; @@ -356,7 +293,7 @@ create_engine_dots(int newdots) { if(!tail_plume) return; if(state == GAMEPLAY) { - for(i = 0; iactive == 0) { theta = rnd()*M_PI*2; r = rnd(); @@ -364,10 +301,10 @@ create_engine_dots(int newdots) { dy = sin(theta)*r; dotptr->active = 1; - dotptr->x = xship + surf_ship->w/2-14; - dotptr->y = yship + surf_ship->h/2 + (rnd()-0.5)*5-1; - dotptr->dx = 10*(dx-1.5) + xvel; - dotptr->dy = 1*dy + yvel; + dotptr->x = shipx + surf_ship->w/2-14; + dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1; + dotptr->dx = 10*(dx-1.5) + shipdx; + dotptr->dy = 1*dy + shipdy; dotptr->life = 45 + rnd(1)*5; dotptr++; @@ -386,7 +323,7 @@ create_engine_dots2(int newdots, int m) { // Don't create fresh engine dots when // the game is not being played and a demo is not beng shown - if(state != GAMEPLAY && state != DEMO) return; + if(state != GAMEPLAY) return; for(i = 0; iactive == 0) { @@ -400,30 +337,30 @@ create_engine_dots2(int newdots, int m) { dotptr->active = 1; - dotptr->x = xship + surf_ship->w/2 + (rnd()-0.5)*3; - dotptr->y = yship + surf_ship->h/2 + (rnd()-0.5)*3; + dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3; + dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3; switch(m) { case 0: dotptr->x -= 14; - dotptr->dx = -20*adx + xvel; - dotptr->dy = 2*dy + yvel; + dotptr->dx = -20*adx + shipdx; + dotptr->dy = 2*dy + shipdy; dotptr->life = 60 * adx; break; case 1: - dotptr->dx = 2*dx + xvel; - dotptr->dy = -20*ady + yvel; + dotptr->dx = 2*dx + shipdx; + dotptr->dy = -20*ady + shipdy; dotptr->life = 60 * ady; break; case 2: dotptr->x += 14; - dotptr->dx = 20*adx + xvel; - dotptr->dy = 2*dy + yvel; + dotptr->dx = 20*adx + shipdx; + dotptr->dy = 2*dy + shipdy; dotptr->life = 60 * adx; break; case 3: - dotptr->dx = 2*dx + xvel; - dotptr->dy = 20*ady + yvel; + dotptr->dx = 2*dx + shipdx; + dotptr->dy = 20*ady + shipdy; dotptr->life = 60 * ady; break; } @@ -439,24 +376,7 @@ void drawdots(SDL_Surface *s) { int m; - SDL_LockSurface(s); - // Draw the background stars aka space dots - draw_space_dots(s); - - // Draw the score when playing the game or whn the game is freshly over - if(1 || state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER ) { - SDL_UnlockSurface(s); - - snprintscore_line(topline, 50, score); - SFont_Write(s,g_font,XSIZE-250,0,topline); - - SDL_LockSurface(s); - } - - // Draw all the engine dots - draw_engine_dots(s); - - // Create more engine dots comin out da back + // Create more engine dots comin' out da back if(!gameover) create_engine_dots(200); // Create engine dots out the side we're moving from @@ -466,19 +386,18 @@ drawdots(SDL_Surface *s) { } } - // Draw all outstanding bang dots - //if(bangdotlife-- > 0) + SDL_LockSurface(s); + draw_space_dots(s); + draw_engine_dots(s); draw_bang_dots(s); - SDL_UnlockSurface(s); } int init(int fullscreen) { - int i,j; + int i; SDL_Surface *temp; - Uint16 *raw_pixels; Uint32 flag; // Where are our data files? @@ -523,62 +442,37 @@ init(int fullscreen) { } // Load the banners - NULLERROR(temp = IMG_Load(load_file("banners/variations.png"))); + NULLERROR(temp = IMG_Load(add_path("banners/variations.png"))); NULLERROR(surf_b_variations = SDL_DisplayFormat(temp)); - NULLERROR(temp = IMG_Load(load_file("banners/on.png"))); + NULLERROR(temp = IMG_Load(add_path("banners/on.png"))); NULLERROR(surf_b_on = SDL_DisplayFormat(temp)); - NULLERROR(temp = IMG_Load(load_file("banners/rockdodger.png"))); + NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png"))); NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp)); - NULLERROR(temp = IMG_Load(load_file("banners/game.png"))); + NULLERROR(temp = IMG_Load(add_path("banners/game.png"))); NULLERROR(surf_b_game = SDL_DisplayFormat(temp)); - NULLERROR(temp = IMG_Load(load_file("banners/over.png"))); + NULLERROR(temp = IMG_Load(add_path("banners/over.png"))); NULLERROR(surf_b_over = SDL_DisplayFormat(temp)); - surf_font_big = IMG_Load(load_file(BIG_FONT_FILE)); + surf_font_big = IMG_Load(add_path(BIG_FONT_FILE)); g_font = SFont_InitFont(surf_font_big); // Load the spaceship graphic. - NULLERROR(temp = IMG_Load(load_file("sprites/ship.png"))); + NULLERROR(temp = IMG_Load(add_path("sprites/ship.png"))); NULLERROR(surf_ship = SDL_DisplayFormat(temp)); + get_shape(surf_ship, &shipshape); // Load the life indicator (small ship) graphic. - NULLERROR(temp = IMG_Load(load_file("indicators/life.png"))); + NULLERROR(temp = IMG_Load(add_path("indicators/life.png"))); NULLERROR(surf_life = SDL_DisplayFormat(temp)); - // Create the array of black points; - SDL_LockSurface(surf_ship); - raw_pixels = (Uint16 *) surf_ship->pixels; - for(i = 0; iw; i++) { - for(j = 0; jh; j++) { - if(raw_pixels[j*(surf_ship->pitch)/2 + i] == 0) { - blackptr->x = i; - blackptr->y = j; - blackptr++; - } - } - } - - SDL_UnlockSurface(surf_ship); - init_engine_dots(); init_space_dots(); - // Load all our lovely rocks - for(i = 0; iw; src.h = surf_ship->h; dest.w = src.w; dest.h = src.h; - dest.x = (int)xship; - dest.y = (int)yship; + dest.x = (int)shipx; + dest.y = (int)shipy; SDL_BlitSurface(surf_ship,&src,surf_screen,&dest); } - // Draw all the rocks, in all states - for(i = 0; iw; - src.h = rock[i].image->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (int) rock[i].x; - dest.y = (int) rock[i].y; - - // Draw the rock - SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest); + draw_rocks(); - } + // Draw the life indicators. + if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) + for(i = 0; iw; + src.h = surf_life->h; + dest.w = src.w; + dest.h = src.h; + dest.x = (i + 1)*(src.w + 10); + dest.y = 20; + SDL_BlitSurface(surf_life, &src, surf_screen, &dest); } + // Draw the score + snprintscore_line(topline, 50, score); + SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline); + // If it's game over, show the game over graphic in the dead centre switch (state) { case GAME_OVER: @@ -662,7 +555,7 @@ draw() { dest.h = src.h; dest.x = (XSIZE-src.w)/2; dest.y = (YSIZE-src.h)/2-40; - SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += movementrate/1.0)))); + SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += gamerate/1.0)))); SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest); src.w = surf_b_over->w; @@ -683,7 +576,7 @@ draw() { dest.h = src.h; dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10; dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10; - SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += movementrate/2.0))); + SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += gamerate/2.0))); SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest); src.w = surf_b_on->w; @@ -732,52 +625,23 @@ draw() { case HIGH_SCORE_DISPLAY: // Display de list o high scores mon. display_scores(surf_screen, 150,50); - + break; + case GAMEPLAY: + case DEAD_PAUSE: + ; // no action necessary } if(!gameover && state == GAMEPLAY) { - SDL_LockSurface(surf_screen); - raw_pixels = (Uint16 *) surf_screen->pixels; - // Check that the black points on the ship are - // still black, and not covered up by rocks. - for(p = black_point; ppitch/2 * (p->y + (int)yship) + p->x + (int)xship; - if(raw_pixels[offset]) { - // Set the bang flag - bang = 1; - } - } - SDL_UnlockSurface(surf_screen); - } - - // Draw all the little ships - if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) - for(i = 0; iw; - src.h = surf_life->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (i + 1)*(src.w + 10); - dest.y = 20; - SDL_BlitSurface(surf_life,&src,surf_screen,&dest); + bang = hit_rocks(shipx, shipy, &shipshape); } - - // Update the score - /* - n = SDL_GetTicks()-initticks; - if(score) - ticks_since_last = n-score; - score = n; - */ - ticks_since_last = SDL_GetTicks()-last_ticks; last_ticks = SDL_GetTicks(); if(ticks_since_last>200 || ticks_since_last<0) { - movementrate = 0; + gamerate = 0; } else { - movementrate = ticks_since_last/50.0; + gamerate = GAMESPEED*ticks_since_last/50.0; if(state == GAMEPLAY) { score += ticks_since_last; } @@ -792,21 +656,20 @@ draw() { int gameloop() { - int i = 0; Uint8 *keystate; + float tmp; for(;;) { if(!paused) { // Count down the game loop timer, and change state when it gets to zero or less; - if((state_timeout -= movementrate*3) < 0) { + if((state_timeout -= gamerate*3) < 0) { switch(state) { case DEAD_PAUSE: // Create a new ship and start all over again state = GAMEPLAY; play_tune(1); - xship -= 50; break; case GAME_OVER: state = HIGH_SCORE_ENTRY; @@ -833,144 +696,105 @@ gameloop() { case TITLE_PAGE: state = HIGH_SCORE_DISPLAY; state_timeout = 200.0; - break; + break; + case GAMEPLAY: + ; // no action necessary } } else { if(state == DEAD_PAUSE) { - float blast_radius = BLAST_RADIUS * state_timeout / 20.0; - if(xship < 60) xship = 60; - for(i = 0; i= MAXROCKS) { - rockptr = rock; - } - if(!rockptr->active) { - rockptr->x = (float)XSIZE; - rockptr->xvel = -(rockspeed)*(1 + rnd()); - rockptr->yvel = rnd()-0.5; - rockptr->type_number = random() % NROCKS; - rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS]; - rockptr->active = 1; - rockptr->y = rnd()*(YSIZE + rockptr->image->h); - } - if(movementrate>0.1) { - countdown = (int)(ROCKRATE/movementrate); - } else { - countdown = 0; + if(bangx < 60) bangx = 60; } } + new_rocks(); + // FRICTION? if(friction) { - xvel *= pow((double)0.9,(double)movementrate); - yvel *= pow((double)0.9,(double)movementrate); - // if(abs(xvel)<0.00001) xvel = 0; - // if(abs(yvel)<0.00001) yvel = 0; + shipdx *= pow((double)0.9,(double)gamerate); + shipdy *= pow((double)0.9,(double)gamerate); } // INERTIA - xship += xvel*movementrate; - yship += yvel*movementrate; + shipx += shipdx*gamerate; + shipy += shipdy*gamerate; // SCROLLING - yscroll = yship - (YSIZE / 2); - yscroll += yvel * 25; - yscroll /= -25; - yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12; - scrollvel = yscroll; - yscroll = yscroll*movementrate; - yship += yscroll; - - // Move all the rocks - for(i = 0; i < MAXROCKS; i++) { - if(rock[i].active) { - rock[i].x += rock[i].xvel*movementrate; - rock[i].y += rock[i].yvel*movementrate + yscroll; - if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) { - if(rock[i].dead) { - rock[i].dead = 0; - rock[i].active = 0; - } else { - // wrap - rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y; - rock[i].y += (rock[i].yvel*movementrate + yscroll) * 1.01; - } - } - if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) { - rock[i].active = 0; - rock[i].dead = 0; - } - } - } + tmp = shipy - (YSIZE / 2); + tmp += shipdy * 25; + tmp /= -25; + tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12; + screendy = -tmp; + tmp = shipx - (XSIZE / 3); + tmp += shipdx * 25; + tmp /= -25; + tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12; + screendx = -tmp; + + xscroll = screendx * gamerate; + yscroll = screendy * gamerate; + shipx -= xscroll; + shipy -= yscroll; + + // move bang center + bangx += bangdx*gamerate - xscroll; + bangy += bangdy*gamerate - yscroll; + + move_rocks(); // BOUNCE X - if(xship<0 || xship>XSIZE-surf_ship->w) { + if(shipx<0 || shipx>XSIZE-surf_ship->w) { // BOUNCE from left and right wall - xship -= xvel*movementrate; - xvel *= -0.99; + shipx -= shipdx*gamerate; + shipdx *= -99; } // BOUNCE Y - if(yship<0 || yship>YSIZE-surf_ship->h) { + if(shipy<0 || shipy>YSIZE-surf_ship->h) { // BOUNCE from top and bottom wall - yship -= yvel; - yvel *= -0.99; + shipy -= shipdy; + shipdy *= -0.99; } if(draw() && state == GAMEPLAY) { - // Play the explosion sound - play_sound(0); - makebangdots(xship,yship,xvel,yvel,surf_ship,30); + // Died + play_sound(0); // Play the explosion sound + bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy; + make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30); + shipdx *= 0.5; shipdy *= 0.5; if(--nships <= 0) { - gameover = 1; state = GAME_OVER; + gameover = 1; + shipdx = 8; shipdy = 0; state_timeout = 200.0; fadetimer = 0.0; - faderate = movementrate; + faderate = gamerate; } else { state = DEAD_PAUSE; - state_timeout = 20.0; - xvel = 0; - yvel = 0; + state_timeout = DEAD_PAUSE_LENGTH; } } SDL_PumpEvents(); keystate = SDL_GetKeyState(NULL); - if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) { - return 0; - } - - if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE || state == DEMO)) { - - for(i = 0; iw; - src.h = surf_b_variations->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (XSIZE-src.w)/2; - dest.y = (YSIZE-src.h)/2; - SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest); - // Update the surface - SDL_Flip(surf_screen); - } pausedown = 1; } } else { @@ -1034,12 +843,17 @@ gameloop() { state_timeout = -1; } } + + if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) { + return 0; + } + } } int main(int argc, char **argv) { - int i, x, fullscreen; + int x, fullscreen; fullscreen = 0; tail_plume = 0; @@ -1082,13 +896,7 @@ main(int argc, char **argv) { return 1; } - for(i = 0; i