int lostLifeMsg( cursorType* cur, playField* pf, SDL_Surface* screen, const char* strmsg, const char* straction ) { draw(cur,pf, screen); //drawUi(screen); countdown-=getTicks(); txtWriteCenter(screen, GAMEFONTMEDIUM, strmsg, HSCREENW,HSCREENH-24); if(countdown < 1000) { txtWriteCenter(screen, GAMEFONTSMALL, STR_MENU_PRESS_B, HSCREENW,HSCREENH+12); //Wait for anykey if(getButton(C_BTNB) || countdown < -6000 || getInpPointerState()->isDown ) { resetBtn(C_BTNB); resetMouseBtn(); //Subtract lives if(!player()->inEditor) { if(player()->lives != -1) { player()->lives--; } if(player()->lives==0) { setGameOver(); } else { //Lost a life, but did not get gameover, upload the death statsUpload(player()->level, player()->hsEntry.time, player()->hsEntry.moves,player()->hsEntry.combos,player()->hsEntry.score, straction,0, NULL); setMenu(menuStateNextLevel); } } //Clear score player()->hsEntry.score=0; //Goto cleanup, then menu cleanUpGame(); startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700); return(1); } } return(0); }
void gameRestart(SDL_Surface* screen) { restartConfirm=0; player()->hsEntry.score=0; //Save time before restarting timeBeforeRestart=pf.levelInfo->time; spentTimeBeforeRestart=player()->hsEntry.time; cleanUpGame(); // startTransition(screen, TRANSITION_TYPE_DISSOLVE, 2500); initGame(screen); if(!player()->inEditor) { //Set time back to what it was before restarting pf.levelInfo->time=timeBeforeRestart; player()->hsEntry.time=spentTimeBeforeRestart; //Tell that we restarted statsUpload(player()->level, player()->hsEntry.time, player()->hsEntry.moves,player()->hsEntry.combos,player()->hsEntry.score, "reset-level",0, NULL); } }
int runGame(SDL_Surface* screen) { if(gameState==GAMESTATEPLAYING) { getInpPointerState()->escEnable=1; //Handle input int lim=1; //Limit cursor travel... int goUp=0, goDown=0, goLeft=0, goRight=0; if( getButton( C_UP ) ) { restartConfirm=0; if( getBtnTime( C_UP ) > REPEATDELAY ) { goUp=1; } else if(getBtnTime(C_UP)==0) { goUp=1; lim=0; } } if( getButton( C_DOWN ) ) { restartConfirm=0; if( getBtnTime( C_DOWN ) > REPEATDELAY ) { goDown=1; } else if(getBtnTime(C_DOWN)==0) { goDown=1; lim=0; } } if( getButton( C_LEFT ) ) { restartConfirm=0; if( getBtnTime( C_LEFT ) > REPEATDELAY ) { goLeft=1; } else if(getBtnTime(C_LEFT)==0) { goLeft=1; lim=0; } } if( getButton( C_RIGHT ) ) { restartConfirm=0; if( getBtnTime( C_RIGHT ) > REPEATDELAY ) { goRight=1; } else if(getBtnTime(C_RIGHT)==0) { goRight=1; lim=0; } } //Pause ? if( getButton( C_BTNMENU ) || isPointerEscapeClicked() ) { resetBtn( C_BTNMENU ); gamePause(screen); return(STATEMENU); } //Retry if( getButton( C_BTNSELECT ) || (getInpPointerState()->timeSinceMoved<POINTER_SHOW_TIMEOUT && isBoxClicked(&ptrRestartRect)) ) { resetBtn( C_BTNSELECT ); resetMouseBtn(); if(!restartConfirm) { restartConfirm=1; } else if(restartConfirm) { gameRestart(screen); } } //Handle mouse input if( getInpPointerState()->timeSinceMoved==0 && !cur.lock ) { setCursor(&cur, getInpPointerState()->curX,getInpPointerState()->curY ); } if(!getInpPointerState()->isDown) { mouseGrab=0; //Allow moving the cursor around with the input device when no brick is below, just for effect } else { brickType* b=brickUnderCursor(&pf, cur.x,cur.y); //We're over a brick, tell curser it's position, it will be locked later because we grab it now if( b ) { getInpPointerState()->startX=b->dx; getInpPointerState()->startY=b->dy; if( !cur.lock ) { mouseGrab=1; getInpPointerState()->startX=getInpPointerState()->curX; getInpPointerState()->startY=getInpPointerState()->curY; } else { if( b->dx > getInpPointerState()->curX ) { //Drag Left if( b->dx == b->sx && getInpPointerState()->startX != getInpPointerState()->curX ) { goLeft=1; } } else if( b->dx < getInpPointerState()->curX ) { //Drag Right if( b->dx == b->sx && getInpPointerState()->startX != getInpPointerState()->curX ) { goRight=1; } } } } else { mouseGrab=0; } } // printf("x:%i\n", getInpPointerState()->curX ); //Drag if( getButton( C_BTNX ) || getButton( C_BTNB ) || mouseGrab || isPointerClicked() ) { //Remove "Restart" question restartConfirm=0; //Magnet to brick if it's moving brickType* b=brickUnderCursor(&pf, cur.dx, cur.dy); if( !cur.lock && b ) { //Attach cursor cur.lock=1; b->curLock=1; cur.x=cur.dx; cur.y=cur.dy; cur.px = b->pxx-4; cur.py = b->pxy-4; sndPlay( SND_BRICKGRAB, cur.px ); } int movedBrick=0; //We're holding a brick, and it's not falling if( b ) { if( (goRight && curMoveBrick(&pf,b, DIRRIGHT)) || (goLeft && curMoveBrick(&pf,b, DIRLEFT)) ) { movedBrick=1; b->curLock=1; cur.lock=1; } } //Moved brick if(movedBrick) { player()->hsEntry.moves++; sndPlay(SND_BRICKMOVE, cur.px); ps.layer=PSYS_LAYER_TOP; ps.x=b->pxx; ps.y=b->pxy+18; ps.vel=50; ps.life=500; ps.lifeVar=250; ps.gravity=1; ps.srcImg=stealGfxPtr()->tiles[b->type-1]->img; ps.srcRect=stealGfxPtr()->tiles[b->type-1]->clip; ps.srcRect.y += 18; ps.srcRect.h = 2; spawnParticleSystem(&ps); } } else { cur.lock=0; } if(!cur.lock) { if( goLeft ) moveCursor(&cur, DIRLEFT, 0, lim); if( goRight ) moveCursor(&cur, DIRRIGHT, 0, lim); if( goUp ) moveCursor(&cur, 0, DIRUP, lim); if( goDown ) moveCursor(&cur, 0, DIRDOWN, lim); } //Sim first, so moving blocks get evaluated before getting moved again simField(&pf, &cur); //Do rules int ret=doRules(&pf); //Draw scene draw(&cur,&pf, screen); //Draw a path to show where we are pulling the brick if( mouseGrab ) drawPath( screen, getInpPointerState()->startX,getInpPointerState()->startY,getInpPointerState()->curX,getInpPointerState()->startY,1 ); //If no more bricks, countdown time left. if(ret == NOBRICKSLEFT) { if( !justWon ) { sndPlay(SND_WINNER,160); } justWon++; pf.levelInfo->time -= 1000; player()->hsEntry.score +=1; if(getButton(C_BTNX) || getButton(C_BTNB) || isPointerClicked() ) { resetBtn(C_BTNX); resetBtn(C_BTNB); resetMouseBtn(); while(pf.levelInfo->time > 0) { player()->hsEntry.score +=1; pf.levelInfo->time -= 1000; } } if(justWon > 50) { sndPlayOnce(SND_SCORECOUNT, 160); } if(pf.levelInfo->time < 1) { //Completed level player()->timeouts=0; pf.levelInfo->time=0; sndPlay(SND_VICTORY, 160); if(!player()->inEditor) { //Don't submit if it was from the leveleditor statsSubmitBest(); setMenu(menuStateFinishedLevel); if(pf.levelInfo->stopImg) { gameState=GAMESTATESTOPIMAGE; return(STATEPLAY); } } else { setLevelCompletable(pf.levelInfo->file, 1); } cleanUpGame(); startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700); return(STATEMENU); } } else if(ret > 0) //Player destroyed bricks. { if(ret > 2) //Check for combo's { ///TODO: Some nice text effect? How about dissolving an image into a particle system? printf("%i Combo!\n",ret); player()->hsEntry.combos++; } player()->hsEntry.score += ret*ret*11*(player()->level+1); } //if ret > -1 then ret == number of bricks destroyed if(ret>-1) { //Update time: pf.levelInfo->time -= getTicks(); player()->hsEntry.time += getTicks(); if(pf.levelInfo->time < 1 && ret!=NOBRICKSLEFT ) { countdown=4000; gameState=GAMESTATEOUTOFTIME; if( !player()->inEditor ) { player()->timeouts++; } sndPlay(SND_TIMEOUT, 160); } } //Check if level is unsolvable. if(ret==UNSOLVABLE) { countdown=2000; gameState=GAMESTATEUNSOLVABLE; if( !player()->inEditor ) { player()->timeouts++; } sndPlay(SND_LOSER, 160); } else if(ret==LIFELOST) { countdown=2000; gameState=GAMESTATELIFELOST; if( !player()->inEditor ) { player()->timeouts++; } sndPlay(SND_LOSER, 160); } //Draw question if(restartConfirm) { sprintf(buf,STR_GAME_RESTARTWARNING); txtWriteCenter(screen, GAMEFONTMEDIUM, buf, HSCREENW, HSCREENH-20); sprintf(buf,STR_GAME_RESTARTCONFIRM); txtWriteCenter(screen, GAMEFONTSMALL, buf, HSCREENW, HSCREENH); } else { //Draw text drawUi(screen); } //Show the restart icon if(getInpPointerState()->timeSinceMoved<POINTER_SHOW_TIMEOUT && getInpPointerState()->escEnable) { SDL_Rect ptrRestartRectC = ptrRestartRect; SDL_BlitSurface( ptrRestart,NULL, screen, &ptrRestartRectC ); } } else if(gameState==GAMESTATECOUNTDOWN) { draw(&cur,&pf, screen); countdown -=getTicks(); if( getButton( C_BTNMENU ) ) { resetBtn( C_BTNMENU ); countdownSeconds=0; countdown=0; } if( (getButton( C_BTNX ) || getButton( C_BTNB ) || getInpPointerState()->isDown ) && countdownSeconds ) { countdownSeconds=0; countdown=500; } drawShowCountDown(screen, countdownSeconds); drawUi(screen); if(countdown < 1) { countdown=1000; countdownSeconds--; if(countdownSeconds == -1) { gameState=GAMESTATEPLAYING; return(STATEPLAY); } if(countdownSeconds==0) { countdown=500; sndPlay(SND_START, 160); } else { sndPlay(SND_COUNTDOWNTOSTART, 160); } } } else if(gameState==GAMESTATEOUTOFTIME) //Menu was last in "Entering level" so it will return to that if timeout { draw(&cur,&pf, screen); //drawUi(screen); countdown-=getTicks(); //Offer to skip after dying twice on same level, but only if it is not the last level in the pack. if( player()->timeouts > 1 && player()->level+1 < getNumLevels() ) { int skipLevel = skipLevelDialog(screen); if( skipLevel==1 ) { gameState=GAMESTATESKIPLEVEL; countdown=500; } txtWriteCenter(screen, GAMEFONTMEDIUM, STR_GAME_OUTOFTIME, HSCREENW,HSCREENH-24-31); } else { if( lostLifeMsg(&cur, &pf, screen, STR_GAME_OUTOFTIME, "lostlife-timeout" ) ) { return(STATEMENU); } } } else if(gameState==GAMESTATEUNSOLVABLE) //The same as out-of-time, but with another graphics. { draw(&cur,&pf, screen); //drawUi(screen); countdown-=getTicks(); //Offer to skip after dying twice on same level, but only if it is not the last level in the pack. if( player()->timeouts > 1 && player()->level+1 < getNumLevels() ) { int skipLevel = skipLevelDialog(screen); if( skipLevel==1 ) { gameState=GAMESTATESKIPLEVEL; countdown=500; } txtWriteCenter(screen, GAMEFONTMEDIUM, buf, HSCREENW,HSCREENH-24-31); } else { if( lostLifeMsg(&cur, &pf, screen, STR_GAME_UNSOLVABLE, "lostlife-unsolvable" ) ) { return(STATEMENU); } } } else if(gameState==GAMESTATELIFELOST) { if( lostLifeMsg(&cur, &pf, screen, STR_GAME_LOSTLIFE, "lostlife-evilbrick" ) ) { return(STATEMENU); } } else if(gameState==GAMESTATESTARTIMAGE) { if(!startStopImg) { startStopImgCounter=0; startStopImg = loadImg( packGetFile("themes/", pf.levelInfo->startImg) ); if(!startStopImg) { printf("Couldn't load '%s'\n",packGetFile("themes/", pf.levelInfo->startImg)); } } startStopImgCounter+=getTicks(); if((startStopImgCounter > 500 && ( getButton(C_BTNB) || isPointerClicked() ) ) || !startStopImg) { if(startStopImg) SDL_FreeSurface(startStopImg); startStopImg=0; resetBtn(C_BTNB); resetMouseBtn(); gameState=GAMESTATECOUNTDOWN; } SDL_BlitSurface( startStopImg, 0, screen, &(setting()->bgPos) ); if(startStopImgCounter>4000) txtWriteCenter(screen, GAMEFONTSMALL, STR_GAME_PRESSB, HSCREENW,HSCREENH+80); } else if(gameState==GAMESTATESTOPIMAGE) { if(!startStopImg) { startStopImgCounter=0; startStopImg = loadImg( packGetFile("themes/", pf.levelInfo->stopImg) ); if(!startStopImg) { printf("Couldn't load '%s'\n",packGetFile("themes/", pf.levelInfo->stopImg)); } } startStopImgCounter+=getTicks(); if((startStopImgCounter > 500 && (getButton(C_BTNB) || isPointerClicked() ) ) || !startStopImg) { if(startStopImg) SDL_FreeSurface(startStopImg); startStopImg=0; resetBtn(C_BTNB); resetMouseBtn(); cleanUpGame(); startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700); return(STATEMENU); } SDL_BlitSurface( startStopImg, 0, screen, &(setting()->bgPos) ); if(countdownSeconds>4000) txtWriteCenter(screen, GAMEFONTSMALL, STR_GAME_PRESSB, HSCREENW,HSCREENH+80); } else if(gameState==GAMESTATESKIPLEVEL) { doRules(&pf); simField(&pf, &cur); draw(&cur,&pf, screen); countdown-=getTicks(); if( countdown < 1 ) { countdown=500; if( boardDestroyNextBrick(&pf) == 0 ) { //Tell that we chose to skip level statsUpload(player()->level, player()->hsEntry.time, player()->hsEntry.moves,player()->hsEntry.combos,player()->hsEntry.score, "skip-level",0, NULL); pf.levelInfo->time=0; player()->hsEntry.score=0; cleanUpGame(); startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700); clearParticles(); setMenu(menuStatePrepareNextLevel); return(STATEMENU); } } drawUi(screen); } return(STATEPLAY); }
static void setGameOver() { statsUpload(player()->level, player()->hsEntry.time, player()->hsEntry.moves,player()->hsEntry.combos,player()->hsEntry.score, "gameover",0, NULL); setMenu(menuStateGameOver); }
int main(int argc, char *argv[]) { int doScale=0; // 0=Undefined, 1=320x240, -1=OpenGL, >1=SwScale char* dumpPack=NULL; int state=1; //Game, Menu, Editor, Quit int sdlVideoModeFlags = SDL_SWSURFACE; #ifdef PSP //Note to PSP porter, please test if HW is actually faster, Wizznic does a lot of memory-manipulation in the screen-surface, each call might initiate a full copy back/forth from video memory. Remove comment when read. :) sdlVideoModeFlags = (SDL_HWSURFACE | SDL_DOUBLEBUF |SDL_HWACCEL); SetupCallbacks();//Callbacks actifs scePowerSetClockFrequency(333,333,166); #endif // #ifdef WIN32 //Redirect stdout to console on windows, so we can see what's going in. // FILE *stream; // stream = freopen("CON", "w", stdout); // #endif //Print welcome message printf( "Wizznic "VERSION_STRING". GPLv3 or newer Copyleft 2010-2013\n\n"); //initialize path strings initUserPaths(); //Tell where stuff's at. printf("Directories:\n Settings: %s\n DLC: %s\n Highscores: %s\n Editorlevels: %s\n Datafiles: %s\n\n", \ getConfigDir(), getUsrPackDir(), getHighscoreDir(), getUserLevelDir(), (!strlen(DATADIR))?".":DATADIR); //Print the command line parameters printf("Command-line parameters:\n"STR_VID_OPTIONS); //Quit if user wants help if( argc > 1 && ( strcmp(argv[1], "-h")==0 || strcmp(argv[1], "--help")==0 || strcmp(argv[1], "-help")==0 )) { printf("Please see readme.txt or http://wizznic.org/ for more help.\n"); return(0); } //Read settings printf("Loading settings...\n"); initSettings(); #if defined(WITH_OPENGL) //We start by enabling glScaling if it was enabled in settings, it can then be overwritten by command line options. if( setting()->glEnable && doScale==0 ) doScale=-1; #endif //Set scaling setting()->scaleFactor=1.0; atexit(SDL_Quit); //Init SDL if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK | SDL_INIT_TIMER ) <0 ) { printf("SDL_Init failed: %s\n",SDL_GetError()); return(-1); } //Setup display #if defined (GP2X) || defined (PSP) || defined (WIZ) SDL_Surface* screen = SDL_SetVideoMode(SCREENW,SCREENH,16, sdlVideoModeFlags); #else SDL_Surface* screen=NULL; int i; for( i=0; i < argc; i++ ) { if( strcmp( argv[i], "-sw" ) == 0 ) { setting()->glEnable=0; doScale=0; saveSettings(); } else if( strcmp( argv[i], "-gl" ) == 0 ) { setting()->glEnable=1; doScale=-1; saveSettings(); } else if( strcmp( argv[i], "-z" ) == 0 ) { if( i+1 < argc ) { doScale = atoi( argv[i+1] ); setting()->glEnable=0; i++; saveSettings(); } else { printf(" -z requires zoom level ( -z 2 for example ).\n"); return(1); } } else if( strcmp( argv[i], "-f" ) == 0 ) { setting()->fullScreen=1; saveSettings(); } else if( strcmp( argv[i], "-w" ) == 0 ) { setting()->fullScreen=0; saveSettings(); } else if( strcmp( argv[i], "-glheight" ) == 0 ) { if( i+1 < argc ) { setting()->glHeight = atoi( argv[i+1] ); setting()->glEnable=1; doScale=-1; i++; printf("Setting OpenGL window height to %i.\n", setting()->glHeight); saveSettings(); } else { printf(" -glheight requires an argument (-1 or size in pixels).\n"); return(1); } } else if( strcmp( argv[i], "-glwidth" ) == 0 ) { if( i+1 < argc ) { setting()->glWidth = atoi( argv[i+1] ); setting()->glEnable=1; doScale=-1; i++; printf("Setting OpenGL window width to %i.\n", setting()->glWidth); saveSettings(); } else { printf(" -glwidth requires an argument (-1 or size in pixels).\n"); return(1); } } else if( strcmp( argv[i], "-glfilter" ) == 0 ) { if( i+1 < argc ) { setting()->glFilter=atoi(argv[i+1]); printf("OpenGL texture filtering set to %s.\n", (setting()->glFilter)?"Smooth":"Off"); i++; saveSettings(); } else { printf("-glfilter requires 0 or 1 as argument.\n"); return(1); } } else if( strcmp( argv[i] , "-d" ) == 0 ) { if( argc == 3 && i < argc+1 ) { dumpPack = malloc( sizeof(char)*strlen(argv[i+1])+1 ); strcpy( dumpPack, argv[i+1] ); doScale=0; setting()->glEnable=0; i++; } else { printf("-d requires a packname, and must not be used with other parameters.\n"); return(1); } } else if( strcmp( argv[i], "-rift") == 0 ) { setting()->glWidth = 1280; setting()->glHeight = 800; setting()->glEnable=1; setting()->rift=1; doScale=-1; } else if( i > 0 ) { printf("\nError: Invalid argument '%s', quitting.\n", argv[i]); return(1); } } if( setting()->fullScreen ) { sdlVideoModeFlags |= SDL_FULLSCREEN; } if(doScale) { //Hardware accelerated scaling if( doScale == -1 ) { #ifdef HAVE_ACCELERATION printf("Enabling platform specific accelerated scaling.\n"); screen = platformInitAccel(sdlVideoModeFlags); if( !screen ) { printf("Failed to set platform accelerated scaling, falling back to software window.\n"); screen=swScreen(SDL_SWSURFACE); doScale=0; } #else printf("\nError:\n Not compiled with hardware-scaling support, don't give me -z -1\n Exiting...\n"); return(-1); #endif } else if( doScale > 0 ) { #ifdef WANT_SWSCALE //Set up software scaling printf("Enabling slow software-based scaling to %ix%i.\n",320*doScale, 240*doScale); screen = swScaleInit(sdlVideoModeFlags,doScale); #else printf("\nError:\n I don't support software scaling, don't give me any -z options\n Exiting...\n"); return(-1); #endif } } else { screen=swScreen(sdlVideoModeFlags); doScale=0; } printf("Scaling factor: %f\n", setting()->scaleFactor); if( screen == NULL ) { printf("ERROR: Couldn't init video.\n"); return(-1); } //Set window title SDL_WM_SetCaption("Wizznic!", "Wizznic!"); //Set window icon SDL_Surface* icon = IMG_Load( DATADIR"data/wmicon.png"); SDL_WM_SetIcon(icon, NULL); SDL_FreeSurface(icon); #endif setting()->bpp = screen->format->BytesPerPixel; setAlphaCol( setting()->bpp ); printf("Screen surface using %i bytes per pixel.\n",setting()->bpp); //Open Joysticks (for wiz) if (SDL_NumJoysticks() > 0) SDL_JoystickOpen(0); //Hide mouse cursor SDL_ShowCursor(SDL_DISABLE); //Load fonts txtInit(); //Load sounds if(!initSound()) { printf("Couldn't init sound.\n"); return(-1); } //Menu Graphics if(!initMenu(screen)) { printf("Couldn't load menu graphics.\n"); return(-1); } //Init controls initControls(); //Init stats statsInit(); //Init packs packInit(); //Scan userlevels dir makeUserLevelList(screen); //Init particles initParticles(screen); //Seed the pseudo random number generator (for particles 'n' stuff) srand( (int)time(NULL) ); #if defined(PC) //Need to dump level-screenshots? if(dumpPack) { printf("Dumping level-images for pack: %s\n", dumpPack); dumplevelimages(screen, dumpPack, 0); return(0); } #endif //init starfield initStars(screen); //Init pointer initPointer(screen); printf("Applying settings..\n"); //Apply settings (has to be done after packs are inited) applySettings(); //Set Pack packSetByPath( setting()->packDir ); #if defined( PLATFORM_SUPPORTS_STATSUPLOAD ) if( (setting()->uploadStats) && !(setting()->firstRun) ) { statsUpload(0,0,0,0,0,"check",1, &(setting()->session) ); statsUpload(0,0,0,0,0,"q_solved",1, &(setting()->solvedWorldWide) ); //DLC only works when stats-uploading is enabled so we can use the same nag-screen. dlcCheckOnline(); } #endif printf("Setting Music...\n"); //Start playing music (has to be done after readong settings) soundSetMusic(); //Initialize credits initCredits(screen); initTransition(); #if SCREENW != 320 || SCREENH != 240 SDL_Rect *borderSrcRect = malloc(sizeof(SDL_Rect)); SDL_Surface* border = loadImg( BORDER_IMAGE ); if( border ) { printf("Border image loaded.\n"); borderSrcRect->x=(border->w-SCREENW)/2; borderSrcRect->y=(border->h-SCREENH)/2; borderSrcRect->w=SCREENW; borderSrcRect->h=SCREENH; SDL_BlitSurface( border, borderSrcRect, screen, NULL ); SDL_FreeSurface(border); } else { printf("Could not load border image: %s\n", BORDER_IMAGE); SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 0,0,0)); } free(borderSrcRect); borderSrcRect=NULL; #endif int lastTick; while(state!=STATEQUIT) { lastTick=SDL_GetTicks(); frameStart(); if(runControls()) state=STATEQUIT; switch(state) { case STATEPLAY: state = runGame(screen); break; case STATEMENU: state = runMenu(screen); break; case STATEEDIT: state=runEditor(screen); break; } drawPointer(screen); soundRun(screen,state); runTransition(screen); if(setting()->showFps) drawFPS(screen); switch( doScale ) { #if defined(HAVE_ACCELERATION) case -1: platformDrawScaled(screen); break; #endif case 0: SDL_Flip(screen); break; #if defined(WANT_SWSCALE) default: swScale(screen,doScale); break; #else default: state=STATEQUIT; break; #endif } #if defined(CRUDE_TIMING) //Oh how I loathe this, is there no better way? while(SDL_GetTicks()-lastTick <= PLATFORM_CRUDE_TIMING_TICKS) { //Burn, burn baby burn! } #else int t=SDL_GetTicks()-lastTick; if(t < 20) { SDL_Delay( 20 -t); } #endif } #if defined(PLATFORM_NEEDS_EXIT) platformExit(); #endif SDL_Quit(); return(0); }