Fixed defaulting to "easy" difficulty.

This commit is contained in:
onpon4 2015-02-27 19:52:55 -05:00
parent c03c2f404c
commit 01b5b73dba
5 changed files with 4 additions and 5 deletions

View File

@ -101,6 +101,7 @@ int main(int argc, char *argv[])
// Determine which part of the game we will go to... // Determine which part of the game we will go to...
int section = 0; int section = 0;
currentGame.difficulty = DIFFICULTY_NORMAL;
newGame(); newGame();
while (true) while (true)

View File

@ -61,7 +61,6 @@ static void createMissionDetailSurface(SDL_Surface *comms, int missionSlot)
{ {
char name[50]; char name[50];
char string[2000]; char string[2000];
int lines = 0;
int y = 50; int y = 50;
int newY = y; int newY = y;
int col = FONT_WHITE; int col = FONT_WHITE;

View File

@ -17,8 +17,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "Starfighter.h" #include "Starfighter.h"
static char lastKeyEvents[] = " ";
/* /*
Checked during the main game loop. When the game is paused Checked during the main game loop. When the game is paused
it goes into a constant loop checking this routine. If escape is it goes into a constant loop checking this routine. If escape is

View File

@ -98,9 +98,8 @@ bool loadGame(int slot)
fclose(fp); fclose(fp);
if(currentGame.saveFormat < 2) { if (currentGame.saveFormat < 2)
currentGame.difficulty = DIFFICULTY_NORMAL; currentGame.difficulty = DIFFICULTY_NORMAL;
}
weapon[0] = currentGame.playerWeapon; weapon[0] = currentGame.playerWeapon;
player = currentGame.thePlayer; player = currentGame.thePlayer;

View File

@ -467,9 +467,11 @@ int doTitle()
if (selectedOption == 1) if (selectedOption == 1)
engine.done = 1; engine.done = 1;
else if (selectedOption == 2) else if (selectedOption == 2)
{
currentGame.difficulty++; currentGame.difficulty++;
if (currentGame.difficulty > DIFFICULTY_NIGHTMARE) if (currentGame.difficulty > DIFFICULTY_NIGHTMARE)
currentGame.difficulty = DIFFICULTY_EASY; currentGame.difficulty = DIFFICULTY_EASY;
}
else if (selectedOption == listLength) else if (selectedOption == listLength)
{menuType = 0; selectedOption = 1;} {menuType = 0; selectedOption = 1;}
createDifficultyMenu(); createDifficultyMenu();