More cleanup.
This commit is contained in:
parent
988091d635
commit
9e6ff10c57
2
Makefile
2
Makefile
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@ -1,7 +1,7 @@
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CXXFLAGS ?= -O2 -Wall -g
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CXXFLAGS += `pkg-config --cflags sdl2 SDL2_image SDL2_mixer`
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LIBS = `pkg-config --libs sdl2 SDL2_image SDL2_mixer`
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OBJS = alien.o audio.o bullet.o cargo.o collectable.o colors.o engine.o explosion.o game.o gfx.o init.o intermission.o loadSave.o messages.o misc.o missions.o player.o resources.o screen.o script.o ship.o shop.o Starfighter.o title.o weapons.o window.o
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OBJS = alien.o audio.o bullet.o cargo.o collectable.o colors.o engine.o explosion.o game.o gfx.o init.o intermission.o loadSave.o messages.o misc.o missions.o player.o renderer.o resources.o screen.o script.o ship.o shop.o Starfighter.o title.o weapons.o window.o
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VERSION = 1.4.1-dev
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PROG = starfighter
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@ -89,10 +89,10 @@ int main(int argc, char **argv)
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clearScreen(black);
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drawString("That doesn't work anymore", -1, 285, FONT_WHITE);
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drawString("Try harder...", -1, 315, FONT_WHITE);
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updateScreen();
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renderer_update();
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SDL_Delay(2000);
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clearScreen(black);
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updateScreen();
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renderer_update();
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SDL_Delay(500);
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}
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@ -52,6 +52,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "misc.h"
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#include "missions.h"
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#include "player.h"
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#include "renderer.h"
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#include "resources.h"
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#include "screen.h"
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#include "script.h"
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@ -2122,7 +2122,7 @@ int game_mainLoop()
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while (engine.done != 1)
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{
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updateScreen();
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renderer_update();
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if ((allMissionsCompleted()) && (engine.missionCompleteTimer == 0))
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{
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@ -2228,7 +2228,7 @@ int game_mainLoop()
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{
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textSurface(22, "PAUSED", -1, screen->h / 2, FONT_WHITE);
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screen_blitText(22);
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updateScreen();
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renderer_update();
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audio_pauseMusic();
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while (engine.paused)
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@ -2272,7 +2272,7 @@ int game_mainLoop()
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{
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audio_playSound(SFX_DEATH, aliens[ALIEN_BOSS].x);
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clearScreen(white);
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updateScreen();
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renderer_update();
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for (int i = 0 ; i < 300 ; i++)
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{
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SDL_Delay(10);
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@ -24,8 +24,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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static unsigned long frameLimit;
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static int thirds;
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SDL_Renderer *renderer;
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SDL_Texture *texture;
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SDL_Surface *background;
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SDL_Surface *shape[MAX_SHAPES];
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SDL_Surface *shipShape[MAX_SHIPSHAPES];
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@ -275,13 +273,6 @@ void clearScreen(Uint32 color)
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SDL_FillRect(screen, NULL, color);
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}
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void updateScreen()
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{
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SDL_UpdateTexture(texture, NULL, screen->pixels, screen->w * 4);
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SDL_RenderCopy(renderer, texture, NULL, NULL);
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SDL_RenderPresent(renderer);
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}
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/*
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* Delay until the next 60 Hz frame
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*/
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@ -22,8 +22,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "Starfighter.h"
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extern SDL_Renderer *renderer;
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extern SDL_Texture *texture;
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extern SDL_Surface *background;
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extern SDL_Surface *shape[MAX_SHAPES];
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extern SDL_Surface *shipShape[MAX_SHIPSHAPES];
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@ -46,7 +44,6 @@ extern int drawString(const char *in, int x, int y, int fontColor, SDL_Surface *
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extern int drawString(const char *in, int x, int y, int fontColor);
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extern void drawBackGround();
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extern void clearScreen(Uint32 color);
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extern void updateScreen();
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extern void delayFrame();
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extern void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel);
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extern void drawLine(SDL_Surface *dest, int x1, int y1, int x2, int y2, int col);
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@ -82,7 +82,7 @@ void showErrorAndExit(int errorId, const char *name)
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drawString("Project: Starfighter will now exit", -1, 450, FONT_WHITE);
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drawString("Press Space to continue", -1, 475, FONT_WHITE);
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updateScreen();
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renderer_update();
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engine.keyState[KEY_ALTFIRE] = 0;
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@ -189,9 +189,9 @@ void initSystem()
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SDL_RenderSetLogicalSize(renderer, screen->w, screen->h);
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, screen->w, screen->h);
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renderer_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, screen->w, screen->h);
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if (!texture)
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if (!renderer_texture)
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{
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printf("Couldn't create %ix%ix32 texture: %s\n", screen->w, screen->h, SDL_GetError());
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exit(1);
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@ -576,7 +576,7 @@ int intermission()
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engine.gameSection = SECTION_INTERMISSION;
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clearScreen(black);
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updateScreen();
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renderer_update();
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clearScreen(black);
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initSaveSlots();
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@ -710,7 +710,7 @@ int intermission()
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while (!engine.done)
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{
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updateScreen();
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renderer_update();
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if (redrawBackGround)
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{
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@ -754,7 +754,7 @@ mission begins playing here.
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void missionBriefScreen()
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{
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clearScreen(black);
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updateScreen();
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renderer_update();
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if (game.area != MISN_INTERCEPTION)
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{
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@ -791,7 +791,7 @@ void missionBriefScreen()
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(game.area == MISN_EARTH))
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drawString("Sid Wilson will join you on this mission", 160, 480, FONT_WHITE);
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updateScreen();
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renderer_update();
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}
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loadGameGraphics();
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@ -818,7 +818,7 @@ void missionBriefScreen()
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{
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drawString("PRESS ENTER TO CONTINUE...", -1, 550, FONT_WHITE);
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updateScreen();
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renderer_update();
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flushInput();
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engine.done = 0;
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}
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clearScreen(black);
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updateScreen();
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renderer_update();
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clearScreen(black);
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}
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@ -857,7 +857,7 @@ void missionFinishedScreen()
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if (game.area != MISN_INTERCEPTION)
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{
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clearScreen(black);
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updateScreen();
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renderer_update();
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if (game.shots > 0)
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game.accuracy = (game.hits * 100) / game.shots;
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@ -923,7 +923,7 @@ void missionFinishedScreen()
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checkForBossMission();
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updateScreen();
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renderer_update();
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flushInput();
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engine.done = 0;
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@ -0,0 +1,35 @@
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/*
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Copyright (C) 2003 Parallel Realities
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Copyright (C) 2011, 2012, 2013 Guus Sliepen
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Copyright (C) 2015 Julian Marchant
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 3
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of the License, or (at your option) any later version.
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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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "SDL.h"
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#include "screen.h"
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SDL_Renderer *renderer;
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SDL_Texture *renderer_texture;
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void renderer_update()
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{
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// XXX: The SDL wiki says that SDL_UpdateTexture is slow and shouldn't
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// be used for textures that are updated often. This should be looked
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// into.
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SDL_UpdateTexture(renderer_texture, NULL, screen->pixels, screen->w * 4);
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SDL_RenderCopy(renderer, renderer_texture, NULL, NULL);
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SDL_RenderPresent(renderer);
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}
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@ -0,0 +1,28 @@
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/*
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Copyright (C) 2003 Parallel Realities
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Copyright (C) 2011 Guus Sliepen
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Copyright (C) 2015 Julian Marchant
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 3
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of the License, or (at your option) any later version.
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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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef RENDERER_H
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#define RENDERER_H
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extern SDL_Renderer *renderer;
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extern SDL_Texture *renderer_texture;
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void renderer_update();
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#endif
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@ -187,7 +187,7 @@ static void setScene(int scene)
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void doCutscene(int scene)
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{
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clearScreen(black);
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updateScreen();
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renderer_update();
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clearScreen(black);
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engine.keyState[KEY_FIRE] = 0;
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while (true)
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{
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updateScreen();
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renderer_update();
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unBuffer();
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getPlayerInput();
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game_doStars();
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flushBuffer();
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freeGraphics();
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clearScreen(black);
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updateScreen();
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renderer_update();
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}
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@ -191,7 +191,7 @@ int doTitle()
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loadGameGraphics();
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clearScreen(black);
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updateScreen();
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renderer_update();
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clearScreen(black);
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signed char continueSaveSlot = initSaveSlots();
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@ -276,7 +276,7 @@ int doTitle()
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while (!engine.done)
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{
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updateScreen();
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renderer_update();
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unBuffer();
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now = SDL_GetTicks();
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@ -594,7 +594,7 @@ void showStory()
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while (true)
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{
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updateScreen();
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renderer_update();
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unBuffer();
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getPlayerInput();
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@ -635,7 +635,7 @@ void gameover()
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SDL_Surface *gameover = loadImage("gfx/gameover.png");
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clearScreen(black);
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updateScreen();
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renderer_update();
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clearScreen(black);
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SDL_Delay(1000);
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@ -644,7 +644,7 @@ void gameover()
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int x = (screen->w - gameover->w) / 2;
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int y = (screen->h - gameover->h) / 2;
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updateScreen();
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renderer_update();
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flushInput();
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engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
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if (engine.keyState[KEY_FIRE] || engine.keyState[KEY_ALTFIRE])
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break;
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updateScreen();
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renderer_update();
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unBuffer();
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x = ((screen->w - gameover->w) / 2) - RANDRANGE(-2, 2);
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@ -688,7 +688,7 @@ void doCredits()
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textObject *credit;
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clearScreen(black);
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updateScreen();
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renderer_update();
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clearScreen(black);
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drawBackGround();
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@ -721,7 +721,7 @@ void doCredits()
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while (true)
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{
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updateScreen();
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renderer_update();
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unBuffer();
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getPlayerInput();
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