#include <SDL.h>
#ifndef WIN32
-#include <pwd.h>
#include <sys/types.h>
#include <ctype.h>
#endif
break;
}
break;
-#ifdef JOY_YES
case SDL_JOYAXISMOTION:
switch(event.jaxis.axis)
menuaction = MN_HIT;
break;
-#endif
default:
break;
int game_action(void)
{
- int i;
+ unsigned int i;
/* (tux_dying || next_level) */
if (tux.dying || next_level)
/* Handle bouncy distros: */
- for (i = 0; i < num_bouncy_distros; i++)
+ for (i = 0; i < bouncy_distros.size(); i++)
{
bouncy_distro_action(&bouncy_distros[i]);
}
/* Handle broken bricks: */
- for (i = 0; i < num_broken_bricks; i++)
+ for (i = 0; i < broken_bricks.size(); i++)
{
broken_brick_action(&broken_bricks[i]);
}
/* Handle bouncy bricks: */
- for (i = 0; i < num_bouncy_bricks; i++)
+ for (i = 0; i < bouncy_bricks.size(); i++)
{
bouncy_brick_action(&bouncy_bricks[i]);
}
/* Handle floating scores: */
- for (i = 0; i < num_floating_scores; i++)
+ for (i = 0; i < floating_scores.size(); i++)
{
floating_score_action(&floating_scores[i]);
}
/* Handle bullets: */
- for (i = 0; i < num_bullets; ++i)
+ for (i = 0; i < bullets.size(); ++i)
{
bullet_action(&bullets[i]);
}
/* Handle upgrades: */
- for (i = 0; i < num_upgrades; i++)
+ for (i = 0; i < upgrades.size(); i++)
{
upgrade_action(&upgrades[i]);
}
/* Handle bad guys: */
- for (i = 0; i < num_bad_guys; i++)
+ for (i = 0; i < bad_guys.size(); i++)
{
badguy_action(&bad_guys[i]);
}
void game_draw(void)
{
- int x, y, i, s;
+ int y, s;
+ unsigned int i,x;
/* Draw screen: */
/* (Bouncy bricks): */
- for (i = 0; i < num_bouncy_bricks; ++i)
+ for (i = 0; i < bouncy_bricks.size(); ++i)
{
bouncy_brick_draw(&bouncy_bricks[i]);
}
/* (Bad guys): */
- for (i = 0; i < num_bad_guys; ++i)
+ for (i = 0; i < bad_guys.size(); ++i)
{
badguy_draw(&bad_guys[i]);
}
/* (Bullets): */
- for (i = 0; i < num_bullets; ++i)
+ for (i = 0; i < bullets.size(); ++i)
{
bullet_draw(&bullets[i]);
}
/* (Floating scores): */
- for (i = 0; i < num_floating_scores; ++i)
+ for (i = 0; i < floating_scores.size(); ++i)
{
floating_score_draw(&floating_scores[i]);
}
/* (Upgrades): */
- for (i = 0; i < num_upgrades; ++i)
+ for (i = 0; i < upgrades.size(); ++i)
{
upgrade_draw(&upgrades[i]);
}
/* (Bouncy distros): */
- for (i = 0; i < num_bouncy_distros; ++i)
+ for (i = 0; i < bouncy_distros.size(); ++i)
{
bouncy_distro_draw(&bouncy_distros[i]);
}
/* (Broken bricks): */
- for (i = 0; i < num_broken_bricks; ++i)
+ for (i = 0; i < broken_bricks.size(); ++i)
{
broken_brick_draw(&broken_bricks[i]);
}
Send a mail to me: neoneurone@users.sf.net, if you have another opinion. :)
*/
for (i = 0; i < NUM_SOUNDS; i++)
- sounds[i] = load_sound(soundfilenames[i]);
+ sounds[i] = load_sound(datadir + soundfilenames[i]);
/* Herring song */
herring_song = load_song(datadir + "/music/SALCON.MOD");
void trybumpbadguy(float x, float y)
{
- int i;
+ unsigned int i;
/* Bad guys: */
- for (i = 0; i < num_bad_guys; i++)
+ for (i = 0; i < bad_guys.size(); i++)
{
- if (bad_guys[i].base.alive &&
- bad_guys[i].base.x >= x - 32 && bad_guys[i].base.x <= x + 32 &&
+ if (bad_guys[i].base.x >= x - 32 && bad_guys[i].base.x <= x + 32 &&
bad_guys[i].base.y >= y - 16 && bad_guys[i].base.y <= y + 16)
{
if (bad_guys[i].kind == BAD_BSOD ||
/* Upgrades: */
- for (i = 0; i < num_upgrades; i++)
+ for (i = 0; i < upgrades.size(); i++)
{
- if (upgrades[i].base.alive && upgrades[i].base.height == 32 &&
+ if (upgrades[i].base.height == 32 &&
upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
{