diff --git a/source/code/BlockGame.cpp b/source/code/BlockGame.cpp index e01172a..04ad395 100644 --- a/source/code/BlockGame.cpp +++ b/source/code/BlockGame.cpp @@ -28,8 +28,6 @@ http://blockattack.sf.net #define FALLTIME 20 //Don't change the following, they are fundamental and later some functions are hardcoded #define BLOCKFALL 10000 -#define BLOCKWAIT 100000 -#define BLOCKHANG 1000 #define GARBAGE 1000000 #define CHAINPLACE 10000000 @@ -117,7 +115,6 @@ BlockGame::BlockGame() chainSize[i] = 0; } theReplay = Replay(); - showGame = true; //The game is now active lastCounter = -1; //To prevent the final chunk to be played when stating the program } //Constructor @@ -360,7 +357,6 @@ void BlockGame::NewGame( unsigned int ticks) chainSize[i] = 0; } lastAImove = ticks+3000; - showGame = true; theReplay = Replay(); ActionPerformed(ACTION_NEW,""); } //NewGame @@ -546,7 +542,6 @@ void BlockGame::setPlayerWon() } } hasWonTheGame = true; - showGame = false; } //void SetGameOver(); @@ -571,7 +566,6 @@ void BlockGame::setDraw() } hasWonTheGame = false; bDraw = true; - showGame = false; Mix_HaltChannel(1); if(!AI_Enabled && !bReplaying) Stats::getInstance()->addOne("totalDraws"); @@ -1274,7 +1268,6 @@ void BlockGame::SetGameOver() theReplay.setName(name); } bGameOver = true; - showGame = false; if(stageClear) stageButtonStatus = SBstageClear; } @@ -1450,7 +1443,6 @@ void BlockGame::PushLineInternal() } score=0; bGameOver=false; - showGame = true; } if ((TowerHeight>12) && (!puzzleMode)&&(!bGameOver)&&(chain==0)) diff --git a/source/code/BlockGame.hpp b/source/code/BlockGame.hpp index d74228d..5696af2 100644 --- a/source/code/BlockGame.hpp +++ b/source/code/BlockGame.hpp @@ -29,6 +29,8 @@ http://blockattack.sf.net #include "replay.h" #define NUMBEROFCHAINS 100 +#define BLOCKWAIT 100000 +#define BLOCKHANG 1000 #define ACTION_UPDATE 0 #define ACTION_MOVECURSOR 1 diff --git a/source/code/main.cpp b/source/code/main.cpp index ab83280..1d1fddf 100644 --- a/source/code/main.cpp +++ b/source/code/main.cpp @@ -3070,7 +3070,6 @@ static void StartSinglePlayerEndless() b1playerOpen = false; twoPlayers =false; player2->SetGameOver(); - showGame = true; player1->name = player1name; player2->name = player2name; } @@ -3081,7 +3080,6 @@ static void StartSinglePlayerTimeTrial() closeAllMenus(); twoPlayers =false; player2->SetGameOver(); - showGame = true; //vsMode = false; player1->name = player1name; player2->name = player2name; @@ -3098,7 +3096,6 @@ static int StartSinglePlayerPuzzle(int level) closeAllMenus(); twoPlayers = false; player2->SetGameOver(); - showGame = true; //vsMode = true; player1->name = player1name; player2->name = player2name; @@ -3553,11 +3550,9 @@ int main(int argc, char *argv[]) nt.setBGpointers(&theGame,&theGame2); #endif - if (singlePuzzle) - { + if (singlePuzzle) { LoadPuzzleStages(); theGame.NewPuzzleGame(singlePuzzleNr, SDL_GetTicks()); - showGame = true; } //Draws everything to screen if (!editorMode) @@ -3695,7 +3690,6 @@ int runGame(int gametype, int level) { LoadPuzzleStages(); theGame.NewPuzzleGame(singlePuzzleNr, SDL_GetTicks()); - showGame = true; } //Draws everything to screen if (!editorMode) @@ -3733,7 +3727,6 @@ int runGame(int gametype, int level) closeAllMenus(); twoPlayers =false; theGame2.SetGameOver(); - showGame = true; theGame.name = player1name; theGame2.name = player2name; } @@ -3753,7 +3746,6 @@ int runGame(int gametype, int level) MakeBackground(xsize,ysize,&theGame,&theGame2); DrawIMG(background, screen, 0, 0); twoPlayers = true; //Single player, but AI plays - showGame = true; theGame2.setAIlevel((Uint8)theAIlevel); int theTime = time(0); theGame.putStartBlocks(theTime); @@ -3877,14 +3869,14 @@ int runGame(int gametype, int level) timeHeldP1S=SDL_GetTicks(); timesRepeatedP1S=0; } - if ( (event.key.keysym.sym == keySettings[player1keys].left) && (showGame) ) + if ( (event.key.keysym.sym == keySettings[player1keys].left) ) { theGame.MoveCursor('W'); repeatingW[0]=true; timeHeldP1W=SDL_GetTicks(); timesRepeatedP1W=0; } - if ( (event.key.keysym.sym == keySettings[player1keys].right) && (showGame) ) + if ( (event.key.keysym.sym == keySettings[player1keys].right) ) { theGame.MoveCursor('E'); repeatingE[0]=true; @@ -3917,14 +3909,14 @@ int runGame(int gametype, int level) timeHeldP2S=SDL_GetTicks(); timesRepeatedP2S=0; } - if ( (event.key.keysym.sym == keySettings[player2keys].left) && (showGame) ) + if ( (event.key.keysym.sym == keySettings[player2keys].left) ) { theGame2.MoveCursor('W'); repeatingW[1]=true; timeHeldP2W=SDL_GetTicks(); timesRepeatedP2W=0; } - if ( (event.key.keysym.sym == keySettings[player2keys].right) && (showGame) ) + if ( (event.key.keysym.sym == keySettings[player2keys].right) ) { theGame2.MoveCursor('E'); repeatingE[1]=true; diff --git a/source/code/mainVars.hpp b/source/code/mainVars.hpp index b6fd116..c0a1488 100644 --- a/source/code/mainVars.hpp +++ b/source/code/mainVars.hpp @@ -181,7 +181,6 @@ static bool bReplayOpen; //Show replay menu #if NETWORK static bool bNetworkOpen; //Show the network menu #endif -static bool showGame; //the game is active don't show highscores/options static bool showOptions; //true if options is open static bool bScreenLocked; //Don't take input or allow any mouse interaction! Used for dialogbox and warningbox static bool showDialog;