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changed sound handling to only expire loop sounds during gameplay
[rocksndiamonds.git]
/
src
/
game.c
diff --git
a/src/game.c
b/src/game.c
index 7f98027c8fd1eab482f50346680d6d6fc4ddebbc..29303a7e2f75eb069f2d18bb80d21beae9f9b3a3 100644
(file)
--- a/
src/game.c
+++ b/
src/game.c
@@
-2446,7
+2446,7
@@
void DisplayGameControlValues()
/* redraw game control buttons */
RedrawGameButtons();
/* redraw game control buttons */
RedrawGameButtons();
-
game_status = GAME_MODE_PSEUDO_PANEL
;
+
SetGameStatus(GAME_MODE_PSEUDO_PANEL)
;
for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
{
for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
{
@@
-2574,7
+2574,7
@@
void DisplayGameControlValues()
redraw_mask |= REDRAW_DOOR_1;
}
redraw_mask |= REDRAW_DOOR_1;
}
-
game_status = GAME_MODE_PLAYING
;
+
SetGameStatus(GAME_MODE_PLAYING)
;
}
void UpdateAndDisplayGameControlValues()
}
void UpdateAndDisplayGameControlValues()
@@
-3097,11
+3097,11
@@
void InitGame()
// required here to update video display before fading (FIX THIS)
DrawMaskedBorder(REDRAW_DOOR_2);
// required here to update video display before fading (FIX THIS)
DrawMaskedBorder(REDRAW_DOOR_2);
- game_status = GAME_MODE_PLAYING;
-
if (!game.restart_level)
CloseDoor(DOOR_CLOSE_1);
if (!game.restart_level)
CloseDoor(DOOR_CLOSE_1);
+ SetGameStatus(GAME_MODE_PLAYING);
+
/* needed if different viewport properties defined for playing */
ChangeViewportPropertiesIfNeeded();
/* needed if different viewport properties defined for playing */
ChangeViewportPropertiesIfNeeded();
@@
-3113,12
+3113,14
@@
void InitGame()
if (CheckIfGlobalBorderHasChanged())
fade_mask = REDRAW_ALL;
if (CheckIfGlobalBorderHasChanged())
fade_mask = REDRAW_ALL;
-
FadeOut(fade_mask
);
+
ExpireSoundLoops(TRUE
);
-
OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW
);
+
FadeOut(fade_mask
);
ClearField();
ClearField();
+ OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
+
DrawCompleteVideoDisplay();
InitGameEngine();
DrawCompleteVideoDisplay();
InitGameEngine();
@@
-4422,7
+4424,7
@@
void GameEnd()
if (level_editor_test_game)
{
if (level_editor_test_game)
{
-
game_status = GAME_MODE_MAIN
;
+
SetGameStatus(GAME_MODE_MAIN)
;
DrawMainMenu();
DrawMainMenu();
@@
-4431,7
+4433,7
@@
void GameEnd()
if (!local_player->LevelSolved_SaveScore)
{
if (!local_player->LevelSolved_SaveScore)
{
-
game_status = GAME_MODE_MAIN
;
+
SetGameStatus(GAME_MODE_MAIN)
;
DrawMainMenu();
DrawMainMenu();
@@
-4450,7
+4452,7
@@
void GameEnd()
if ((hi_pos = NewHiScore()) >= 0)
{
if ((hi_pos = NewHiScore()) >= 0)
{
-
game_status = GAME_MODE_SCORES
;
+
SetGameStatus(GAME_MODE_SCORES)
;
DrawHallOfFame(hi_pos);
DrawHallOfFame(hi_pos);
@@
-4462,7
+4464,7
@@
void GameEnd()
}
else
{
}
else
{
-
game_status = GAME_MODE_MAIN
;
+
SetGameStatus(GAME_MODE_MAIN)
;
if (raise_level)
{
if (raise_level)
{
@@
-11097,8
+11099,11
@@
void GameActions()
SendToServer_MovePlayer(summarized_player_action);
#endif
SendToServer_MovePlayer(summarized_player_action);
#endif
+ // summarize all actions at local players mapped input device position
+ // (this allows using different input devices in single player mode)
if (!options.network && !game.team_mode)
if (!options.network && !game.team_mode)
- local_player->effective_action = summarized_player_action;
+ stored_player[map_player_action[local_player->index_nr]].effective_action =
+ summarized_player_action;
if (tape.recording &&
setup.team_mode &&
if (tape.recording &&
setup.team_mode &&
@@
-11134,6
+11139,7
@@
void GameActions()
#if USE_NEW_PLAYER_ASSIGNMENTS
// !!! also map player actions in single player mode !!!
// if (game.team_mode)
#if USE_NEW_PLAYER_ASSIGNMENTS
// !!! also map player actions in single player mode !!!
// if (game.team_mode)
+ if (1)
{
byte mapped_action[MAX_PLAYERS];
{
byte mapped_action[MAX_PLAYERS];
@@
-14466,7
+14472,7
@@
void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
if (quick_quit)
FadeSkipNextFadeIn();
if (quick_quit)
FadeSkipNextFadeIn();
-
game_status = GAME_MODE_MAIN
;
+
SetGameStatus(GAME_MODE_MAIN)
;
DrawMainMenu();
}
DrawMainMenu();
}