fixed bug with fading menu music on 'start game' if game music is the same
[rocksndiamonds.git] / src / game.c
index 8978e70750489ebe4c15af503f0d3ae9c461537c..ee6de4e8fd13b2ee20f78413c8c628b648c6e118 100644 (file)
@@ -1052,6 +1052,7 @@ static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
 static void PlayLevelSoundActionIfLoop(int, int, int);
 static void StopLevelSoundActionIfLoop(int, int, int);
 static void PlayLevelMusic();
+static void FadeLevelSoundsAndMusic();
 
 static void HandleGameButtons(struct GadgetInfo *);
 
@@ -3118,7 +3119,7 @@ void InitGame()
   if (CheckIfGlobalBorderHasChanged())
     fade_mask = REDRAW_ALL;
 
-  FadeSoundsAndMusic();
+  FadeLevelSoundsAndMusic();
 
   ExpireSoundLoops(TRUE);
 
@@ -11212,7 +11213,7 @@ void GameActionsExt()
 
   AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
 
-  if (options.debug)                   /* calculate frames per second */
+  if (global.show_frames_per_second)
   {
     static unsigned int fps_counter = 0;
     static int fps_frames = 0;
@@ -11220,15 +11221,20 @@ void GameActionsExt()
 
     fps_frames++;
 
-    if (fps_delay_ms >= 500)   /* calculate fps every 0.5 seconds */
+    if (fps_delay_ms >= 500)   /* calculate FPS every 0.5 seconds */
     {
       global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
 
       fps_frames = 0;
       fps_counter = Counter();
+
+      /* always draw FPS to screen after FPS value was updated */
+      redraw_mask |= REDRAW_FPS;
     }
 
-    redraw_mask |= REDRAW_FPS;
+    /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
+    if (GetDrawDeactivationMask() == REDRAW_NONE)
+      redraw_mask |= REDRAW_FPS;
   }
 }
 
@@ -14227,12 +14233,43 @@ static void StopLevelSoundActionIfLoop(int x, int y, int action)
     StopSound(sound_effect);
 }
 
-static void PlayLevelMusic()
+static int getLevelMusicNr()
 {
   if (levelset.music[level_nr] != MUS_UNDEFINED)
-    PlayMusic(levelset.music[level_nr]);       /* from config file */
+    return levelset.music[level_nr];           /* from config file */
   else
-    PlayMusic(MAP_NOCONF_MUSIC(level_nr));     /* from music dir */
+    return MAP_NOCONF_MUSIC(level_nr);         /* from music dir */
+}
+
+static void FadeLevelSounds()
+{
+  FadeSounds();
+}
+
+static void FadeLevelMusic()
+{
+  int music_nr = getLevelMusicNr();
+  char *curr_music = getCurrentlyPlayingMusicFilename();
+  char *next_music = getMusicListEntry(music_nr)->filename;
+
+  if (!strEqual(curr_music, next_music))
+    FadeMusic();
+}
+
+void FadeLevelSoundsAndMusic()
+{
+  FadeLevelSounds();
+  FadeLevelMusic();
+}
+
+static void PlayLevelMusic()
+{
+  int music_nr = getLevelMusicNr();
+  char *curr_music = getCurrentlyPlayingMusicFilename();
+  char *next_music = getMusicListEntry(music_nr)->filename;
+
+  if (!strEqual(curr_music, next_music))
+    PlayMusic(music_nr);
 }
 
 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)