/* 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++)
{
redraw_mask |= REDRAW_DOOR_1;
}
- game_status = GAME_MODE_PLAYING;
+ SetGameStatus(GAME_MODE_PLAYING);
}
void UpdateAndDisplayGameControlValues()
// 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);
+ SetGameStatus(GAME_MODE_PLAYING);
+
/* needed if different viewport properties defined for playing */
ChangeViewportPropertiesIfNeeded();
if (CheckIfGlobalBorderHasChanged())
fade_mask = REDRAW_ALL;
- FadeOut(fade_mask);
+ FadeSoundsAndMusic();
- OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
+ ExpireSoundLoops(TRUE);
+
+ FadeOut(fade_mask);
ClearField();
+ OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
+
DrawCompleteVideoDisplay();
InitGameEngine();
if (level_editor_test_game)
{
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
DrawMainMenu();
if (!local_player->LevelSolved_SaveScore)
{
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
DrawMainMenu();
if ((hi_pos = NewHiScore()) >= 0)
{
- game_status = GAME_MODE_SCORES;
+ SetGameStatus(GAME_MODE_SCORES);
DrawHallOfFame(hi_pos);
}
else
{
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
if (raise_level)
{
void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
boolean center_screen, boolean quick_relocation)
{
+ unsigned int frame_delay_value_old = GetVideoFrameDelay();
boolean ffwd_delay = (tape.playing && tape.fast_forward);
boolean no_delay = (tape.warp_forward);
int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+ SetVideoFrameDelay(wait_delay_value);
+
while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
{
int dx = 0, dy = 0;
/* scroll in two steps of half tile size to make things smoother */
BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
- Delay(wait_delay_value);
/* scroll second step to align at full tile size */
- BackToFront();
- Delay(wait_delay_value);
+ BlitScreenToBitmap(window);
}
DrawAllPlayers();
BackToFront();
- Delay(wait_delay_value);
+
+ SetVideoFrameDelay(frame_delay_value_old);
}
void RelocatePlayer(int jx, int jy, int el_player_raw)
DrawPlayer(player);
- BackToFront();
- Delay(wait_delay_value);
+ BackToFront_WithFrameDelay(wait_delay_value);
}
DrawPlayer(player); /* needed here only to cleanup last field */
void GameActions()
{
+#if 0
static unsigned int game_frame_delay = 0;
+#endif
unsigned int game_frame_delay_value;
byte *recorded_player_action;
byte summarized_player_action = 0;
if (tape.playing && tape.warp_forward && !tape.pausing)
game_frame_delay_value = 0;
+ SetVideoFrameDelay(game_frame_delay_value);
+
+#if 0
#if 0
/* ---------- main game synchronization point ---------- */
/* ---------- main game synchronization point ---------- */
WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+#endif
#endif
if (network_playing && !network_player_action_received)
AdvanceFrameAndPlayerCounters(player->index_nr);
DrawAllPlayers();
- BackToFront();
+ BackToFront_WithFrameDelay(0);
}
player->move_delay_value = original_move_delay_value;
if (quick_quit)
FadeSkipNextFadeIn();
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
DrawMainMenu();
}
} gamebutton_info[NUM_GAME_BUTTONS] =
{
{
- IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
+ IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
GAME_CTRL_ID_STOP, "stop game"
},
{
- IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
+ IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
GAME_CTRL_ID_PAUSE, "pause game"
},
{
- IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
+ IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
GAME_CTRL_ID_PLAY, "play game"
},
{
- IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
+ IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
GAME_CTRL_ID_UNDO, "undo step"
},
{
- IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
+ IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
GAME_CTRL_ID_REDO, "redo step"
},
{
- IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
+ IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
GAME_CTRL_ID_SAVE, "save game"
},
{
- IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
+ IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
GAME_CTRL_ID_PAUSE2, "pause game"
},
{
- IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
+ IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
GAME_CTRL_ID_LOAD, "load game"
},
{
- IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
+ IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
SOUND_CTRL_ID_MUSIC, "background music on/off"
},
{
- IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
+ IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
SOUND_CTRL_ID_LOOPS, "sound loops on/off"
},
{
- IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
+ IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
}
};