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added generic solution for naming conventions of extra graphic definitions
[rocksndiamonds.git]
/
src
/
game.c
diff --git
a/src/game.c
b/src/game.c
index 2aa3b3458e28d98d216dded012f8ab491bb23e69..fb6691a72849769c94eacd0015a628acb54ca1af 100644
(file)
--- a/
src/game.c
+++ b/
src/game.c
@@
-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);
- SetGameStatus(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
+3113,16
@@
void InitGame()
if (CheckIfGlobalBorderHasChanged())
fade_mask = REDRAW_ALL;
if (CheckIfGlobalBorderHasChanged())
fade_mask = REDRAW_ALL;
- Fade
Out(fade_mask
);
+ Fade
SoundsAndMusic(
);
- OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
+ ExpireSoundLoops(TRUE);
+
+ FadeOut(fade_mask);
ClearField();
ClearField();
+ OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
+
DrawCompleteVideoDisplay();
InitGameEngine();
DrawCompleteVideoDisplay();
InitGameEngine();
@@
-14851,47
+14855,47
@@
static struct
} gamebutton_info[NUM_GAME_BUTTONS] =
{
{
} gamebutton_info[NUM_GAME_BUTTONS] =
{
{
- IMG_G
AME_BUTTON_GFX
_STOP, &game.button.stop,
+ IMG_G
FX_GAME_BUTTON
_STOP, &game.button.stop,
GAME_CTRL_ID_STOP, "stop game"
},
{
GAME_CTRL_ID_STOP, "stop game"
},
{
- IMG_G
AME_BUTTON_GFX
_PAUSE, &game.button.pause,
+ IMG_G
FX_GAME_BUTTON
_PAUSE, &game.button.pause,
GAME_CTRL_ID_PAUSE, "pause game"
},
{
GAME_CTRL_ID_PAUSE, "pause game"
},
{
- IMG_G
AME_BUTTON_GFX
_PLAY, &game.button.play,
+ IMG_G
FX_GAME_BUTTON
_PLAY, &game.button.play,
GAME_CTRL_ID_PLAY, "play game"
},
{
GAME_CTRL_ID_PLAY, "play game"
},
{
- IMG_G
AME_BUTTON_GFX
_UNDO, &game.button.undo,
+ IMG_G
FX_GAME_BUTTON
_UNDO, &game.button.undo,
GAME_CTRL_ID_UNDO, "undo step"
},
{
GAME_CTRL_ID_UNDO, "undo step"
},
{
- IMG_G
AME_BUTTON_GFX
_REDO, &game.button.redo,
+ IMG_G
FX_GAME_BUTTON
_REDO, &game.button.redo,
GAME_CTRL_ID_REDO, "redo step"
},
{
GAME_CTRL_ID_REDO, "redo step"
},
{
- IMG_G
AME_BUTTON_GFX
_SAVE, &game.button.save,
+ IMG_G
FX_GAME_BUTTON
_SAVE, &game.button.save,
GAME_CTRL_ID_SAVE, "save game"
},
{
GAME_CTRL_ID_SAVE, "save game"
},
{
- IMG_G
AME_BUTTON_GFX
_PAUSE2, &game.button.pause2,
+ IMG_G
FX_GAME_BUTTON
_PAUSE2, &game.button.pause2,
GAME_CTRL_ID_PAUSE2, "pause game"
},
{
GAME_CTRL_ID_PAUSE2, "pause game"
},
{
- IMG_G
AME_BUTTON_GFX
_LOAD, &game.button.load,
+ IMG_G
FX_GAME_BUTTON
_LOAD, &game.button.load,
GAME_CTRL_ID_LOAD, "load game"
},
{
GAME_CTRL_ID_LOAD, "load game"
},
{
- IMG_G
AME_BUTTON_GFX
_SOUND_MUSIC, &game.button.sound_music,
+ IMG_G
FX_GAME_BUTTON
_SOUND_MUSIC, &game.button.sound_music,
SOUND_CTRL_ID_MUSIC, "background music on/off"
},
{
SOUND_CTRL_ID_MUSIC, "background music on/off"
},
{
- IMG_G
AME_BUTTON_GFX
_SOUND_LOOPS, &game.button.sound_loops,
+ IMG_G
FX_GAME_BUTTON
_SOUND_LOOPS, &game.button.sound_loops,
SOUND_CTRL_ID_LOOPS, "sound loops on/off"
},
{
SOUND_CTRL_ID_LOOPS, "sound loops on/off"
},
{
- IMG_G
AME_BUTTON_GFX
_SOUND_SIMPLE, &game.button.sound_simple,
+ IMG_G
FX_GAME_BUTTON
_SOUND_SIMPLE, &game.button.sound_simple,
SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
}
};
SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
}
};