void GetPlayerConfig()
{
- if (sound_status == SOUND_OFF)
+ if (!sysinfo.audio_available)
setup.sound = FALSE;
- if (!sound_loops_allowed)
+ if (!sysinfo.audio_loops_available)
{
setup.sound_loops = FALSE;
setup.sound_music = FALSE;
network_player_action_received = FALSE;
-#if !defined(MSDOS) && !defined(WIN32)
+#if defined(PLATFORM_UNIX)
/* initial null action */
if (network_playing)
SendToServer_MovePlayer(MV_NO_MOVING);
ZX = ZY = -1;
- game.yam_content_nr = 0;
FrameCounter = 0;
TimeFrames = 0;
TimePlayed = 0;
ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
AllPlayersGone = FALSE;
+
+ game.yam_content_nr = 0;
game.magic_wall_active = FALSE;
game.magic_wall_time_left = 0;
game.light_time_left = 0;
DrawAllPlayers();
FadeToFront();
- /* after drawing the level, corect some elements */
-
+ /* after drawing the level, correct some elements */
if (game.timegate_time_left == 0)
CloseAllOpenTimegates();
#endif
*/
-#if !defined(MSDOS) && !defined(WIN32)
+#if defined(PLATFORM_UNIX)
/* last chance to get network player actions without main loop delay */
HandleNetworking();
#endif
stored_player[i].effective_action = stored_player[i].action;
}
-#if !defined(MSDOS) && !defined(WIN32)
+#if defined(PLATFORM_UNIX)
if (network_playing)
SendToServer_MovePlayer(summarized_player_action);
#endif
volume = PSND_MAX_VOLUME;
-#ifndef MSDOS
+#if !defined(PLATFORM_MSDOS)
stereo = (sx - SCR_FIELDX/2) * 12;
#else
stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
Request("Do you really want to quit the game ?",
REQ_ASK | REQ_STAY_CLOSED))
{
-#if !defined(MSDOS) && !defined(WIN32)
+#if defined(PLATFORM_UNIX)
if (options.network)
SendToServer_StopPlaying();
else
case GAME_CTRL_ID_PAUSE:
if (options.network)
{
-#if !defined(MSDOS) && !defined(WIN32)
+#if defined(PLATFORM_UNIX)
if (tape.pausing)
SendToServer_ContinuePlaying();
else
case GAME_CTRL_ID_PLAY:
if (tape.pausing)
{
-#if !defined(MSDOS) && !defined(WIN32)
+#if defined(PLATFORM_UNIX)
if (options.network)
SendToServer_ContinuePlaying();
else
setup.sound_music = FALSE;
FadeSound(background_loop[level_nr % num_bg_loops]);
}
- else if (sound_loops_allowed)
+ else if (sysinfo.audio_loops_available)
{
setup.sound = setup.sound_music = TRUE;
PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
case SOUND_CTRL_ID_LOOPS:
if (setup.sound_loops)
setup.sound_loops = FALSE;
- else if (sound_loops_allowed)
+ else if (sysinfo.audio_loops_available)
setup.sound = setup.sound_loops = TRUE;
break;
case SOUND_CTRL_ID_SIMPLE:
if (setup.sound_simple)
setup.sound_simple = FALSE;
- else if (sound_status==SOUND_AVAILABLE)
+ else if (sysinfo.audio_available)
setup.sound = setup.sound_simple = TRUE;
break;