* game.c *
***********************************************************/
+#include "libgame/libgame.h"
+
#include "game.h"
-#include "misc.h"
#include "tools.h"
#include "screens.h"
-#include "sound.h"
#include "init.h"
-#include "buttons.h"
#include "files.h"
#include "tape.h"
#include "joystick.h"
void GetPlayerConfig()
{
- if (sound_status == SOUND_OFF)
+ if (!audio.sound_available)
setup.sound = FALSE;
- if (!sound_loops_allowed)
+ if (!audio.loops_available)
{
setup.sound_loops = FALSE;
setup.sound_music = FALSE;
}
+ if (!video.fullscreen_available)
+ setup.fullscreen = FALSE;
+
setup.sound_simple = setup.sound;
InitJoysticks();
{
switch (Feld[x][y])
{
- case EL_SPIELFIGUR:
case EL_SP_MURPHY:
+ if (init_game)
+ {
+ if (stored_player[0].present)
+ {
+ Feld[x][y] = EL_SP_MURPHY_CLONE;
+ break;
+ }
+ }
+ /* no break! */
+ case EL_SPIELFIGUR:
if (init_game)
Feld[x][y] = EL_SPIELER1;
/* no break! */
network_player_action_received = FALSE;
-#ifndef MSDOS
+#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();
if (setup.soft_scrolling)
- XCopyArea(display, fieldbuffer, backbuffer, gc,
- FX, FY, SXSIZE, SYSIZE, SX, SY);
+ BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
redraw_mask |= REDRAW_FROM_BACKBUFFER;
/* copy default game door content to main double buffer */
- XCopyArea(display, pix[PIX_DOOR], drawto, gc,
- DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+ BlitBitmap(pix[PIX_DOOR], drawto,
+ DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
if (level_nr < 100)
DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
else
{
- DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
+ DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
- XCopyArea(display, drawto, drawto, gc,
- DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
- FONT5_XSIZE * 3, FONT5_YSIZE - 1,
- DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
+ BlitBitmap(drawto, drawto,
+ DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
+ FONT5_XSIZE * 3, FONT5_YSIZE - 1,
+ DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
}
DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
MapTapeButtons();
/* copy actual game door content to door double buffer for OpenDoor() */
- XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
- DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
+ BlitBitmap(drawto, pix[PIX_DB_DOOR],
+ DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
OpenDoor(DOOR_OPEN_ALL);
if (setup.sound_music)
PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
- XAutoRepeatOff(display);
+ KeyboardAutoRepeatOff();
if (options.verbose)
{
if (Feld[x][y] == EL_BLOCKED &&
(Store[oldx][oldy] == EL_MORAST_LEER ||
- Store[oldx][oldy] == EL_SIEB_LEER ||
- Store[oldx][oldy] == EL_SIEB2_LEER ||
+ Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
+ Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY ||
Store[oldx][oldy] == EL_AMOEBE_NASS))
{
Feld[oldx][oldy] = Store[oldx][oldy];
return;
}
- if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
+ if ((element == EL_BOMBE ||
+ element == EL_SP_DISK_ORANGE ||
+ element == EL_DX_SUPABOMB) &&
(lastline || object_hit)) /* element is bomb */
{
Bang(x, y);
if (!lastline && object_hit) /* check which object was hit */
{
if (CAN_CHANGE(element) &&
- (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
+ (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
{
int x, y;
int activated_magic_wall =
- (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
+ (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
+ EL_MAGIC_WALL_BD_EMPTY);
/* activate magic wall / mill */
return;
}
}
- else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
+ else if (element == EL_FELSBROCKEN ||
+ element == EL_SP_ZONK ||
+ element == EL_BD_ROCK)
{
if (IS_ENEMY(smashed) ||
smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
+ smashed == EL_DX_SUPABOMB ||
smashed == EL_SONDE || smashed == EL_SCHWEIN ||
smashed == EL_DRACHE || smashed == EL_MOLE)
{
/* play sound of magic wall / mill */
if (!lastline &&
- (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
+ (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
+ Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
{
PlaySoundLevel(x, y, SND_QUIRK);
return;
sound = SND_KLUMPF;
break;
case EL_FELSBROCKEN:
+ case EL_BD_ROCK:
sound = SND_KLOPF;
break;
case EL_SP_ZONK:
MovDir[x][y] = game.balloon_dir;
MovDelay[x][y] = 0;
}
+ else if (element == EL_SPRING_MOVING)
+ {
+ if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
+ (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
+ {
+ Feld[x][y] = EL_SPRING;
+ MovDir[x][y] = MV_NO_MOVING;
+ }
+ MovDelay[x][y] = 0;
+ }
else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
{
int attr_x = -1, attr_y = -1;
Feld[x][y+1] = EL_MORAST_VOLL;
}
}
- else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
+ else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
+ Feld[x][y+1] == EL_MORAST_LEER)
{
InitMovingField(x, y, MV_DOWN);
Store[x][y] = EL_MORAST_VOLL;
}
- else if (element == EL_SIEB_VOLL)
+ else if (element == EL_MAGIC_WALL_FULL)
{
if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
Feld[x][y] = EL_CHANGED(Store2[x][y]);
- Store[x][y] = EL_SIEB_LEER;
+ Store[x][y] = EL_MAGIC_WALL_EMPTY;
}
- else if (Feld[x][y+1] == EL_SIEB_LEER)
+ else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY/4 + 1;
return;
}
- Feld[x][y] = EL_SIEB_LEER;
- Feld[x][y+1] = EL_SIEB_VOLL;
+ Feld[x][y] = EL_MAGIC_WALL_EMPTY;
+ Feld[x][y+1] = EL_MAGIC_WALL_FULL;
Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
Store2[x][y] = 0;
}
}
- else if (element == EL_SIEB2_VOLL)
+ else if (element == EL_MAGIC_WALL_BD_FULL)
{
if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
Feld[x][y] = EL_CHANGED2(Store2[x][y]);
- Store[x][y] = EL_SIEB2_LEER;
+ Store[x][y] = EL_MAGIC_WALL_BD_EMPTY;
}
- else if (Feld[x][y+1] == EL_SIEB2_LEER)
+ else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY/4 + 1;
return;
}
- Feld[x][y] = EL_SIEB2_LEER;
- Feld[x][y+1] = EL_SIEB2_VOLL;
+ Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
+ Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
Store2[x][y] = 0;
}
}
else if (CAN_CHANGE(element) &&
- (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
+ (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
+ Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
{
InitMovingField(x, y, MV_DOWN);
Store[x][y] =
- (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
+ (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL :
+ EL_MAGIC_WALL_BD_FULL);
Store2[x][y+1] = element;
}
else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
#else
else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
- !IS_FALLING(x, y+1) && !JustStopped[x][y+1])
+ !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+ element != EL_DX_SUPABOMB)
#endif
{
boolean left = (x>0 && IS_FREE(x-1, y) &&
if (left || right)
{
- if (left && right && game.emulation != EMU_BOULDERDASH)
+ if (left && right &&
+ (game.emulation != EMU_BOULDERDASH &&
+ element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
left = !(right = RND(2));
InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
{
int newx, newy;
- if ((element == EL_SONDE || element == EL_BALLOON)
+ if ((element == EL_SONDE || element == EL_BALLOON ||
+ element == EL_SPRING_MOVING)
&& JustBeingPushed(x, y))
return;
else if (CAN_FALL(element) && horiz_move &&
y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
step /= 2;
+ else if (element == EL_SPRING_MOVING)
+ step*=2;
#if OLD_GAME_BEHAVIOUR
else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
Store[x][y] = 0;
Feld[x][y] = EL_MORAST_LEER;
}
- else if (Store[x][y] == EL_SIEB_VOLL)
+ else if (Store[x][y] == EL_MAGIC_WALL_FULL)
{
Store[x][y] = 0;
element = Feld[newx][newy] =
- (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
+ (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD);
}
- else if (Store[x][y] == EL_SIEB_LEER)
+ else if (Store[x][y] == EL_MAGIC_WALL_EMPTY)
{
Store[x][y] = Store2[x][y] = 0;
- Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
+ Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY :
+ EL_MAGIC_WALL_DEAD);
}
- else if (Store[x][y] == EL_SIEB2_VOLL)
+ else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL)
{
Store[x][y] = 0;
element = Feld[newx][newy] =
- (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
+ (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL :
+ EL_MAGIC_WALL_BD_DEAD);
}
- else if (Store[x][y] == EL_SIEB2_LEER)
+ else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
{
Store[x][y] = Store2[x][y] = 0;
- Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
+ Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY :
+ EL_MAGIC_WALL_BD_DEAD);
}
else if (Store[x][y] == EL_SALZSAEURE)
{
if (done)
PlaySoundLevel(ax, ay,
- (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
+ (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
}
void AmoebeWaechst(int x, int y)
if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
{
- AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
+ AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
return;
}
}
void SiebAktivieren(int x, int y, int typ)
{
- int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
+ int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
}
dest_x = FX + SCREENX(x)*TILEX;
dest_y = FY + SCREENY(y)*TILEY;
- XCopyArea(display, drawto_field, window, gc,
- dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
+ BlitBitmap(drawto_field, window,
+ dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
SetDrawtoField(DRAW_DIRECT);
}
}
{
int el = Feld[jx+dx][jy];
int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
- el == EL_BALLOON ? 0 : 10);
+ (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
{
#endif
*/
-#ifndef MSDOS
+#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;
}
-#ifndef MSDOS
+#if defined(PLATFORM_UNIX)
if (network_playing)
SendToServer_MovePlayer(summarized_player_action);
#endif
boolean sieb = FALSE;
int jx = local_player->jx, jy = local_player->jy;
- if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
- Store[x][y] == EL_SIEB_LEER)
+ if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL ||
+ Store[x][y] == EL_MAGIC_WALL_EMPTY)
{
SiebAktivieren(x, y, 1);
sieb = TRUE;
}
- else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
- Store[x][y] == EL_SIEB2_LEER)
+ else if (element == EL_MAGIC_WALL_BD_EMPTY ||
+ element == EL_MAGIC_WALL_BD_FULL ||
+ Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
{
SiebAktivieren(x, y, 2);
sieb = TRUE;
{
element = Feld[x][y];
- if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
+ if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL)
{
- Feld[x][y] = EL_SIEB_TOT;
+ Feld[x][y] = EL_MAGIC_WALL_DEAD;
DrawLevelField(x, y);
}
- else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
+ else if (element == EL_MAGIC_WALL_BD_EMPTY ||
+ element == EL_MAGIC_WALL_BD_FULL)
{
- Feld[x][y] = EL_SIEB2_TOT;
+ Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
DrawLevelField(x, y);
}
}
}
DrawAllPlayers();
+
+ if (options.debug) /* calculate frames per second */
+ {
+ static unsigned long fps_counter = 0;
+ static int fps_frames = 0;
+ unsigned long fps_delay_ms = Counter() - fps_counter;
+
+ fps_frames++;
+
+ 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();
+ }
+
+ redraw_mask |= REDRAW_FPS;
+ }
}
static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
int x, y;
- XCopyArea(display, drawto_field, drawto_field, gc,
- FX + TILEX*(dx == -1) - softscroll_offset,
- FY + TILEY*(dy == -1) - softscroll_offset,
- SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
- SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
- FX + TILEX*(dx == 1) - softscroll_offset,
- FY + TILEY*(dy == 1) - softscroll_offset);
+ BlitBitmap(drawto_field, drawto_field,
+ FX + TILEX*(dx == -1) - softscroll_offset,
+ FY + TILEY*(dy == -1) - softscroll_offset,
+ SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
+ SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
+ FX + TILEX*(dx == 1) - softscroll_offset,
+ FY + TILEY*(dy == 1) - softscroll_offset);
if (dx)
{
RemoveField(x, y);
player->key[key_nr] = TRUE;
RaiseScoreElement(EL_SCHLUESSEL);
- DrawMiniGraphicExt(drawto, gc,
- DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
- DrawMiniGraphicExt(window, gc,
- DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
+ DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1 + key_nr);
+ DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1 + key_nr);
PlaySoundLevel(x, y, SND_PONG);
break;
}
RemoveField(x, y);
player->key[key_nr] = TRUE;
RaiseScoreElement(EL_SCHLUESSEL);
- DrawMiniGraphicExt(drawto, gc,
- DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
- DrawMiniGraphicExt(window, gc,
- DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
+ DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1 + key_nr);
+ DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1 + key_nr);
PlaySoundLevel(x, y, SND_PONG);
break;
}
break;
case EL_FELSBROCKEN:
+ case EL_BD_ROCK:
case EL_BOMBE:
+ case EL_DX_SUPABOMB:
case EL_KOKOSNUSS:
case EL_ZEIT_LEER:
case EL_SP_ZONK:
case EL_SP_DISK_ORANGE:
+ case EL_SPRING:
if (dy || mode == DF_SNAP)
return MF_NO_ACTION;
if (player->push_delay == 0)
player->push_delay = FrameCounter;
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !tape.playing)
+ !tape.playing && element != EL_SPRING)
return MF_NO_ACTION;
RemoveField(x, y);
Feld[x+dx][y+dy] = element;
- player->push_delay_value = 2+RND(8);
+ if (element == EL_SPRING)
+ {
+ Feld[x+dx][y+dy] = EL_SPRING_MOVING;
+ MovDir[x+dx][y+dy] = move_direction;
+ }
+
+ player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
DrawLevelField(x+dx, y+dy);
- if (element == EL_FELSBROCKEN)
+ if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
else if (element == EL_KOKOSNUSS)
PlaySoundLevel(x+dx, y+dy, SND_KNURK);
case EL_SONDE:
case EL_SP_DISK_YELLOW:
case EL_BALLOON:
- case EL_SPRING:
if (mode == DF_SNAP)
return MF_NO_ACTION;
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;
for (i=0; i<NUM_GAME_BUTTONS; i++)
{
- Pixmap gd_pixmap = pix[PIX_DOOR];
+ Bitmap gd_bitmap = pix[PIX_DOOR];
struct GadgetInfo *gi;
int button_type;
boolean checked;
GDI_TYPE, button_type,
GDI_STATE, GD_BUTTON_UNPRESSED,
GDI_CHECKED, checked,
- GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
- GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
- GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
- GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
+ GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
+ GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
+ GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
+ GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
GDI_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleGameButtons,
GDI_END);
Request("Do you really want to quit the game ?",
REQ_ASK | REQ_STAY_CLOSED))
{
-#ifndef MSDOS
+#if defined(PLATFORM_UNIX)
if (options.network)
SendToServer_StopPlaying();
else
case GAME_CTRL_ID_PAUSE:
if (options.network)
{
-#ifndef MSDOS
+#if defined(PLATFORM_UNIX)
if (tape.pausing)
SendToServer_ContinuePlaying();
else
case GAME_CTRL_ID_PLAY:
if (tape.pausing)
{
-#ifndef MSDOS
+#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 (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 (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 (audio.sound_available)
setup.sound = setup.sound_simple = TRUE;
break;