setup.sound_music = FALSE;
}
+ if (!fullscreen_available)
+ setup.fullscreen = FALSE;
+
setup.sound_simple = setup.sound;
InitJoysticks();
network_player_action_received = FALSE;
-#ifndef MSDOS
+#if !defined(MSDOS) && !defined(WIN32)
/* initial null action */
if (network_playing)
SendToServer_MovePlayer(MV_NO_MOVING);
DrawAllPlayers();
FadeToFront();
- /* after drawing the level, corect some elements */
-
+ /* after drawing the level, correct some elements */
if (game.timegate_time_left == 0)
CloseAllOpenTimegates();
#endif
*/
-#ifndef MSDOS
+#if !defined(MSDOS) && !defined(WIN32)
/* 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(MSDOS) && !defined(WIN32)
if (network_playing)
SendToServer_MovePlayer(summarized_player_action);
#endif
}
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)
Request("Do you really want to quit the game ?",
REQ_ASK | REQ_STAY_CLOSED))
{
-#ifndef MSDOS
+#if !defined(MSDOS) && !defined(WIN32)
if (options.network)
SendToServer_StopPlaying();
else
case GAME_CTRL_ID_PAUSE:
if (options.network)
{
-#ifndef MSDOS
+#if !defined(MSDOS) && !defined(WIN32)
if (tape.pausing)
SendToServer_ContinuePlaying();
else
case GAME_CTRL_ID_PLAY:
if (tape.pausing)
{
-#ifndef MSDOS
+#if !defined(MSDOS) && !defined(WIN32)
if (options.network)
SendToServer_ContinuePlaying();
else