X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Finit.c;h=683bacdb44dcf328f2ce18389100ffe4a809de46;hp=8d410a560b7aabd74c4f1d57cde209251cc9cab5;hb=85019a08c195ac31e548b0549053fbc9f71b427f;hpb=64e7c54dce6ea8c063f04198c64c5057d751c928 diff --git a/src/init.c b/src/init.c index 8d410a56..683bacdb 100644 --- a/src/init.c +++ b/src/init.c @@ -481,8 +481,8 @@ static void InitFontGraphicInfo(void) } // reset non-redefined ".active" font graphics if normal font is redefined - /* (this different treatment is needed because normal and active fonts are - independently defined ("active" is not a property of font definitions!) */ + // (this different treatment is needed because normal and active fonts are + // independently defined ("active" is not a property of font definitions!) for (i = 0; i < NUM_FONTS; i++) { int font_nr_base = i; @@ -515,8 +515,8 @@ static void InitFontGraphicInfo(void) boolean active_redefined = getImageListEntryFromImageID(active_graphic)->redefined; - /* same as above, but check special graphic definitions, for example: - redefined "font.menu_1.MAIN" invalidates "font.menu_1.active.MAIN" */ + // same as above, but check special graphic definitions, for example: + // redefined "font.menu_1.MAIN" invalidates "font.menu_1.active.MAIN" if (base_redefined && !active_redefined) { font_info[font_nr_active].special_graphic[j] = @@ -955,8 +955,8 @@ static void InitElementGraphicInfo(void) UPDATE_BUSY_STATE(); - /* adjust graphics with 2nd tile for movement according to direction - (do this before correcting '-1' values to minimize calculations) */ + // adjust graphics with 2nd tile for movement according to direction + // (do this before correcting '-1' values to minimize calculations) for (i = 0; i < MAX_NUM_ELEMENTS; i++) { for (act = 0; act < NUM_ACTIONS; act++) @@ -1970,8 +1970,8 @@ static void InitElementSoundInfo(void) } } - /* copy sound settings to some elements that are only stored in level file - in native R'n'D levels, but are used by game engine in native EM levels */ + // copy sound settings to some elements that are only stored in level file + // in native R'n'D levels, but are used by game engine in native EM levels for (i = 0; copy_properties[i][0] != -1; i++) for (j = 1; j <= 4; j++) for (act = 0; act < NUM_ACTIONS; act++) @@ -2151,8 +2151,8 @@ static void InitGameModeMusicInfo(void) } // now set all '-1' values to menu specific default values - /* (undefined values of "levelset.music[]" might stay at "-1" to - allow dynamic selection of music files from music directory!) */ + // (undefined values of "levelset.music[]" might stay at "-1" to + // allow dynamic selection of music files from music directory!) for (i = 0; i < MAX_LEVELS; i++) if (levelset.music[i] == -1) levelset.music[i] = default_levelset_music; @@ -3687,8 +3687,8 @@ void InitElementPropertiesStatic(void) EL_WALL_PEARL, EL_WALL_CRYSTAL, - /* the following elements are a direct copy of "indestructible" elements, - except "EL_ACID", which is "indestructible", but not "solid"! */ + // the following elements are a direct copy of "indestructible" elements, + // except "EL_ACID", which is "indestructible", but not "solid"! #if 0 EL_ACID, #endif @@ -6061,6 +6061,8 @@ void OpenAll(void) InitNetworkSettings(); + InitRuntimeInfo(); + if (network.serveronly) { #if defined(PLATFORM_UNIX) @@ -6194,16 +6196,13 @@ void CloseAllAndExit(int exit_value) FreeAllImages(); -#if defined(TARGET_SDL) -#if defined(TARGET_SDL2) // !!! TODO !!! // set a flag to tell the network server thread to quit and wait for it // using SDL_WaitThread() -#else - if (network_server) // terminate network server - SDL_KillThread(server_thread); -#endif -#endif + // + // Code used with SDL 1.2: + // if (network_server) // terminate network server + // SDL_KillThread(server_thread); CloseVideoDisplay(); ClosePlatformDependentStuff();