Removal of redraw hacks obsoleted by revisions 390 (introduction of SOLARSYS_STATE.PauseRotate), 469 (save of screen state) and 1321 (abolishment of IPtask_func); dead PlayMusic() hacks also removed; also fixes bug #868
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@3331 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
+7
-60
@@ -875,17 +875,6 @@ Restart:
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{ // Selected LOAD from main menu, and now canceled
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GLOBAL (CurrentActivity) |= CHECK_ABORT;
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}
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else if (pSolarSysState)
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{
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#define DRAW_REFRESH (1 << 5)
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#define REPAIR_SCAN (1 << 6)
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extern BYTE draw_sys_flags;
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if (pSolarSysState->MenuState.Initialized < 3)
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draw_sys_flags |= DRAW_REFRESH;
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else if (pSolarSysState->MenuState.Initialized == 4)
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draw_sys_flags |= REPAIR_SCAN;
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}
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return (FALSE);
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}
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else if (PulsedInputState.menu[KEY_MENU_SELECT])
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@@ -922,17 +911,6 @@ Restart:
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goto Restart;
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}
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ResumeMusic ();
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if (pSolarSysState)
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{
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#define DRAW_REFRESH (1 << 5)
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#define REPAIR_SCAN (1 << 6)
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extern BYTE draw_sys_flags;
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if (pSolarSysState->MenuState.Initialized < 3)
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draw_sys_flags |= DRAW_REFRESH;
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else if (pSolarSysState->MenuState.Initialized == 4)
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draw_sys_flags |= REPAIR_SCAN;
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}
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}
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else
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{
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@@ -1120,7 +1098,6 @@ PickGame (MENU_STATE *pMS)
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if (pSolarSysState)
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{
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++pSolarSysState->MenuState.Initialized;
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pSolarSysState->PauseRotate = 1;
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TaskSwitch ();
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}
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@@ -1132,6 +1109,7 @@ PickGame (MENU_STATE *pMS)
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DlgStamp.origin.x = 0;
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DlgStamp.origin.y = 0;
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// Save the current state of the screen for later restoration
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DlgRect.corner.x = SIS_ORG_X;
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DlgRect.corner.y = SIS_ORG_Y;
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DlgRect.extent.width = SIS_SCREEN_WIDTH;
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@@ -1164,46 +1142,15 @@ PickGame (MENU_STATE *pMS)
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}
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if (!(GLOBAL (CurrentActivity) & (CHECK_ABORT | CHECK_LOAD)))
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{ // Restore previous screen if necessary
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// TODO: Need a better test for in-encounter
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if (CommData.ConversationPhrasesRes
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|| !(pSolarSysState
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&& pSolarSysState->MenuState.Initialized < 3))
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{
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SetTransitionSource (&DlgRect);
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BatchGraphics ();
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DrawStamp(&DlgStamp);
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ScreenTransition (3, &DlgRect);
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UnbatchGraphics ();
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}
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{ // Restore previous screen
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SetTransitionSource (&DlgRect);
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BatchGraphics ();
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DrawStamp (&DlgStamp);
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ScreenTransition (3, &DlgRect);
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UnbatchGraphics ();
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if (pSolarSysState)
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{
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/* We're in interplanetary, so we let the IP
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* functions know we're ready to draw stuff
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* again and then update the frame twice; once
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* for the screen transition, and once to draw
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* the ships afterwards. */
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--pSolarSysState->MenuState.Initialized;
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pSolarSysState->PauseRotate = 0;
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IP_frame ();
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IP_frame ();
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// TODO: Need a better test for in-encounter
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if (!CommData.ConversationPhrasesRes
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&& !PLRPlaying ((MUSIC_REF)~0))
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{
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if (pSolarSysState->MenuState.Initialized < 3)
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{
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PlayMusic (SpaceMusic, TRUE, 1);
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}
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else
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{
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PlayMusic (LanderMusic, TRUE, 1);
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}
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}
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}
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}
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DestroyDrawable (ReleaseDrawable (DlgStamp.frame));
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@@ -2088,7 +2088,6 @@ rotate_planet_task (void *data)
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// to acquire the graphics lock
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LockMutex (GraphicsLock);
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if (*(volatile UBYTE *)&pSS->PauseRotate != 1
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// if (((SOLARSYS_STATE *volatile)pSS)->MenuState.Initialized <= 3
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&& !(GLOBAL (CurrentActivity) & CHECK_ABORT))
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{
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//PauseRotate == 2 is a single-step
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