Overview
| Comment: | Fix a bug in game.c causing it to use the wrong replay data when switching between the game and editor. |
|---|---|
| Downloads: | Tarball | ZIP archive |
| Timelines: | family | ancestors | descendants | both | trunk |
| Files: | files | file ages | folders |
| SHA1: |
d0f39b05fa3ee91c953425d4e5809854 |
| User & Date: | user on 2021-03-23 05:06:47.583 |
| Other Links: | manifest | tags |
Context
|
2021-03-23
| ||
| 05:18 | Implement %R substitution for roman numbers, and do not throw a type mismatch error during string substitution check-in: ca9c200f64 user: user tags: trunk | |
| 05:06 | Fix a bug in game.c causing it to use the wrong replay data when switching between the game and editor. check-in: d0f39b05fa user: user tags: trunk | |
| 05:00 | Implement the possibility to add new levels into the puzzle set. check-in: bbdc443497 user: user tags: trunk | |
Changes
Modified game.c
from [9b17d3be8b]
to [be2f426be6].
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}
}
void run_game(void) {
int i;
SDL_Event ev;
set_caption();
if(side_mode==255) setup_game();
begin_level(level_id);
redraw_game();
timerflag=0;
SDL_SetTimer(10,timer_callback);
while(SDL_WaitEvent(&ev)) {
switch(ev.type) {
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}
}
void run_game(void) {
int i;
SDL_Event ev;
set_caption();
replay_count=0;
if(side_mode==255) setup_game();
begin_level(level_id);
redraw_game();
timerflag=0;
SDL_SetTimer(10,timer_callback);
while(SDL_WaitEvent(&ev)) {
switch(ev.type) {
|
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case SDL_KEYDOWN:
i=exec_key_binding(&ev,0,0,0,game_command,0);
command:
if(i==-1) goto quit;
if(i==-2) {
main_options['e']=1;
SDL_SetTimer(0,0);
return;
}
replay:
if(inputs_count) {
for(i=0;i<inputs_count && !gameover;i++) if(inputs[i]) input_move(inputs[i]);
inputs_count=0;
no_dead_anim=0;
}
redraw_game();
timerflag=0; // ensure we have not missed a timer event
break;
}
}
quit:
save_replay();
exit(0);
}
void run_auto_test(void) {
Uint8 rc=0;
int lvl,pro,i,n;
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case SDL_KEYDOWN:
i=exec_key_binding(&ev,0,0,0,game_command,0);
command:
if(i==-1) goto quit;
if(i==-2) {
main_options['e']=1;
SDL_SetTimer(0,0);
save_replay();
return;
}
replay:
if(inputs_count) {
for(i=0;i<inputs_count && !gameover;i++) if(inputs[i]) input_move(inputs[i]);
inputs_count=0;
no_dead_anim=0;
}
redraw_game();
timerflag=0; // ensure we have not missed a timer event
break;
}
}
quit:
SDL_SetTimer(0,0);
save_replay();
exit(0);
}
void run_auto_test(void) {
Uint8 rc=0;
int lvl,pro,i,n;
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