if (game_status != GAME_MODE_PLAYING)
return;
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+ RedrawPlayfield_BD(TRUE);
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
RedrawPlayfield_EM(TRUE);
else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
RedrawPlayfield_SP(TRUE);
void BlitScreenToBitmap(Bitmap *target_bitmap)
{
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+ BlitScreenToBitmap_BD(target_bitmap);
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
BlitScreenToBitmap_EM(target_bitmap);
else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
BlitScreenToBitmap_SP(target_bitmap);
fade_type_skip != FADE_MODE_SKIP_FADE_OUT)
BackToFront();
+ // when using BD game engine, cover playfield before fading out after a game
+ if (game_bd.cover_screen)
+ CoverScreen_BD();
+
SetScreenStates_BeforeFadingOut();
SetTileCursorActive(FALSE);
static void TestGeneratingUUIDs_RunTest(int nr, int always_seed, int num_uuids)
{
- struct hashtable *hash_seeds =
- create_hashtable(16, 0.75, get_hash_from_key, hash_keys_are_equal);
- struct hashtable *hash_uuids =
- create_hashtable(16, 0.75, get_hash_from_key, hash_keys_are_equal);
+ HashTable *hash_seeds =
+ create_hashtable(get_hash_from_string, hash_key_strings_are_equal, free, NULL);
+ HashTable *hash_uuids =
+ create_hashtable(get_hash_from_string, hash_key_strings_are_equal, free, NULL);
static char message[100];
int i;
Request(message, REQ_CONFIRM);
- hashtable_destroy(hash_seeds, 0);
- hashtable_destroy(hash_uuids, 0);
+ hashtable_destroy(hash_seeds);
+ hashtable_destroy(hash_uuids);
}
void TestGeneratingUUIDs(void)