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removed SDL 2.0 key symbols (using preprocessor) when compiling for SDL 1.2
[rocksndiamonds.git]
/
src
/
tools.c
diff --git
a/src/tools.c
b/src/tools.c
index 903818a414b6b5ea5ca0a23ec70640b7d57a1b22..9e06ab4ad18d4b9b70ac3162f9d48562693cf939 100644
(file)
--- a/
src/tools.c
+++ b/
src/tools.c
@@
-1574,6
+1574,10
@@
void getSizedGraphicSourceExt(int graphic, int frame, int tilesize,
{
struct GraphicInfo *g = &graphic_info[graphic];
{
struct GraphicInfo *g = &graphic_info[graphic];
+ // if no graphics defined at all, use fallback graphics
+ if (g->bitmaps == NULL)
+ *g = graphic_info[IMG_CHAR_EXCLAM];
+
// if no in-game graphics defined, always use standard graphic size
if (g->bitmaps[IMG_BITMAP_GAME] == NULL)
tilesize = TILESIZE;
// if no in-game graphics defined, always use standard graphic size
if (g->bitmaps[IMG_BITMAP_GAME] == NULL)
tilesize = TILESIZE;
@@
-4182,8
+4186,8
@@
static int RequestHandleEvents(unsigned int req_state)
case KSYM_Return:
case KSYM_y:
case KSYM_Return:
case KSYM_y:
- case KSYM_Y:
#if defined(TARGET_SDL2)
#if defined(TARGET_SDL2)
+ case KSYM_Y:
case KSYM_Select:
case KSYM_Menu:
#if defined(KSYM_Rewind)
case KSYM_Select:
case KSYM_Menu:
#if defined(KSYM_Rewind)
@@
-4195,8
+4199,8
@@
static int RequestHandleEvents(unsigned int req_state)
case KSYM_Escape:
case KSYM_n:
case KSYM_Escape:
case KSYM_n:
- case KSYM_N:
#if defined(TARGET_SDL2)
#if defined(TARGET_SDL2)
+ case KSYM_N:
case KSYM_Back:
#if defined(KSYM_FastForward)
case KSYM_FastForward: /* for Amazon Fire TV remote */
case KSYM_Back:
#if defined(KSYM_FastForward)
case KSYM_FastForward: /* for Amazon Fire TV remote */
@@
-5150,11
+5154,14
@@
unsigned int MoveDoor(unsigned int door_state)
{
/* wait for specified door action post delay */
if (door_state & DOOR_ACTION_1 && door_state & DOOR_ACTION_2)
{
/* wait for specified door action post delay */
if (door_state & DOOR_ACTION_1 && door_state & DOOR_ACTION_2)
-
Delay(MAX(door_1.post_delay, door_2.post_delay)
);
+
door_delay_value = MAX(door_1.post_delay, door_2.post_delay
);
else if (door_state & DOOR_ACTION_1)
else if (door_state & DOOR_ACTION_1)
-
Delay(door_1.post_delay)
;
+
door_delay_value = door_1.post_delay
;
else if (door_state & DOOR_ACTION_2)
else if (door_state & DOOR_ACTION_2)
- Delay(door_2.post_delay);
+ door_delay_value = door_2.post_delay;
+
+ while (!DelayReached(&door_delay, door_delay_value))
+ BackToFront();
}
}
}
}