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added setup option to skip displaying the high scores after solving a level
[rocksndiamonds.git]
/
src
/
tools.c
diff --git
a/src/tools.c
b/src/tools.c
index f06ddb8efbb5333c0359667199131c4c6c443c29..aac531f02f3964afc8504d3cbbbe3372c67628b4 100644
(file)
--- a/
src/tools.c
+++ b/
src/tools.c
@@
-4392,13
+4392,11
@@
static boolean RequestDoor(char *text, unsigned int req_state)
SetMouseCursor(CURSOR_DEFAULT);
SetMouseCursor(CURSOR_DEFAULT);
-#if defined(NETWORK_AVALIABLE)
/* pause network game while waiting for request to answer */
/* pause network game while waiting for request to answer */
- if (
options.network
&&
+ if (
network.enabled
&&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
-#endif
old_door_state = GetDoorState();
old_door_state = GetDoorState();
@@
-4534,13
+4532,11
@@
static boolean RequestDoor(char *text, unsigned int req_state)
SetDrawBackgroundMask(REDRAW_FIELD);
}
SetDrawBackgroundMask(REDRAW_FIELD);
}
-#if defined(NETWORK_AVALIABLE)
/* continue network game after request */
/* continue network game after request */
- if (
options.network
&&
+ if (
network.enabled
&&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
-#endif
/* restore deactivated drawing when quick-loading level tape recording */
if (tape.playing && tape.deactivate_display)
/* restore deactivated drawing when quick-loading level tape recording */
if (tape.playing && tape.deactivate_display)
@@
-4562,13
+4558,11
@@
static boolean RequestEnvelope(char *text, unsigned int req_state)
SetMouseCursor(CURSOR_DEFAULT);
SetMouseCursor(CURSOR_DEFAULT);
-#if defined(NETWORK_AVALIABLE)
/* pause network game while waiting for request to answer */
/* pause network game while waiting for request to answer */
- if (
options.network
&&
+ if (
network.enabled
&&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
-#endif
/* simulate releasing mouse button over last gadget, if still pressed */
if (button_status)
/* simulate releasing mouse button over last gadget, if still pressed */
if (button_status)
@@
-4621,13
+4615,11
@@
static boolean RequestEnvelope(char *text, unsigned int req_state)
SetDrawBackgroundMask(REDRAW_FIELD);
}
SetDrawBackgroundMask(REDRAW_FIELD);
}
-#if defined(NETWORK_AVALIABLE)
/* continue network game after request */
/* continue network game after request */
- if (
options.network
&&
+ if (
network.enabled
&&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
-#endif
/* restore deactivated drawing when quick-loading level tape recording */
if (tape.playing && tape.deactivate_display)
/* restore deactivated drawing when quick-loading level tape recording */
if (tape.playing && tape.deactivate_display)