if (redraw_display)
{
RedrawPlayfield();
+
+ UpdateGameDoorValues();
DrawGameDoorValues();
}
}
tape.length_frames = 0;
tape.length_seconds = 0;
+ tape.score_tape_basename[0] = '\0';
+
if (leveldir_current)
- setString(&tape.level_identifier, leveldir_current->identifier);
+ {
+ strncpy(tape.level_identifier, leveldir_current->identifier,
+ MAX_FILENAME_LEN);
+ tape.level_identifier[MAX_FILENAME_LEN] = '\0';
+ }
tape.level_nr = level_nr;
tape.pos[tape.counter].delay = 0;
static void CopyTape(struct TapeInfo *tape_from, struct TapeInfo *tape_to)
{
- if (tape_to->level_identifier != NULL)
- checked_free(tape_to->level_identifier);
-
*tape_to = *tape_from;
-
- tape_to->level_identifier = getStringCopy(tape_from->level_identifier);
}
static void SwapTapes(struct TapeInfo *t1, struct TapeInfo *t2)
static int num_tapes_patched = 0;
static int num_tape_missing = 0;
static boolean level_failed[MAX_TAPES_PER_SET];
+ static char *tape_filename = NULL;
static int patch_nr = 0;
static char *patch_name[] =
{
audio.sound_enabled = FALSE;
setup.engine_snapshot_mode = getStringCopy(STR_SNAPSHOT_MODE_OFF);
+ if (strSuffix(global.autoplay_leveldir, ".tape"))
+ {
+ tape_filename = global.autoplay_leveldir;
+
+ LoadTapeFromFilename(tape_filename);
+
+ global.autoplay_leveldir = tape.level_identifier;
+
+ if (tape.level_nr >= 0 && tape.level_nr < MAX_TAPES_PER_SET)
+ global.autoplay_level[tape.level_nr] = TRUE;
+
+ global.autoplay_all = FALSE;
+ }
+
autoplay_leveldir = getTreeInfoFromIdentifier(leveldir_first,
global.autoplay_leveldir);
continue;
#endif
- if (options.mytapes)
+ if (tape_filename)
+ LoadTapeFromFilename(tape_filename);
+ else if (options.mytapes)
LoadTape(level_nr);
else
LoadSolutionTape(level_nr);
PrintLine("-", 79);
Print("Summary (for automatic parsing by scripts):\n");
Print("LEVELDIR [%s] '%s', SOLVED %d/%d (%d%%)",
- (num_levels_played == num_levels_solved ? " OK " : "WARN"),
+ (num_levels_played == num_levels_solved &&
+ num_levels_played > 0 ? " OK " : "WARN"),
autoplay_leveldir->identifier, num_levels_solved, num_levels_played,
(num_levels_played ? num_levels_solved * 100 / num_levels_played : 0));