return FALSE;
}
+ TreeInfo *tree_node = NULL;
int tree_type = GetZipFileTreeType(filename);
char *directory = TREE_USERDIR(tree_type);
return FALSE;
}
+ if (tree_type == TREE_TYPE_LEVEL_DIR &&
+ game_status == GAME_MODE_LEVELS &&
+ leveldir_current->node_parent != NULL)
+ {
+ // extract new level set next to currently selected level set
+ tree_node = leveldir_current;
+
+ // get parent directory of currently selected level set directory
+ directory = getLevelDirFromTreeInfo(leveldir_current->node_parent);
+
+ // use private level directory instead of top-level package level directory
+ if (strPrefix(directory, options.level_directory) &&
+ strEqual(leveldir_current->node_parent->fullpath, "."))
+ directory = getUserLevelDir(NULL);
+ }
+
+ // extract level or artwork set from zip file to target directory
char *top_dir = ExtractZipFileIntoDirectory(filename, directory, tree_type);
if (top_dir == NULL)
return FALSE;
}
- AddUserTreeSetToTreeInfo(top_dir, tree_type);
-
- // when adding new level set in main menu, select it as current level set
- if (tree_type == TREE_TYPE_LEVEL_DIR &&
- game_status == GAME_MODE_MAIN &&
- !game.request_active)
- {
- // change current level set to newly added level set from zip file
- leveldir_current = getTreeInfoFromIdentifier(leveldir_first, top_dir);
-
- // change current level number to first level of newly added level set
- level_nr = leveldir_current->first_level;
-
- // redraw screen to reflect changed level set
- DrawMainMenu();
+ // add extracted level or artwork set to tree info structure
+ AddTreeSetToTreeInfo(tree_node, directory, top_dir, tree_type);
- // save this level set and level number as last selected level set
- SaveLevelSetup_LastSeries();
- SaveLevelSetup_SeriesInfo();
- }
+ // update menu screen (and possibly change current level set)
+ DrawScreenAfterAddingSet(top_dir, tree_type);
return TRUE;
}
for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
{
byte key_action = 0;
+ byte key_snap_action = 0;
if (setup.input[pnr].use_joystick)
continue;
{
ssi = setup.shortcut;
+ // also remember normal snap key when handling snap+direction keys
+ key_snap_action |= key_action & JOY_BUTTON_SNAP;
+
for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
if (key == *key_info[i].key_snap)
- key_action |= key_info[i].action | JOY_BUTTON_SNAP;
+ {
+ key_action |= key_info[i].action | JOY_BUTTON_SNAP;
+ key_snap_action |= key_info[i].action;
+ }
+ }
}
if (key_status == KEY_PRESSED)
- stored_player[pnr].action |= key_action;
+ {
+ stored_player[pnr].action |= key_action;
+ stored_player[pnr].snap_action |= key_snap_action;
+ }
else
- stored_player[pnr].action &= ~key_action;
+ {
+ stored_player[pnr].action &= ~key_action;
+ stored_player[pnr].snap_action &= ~key_snap_action;
+ }
+
+ // restore snap action if one of several pressed snap keys was released
+ if (stored_player[pnr].snap_action)
+ stored_player[pnr].action |= JOY_BUTTON_SNAP;
if (tape.single_step && tape.recording && tape.pausing && !tape.use_mouse)
{