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added handling game actions also after unsolved game end (not used yet)
author
Holger Schemel
<info@artsoft.org>
Fri, 12 Oct 2018 17:34:30 +0000
(19:34 +0200)
committer
Holger Schemel
<info@artsoft.org>
Fri, 12 Oct 2018 17:34:30 +0000
(19:34 +0200)
src/tools.c
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diff --git
a/src/tools.c
b/src/tools.c
index e9d11c13c2a1f29398e6b88a8e957781206ac372..b23a96dd7c0bd96a5a674617c0e15a079e04c8d4 100644
(file)
--- a/
src/tools.c
+++ b/
src/tools.c
@@
-4236,13
+4236,17
@@
void WaitForEventToContinue(void)
static int RequestHandleEvents(unsigned int req_state)
{
static int RequestHandleEvents(unsigned int req_state)
{
- boolean
level_solv
ed = (game_status == GAME_MODE_PLAYING &&
-
local_player->LevelSolved_GameEnd
);
+ boolean
game_just_end
ed = (game_status == GAME_MODE_PLAYING &&
+
checkGameEnded()
);
int width = request.width;
int height = request.height;
int sx, sy;
int result;
int width = request.width;
int height = request.height;
int sx, sy;
int result;
+ /* when showing request dialog after game ended, deactivate game panel */
+ if (game_just_ended)
+ game.panel.active = FALSE;
+
game.request_active = TRUE;
setRequestPosition(&sx, &sy, FALSE);
game.request_active = TRUE;
setRequestPosition(&sx, &sy, FALSE);
@@
-4254,7
+4258,7
@@
static int RequestHandleEvents(unsigned int req_state)
while (result < 0)
{
while (result < 0)
{
- if (
level_solv
ed)
+ if (
game_just_end
ed)
{
/* the MM game engine does not use a special (scrollable) field buffer */
if (level.game_engine_type != GAME_ENGINE_TYPE_MM)
{
/* the MM game engine does not use a special (scrollable) field buffer */
if (level.game_engine_type != GAME_ENGINE_TYPE_MM)
@@
-4533,7
+4537,7
@@
static int RequestHandleEvents(unsigned int req_state)
}
}
}
}
- if (
level_solv
ed)
+ if (
game_just_end
ed)
{
if (global.use_envelope_request)
{
{
if (global.use_envelope_request)
{