auto-cellcount; automatically set subpattern flags when geometry switching

This commit is contained in:
Zeno Rogue 2017-12-14 02:54:18 +01:00
parent 5884368892
commit ebd159825c
1 changed files with 13 additions and 1 deletions

View File

@ -1062,7 +1062,6 @@ void restartGame(char switchWhat, bool push) {
princess::forceMouse = false;
knighted = 0;
// items[itGreenStone] = 100;
cellcount = 0;
clearMemory();
}
if(switchWhat == 'P') {
@ -1100,10 +1099,23 @@ void restartGame(char switchWhat, bool push) {
resetGeometry();
}
if(switchWhat == 'g') {
// transform coloring
eGeometry old = geometry;
if(euclid && targetgeometry == gOctagon && patterns::whichPattern == 'C')
patterns::subpattern_flags |= patterns::SPF_ROT;
if(euclid && targetgeometry == g46 && patterns::whichPattern == 'C')
patterns::subpattern_flags |= patterns::SPF_SYM01 | patterns::SPF_SYM02 | patterns::SPF_SYM03;
if(geometry == targetgeometry) geometry = gNormal;
else geometry = targetgeometry;
if(chaosmode && (euclid || sphere || quotient)) chaosmode = false;
if(nontruncated && euclid) nontruncated = false;
if(euclid && old == gOctagon && patterns::whichPattern == 'C')
patterns::subpattern_flags |= patterns::SPF_EXTRASYM;
resetGeometry();
}
if(switchWhat == 'y') {