Make sure to not call the turn bell or autosaves code...

...after [endlevel] has been issued

I believe this only occurred in one border case involving an earlier
[end_turn] action (in the add-on After the Storm, E1S6 part 1, to be
specific), but since the turn dialog already checks whether
level_result_ has changed before displaying, it seems okay to do the
same for this code as well. This doesn't affect autosave deletion.
This commit is contained in:
Ignacio R. Morelle 2012-01-08 13:35:47 +00:00
parent bfb3952e2b
commit 969760e7e1
2 changed files with 4 additions and 2 deletions

View file

@ -23,6 +23,8 @@ Version 1.9.13+svn:
* Made empty {} preprocessor directives be handled more gracefully
(bug #19233)
* Fixed bug #19213: [harm_unit] incorrectly uses ToD bonus
* The turn bell and autosaves are not triggered anymore in certain situations
after [endlevel] has been issued
* Miscellaneous and bug fixes:
* Fixed bug #19032: Poison and level up AI defense placement calculation
* Fixed bug #19245: wesnoth(6) man page doesn't describe the --campaign*

View file

@ -676,12 +676,12 @@ void playsingle_controller::before_human_turn(bool save)
ai::manager::raise_turn_started();
if (save) {
if(save && level_result_ == NONE) {
savegame::autosave_savegame save(gamestate_, *gui_, to_config(), preferences::compress_saves());
save.autosave(game_config::disable_autosave, preferences::autosavemax(), preferences::INFINITE_AUTO_SAVES);
}
if(preferences::turn_bell()) {
if(preferences::turn_bell() && level_result_ == NONE) {
sound::play_bell(game_config::sounds::turn_bell);
}
}