#define GAME_CTRL_ID_SAVE 5
#define GAME_CTRL_ID_PAUSE2 6
#define GAME_CTRL_ID_LOAD 7
-#define GAME_CTRL_ID_PANEL_STOP 8
-#define GAME_CTRL_ID_PANEL_PAUSE 9
-#define GAME_CTRL_ID_PANEL_PLAY 10
-#define GAME_CTRL_ID_TOUCH_STOP 11
-#define GAME_CTRL_ID_TOUCH_PAUSE 12
-#define SOUND_CTRL_ID_MUSIC 13
-#define SOUND_CTRL_ID_LOOPS 14
-#define SOUND_CTRL_ID_SIMPLE 15
-#define SOUND_CTRL_ID_PANEL_MUSIC 16
-#define SOUND_CTRL_ID_PANEL_LOOPS 17
-#define SOUND_CTRL_ID_PANEL_SIMPLE 18
-
-#define NUM_GAME_BUTTONS 19
+#define GAME_CTRL_ID_RESTART 8
+#define GAME_CTRL_ID_PANEL_STOP 9
+#define GAME_CTRL_ID_PANEL_PAUSE 10
+#define GAME_CTRL_ID_PANEL_PLAY 11
+#define GAME_CTRL_ID_PANEL_RESTART 12
+#define GAME_CTRL_ID_TOUCH_STOP 13
+#define GAME_CTRL_ID_TOUCH_PAUSE 14
+#define GAME_CTRL_ID_TOUCH_RESTART 15
+#define SOUND_CTRL_ID_MUSIC 16
+#define SOUND_CTRL_ID_LOOPS 17
+#define SOUND_CTRL_ID_SIMPLE 18
+#define SOUND_CTRL_ID_PANEL_MUSIC 19
+#define SOUND_CTRL_ID_PANEL_LOOPS 20
+#define SOUND_CTRL_ID_PANEL_SIMPLE 21
+
+#define NUM_GAME_BUTTONS 22
// forward declaration for internal use
TimeFrames = 0;
TimePlayed = 0;
TimeLeft = level.time;
+
+ TapeTimeFrames = 0;
TapeTime = 0;
ScreenMovDir = MV_NONE;
game.LevelSolved_CountingScore = 0;
game.LevelSolved_CountingHealth = 0;
+ game.RestartGameRequested = FALSE;
+
game.panel.active = TRUE;
game.no_level_time_limit = (level.time == 0);
}
game.restart_level = FALSE;
-
game.request_active = FALSE;
- game.request_active_or_moving = FALSE;
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
InitGameActions_MM();
for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
{
- int xx = ax+x1, yy = ay+y1;
+ int xx = ax + x1, yy = ay + y1;
int old_element = Tile[xx][yy];
int num_neighbours = 0;
for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
{
- int x = xx+x2, y = yy+y2;
+ int x = xx + x2, y = yy + y2;
if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
continue;
if (TimeFrames >= FRAMES_PER_SECOND)
{
TimeFrames = 0;
- TapeTime++;
for (i = 0; i < MAX_PLAYERS; i++)
{
game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
}
+ }
+
+ if (TapeTimeFrames >= FRAMES_PER_SECOND)
+ {
+ TapeTimeFrames = 0;
+ TapeTime++;
if (tape.recording || tape.playing)
DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
{
int i;
- // advance frame counters (global frame counter and time frame counter)
+ // advance frame counters (global frame counter and tape time frame counter)
FrameCounter++;
+ TapeTimeFrames++;
+
+ // advance time frame counter (used to control available time to solve level)
TimeFrames++;
// advance player counters (counters for move delay, move animation etc.)
}
if (network.enabled)
+ {
SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
+ }
else
{
if (quick_quit)
return FALSE;
}
- // do not handle game over if request dialog is already active
+ // do not ask to play again if request dialog is already active
if (game.request_active)
return FALSE;
+ // do not ask to play again if request dialog already handled
+ if (game.RestartGameRequested)
+ return FALSE;
+
// do not ask to play again if game was never actually played
if (!game.GamePlayed)
return FALSE;
if (!setup.ask_on_game_over)
return FALSE;
+ game.RestartGameRequested = TRUE;
+
RequestRestartGame();
return TRUE;
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTimeFrames));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
GAME_CTRL_ID_LOAD, NULL,
TRUE, FALSE, "load game"
},
+ {
+ IMG_GFX_GAME_BUTTON_RESTART, &game.button.restart,
+ GAME_CTRL_ID_RESTART, NULL,
+ TRUE, FALSE, "restart game"
+ },
{
IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
GAME_CTRL_ID_PANEL_STOP, NULL,
GAME_CTRL_ID_PANEL_PLAY, NULL,
FALSE, FALSE, "play game"
},
+ {
+ IMG_GFX_GAME_BUTTON_PANEL_RESTART, &game.button.panel_restart,
+ GAME_CTRL_ID_PANEL_RESTART, NULL,
+ FALSE, FALSE, "restart game"
+ },
{
IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
GAME_CTRL_ID_TOUCH_STOP, NULL,
GAME_CTRL_ID_TOUCH_PAUSE, NULL,
FALSE, TRUE, "pause game"
},
+ {
+ IMG_GFX_GAME_BUTTON_TOUCH_RESTART, &game.button.touch_restart,
+ GAME_CTRL_ID_TOUCH_RESTART, NULL,
+ FALSE, TRUE, "restart game"
+ },
{
IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
SOUND_CTRL_ID_MUSIC, &setup.sound_music,
id == GAME_CTRL_ID_PLAY ||
id == GAME_CTRL_ID_PANEL_PLAY ||
id == GAME_CTRL_ID_SAVE ||
- id == GAME_CTRL_ID_LOAD)
+ id == GAME_CTRL_ID_LOAD ||
+ id == GAME_CTRL_ID_RESTART ||
+ id == GAME_CTRL_ID_PANEL_RESTART ||
+ id == GAME_CTRL_ID_TOUCH_RESTART)
{
button_type = GD_TYPE_NORMAL_BUTTON;
checked = FALSE;
};
int i;
+ // do not redraw pause button on closed door (may happen when restarting game)
+ if (!(GetDoorState() & DOOR_OPEN_1))
+ return;
+
for (i = 0; ids[i] > -1; i++)
ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
}
TapeQuickLoad();
break;
+ case GAME_CTRL_ID_RESTART:
+ case GAME_CTRL_ID_PANEL_RESTART:
+ case GAME_CTRL_ID_TOUCH_RESTART:
+ TapeRestartGame();
+
+ break;
+
case SOUND_CTRL_ID_MUSIC:
case SOUND_CTRL_ID_PANEL_MUSIC:
if (setup.sound_music)