else
{
SetGameStatus(GAME_MODE_PLAYING);
+
+ // do not cover screen before fading out when starting from main menu
+ game_bd.cover_screen = FALSE;
}
if (level_editor_test_game)
game.explosions_delayed = TRUE;
- game.envelope_active = FALSE;
-
// special case: set custom artwork setting to initial value
game.use_masked_elements = game.use_masked_elements_initial;
game.restart_level = FALSE;
game.request_active = FALSE;
+ game.envelope_active = FALSE;
+ game.any_door_active = FALSE;
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
InitGameActions_MM();
// used instead of "level_nr" (needed for network games)
int last_level_nr = levelset.level_nr;
boolean tape_saved = FALSE;
+ boolean game_over = checkGameFailed();
+
+ // Important note: This function is not only called after "GameWon()", but also after
+ // "game over" (if automatically asking for restarting the game is disabled in setup)
- game.LevelSolved_GameEnd = TRUE;
+ // do not handle game end if game over and automatically asking for game restart
+ if (game_over && setup.ask_on_game_over)
+ return;
+
+ // do not handle game end if request dialog is already active
+ if (checkRequestActive())
+ return;
+
+ if (game.LevelSolved)
+ game.LevelSolved_GameEnd = TRUE;
if (game.LevelSolved_SaveTape && !score_info_tape_play)
{
return;
}
- if (!game.LevelSolved_SaveScore)
+ if (!game.GamePlayed || (!game.LevelSolved_SaveScore && !level.bd_intermission))
{
SetGameStatus(GAME_MODE_MAIN);
}
// save score and score tape before potentially erasing tape below
- NewHighScore(last_level_nr, tape_saved);
+ if (game.LevelSolved_SaveScore)
+ NewHighScore(last_level_nr, tape_saved);
// increment and load next level (if possible and not configured otherwise)
AdvanceToNextLevel();
- if (scores.last_added >= 0 && setup.show_scores_after_game)
+ if (game.LevelSolved_SaveScore && scores.last_added >= 0 && setup.show_scores_after_game)
{
SetGameStatus(GAME_MODE_SCORES);
void PlayLevelSound_BD(int xx, int yy, int element_bd, int sample)
{
- int element = (element_bd > -1 ? map_element_BD_to_RND(element_bd) : 0);
+ int element = (element_bd > -1 ? map_element_BD_to_RND_game(element_bd) : 0);
int sound_effect = getSoundEffect_BD(element, sample);
int sound_action = getSoundAction_BD(sample);
boolean is_loop_sound = IS_LOOP_SOUND(sound_effect);
void StopSound_BD(int element_bd, int sample)
{
- int element = (element_bd > -1 ? map_element_BD_to_RND(element_bd) : 0);
+ int element = (element_bd > -1 ? map_element_BD_to_RND_game(element_bd) : 0);
int sound_effect = getSoundEffect_BD(element, sample);
if (sound_effect != SND_UNDEFINED)
boolean isSoundPlaying_BD(int element_bd, int sample)
{
- int element = (element_bd > -1 ? map_element_BD_to_RND(element_bd) : 0);
+ int element = (element_bd > -1 ? map_element_BD_to_RND_game(element_bd) : 0);
int sound_effect = getSoundEffect_BD(element, sample);
if (sound_effect != SND_UNDEFINED)
}
// do not ask to play again if request dialog is already active
- if (game.request_active)
+ if (checkRequestActive())
return FALSE;
// do not ask to play again if request dialog already handled
return (checkGameSolved() || checkGameFailed());
}
+boolean checkRequestActive(void)
+{
+ return (game.request_active || game.envelope_active || game.any_door_active);
+}
+
// ----------------------------------------------------------------------------
// random generator functions