game_em.use_single_button =
(game.engine_version > VERSION_IDENT(4,0,0,2));
+ game_em.use_push_delay =
+ (game.engine_version > VERSION_IDENT(4,3,7,1));
+
game_em.use_snap_key_bug =
(game.engine_version < VERSION_IDENT(4,0,1,0));
game.LevelSolved_CountingScore = 0;
game.LevelSolved_CountingHealth = 0;
+ game.RestartGameRequested = FALSE;
+
game.panel.active = TRUE;
game.no_level_time_limit = (level.time == 0);
InitBeltMovement();
+ // required if level does not contain any "empty space" element
+ if (element_info[EL_EMPTY].use_gfx_element)
+ game.use_masked_elements = TRUE;
+
for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
}
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();
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;