fixed bug with not fading menu music on title screen when changing level set
[rocksndiamonds.git] / src / game.c
index 71740a8f4931186bbcd5a08847518cef733528d5..52ea43293cebaf68c232005cd88121809568ab26 100644 (file)
@@ -3358,14 +3358,15 @@ void InitGame(void)
   else
     FadeSetEnterScreen();
 
-  if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
+  if (CheckFadeAll())
     fade_mask = REDRAW_ALL;
 
   FadeLevelSoundsAndMusic();
 
   ExpireSoundLoops(TRUE);
 
-  FadeOut(fade_mask);
+  if (!level_editor_test_game)
+    FadeOut(fade_mask);
 
   // needed if different viewport properties defined for playing
   ChangeViewportPropertiesIfNeeded();
@@ -3566,6 +3567,8 @@ void InitGame(void)
   game.LevelSolved = FALSE;
   game.GameOver = FALSE;
 
+  game.GamePlayed = !tape.playing;
+
   game.LevelSolved_GameWon = FALSE;
   game.LevelSolved_GameEnd = FALSE;
   game.LevelSolved_SaveTape = FALSE;
@@ -3735,6 +3738,19 @@ void InitGame(void)
       game.belt_dir_nr[i] = 3;         // not moving, next moving left
 
 #if USE_NEW_PLAYER_ASSIGNMENTS
+  // use preferred player also in local single-player mode
+  if (!network.enabled && !game.team_mode)
+  {
+    int old_index_nr = local_player->index_nr;
+    int new_index_nr = setup.network_player_nr;
+
+    if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
+    {
+      stored_player[old_index_nr].connected_locally = FALSE;
+      stored_player[new_index_nr].connected_locally = TRUE;
+    }
+  }
+
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     stored_player[i].connected = FALSE;
@@ -4501,7 +4517,7 @@ void GameWon(void)
     int i;
 
     // do not start end game actions before the player stops moving (to exit)
-    if (local_player->MovPos)
+    if (local_player->active && local_player->MovPos)
       return;
 
     game.LevelSolved_GameWon = TRUE;
@@ -11483,6 +11499,10 @@ static void GameActionsExt(void)
   if (tape.recording)
     TapeRecordAction(tape_action);
 
+  // remember if game was played (especially after tape stopped playing)
+  if (!tape.playing && summarized_player_action)
+    game.GamePlayed = TRUE;
+
 #if USE_NEW_PLAYER_ASSIGNMENTS
   // !!! also map player actions in single player mode !!!
   // if (game.team_mode)
@@ -12158,7 +12178,8 @@ void GameActions_RND(void)
   DrawAllPlayers();
   PlayAllPlayersSound();
 
-  if (local_player->show_envelope != 0 && local_player->MovPos == 0)
+  if (local_player->show_envelope != 0 && (!local_player->active ||
+                                          local_player->MovPos == 0))
   {
     ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
 
@@ -13445,6 +13466,9 @@ void RemovePlayer(struct PlayerInfo *player)
   player->present = FALSE;
   player->active = FALSE;
 
+  // required for some CE actions (even if the player is not active anymore)
+  player->MovPos = 0;
+
   if (!ExplodeField[jx][jy])
     StorePlayer[jx][jy] = 0;
 
@@ -14967,7 +14991,12 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
   {
     // closing door required in case of envelope style request dialogs
     if (!skip_request)
+    {
+      // prevent short reactivation of overlay buttons while closing door
+      SetOverlayActive(FALSE);
+
       CloseDoor(DOOR_CLOSE_1);
+    }
 
     if (network.enabled)
       SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
@@ -15032,6 +15061,10 @@ void CheckGameOver(void)
   if (game.request_active)
     return;
 
+  // do not ask to play again if game was never actually played
+  if (!game.GamePlayed)
+    return;
+
   if (!game_over)
   {
     last_game_over = FALSE;