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fixed asking all network clients to "play again" after unsolved game end
[rocksndiamonds.git]
/
src
/
game.c
diff --git
a/src/game.c
b/src/game.c
index 8d1954dab05e888ce586d6eb4463233f4e2eb475..f359a2cbdfb406c6bf018873c7b14c5901397dfc 100644
(file)
--- a/
src/game.c
+++ b/
src/game.c
@@
-14938,7
+14938,10
@@
void RequestRestartGame(char *message)
{
game.restart_game_message = NULL;
{
game.restart_game_message = NULL;
- if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
+ boolean has_started_game = hasStartedNetworkGame();
+ int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
+
+ if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
{
StartGameActions(network.enabled, setup.autorecord, level.random_seed);
}
{
StartGameActions(network.enabled, setup.autorecord, level.random_seed);
}
@@
-14977,7
+14980,9
@@
void CheckGameOver(void)
}
if (last_game_over != game_over)
}
if (last_game_over != game_over)
- game.restart_game_message = "Game over! Play it again?";
+ game.restart_game_message = (hasStartedNetworkGame() ?
+ "Game over! Play it again?" :
+ "Game over!");
last_game_over = game_over;
}
last_game_over = game_over;
}