projects
/
rocksndiamonds.git
/ commitdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
| commitdiff |
tree
raw
|
patch
|
inline
| side by side (parent:
6e82bad
)
added forced restart of global animations when restarting game
author
Holger Schemel
<info@artsoft.org>
Sat, 18 Feb 2023 12:00:49 +0000
(13:00 +0100)
committer
Holger Schemel
<info@artsoft.org>
Sat, 18 Feb 2023 12:00:49 +0000
(13:00 +0100)
src/game.c
patch
|
blob
|
history
diff --git
a/src/game.c
b/src/game.c
index 68916166423958080b3b6718bdbf5f2d355a331c..197ad64da36c0756b2eee7af7493591c0c7f9e12 100644
(file)
--- a/
src/game.c
+++ b/
src/game.c
@@
-3573,7
+3573,7
@@
void InitGame(void)
int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
int fade_mask = REDRAW_FIELD;
int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
int fade_mask = REDRAW_FIELD;
-
+ boolean restarting = (game_status == GAME_MODE_PLAYING);
boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
int initial_move_dir = MV_DOWN;
boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
int initial_move_dir = MV_DOWN;
@@
-3585,7
+3585,15
@@
void InitGame(void)
if (!game.restart_level)
CloseDoor(DOOR_CLOSE_1);
if (!game.restart_level)
CloseDoor(DOOR_CLOSE_1);
- SetGameStatus(GAME_MODE_PLAYING);
+ if (restarting)
+ {
+ // force fading out global animations displayed during game play
+ SetGameStatus(GAME_MODE_LOADING);
+ }
+ else
+ {
+ SetGameStatus(GAME_MODE_PLAYING);
+ }
if (level_editor_test_game)
FadeSkipNextFadeOut();
if (level_editor_test_game)
FadeSkipNextFadeOut();
@@
-3601,6
+3609,14
@@
void InitGame(void)
FadeOut(fade_mask);
FadeOut(fade_mask);
+ if (restarting)
+ {
+ // force restarting global animations displayed during game play
+ RestartGlobalAnims();
+
+ SetGameStatus(GAME_MODE_PLAYING);
+ }
+
if (level_editor_test_game)
FadeSkipNextFadeIn();
if (level_editor_test_game)
FadeSkipNextFadeIn();