changed some gadget properties in level editor
[rocksndiamonds.git] / src / game.c
index 83b0c1f3cb94a98767c21573f527dcdaac6ee1c2..9127a1b6a5be48bc22c593b6ff728b8a02269192 100644 (file)
@@ -4906,7 +4906,7 @@ static void LevelSolved(void)
   LevelSolved_SetFinalGameValues();
 }
 
-static void AdvanceToNextLevel(void)
+static boolean AdvanceToNextLevel(void)
 {
   if (setup.increment_levels &&
       level_nr < leveldir_current->last_level &&
@@ -4924,7 +4924,11 @@ static void AdvanceToNextLevel(void)
 
       SaveLevelSetup_SeriesInfo();
     }
+
+    return TRUE;
   }
+
+  return FALSE;
 }
 
 void GameWon(void)
@@ -5158,7 +5162,11 @@ void GameEnd(void)
   int last_level_nr = levelset.level_nr;
   boolean tape_saved = FALSE;
 
-  game.LevelSolved_GameEnd = TRUE;
+  // 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)
+
+  if (game.LevelSolved)
+    game.LevelSolved_GameEnd = TRUE;
 
   if (game.LevelSolved_SaveTape && !score_info_tape_play)
   {
@@ -5185,7 +5193,7 @@ void GameEnd(void)
     return;
   }
 
-  if (!game.LevelSolved_SaveScore)
+  if (!game.GamePlayed || (!game.LevelSolved_SaveScore && !level.bd_intermission))
   {
     SetGameStatus(GAME_MODE_MAIN);
 
@@ -5202,12 +5210,13 @@ void GameEnd(void)
   }
 
   // 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);
 
@@ -16280,7 +16289,17 @@ static void RequestRestartGame(void)
   int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
   int door_state = DOOR_CLOSE_1;
 
-  if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
+  boolean restart_wanted = (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game);
+
+  // if no restart wanted, continue with next level for BD style intermission levels
+  if (!restart_wanted && !level_editor_test_game && level.bd_intermission)
+  {
+    boolean success = AdvanceToNextLevel();
+
+    restart_wanted = (success && setup.auto_play_next_level);
+  }
+
+  if (restart_wanted)
   {
     CloseDoor(door_state);