added showing optional title screen for native BD cavesets
[rocksndiamonds.git] / src / game.c
index 1b16a6f995ad6f7313d1aebb0de762f5cbd299b4..9127a1b6a5be48bc22c593b6ff728b8a02269192 100644 (file)
@@ -89,7 +89,7 @@
 // game panel display and control definitions
 #define GAME_PANEL_LEVEL_NUMBER                        0
 #define GAME_PANEL_GEMS                                1
-#define GAME_PANEL_GEMS_TOTAL                  2
+#define GAME_PANEL_GEMS_NEEDED                 2
 #define GAME_PANEL_GEMS_COLLECTED              3
 #define GAME_PANEL_GEMS_SCORE                  4
 #define GAME_PANEL_INVENTORY_COUNT             5
@@ -246,8 +246,8 @@ static struct GamePanelControlInfo game_panel_controls[] =
     TYPE_INTEGER,
   },
   {
-    GAME_PANEL_GEMS_TOTAL,
-    &game.panel.gems_total,
+    GAME_PANEL_GEMS_NEEDED,
+    &game.panel.gems_needed,
     TYPE_INTEGER,
   },
   {
@@ -1835,6 +1835,29 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
   }
 }
 
+static void InitFieldForEngine_RND(int x, int y)
+{
+  int element = Tile[x][y];
+
+  // convert BD engine elements to corresponding R'n'D engine elements
+  element = (element == EL_BD_EMPTY            ? EL_EMPTY :
+            element == EL_BD_PLAYER            ? EL_PLAYER_1 :
+            element == EL_BD_INBOX             ? EL_PLAYER_1 :
+            element == EL_BD_SAND              ? EL_SAND :
+            element == EL_BD_STEELWALL         ? EL_STEELWALL :
+            element == EL_BD_EXIT_CLOSED       ? EL_EXIT_CLOSED :
+            element == EL_BD_EXIT_OPEN         ? EL_EXIT_OPEN :
+            element);
+
+  Tile[x][y] = element;
+}
+
+static void InitFieldForEngine(int x, int y)
+{
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    InitFieldForEngine_RND(x, y);
+}
+
 static void InitField(int x, int y, boolean init_game)
 {
   int element = Tile[x][y];
@@ -2291,10 +2314,10 @@ static void UpdateGameControlValues(void)
              level.game_engine_type == GAME_ENGINE_TYPE_MM ?
              game_mm.kettles_still_needed :
              game.gems_still_needed);
-  int gems_total = level.gems_needed;
+  int gems_needed = level.gems_needed;
   int gems_collected = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
                        game_bd.game->cave->diamonds_collected :
-                       gems_total - gems);
+                       gems_needed - gems);
   int gems_score = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
                    game_bd.game->cave->diamond_value :
                    level.score[SC_EMERALD]);
@@ -2325,7 +2348,7 @@ static void UpdateGameControlValues(void)
   // used instead of "level_nr" (for network games)
   game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
   game_panel_controls[GAME_PANEL_GEMS].value = gems;
-  game_panel_controls[GAME_PANEL_GEMS_TOTAL].value = gems_total;
+  game_panel_controls[GAME_PANEL_GEMS_NEEDED].value = gems_needed;
   game_panel_controls[GAME_PANEL_GEMS_COLLECTED].value = gems_collected;
   game_panel_controls[GAME_PANEL_GEMS_SCORE].value = gems_score;
 
@@ -2722,7 +2745,7 @@ static void DisplayGameControlValues(void)
     if (PANEL_DEACTIVATED(pos))
       continue;
 
-    if (pos->class == get_hash_from_key("extra_panel_items") &&
+    if (pos->class == get_hash_from_string("extra_panel_items") &&
        !setup.prefer_extra_panel_items)
       continue;
 
@@ -2814,7 +2837,7 @@ static void DisplayGameControlValues(void)
       int width, height;
       int dst_x = PANEL_XPOS(pos);
       int dst_y = PANEL_YPOS(pos);
-      boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
+      boolean skip = (pos->class == get_hash_from_string("mm_engine_only") &&
                      level.game_engine_type != GAME_ENGINE_TYPE_MM);
 
       if (graphic != IMG_UNDEFINED && !skip)
@@ -4007,6 +4030,8 @@ void InitGame(void)
 
   SCAN_PLAYFIELD(x, y)
   {
+    InitFieldForEngine(x, y);
+
     if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
       emulate_bd = FALSE;
     if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
@@ -4881,6 +4906,31 @@ static void LevelSolved(void)
   LevelSolved_SetFinalGameValues();
 }
 
+static boolean AdvanceToNextLevel(void)
+{
+  if (setup.increment_levels &&
+      level_nr < leveldir_current->last_level &&
+      !network_playing)
+  {
+    level_nr++;                // advance to next level
+    TapeErase();       // start with empty tape
+
+    if (setup.auto_play_next_level)
+    {
+      scores.continue_playing = TRUE;
+      scores.next_level_nr = level_nr;
+
+      LoadLevel(level_nr);
+
+      SaveLevelSetup_SeriesInfo();
+    }
+
+    return TRUE;
+  }
+
+  return FALSE;
+}
+
 void GameWon(void)
 {
   static int time_count_steps;
@@ -5112,7 +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)
   {
@@ -5139,7 +5193,7 @@ void GameEnd(void)
     return;
   }
 
-  if (!game.LevelSolved_SaveScore)
+  if (!game.GamePlayed || (!game.LevelSolved_SaveScore && !level.bd_intermission))
   {
     SetGameStatus(GAME_MODE_MAIN);
 
@@ -5156,27 +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);
 
-  if (setup.increment_levels &&
-      level_nr < leveldir_current->last_level &&
-      !network_playing)
-  {
-    level_nr++;                // advance to next level
-    TapeErase();       // start with empty tape
+  // increment and load next level (if possible and not configured otherwise)
+  AdvanceToNextLevel();
 
-    if (setup.auto_play_next_level)
-    {
-      scores.continue_playing = TRUE;
-      scores.next_level_nr = level_nr;
-
-      LoadLevel(level_nr);
-
-      SaveLevelSetup_SeriesInfo();
-    }
-  }
-
-  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);
 
@@ -16249,7 +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);