X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=0d5bec3652c9c2290c4bc554e69c43518d8e1311;hb=5254dd7ea452634c19fb443566a413aa411d792e;hp=8982004f7d5baf11d3a700d75060960f7d17e20a;hpb=5d6032cc9b8eb9c26da60c742b1cc6bec08337cc;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 8982004f..0d5bec36 100644 --- a/src/game.c +++ b/src/game.c @@ -4906,6 +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; @@ -5137,7 +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) { @@ -5164,7 +5193,7 @@ void GameEnd(void) return; } - if (!game.LevelSolved_SaveScore) + if (!game.GamePlayed || (!game.LevelSolved_SaveScore && !level.bd_intermission)) { SetGameStatus(GAME_MODE_MAIN); @@ -5181,27 +5210,13 @@ void GameEnd(void) } // save score and score tape before potentially erasing tape below - 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 + if (game.LevelSolved_SaveScore) + NewHighScore(last_level_nr, tape_saved); - if (setup.auto_play_next_level) - { - scores.continue_playing = TRUE; - scores.next_level_nr = level_nr; + // increment and load next level (if possible and not configured otherwise) + AdvanceToNextLevel(); - 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); @@ -15848,7 +15863,7 @@ static int getSoundEffect_BD(int element_bd, int sample) void PlayLevelSound_BD(int xx, int yy, int element_bd, int sample) { - int element = (element_bd > -1 ? map_element_BD_to_RND(element_bd) : 0); + int element = (element_bd > -1 ? map_element_BD_to_RND_game(element_bd) : 0); int sound_effect = getSoundEffect_BD(element, sample); int sound_action = getSoundAction_BD(sample); boolean is_loop_sound = IS_LOOP_SOUND(sound_effect); @@ -15872,7 +15887,7 @@ void PlayLevelSound_BD(int xx, int yy, int element_bd, int sample) void StopSound_BD(int element_bd, int sample) { - int element = (element_bd > -1 ? map_element_BD_to_RND(element_bd) : 0); + int element = (element_bd > -1 ? map_element_BD_to_RND_game(element_bd) : 0); int sound_effect = getSoundEffect_BD(element, sample); if (sound_effect != SND_UNDEFINED) @@ -15881,7 +15896,7 @@ void StopSound_BD(int element_bd, int sample) boolean isSoundPlaying_BD(int element_bd, int sample) { - int element = (element_bd > -1 ? map_element_BD_to_RND(element_bd) : 0); + int element = (element_bd > -1 ? map_element_BD_to_RND_game(element_bd) : 0); int sound_effect = getSoundEffect_BD(element, sample); if (sound_effect != SND_UNDEFINED) @@ -16274,7 +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);