improved internal handling of "game over" state
[rocksndiamonds.git] / src / game.c
index 2308c32b0e8bef612aeca72b5a9264c438c51fd2..45ad3136b159c200a2a5b46ab8c2617f47ef12eb 100644 (file)
@@ -2224,7 +2224,7 @@ static void UpdateGameControlValues(void)
               level.native_sp_level->game_sp->score :
               level.game_engine_type == GAME_ENGINE_TYPE_MM ?
               game_mm.score :
-              local_player->score);
+              game.score);
   int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
              level.native_em_level->lev->required :
              level.game_engine_type == GAME_ENGINE_TYPE_SP ?
@@ -2247,7 +2247,7 @@ static void UpdateGameControlValues(void)
                game.LevelSolved_CountingHealth :
                level.game_engine_type == GAME_ENGINE_TYPE_MM ?
                MM_HEALTH(game_mm.laser_overload_value) :
-               local_player->health);
+               game.health);
 
   UpdatePlayfieldElementCount();
 
@@ -3412,12 +3412,6 @@ void InitGame(void)
     player->effective_mouse_action.button = 0;
     player->effective_mouse_action.button_hint = 0;
 
-    player->score = 0;
-    player->score_final = 0;
-
-    player->health = MAX_HEALTH;
-    player->health_final = MAX_HEALTH;
-
     for (j = 0; j < MAX_NUM_KEYS; j++)
       player->key[j] = FALSE;
 
@@ -3591,6 +3585,12 @@ void InitGame(void)
   game.switchgate_pos = 0;
   game.wind_direction = level.wind_direction_initial;
 
+  game.score = 0;
+  game.score_final = 0;
+
+  game.health = MAX_HEALTH;
+  game.health_final = MAX_HEALTH;
+
   game.gems_still_needed = level.gems_needed;
   game.sokoban_fields_still_needed = 0;
   game.sokoban_objects_still_needed = 0;
@@ -4466,18 +4466,18 @@ static void LevelSolved(void)
   game.LevelSolved = TRUE;
   game.GameOver = TRUE;
 
-  local_player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
-                              level.native_em_level->lev->score :
-                              level.game_engine_type == GAME_ENGINE_TYPE_MM ?
-                              game_mm.score :
-                              local_player->score);
-  local_player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
-                               MM_HEALTH(game_mm.laser_overload_value) :
-                               local_player->health);
+  game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+                     level.native_em_level->lev->score :
+                     level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+                     game_mm.score :
+                     game.score);
+  game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+                      MM_HEALTH(game_mm.laser_overload_value) :
+                      game.health);
 
   game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
-  game.LevelSolved_CountingScore = local_player->score_final;
-  game.LevelSolved_CountingHealth = local_player->health_final;
+  game.LevelSolved_CountingScore = game.score_final;
+  game.LevelSolved_CountingHealth = game.health_final;
 }
 
 void GameWon(void)
@@ -4522,8 +4522,8 @@ void GameWon(void)
     game_over_delay_3 = game_over_delay_value_3;
 
     time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
-    score = score_final = local_player->score_final;
-    health = health_final = local_player->health_final;
+    score = score_final = game.score_final;
+    health = health_final = game.health_final;
 
     if (level.score[SC_TIME_BONUS] > 0)
     {
@@ -4550,8 +4550,8 @@ void GameWon(void)
        game_over_delay_2 = game_over_delay_value_2;
       }
 
-      local_player->score_final = score_final;
-      local_player->health_final = health_final;
+      game.score_final = score_final;
+      game.health_final = health_final;
     }
 
     if (level_editor_test_game)
@@ -4784,12 +4784,12 @@ int NewHiScore(int level_nr)
   LoadScore(level_nr);
 
   if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
-      local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score) 
+      game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
     return -1;
 
-  for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
+  for (k = 0; k < MAX_SCORE_ENTRIES; k++)
   {
-    if (local_player->score_final > highscore[k].Score)
+    if (game.score_final > highscore[k].Score)
     {
       // player has made it to the hall of fame
 
@@ -4818,7 +4818,7 @@ int NewHiScore(int level_nr)
 
       strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
       highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
-      highscore[k].Score = local_player->score_final; 
+      highscore[k].Score = game.score_final;
       position = k;
 
       break;
@@ -9706,7 +9706,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
      action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
      action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
      action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
-     action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
+     action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
      action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
      action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
      action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
@@ -9721,7 +9721,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
   int action_arg_number_old =
     (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
      action_type == CA_SET_LEVEL_TIME ? TimeLeft :
-     action_type == CA_SET_LEVEL_SCORE ? local_player->score :
+     action_type == CA_SET_LEVEL_SCORE ? game.score :
      action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
      action_type == CA_SET_CE_SCORE ? ei->collect_score :
      0);
@@ -9791,9 +9791,9 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
 
     case CA_SET_LEVEL_SCORE:
     {
-      local_player->score = action_arg_number_new;
+      game.score = action_arg_number_new;
 
-      game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
+      game_panel_controls[GAME_PANEL_SCORE].value = game.score;
 
       DisplayGameControlValues();
 
@@ -9846,7 +9846,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
        if (action_arg_player_bits & (1 << i))
          ExitPlayer(&stored_player[i]);
 
-      if (AllPlayersGone)
+      if (game.players_still_needed == 0)
        LevelSolved();
 
       break;
@@ -12673,9 +12673,9 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
     {
       ExitPlayer(player);
 
-      if ((game.friends_still_needed == 0 ||
-          IS_SP_ELEMENT(Feld[jx][jy])) &&
-         AllPlayersGone)
+      if (game.players_still_needed == 0 &&
+         (game.friends_still_needed == 0 ||
+          IS_SP_ELEMENT(Feld[jx][jy])))
        LevelSolved();
     }
 
@@ -13406,7 +13406,9 @@ void BuryPlayer(struct PlayerInfo *player)
   RemovePlayer(player);
 
   player->buried = TRUE;
-  game.GameOver = TRUE;
+
+  if (AllPlayersGone)
+    game.GameOver = TRUE;
 }
 
 void RemovePlayer(struct PlayerInfo *player)
@@ -13428,7 +13430,10 @@ void RemovePlayer(struct PlayerInfo *player)
       found = TRUE;
 
   if (!found)
+  {
     AllPlayersGone = TRUE;
+    game.GameOver = TRUE;
+  }
 
   ExitX = ZX = jx;
   ExitY = ZY = jy;
@@ -13441,10 +13446,6 @@ void ExitPlayer(struct PlayerInfo *player)
 
   if (game.players_still_needed > 0)
     game.players_still_needed--;
-
-  // also set if some players not yet gone, but not needed to solve level
-  if (game.players_still_needed == 0)
-    AllPlayersGone = TRUE;
 }
 
 static void setFieldForSnapping(int x, int y, int element, int direction)
@@ -14847,9 +14848,9 @@ void StopSound_MM(int sound_mm)
 
 void RaiseScore(int value)
 {
-  local_player->score += value;
+  game.score += value;
 
-  game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
+  game_panel_controls[GAME_PANEL_SCORE].value = game.score;
 
   DisplayGameControlValues();
 }
@@ -15036,9 +15037,6 @@ boolean checkGameSolved(void)
 
 boolean checkGameFailed(void)
 {
-  if (!AllPlayersGone)
-    return FALSE;
-
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
     return (game_em.game_over && !game_em.level_solved);
   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)