void GameWon()
{
int hi_pos;
- int bumplevel = FALSE;
+ boolean raise_level = FALSE;
if (local_player->MovPos)
return;
SaveTape(tape.level_nr); /* Ask to save tape */
}
+ if (level_nr == leveldir[leveldir_nr].handicap_level)
+ {
+ leveldir[leveldir_nr].handicap_level++;
+ SaveLevelSetup_SeriesInfo(leveldir_nr);
+
+ if (level_nr < leveldir[leveldir_nr].last_level)
+ raise_level = TRUE;
+ }
+
if ((hi_pos = NewHiScore()) >= 0)
{
game_status = HALLOFFAME;
DrawHallOfFame(hi_pos);
- if (bumplevel && TAPE_IS_EMPTY(tape))
+ if (raise_level)
level_nr++;
}
else
{
game_status = MAINMENU;
- if (bumplevel && TAPE_IS_EMPTY(tape))
+ if (raise_level)
level_nr++;
DrawMainMenu();
}
else if (element == EL_SP_ELECTRON)
DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
+ TestIfBadThingHitsHero(x, y);
+
return;
}
{
TimeLeft--;
- if (TimeLeft <= 10)
+ if (TimeLeft <= 10 && setup.time_limit)
PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
- if (!TimeLeft)
+ if (!TimeLeft && setup.time_limit)
for (i=0; i<MAX_PLAYERS; i++)
KillHero(&stored_player[i]);
}
MV_DOWN
};
+ if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
+ return;
+
for (i=0; i<4; i++)
{
int x, y, element;