fixed exiting players with custom elements when playing multi-player games
[rocksndiamonds.git] / src / game.c
index ca13127d2e7a5866aef72e02591ed0b87daa459a..c51b7ece8e596108139c1ebc94670c66497faa6a 100644 (file)
@@ -1112,6 +1112,7 @@ void TestIfGoodThingGetsHitByBadThing(int, int, int);
 void KillPlayer(struct PlayerInfo *);
 void BuryPlayer(struct PlayerInfo *);
 void RemovePlayer(struct PlayerInfo *);
+void RemovePlayerWithCleanup(struct PlayerInfo *);
 
 static int getInvisibleActiveFromInvisibleElement(int);
 static int getInvisibleFromInvisibleActiveElement(int);
@@ -4650,7 +4651,7 @@ void GameWon()
 void GameEnd()
 {
   int hi_pos;
-  boolean raise_level = FALSE;
+  int last_level_nr = level_nr;
 
   local_player->LevelSolved_GameEnd = TRUE;
 
@@ -4693,32 +4694,36 @@ void GameEnd()
 
   if (setup.increment_levels &&
       level_nr < leveldir_current->last_level)
-    raise_level = TRUE;                        /* advance to next level */
-
-  if ((hi_pos = NewHiScore(level_nr)) >= 0)
   {
-    SetGameStatus(GAME_MODE_SCORES);
+    level_nr++;                /* advance to next level */
+    TapeErase();       /* start with empty tape */
 
-    DrawHallOfFame(level_nr, hi_pos);
-
-    if (raise_level)
+    if (setup.auto_play_next_level)
     {
-      level_nr++;
-      TapeErase();
+      LoadLevel(level_nr);
+
+      SaveLevelSetup_SeriesInfo();
     }
   }
-  else
+
+  hi_pos = NewHiScore(last_level_nr);
+
+  if (hi_pos >= 0 && !setup.skip_scores_after_game)
   {
-    SetGameStatus(GAME_MODE_MAIN);
+    SetGameStatus(GAME_MODE_SCORES);
 
-    if (raise_level)
-    {
-      level_nr++;
-      TapeErase();
-    }
+    DrawHallOfFame(last_level_nr, hi_pos);
+  }
+  else if (!setup.auto_play_next_level || !setup.increment_levels)
+  {
+    SetGameStatus(GAME_MODE_MAIN);
 
     DrawMainMenu();
   }
+  else
+  {
+    StartGameActions(network.enabled, setup.autorecord, level.random_seed);
+  }
 }
 
 int NewHiScore(int level_nr)
@@ -9771,7 +9776,10 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
     {
       for (i = 0; i < MAX_PLAYERS; i++)
        if (action_arg_player_bits & (1 << i))
-         PlayerWins(&stored_player[i]);
+         RemovePlayerWithCleanup(&stored_player[i]);
+
+      if (AllPlayersGone)
+       PlayerWins(local_player);
 
       break;
     }
@@ -12637,12 +12645,12 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        Feld[jx][jy] == EL_SP_EXIT_OPEN ||
        Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
     {
-      DrawPlayer(player);      /* needed here only to cleanup last field */
-      RemovePlayer(player);
+      RemovePlayerWithCleanup(player);
 
-      if (local_player->friends_still_needed == 0 ||
-         IS_SP_ELEMENT(Feld[jx][jy]))
-       PlayerWins(player);
+      if ((local_player->friends_still_needed == 0 ||
+          IS_SP_ELEMENT(Feld[jx][jy])) &&
+         AllPlayersGone)
+       PlayerWins(local_player);
     }
 
     /* this breaks one level: "machine", level 000 */
@@ -13398,6 +13406,12 @@ void RemovePlayer(struct PlayerInfo *player)
   ExitY = ZY = jy;
 }
 
+void RemovePlayerWithCleanup(struct PlayerInfo *player)
+{
+  DrawPlayer(player);  /* needed here only to cleanup last field */
+  RemovePlayer(player);
+}
+
 static void setFieldForSnapping(int x, int y, int element, int direction)
 {
   struct ElementInfo *ei = &element_info[element];