X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=572bd209fc06fb15067f771af201052e6ee4408a;hp=18d020bdf802d695ae9d10429b854a4613916456;hb=c45f952250dd44db50e7aa6dea310c82e5f0e89f;hpb=5ca67e4a3635103eba79522fd88fbaca89152815 diff --git a/src/game.c b/src/game.c index 18d020bd..572bd209 100644 --- a/src/game.c +++ b/src/game.c @@ -4667,6 +4667,8 @@ void GameWon(void) void GameEnd(void) { + /* used instead of "level_nr" (needed for network games) */ + int last_level_nr = levelset.level_nr; int hi_pos; local_player->LevelSolved_GameEnd = TRUE; @@ -4723,16 +4725,16 @@ void GameEnd(void) } } - /* used instead of last "level_nr" (for network games) */ - hi_pos = NewHiScore(levelset.level_nr); + hi_pos = NewHiScore(last_level_nr); if (hi_pos >= 0 && !setup.skip_scores_after_game) { SetGameStatus(GAME_MODE_SCORES); - DrawHallOfFame(levelset.level_nr, hi_pos); + DrawHallOfFame(last_level_nr, hi_pos); } else if (setup.auto_play_next_level && setup.increment_levels && + last_level_nr < leveldir_current->last_level && !network_playing) { StartGameActions(network.enabled, setup.autorecord, level.random_seed); @@ -8896,7 +8898,6 @@ static void Life(int ax, int ay) int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life : level.biomaze); boolean changed = FALSE; - boolean use_life_bugs = FALSE; if (IS_ANIMATED(graphic)) DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); @@ -8933,7 +8934,7 @@ static void Life(int ax, int ay) boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y)); boolean is_neighbour = FALSE; - if (use_life_bugs) + if (level.use_life_bugs) is_neighbour = (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) || (IS_FREE(x, y) && Stop[x][y])); @@ -8947,7 +8948,7 @@ static void Life(int ax, int ay) boolean is_free = FALSE; - if (use_life_bugs) + if (level.use_life_bugs) is_free = (IS_FREE(xx, yy)); else is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY); @@ -11080,11 +11081,8 @@ static void SetTapeActionFromMouseAction(byte *tape_action, tape_action[TAPE_ACTION_BUTTON] = mouse_action->button; } -static void CheckLevelTime(void) +static void CheckLevelSolved(void) { - int i; - - /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */ if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { if (level.native_em_level->lev->home == 0) /* all players at home */ @@ -11132,6 +11130,11 @@ static void CheckLevelTime(void) if (game_mm.game_over) /* game lost */ AllPlayersGone = TRUE; } +} + +static void CheckLevelTime(void) +{ + int i; if (TimeFrames >= FRAMES_PER_SECOND) { @@ -11296,54 +11299,7 @@ static void GameActionsExt(void) if (game.restart_level) StartGameActions(network.enabled, setup.autorecord, level.random_seed); - /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */ - if (level.game_engine_type == GAME_ENGINE_TYPE_EM) - { - if (level.native_em_level->lev->home == 0) /* all players at home */ - { - PlayerWins(local_player); - - AllPlayersGone = TRUE; - - level.native_em_level->lev->home = -1; - } - - if (level.native_em_level->ply[0]->alive == 0 && - level.native_em_level->ply[1]->alive == 0 && - level.native_em_level->ply[2]->alive == 0 && - level.native_em_level->ply[3]->alive == 0) /* all dead */ - AllPlayersGone = TRUE; - } - else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) - { - if (game_sp.LevelSolved && - !game_sp.GameOver) /* game won */ - { - PlayerWins(local_player); - - game_sp.GameOver = TRUE; - - AllPlayersGone = TRUE; - } - - if (game_sp.GameOver) /* game lost */ - AllPlayersGone = TRUE; - } - else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) - { - if (game_mm.level_solved && - !game_mm.game_over) /* game won */ - { - PlayerWins(local_player); - - game_mm.game_over = TRUE; - - AllPlayersGone = TRUE; - } - - if (game_mm.game_over) /* game lost */ - AllPlayersGone = TRUE; - } + CheckLevelSolved(); if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd) GameWon(); @@ -11542,6 +11498,7 @@ static void GameActionsExt(void) BlitScreenToBitmap(backbuffer); + CheckLevelSolved(); CheckLevelTime(); AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */