From e30241ad004591186a229af9eb7ad215a26461d1 Mon Sep 17 00:00:00 2001 From: Holger Schemel Date: Thu, 8 Nov 2018 21:40:55 +0100 Subject: [PATCH] improved internal handling of "game over" state --- src/game.c | 22 ++++++++++------------ 1 file changed, 10 insertions(+), 12 deletions(-) diff --git a/src/game.c b/src/game.c index 750b84ea..45ad3136 100644 --- a/src/game.c +++ b/src/game.c @@ -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) @@ -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) -- 2.34.1