return element;
}
+static void IncrementPlayerSokobanFieldsNeeded(struct PlayerInfo *player)
+{
+ if (level.sb_fields_needed)
+ player->sokoban_fields_still_needed++;
+}
+
+static void IncrementPlayerSokobanObjectsNeeded(struct PlayerInfo *player)
+{
+ if (level.sb_objects_needed)
+ player->sokoban_objects_still_needed++;
+}
+
+static void DecrementPlayerSokobanFieldsNeeded(struct PlayerInfo *player)
+{
+ if (player->sokoban_fields_still_needed > 0)
+ player->sokoban_fields_still_needed--;
+}
+
+static void DecrementPlayerSokobanObjectsNeeded(struct PlayerInfo *player)
+{
+ if (player->sokoban_objects_still_needed > 0)
+ player->sokoban_objects_still_needed--;
+}
+
static void InitPlayerField(int x, int y, int element, boolean init_game)
{
if (element == EL_SP_MURPHY)
break;
case EL_SOKOBAN_FIELD_EMPTY:
- local_player->sokobanfields_still_needed++;
+ IncrementPlayerSokobanFieldsNeeded(local_player);
+ break;
+
+ case EL_SOKOBAN_OBJECT:
+ IncrementPlayerSokobanObjectsNeeded(local_player);
break;
case EL_STONEBLOCK:
static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
{
- /* pos >= 0: get element from bottom of the stack;
- pos < 0: get element from top of the stack */
+ // pos >= 0: get element from bottom of the stack;
+ // pos < 0: get element from top of the stack
if (pos < 0)
{
static void UpdateGameControlValues(void)
{
int i, k;
- int time = (local_player->LevelSolved ?
- local_player->LevelSolved_CountingTime :
+ int time = (game.LevelSolved ?
+ game.LevelSolved_CountingTime :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.native_em_level->lev->time :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
level.game_engine_type == GAME_ENGINE_TYPE_MM ?
game_mm.energy_left :
game.no_time_limit ? TimePlayed : TimeLeft);
- int score = (local_player->LevelSolved ?
- local_player->LevelSolved_CountingScore :
+ int score = (game.LevelSolved ?
+ game.LevelSolved_CountingScore :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.native_em_level->lev->score :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
game_mm.kettles_still_needed > 0 ||
game_mm.lights_still_needed > 0 :
local_player->gems_still_needed > 0 ||
- local_player->sokobanfields_still_needed > 0 ||
+ local_player->sokoban_fields_still_needed > 0 ||
+ local_player->sokoban_objects_still_needed > 0 ||
local_player->lights_still_needed > 0);
- int health = (local_player->LevelSolved ?
- local_player->LevelSolved_CountingHealth :
+ int health = (game.LevelSolved ?
+ game.LevelSolved_CountingHealth :
level.game_engine_type == GAME_ENGINE_TYPE_MM ?
MM_HEALTH(game_mm.laser_overload_value) :
local_player->health);
local_player->friends_still_needed;
game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
- local_player->sokobanfields_still_needed;
+ local_player->sokoban_objects_still_needed;
game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
- local_player->sokobanfields_still_needed;
+ local_player->sokoban_fields_still_needed;
game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
(game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
}
-/*
- =============================================================================
- InitGameEngine()
- -----------------------------------------------------------------------------
- initialize game engine due to level / tape version number
- =============================================================================
-*/
+// ============================================================================
+// InitGameEngine()
+// ----------------------------------------------------------------------------
+// initialize game engine due to level / tape version number
+// ============================================================================
static void InitGameEngine(void)
{
}
-/*
- =============================================================================
- InitGame()
- -----------------------------------------------------------------------------
- initialize and start new game
- =============================================================================
-*/
+// ============================================================================
+// InitGame()
+// ----------------------------------------------------------------------------
+// initialize and start new game
+// ============================================================================
#if DEBUG_INIT_PLAYER
static void DebugPrintPlayerStatus(char *message)
player->health_final = MAX_HEALTH;
player->gems_still_needed = level.gems_needed;
- player->sokobanfields_still_needed = 0;
+ player->sokoban_fields_still_needed = 0;
+ player->sokoban_objects_still_needed = 0;
player->lights_still_needed = 0;
player->players_still_needed = 0;
player->friends_still_needed = 0;
DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
- player->LevelSolved = FALSE;
player->GameOver = FALSE;
- player->LevelSolved_GameWon = FALSE;
- player->LevelSolved_GameEnd = FALSE;
- player->LevelSolved_SaveTape = FALSE;
- player->LevelSolved_SaveScore = FALSE;
-
- player->LevelSolved_CountingTime = 0;
- player->LevelSolved_CountingScore = 0;
- player->LevelSolved_CountingHealth = 0;
-
map_player_action[i] = i;
}
AllPlayersGone = FALSE;
+ game.LevelSolved = FALSE;
+
+ game.LevelSolved_GameWon = FALSE;
+ game.LevelSolved_GameEnd = FALSE;
+ game.LevelSolved_SaveTape = FALSE;
+ game.LevelSolved_SaveScore = FALSE;
+
+ game.LevelSolved_CountingTime = 0;
+ game.LevelSolved_CountingScore = 0;
+ game.LevelSolved_CountingHealth = 0;
+
game.panel.active = TRUE;
game.no_time_limit = (level.time == 0);
}
else if (network.enabled)
{
- /* add team mode players connected over the network (needed for correct
- assignment of player figures from level to locally playing players) */
+ // add team mode players connected over the network (needed for correct
+ // assignment of player figures from level to locally playing players)
for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].connected_network)
}
else if (game.team_mode)
{
- /* try to guess locally connected team mode players (needed for correct
- assignment of player figures from level to locally playing players) */
+ // try to guess locally connected team mode players (needed for correct
+ // assignment of player figures from level to locally playing players)
for (i = 0; i < MAX_PLAYERS; i++)
if (setup.input[i].use_joystick ||
if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
SBY_Upper--;
- /* if local player not found, look for custom element that might create
- the player (make some assumptions about the right custom element) */
+ // if local player not found, look for custom element that might create
+ // the player (make some assumptions about the right custom element)
if (!local_player->present)
{
int start_x = 0, start_y = 0;
local_player->players_still_needed > 0)
return;
- player->LevelSolved = TRUE;
+ game.LevelSolved = TRUE;
+
player->GameOver = TRUE;
player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
MM_HEALTH(game_mm.laser_overload_value) :
player->health);
- player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
- TimeLeft);
- player->LevelSolved_CountingScore = player->score_final;
- player->LevelSolved_CountingHealth = player->health_final;
+ game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
+ game.LevelSolved_CountingScore = player->score_final;
+ game.LevelSolved_CountingHealth = player->health_final;
}
void GameWon(void)
int game_over_delay_value_2 = 25;
int game_over_delay_value_3 = 50;
- if (!local_player->LevelSolved_GameWon)
+ if (!game.LevelSolved_GameWon)
{
int i;
if (local_player->MovPos)
return;
- local_player->LevelSolved_GameWon = TRUE;
- local_player->LevelSolved_SaveTape = tape.recording;
- local_player->LevelSolved_SaveScore = !tape.playing;
+ game.LevelSolved_GameWon = TRUE;
+ game.LevelSolved_SaveTape = tape.recording;
+ game.LevelSolved_SaveScore = !tape.playing;
if (!tape.playing)
{
time = time_final;
score = score_final;
- local_player->LevelSolved_CountingTime = time;
- local_player->LevelSolved_CountingScore = score;
+ game.LevelSolved_CountingTime = time;
+ game.LevelSolved_CountingScore = score;
game_panel_controls[GAME_PANEL_TIME].value = time;
game_panel_controls[GAME_PANEL_SCORE].value = score;
time += time_count_steps * time_count_dir;
score += time_count_steps * level.score[SC_TIME_BONUS];
- local_player->LevelSolved_CountingTime = time;
- local_player->LevelSolved_CountingScore = score;
+ game.LevelSolved_CountingTime = time;
+ game.LevelSolved_CountingScore = score;
game_panel_controls[GAME_PANEL_TIME].value = time;
game_panel_controls[GAME_PANEL_SCORE].value = score;
health += health_count_dir;
score += level.score[SC_TIME_BONUS];
- local_player->LevelSolved_CountingHealth = health;
- local_player->LevelSolved_CountingScore = score;
+ game.LevelSolved_CountingHealth = health;
+ game.LevelSolved_CountingScore = score;
game_panel_controls[GAME_PANEL_HEALTH].value = health;
game_panel_controls[GAME_PANEL_SCORE].value = score;
int last_level_nr = levelset.level_nr;
int hi_pos;
- local_player->LevelSolved_GameEnd = TRUE;
+ game.LevelSolved_GameEnd = TRUE;
- if (local_player->LevelSolved_SaveTape)
+ if (game.LevelSolved_SaveTape)
{
// make sure that request dialog to save tape does not open door again
if (!global.use_envelope_request)
return;
}
- if (!local_player->LevelSolved_SaveScore)
+ if (!game.LevelSolved_SaveScore)
{
SetGameStatus(GAME_MODE_MAIN);
is_moving_before = (WasJustMoving[x][y] != 0);
is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
- /* reset animation only for moving elements which change direction of moving
- or which just started or stopped moving
- (else CEs with property "can move" / "not moving" are reset each frame) */
+ // reset animation only for moving elements which change direction of moving
+ // or which just started or stopped moving
+ // (else CEs with property "can move" / "not moving" are reset each frame)
if (is_moving_before != is_moving_after ||
direction != MovDir[x][y])
ResetGfxAnimation(x, y);
static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
{
- /* like MovingOrBlocked2Element(), but if element is moving
- and (x,y) is the field the moving element is just leaving,
- return EL_BLOCKED instead of the element value */
+ // like MovingOrBlocked2Element(), but if element is moving
+ // and (x,y) is the field the moving element is just leaving,
+ // return EL_BLOCKED instead of the element value
int element = Feld[x][y];
if (IS_MOVING(x, y))
if (Feld[newx][newy] != EL_BLOCKED)
{
- /* element is moving, but target field is not free (blocked), but
- already occupied by something different (example: acid pool);
- in this case, only remove the moving field, but not the target */
+ // element is moving, but target field is not free (blocked), but
+ // already occupied by something different (example: acid pool);
+ // in this case, only remove the moving field, but not the target
RemoveField(oldx, oldy);
Store[x][y] = EL_EMPTY;
}
- /* !!! check this case -- currently needed for rnd_rado_negundo_v,
- !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
+ // !!! check this case -- currently needed for rnd_rado_negundo_v,
+ // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
else if (ELEM_IS_PLAYER(center_element))
Store[x][y] = EL_EMPTY;
else if (center_element == EL_YAMYAM)
else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
Store[x][y] = element_info[center_element].content.e[xx][yy];
#if 1
- /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
- (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
- otherwise) -- FIX THIS !!! */
+ // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
+ // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
+ // otherwise) -- FIX THIS !!!
else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
Store[x][y] = element_info[element].content.e[1][1];
#else
border_explosion = TRUE;
}
- /* if an element just explodes due to another explosion (chain-reaction),
- do not immediately end the new explosion when it was the last frame of
- the explosion (as it would be done in the following "if"-statement!) */
+ // if an element just explodes due to another explosion (chain-reaction),
+ // do not immediately end the new explosion when it was the last frame of
+ // the explosion (as it would be done in the following "if"-statement!)
if (border_explosion && phase == last_phase)
return;
}
if (!MovDelay[x][y]) // start new movement phase
{
- /* all objects that can change their move direction after each step
- (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
+ // all objects that can change their move direction after each step
+ // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
if (element != EL_YAMYAM &&
element != EL_DARK_YAMYAM &&
Feld[x][y] = EL_EMPTY;
TEST_DrawLevelField(x, y);
- /* don't let mole enter this field in this cycle;
- (give priority to objects falling to this field from above) */
+ // don't let mole enter this field in this cycle;
+ // (give priority to objects falling to this field from above)
Stop[x][y] = TRUE;
}
}
static void CheckExit(int x, int y)
{
if (local_player->gems_still_needed > 0 ||
- local_player->sokobanfields_still_needed > 0 ||
+ local_player->sokoban_fields_still_needed > 0 ||
+ local_player->sokoban_objects_still_needed > 0 ||
local_player->lights_still_needed > 0)
{
int element = Feld[x][y];
static void CheckExitEM(int x, int y)
{
if (local_player->gems_still_needed > 0 ||
- local_player->sokobanfields_still_needed > 0 ||
+ local_player->sokoban_fields_still_needed > 0 ||
+ local_player->sokoban_objects_still_needed > 0 ||
local_player->lights_still_needed > 0)
{
int element = Feld[x][y];
static void CheckExitSteel(int x, int y)
{
if (local_player->gems_still_needed > 0 ||
- local_player->sokobanfields_still_needed > 0 ||
+ local_player->sokoban_fields_still_needed > 0 ||
+ local_player->sokoban_objects_still_needed > 0 ||
local_player->lights_still_needed > 0)
{
int element = Feld[x][y];
static void CheckExitSteelEM(int x, int y)
{
if (local_player->gems_still_needed > 0 ||
- local_player->sokobanfields_still_needed > 0 ||
+ local_player->sokoban_fields_still_needed > 0 ||
+ local_player->sokoban_objects_still_needed > 0 ||
local_player->lights_still_needed > 0)
{
int element = Feld[x][y];
TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
- /* check if element under the player changes from accessible to unaccessible
- (needed for special case of dropping element which then changes) */
+ // check if element under the player changes from accessible to unaccessible
+ // (needed for special case of dropping element which then changes)
// (must be checked after creating new element for walkable group elements)
if (IS_PLAYER(x, y) && !player_explosion_protected &&
IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
{
int old_element = Feld[x][y];
- /* prevent changed element from moving in same engine frame
- unless both old and new element can either fall or move */
+ // prevent changed element from moving in same engine frame
+ // unless both old and new element can either fall or move
if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
(!CAN_MOVE(old_element) || !CAN_MOVE(element)))
Stop[x][y] = TRUE;
This can also be seen from the debug output for this test element.)
*/
- /* when a custom element is about to change (for example by change delay),
- do not reset graphic animation when the custom element is moving */
+ // when a custom element is about to change (for example by change delay),
+ // do not reset graphic animation when the custom element is moving
if (game.graphics_engine_version < 4 &&
!IS_MOVING(x, y))
{
{
if (change->can_change && !change_done)
{
- /* if element already changed in this frame, not only prevent
- another element change (checked in ChangeElement()), but
- also prevent additional element actions for this element */
+ // if element already changed in this frame, not only prevent
+ // another element change (checked in ChangeElement()), but
+ // also prevent additional element actions for this element
if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
!level.use_action_after_change_bug)
}
else if (change->has_action)
{
- /* if element already changed in this frame, not only prevent
- another element change (checked in ChangeElement()), but
- also prevent additional element actions for this element */
+ // if element already changed in this frame, not only prevent
+ // another element change (checked in ChangeElement()), but
+ // also prevent additional element actions for this element
if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
!level.use_action_after_change_bug)
{
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
- if (level.native_em_level->lev->home == 0) // all players at home
+ if (game_em.level_solved &&
+ !game_em.game_over) // game won
{
PlayerWins(local_player);
- AllPlayersGone = TRUE;
+ game_em.game_over = TRUE;
- level.native_em_level->lev->home = -1;
+ AllPlayersGone = TRUE;
}
- 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
+ if (game_em.game_over) // game lost
AllPlayersGone = TRUE;
}
else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
{
- if (game_sp.LevelSolved &&
- !game_sp.GameOver) // game won
+ if (game_sp.level_solved &&
+ !game_sp.game_over) // game won
{
PlayerWins(local_player);
- game_sp.GameOver = TRUE;
+ game_sp.game_over = TRUE;
AllPlayersGone = TRUE;
}
- if (game_sp.GameOver) // game lost
+ if (game_sp.game_over) // game lost
AllPlayersGone = TRUE;
}
else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
}
}
- if (!local_player->LevelSolved && !level.use_step_counter)
+ if (!game.LevelSolved && !level.use_step_counter)
{
TimePlayed++;
CheckLevelSolved();
- if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
+ if (game.LevelSolved && !game.LevelSolved_GameEnd)
GameWon();
if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
RemovePlayer(player);
}
- if (!local_player->LevelSolved && level.use_step_counter)
+ if (!game.LevelSolved && level.use_step_counter)
{
int i;
if (IS_SB_ELEMENT(element))
{
+ boolean sokoban_task_solved = FALSE;
+
if (element == EL_SOKOBAN_FIELD_FULL)
{
Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed++;
+
+ IncrementPlayerSokobanFieldsNeeded(local_player);
+ IncrementPlayerSokobanObjectsNeeded(local_player);
}
if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
{
Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed--;
+
+ DecrementPlayerSokobanFieldsNeeded(local_player);
+ DecrementPlayerSokobanObjectsNeeded(local_player);
+
+ // sokoban object was pushed from empty field to sokoban field
+ if (Back[x][y] == EL_EMPTY)
+ sokoban_task_solved = TRUE;
}
Feld[x][y] = EL_SOKOBAN_OBJECT;
PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
ACTION_FILLING);
- if (local_player->sokobanfields_still_needed == 0 &&
+ if (sokoban_task_solved &&
+ local_player->sokoban_fields_still_needed == 0 &&
+ local_player->sokoban_objects_still_needed == 0 &&
(game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
{
local_player->players_still_needed = 0;
- PlayerWins(player);
+ PlayerWins(local_player);
PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
}
boolean checkGameSolved(void)
{
// set for all game engines if level was solved
- return local_player->LevelSolved_GameEnd;
+ return game.LevelSolved_GameEnd;
}
boolean checkGameFailed(void)
return FALSE;
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- return (level.native_em_level->lev->home > 0);
+ return (game_em.game_over && !game_em.level_solved);
else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
- return (game_sp.GameOver && !game_sp.LevelSolved);
+ return (game_sp.game_over && !game_sp.level_solved);
else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
return (game_mm.game_over && !game_mm.level_solved);
else // GAME_ENGINE_TYPE_RND
- return (local_player->GameOver && !local_player->LevelSolved);
+ return (local_player->GameOver && !game.LevelSolved);
}
boolean checkGameEnded(void)