#define EX_TYPE_DYNA (1 << 4)
#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
-#define PANEL_OFF() (local_player->LevelSolved_PanelOff)
+#define PANEL_OFF() (game.panel.active == FALSE)
#define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
#define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
#define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
static void PlayLevelSoundActionIfLoop(int, int, int);
static void StopLevelSoundActionIfLoop(int, int, int);
-static void PlayLevelMusic();
-static void FadeLevelSoundsAndMusic();
+static void PlayLevelMusic(void);
+static void FadeLevelSoundsAndMusic(void);
static void HandleGameButtons(struct GadgetInfo *);
(x) += playfield_scan_delta_x)
#ifdef DEBUG
-void DEBUG_SetMaximumDynamite()
+void DEBUG_SetMaximumDynamite(void)
{
int i;
}
#endif
-static void InitPlayfieldScanModeVars()
+static void InitPlayfieldScanModeVars(void)
{
if (game.use_reverse_scan_direction)
{
}
}
-void GetPlayerConfig()
+void GetPlayerConfig(void)
{
GameFrameDelay = setup.game_frame_delay;
return stored_player[player_nr].inventory_size;
}
-void InitGameControlValues()
+static void InitGameControlValues(void)
{
int i;
sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
}
-void UpdatePlayfieldElementCount()
+static void UpdatePlayfieldElementCount(void)
{
boolean use_element_count = FALSE;
int i, j, x, y;
element_info[j].element_count;
}
-void UpdateGameControlValues()
+static void UpdateGameControlValues(void)
{
int i, k;
int time = (local_player->LevelSolved ?
/* update game panel control values */
- game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
+ /* used instead of "level_nr" (for network games) */
+ game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
game_panel_controls[GAME_PANEL_GEMS].value = gems;
game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
}
}
-void DisplayGameControlValues()
+static void DisplayGameControlValues(void)
{
boolean redraw_panel = FALSE;
int i;
SetGameStatus(GAME_MODE_PLAYING);
}
-void UpdateAndDisplayGameControlValues()
+void UpdateAndDisplayGameControlValues(void)
{
if (tape.deactivate_display)
return;
DisplayGameControlValues();
}
-void UpdateGameDoorValues()
+#if 0
+static void UpdateGameDoorValues(void)
{
UpdateGameControlValues();
}
+#endif
-void DrawGameDoorValues()
+void DrawGameDoorValues(void)
{
DisplayGameControlValues();
}
=============================================================================
*/
-static void InitGameEngine()
+static void InitGameEngine(void)
{
int i, j, k, l, x, y;
level.time = 0;
}
-int get_num_special_action(int element, int action_first, int action_last)
+static int get_num_special_action(int element, int action_first,
+ int action_last)
{
int num_special_action = 0;
int i, j;
}
#endif
-void InitGame()
+void InitGame(void)
{
int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
ExpireSoundLoops(TRUE);
- if (!level_editor_test_game)
- FadeOut(fade_mask);
+ FadeOut(fade_mask);
/* needed if different viewport properties defined for playing */
ChangeViewportPropertiesIfNeeded();
player->LevelSolved_GameWon = FALSE;
player->LevelSolved_GameEnd = FALSE;
- player->LevelSolved_PanelOff = FALSE;
player->LevelSolved_SaveTape = FALSE;
player->LevelSolved_SaveScore = FALSE;
AllPlayersGone = FALSE;
+ game.panel.active = TRUE;
+
game.no_time_limit = (level.time == 0);
game.yamyam_content_nr = 0;
game.ball_state = level.ball_state_initial;
game.ball_content_nr = 0;
+ game.explosions_delayed = TRUE;
+
game.envelope_active = FALSE;
for (i = 0; i < NUM_BELTS; i++)
SCAN_PLAYFIELD(x, y)
{
- Feld[x][y] = level.field[x][y];
+ Feld[x][y] = Last[x][y] = level.field[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
if (stored_player[i].active)
local_player->players_still_needed++;
+ if (level.solved_by_one_player)
+ local_player->players_still_needed = 1;
+
/* when recording the game, store which players take part in the game */
if (tape.recording)
{
game.restart_level = FALSE;
game.restart_game_message = NULL;
+ game.request_active = FALSE;
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
InitGameActions_MM();
static void PlayerWins(struct PlayerInfo *player)
{
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
+ local_player->players_still_needed > 0)
+ return;
+
player->LevelSolved = TRUE;
player->GameOver = TRUE;
player->LevelSolved_CountingHealth = player->health_final;
}
-void GameWon()
+void GameWon(void)
{
static int time_count_steps;
static int time, time_final;
Feld[ExitX][ExitY] =
(element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
- element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
- element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
+ element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
+ element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
EL_EM_STEEL_EXIT_CLOSING);
return;
}
- local_player->LevelSolved_PanelOff = TRUE;
+ game.panel.active = FALSE;
if (game_over_delay_3 > 0)
{
GameEnd();
}
-void GameEnd()
+void GameEnd(void)
{
+ /* used instead of "level_nr" (needed for network games) */
+ int last_level_nr = levelset.level_nr;
int hi_pos;
- int last_level_nr = level_nr;
local_player->LevelSolved_GameEnd = TRUE;
}
if (setup.increment_levels &&
- level_nr < leveldir_current->last_level)
+ level_nr < leveldir_current->last_level &&
+ !network_playing)
{
level_nr++; /* advance to next level */
TapeErase(); /* start with empty tape */
DrawHallOfFame(last_level_nr, hi_pos);
}
- else if (!setup.auto_play_next_level || !setup.increment_levels)
+ else if (setup.auto_play_next_level && setup.increment_levels &&
+ last_level_nr < leveldir_current->last_level &&
+ !network_playing)
{
- SetGameStatus(GAME_MODE_MAIN);
-
- DrawMainMenu();
+ StartGameActions(network.enabled, setup.autorecord, level.random_seed);
}
else
{
- StartGameActions(network.enabled, setup.autorecord, level.random_seed);
+ SetGameStatus(GAME_MODE_MAIN);
+
+ DrawMainMenu();
}
}
GfxRandom[x][y] = INIT_GFX_RANDOM();
}
-void InitMovingField(int x, int y, int direction)
+static void InitMovingField(int x, int y, int direction)
{
int element = Feld[x][y];
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
*comes_from_y = oldy;
}
-int MovingOrBlocked2Element(int x, int y)
+static int MovingOrBlocked2Element(int x, int y)
{
int element = Feld[x][y];
GfxDir[x][y] = MV_NONE;
}
-void RemoveMovingField(int x, int y)
+static void RemoveMovingField(int x, int y)
{
int oldx = x, oldy = y, newx = x, newy = y;
int element = Feld[x][y];
DrawGraphic(sx, sy, graphic, frame);
}
-void CheckDynamite(int x, int y)
+static void CheckDynamite(int x, int y)
{
if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
{
}
}
-static boolean checkIfAllPlayersFitToScreen_RND()
+static boolean checkIfAllPlayersFitToScreen_RND(void)
{
int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
*sy = (sy1 + sy2) / 2;
}
-void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
- boolean center_screen, boolean quick_relocation)
+static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
+ boolean center_screen, boolean quick_relocation)
{
unsigned int frame_delay_value_old = GetVideoFrameDelay();
boolean ffwd_delay = (tape.playing && tape.fast_forward);
SetVideoFrameDelay(frame_delay_value_old);
}
-void RelocatePlayer(int jx, int jy, int el_player_raw)
+static void RelocatePlayer(int jx, int jy, int el_player_raw)
{
int el_player = GET_PLAYER_ELEMENT(el_player_raw);
int player_nr = GET_PLAYER_NR(el_player);
}
}
-void Explode(int ex, int ey, int phase, int mode)
+static void Explode(int ex, int ey, int phase, int mode)
{
int x, y;
int last_phase;
}
}
-void DynaExplode(int ex, int ey)
+static void DynaExplode(int ex, int ey)
{
int i, j;
int dynabomb_element = Feld[ex][ey];
CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
}
-void SplashAcid(int x, int y)
+static void SplashAcid(int x, int y)
{
if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
(!IN_LEV_FIELD(x - 1, y - 2) ||
PlayLevelSound(x, y, SND_ACID_SPLASHING);
}
-static void InitBeltMovement()
+static void InitBeltMovement(void)
{
static int belt_base_element[4] =
{
element);
}
-static void RedrawAllLightSwitchesAndInvisibleElements()
+static void RedrawAllLightSwitchesAndInvisibleElements(void)
{
int x, y;
}
}
-static void RedrawAllInvisibleElementsForLenses()
+static void RedrawAllInvisibleElementsForLenses(void)
{
int x, y;
}
}
-static void RedrawAllInvisibleElementsForMagnifier()
+static void RedrawAllInvisibleElementsForMagnifier(void)
{
int x, y;
EL_DC_TIMEGATE_SWITCH_ACTIVE);
}
-void Impact(int x, int y)
+static void Impact(int x, int y)
{
boolean last_line = (y == lev_fieldy - 1);
boolean object_hit = FALSE;
return FALSE;
}
-void StartMoving(int x, int y)
+static void StartMoving(int x, int y)
{
boolean started_moving = FALSE; /* some elements can fall _and_ move */
int element = Feld[x][y];
return group_nr;
}
-void AmoebenVereinigen(int ax, int ay)
+static void AmoebenVereinigen(int ax, int ay)
{
int i, x, y, xx, yy;
int new_group_nr = AmoebaNr[ax][ay];
}
}
-void AmoebeUmwandelnBD(int ax, int ay, int new_element)
+static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
{
int x, y;
int group_nr = AmoebaNr[ax][ay];
SND_BD_AMOEBA_TURNING_TO_GEM));
}
-void AmoebeWaechst(int x, int y)
+static void AmoebeWaechst(int x, int y)
{
static unsigned int sound_delay = 0;
static unsigned int sound_delay_value = 0;
}
}
-void AmoebaDisappearing(int x, int y)
+static void AmoebaDisappearing(int x, int y)
{
static unsigned int sound_delay = 0;
static unsigned int sound_delay_value = 0;
}
}
-void AmoebeAbleger(int ax, int ay)
+static void AmoebeAbleger(int ax, int ay)
{
int i;
int element = Feld[ax][ay];
TEST_DrawLevelField(newax, neway);
}
-void Life(int ax, int ay)
+static void Life(int ax, int ay)
{
int x1, y1, x2, y2;
int life_time = 40;
for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
{
int xx = ax+x1, yy = ay+y1;
- int nachbarn = 0;
+ int old_element = Feld[xx][yy];
+ int num_neighbours = 0;
if (!IN_LEV_FIELD(xx, yy))
continue;
if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
continue;
- if (((Feld[x][y] == element ||
- (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
- !Stop[x][y]) ||
- (IS_FREE(x, y) && Stop[x][y]))
- nachbarn++;
+ boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
+ boolean is_neighbour = FALSE;
+
+ if (level.use_life_bugs)
+ is_neighbour =
+ (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
+ (IS_FREE(x, y) && Stop[x][y]));
+ else
+ is_neighbour =
+ (Last[x][y] == element || is_player_cell);
+
+ if (is_neighbour)
+ num_neighbours++;
}
+ boolean is_free = FALSE;
+
+ if (level.use_life_bugs)
+ is_free = (IS_FREE(xx, yy));
+ else
+ is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
+
if (xx == ax && yy == ay) /* field in the middle */
{
- if (nachbarn < life_parameter[0] ||
- nachbarn > life_parameter[1])
+ if (num_neighbours < life_parameter[0] ||
+ num_neighbours > life_parameter[1])
{
Feld[xx][yy] = EL_EMPTY;
- if (!Stop[xx][yy])
+ if (Feld[xx][yy] != old_element)
TEST_DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
changed = TRUE;
}
}
- else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
+ else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
{ /* free border field */
- if (nachbarn >= life_parameter[2] &&
- nachbarn <= life_parameter[3])
+ if (num_neighbours >= life_parameter[2] &&
+ num_neighbours <= life_parameter[3])
{
Feld[xx][yy] = element;
MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
- if (!Stop[xx][yy])
+ if (Feld[xx][yy] != old_element)
TEST_DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
changed = TRUE;
game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
}
-void CheckExit(int x, int y)
+static void CheckExit(int x, int y)
{
if (local_player->gems_still_needed > 0 ||
local_player->sokobanfields_still_needed > 0 ||
PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
}
-void CheckExitEM(int x, int y)
+static void CheckExitEM(int x, int y)
{
if (local_player->gems_still_needed > 0 ||
local_player->sokobanfields_still_needed > 0 ||
PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
}
-void CheckExitSteel(int x, int y)
+static void CheckExitSteel(int x, int y)
{
if (local_player->gems_still_needed > 0 ||
local_player->sokobanfields_still_needed > 0 ||
PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
}
-void CheckExitSteelEM(int x, int y)
+static void CheckExitSteelEM(int x, int y)
{
if (local_player->gems_still_needed > 0 ||
local_player->sokobanfields_still_needed > 0 ||
PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
}
-void CheckExitSP(int x, int y)
+static void CheckExitSP(int x, int y)
{
if (local_player->gems_still_needed > 0)
{
PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
}
-static void CloseAllOpenTimegates()
+static void CloseAllOpenTimegates(void)
{
int x, y;
}
}
-void DrawTwinkleOnField(int x, int y)
+static void DrawTwinkleOnField(int x, int y)
{
if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
return;
}
}
-void MauerWaechst(int x, int y)
+static void MauerWaechst(int x, int y)
{
int delay = 6;
}
}
-void MauerAbleger(int ax, int ay)
+static void MauerAbleger(int ax, int ay)
{
int element = Feld[ax][ay];
int graphic = el2img(element);
PlayLevelSoundAction(ax, ay, ACTION_GROWING);
}
-void MauerAblegerStahl(int ax, int ay)
+static void MauerAblegerStahl(int ax, int ay)
{
int element = Feld[ax][ay];
int graphic = el2img(element);
PlayLevelSoundAction(ax, ay, ACTION_GROWING);
}
-void CheckForDragon(int x, int y)
+static void CheckForDragon(int x, int y)
{
int i, j;
boolean dragon_found = FALSE;
}
}
-static void PlayAllPlayersSound()
+static void PlayAllPlayersSound(void)
{
int i;
tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
}
-static void CheckLevelTime()
+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 */
if (game_mm.game_over) /* game lost */
AllPlayersGone = TRUE;
}
+}
+
+static void CheckLevelTime(void)
+{
+ int i;
if (TimeFrames >= FRAMES_PER_SECOND)
{
if (init_network_game)
{
+ SendToServer_LevelFile();
SendToServer_StartPlaying();
return;
InitGame();
}
-void GameActionsExt()
+static void GameActionsExt(void)
{
#if 0
static unsigned int game_frame_delay = 0;
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();
BlitScreenToBitmap(backbuffer);
+ CheckLevelSolved();
CheckLevelTime();
AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
}
}
-static void GameActions_CheckSaveEngineSnapshot()
+static void GameActions_CheckSaveEngineSnapshot(void)
{
if (!game.snapshot.save_snapshot)
return;
SaveEngineSnapshotToList();
}
-void GameActions()
+void GameActions(void)
{
GameActionsExt();
GameActions_CheckSaveEngineSnapshot();
}
-void GameActions_EM_Main()
+void GameActions_EM_Main(void)
{
byte effective_action[MAX_PLAYERS];
boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
GameActions_EM(effective_action, warp_mode);
}
-void GameActions_SP_Main()
+void GameActions_SP_Main(void)
{
byte effective_action[MAX_PLAYERS];
boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
}
}
-void GameActions_MM_Main()
+void GameActions_MM_Main(void)
{
boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
GameActions_MM(local_player->effective_mouse_action, warp_mode);
}
-void GameActions_RND_Main()
+void GameActions_RND_Main(void)
{
GameActions_RND();
}
-void GameActions_RND()
+void GameActions_RND(void)
{
int magic_wall_x = 0, magic_wall_y = 0;
int i, x, y, element, graphic, last_gfx_frame;
SCAN_PLAYFIELD(x, y)
{
+ Last[x][y] = Feld[x][y];
+
ChangeCount[x][y] = 0;
ChangeEvent[x][y] = -1;
return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
}
-static boolean AllPlayersInVisibleScreen()
+static boolean AllPlayersInVisibleScreen(void)
{
int i;
DrawPlayer(player); /* needed here only to cleanup last field */
RemovePlayer(player);
- local_player->players_still_needed--;
+ if (local_player->players_still_needed > 0)
+ local_player->players_still_needed--;
+
+ /* also set if some players not yet gone, but not needed to solve level */
+ if (local_player->players_still_needed == 0)
+ AllPlayersGone = TRUE;
}
static void setFieldForSnapping(int x, int y, int element, int direction)
static int *loop_sound_frame = NULL;
static int *loop_sound_volume = NULL;
-void InitPlayLevelSound()
+void InitPlayLevelSound(void)
{
int num_sounds = getSoundListSize();
StopSound(sound_effect);
}
-static int getLevelMusicNr()
+static int getLevelMusicNr(void)
{
if (levelset.music[level_nr] != MUS_UNDEFINED)
return levelset.music[level_nr]; /* from config file */
return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
}
-static void FadeLevelSounds()
+static void FadeLevelSounds(void)
{
FadeSounds();
}
-static void FadeLevelMusic()
+static void FadeLevelMusic(void)
{
int music_nr = getLevelMusicNr();
char *curr_music = getCurrentlyPlayingMusicFilename();
FadeMusic();
}
-void FadeLevelSoundsAndMusic()
+void FadeLevelSoundsAndMusic(void)
{
FadeLevelSounds();
FadeLevelMusic();
}
-static void PlayLevelMusic()
+static void PlayLevelMusic(void)
{
int music_nr = getLevelMusicNr();
char *curr_music = getCurrentlyPlayingMusicFilename();
char *next_music = getMusicInfoEntryFilename(music_nr);
if (!strEqual(curr_music, next_music))
- PlayMusic(music_nr);
+ PlayMusicLoop(music_nr);
}
void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
}
}
+void CheckGameOver(void)
+{
+ static boolean last_game_over = FALSE;
+ static int game_over_delay = 0;
+ int game_over_delay_value = 50;
+ boolean game_over = checkGameFailed();
+
+ /* do not handle game over if request dialog is already active */
+ if (game.request_active)
+ return;
+
+ if (!game_over)
+ {
+ last_game_over = FALSE;
+ game_over_delay = game_over_delay_value;
+
+ return;
+ }
+
+ if (game_over_delay > 0)
+ {
+ game_over_delay--;
+
+ return;
+ }
+
+ if (last_game_over != game_over)
+ game.restart_game_message = "Game over! Play it again?";
+
+ last_game_over = game_over;
+}
+
+boolean checkGameSolved(void)
+{
+ /* set for all game engines if level was solved */
+ return local_player->LevelSolved_GameEnd;
+}
+
+boolean checkGameFailed(void)
+{
+ if (!AllPlayersGone)
+ return FALSE;
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ return (level.native_em_level->lev->home > 0);
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ return (game_sp.GameOver && !game_sp.LevelSolved);
+ 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);
+}
+
+boolean checkGameEnded(void)
+{
+ return (checkGameSolved() || checkGameFailed());
+}
+
/* ------------------------------------------------------------------------- */
/* random generator functions */
static char *snapshot_level_identifier = NULL;
static int snapshot_level_nr = -1;
-static void SaveEngineSnapshotValues_RND()
+static void SaveEngineSnapshotValues_RND(void)
{
static int belt_base_active_element[4] =
{
}
}
-static void LoadEngineSnapshotValues_RND()
+static void LoadEngineSnapshotValues_RND(void)
{
unsigned int num_random_calls = game.num_random_calls;
int i, j;
}
}
-void FreeEngineSnapshotSingle()
+void FreeEngineSnapshotSingle(void)
{
FreeSnapshotSingle();
snapshot_level_nr = -1;
}
-void FreeEngineSnapshotList()
+void FreeEngineSnapshotList(void)
{
FreeSnapshotList();
}
-ListNode *SaveEngineSnapshotBuffers()
+static ListNode *SaveEngineSnapshotBuffers(void)
{
ListNode *buffers = NULL;
return buffers;
}
-void SaveEngineSnapshotSingle()
+void SaveEngineSnapshotSingle(void)
{
ListNode *buffers = SaveEngineSnapshotBuffers();
snapshot_level_nr = level_nr;
}
-boolean CheckSaveEngineSnapshotToList()
+boolean CheckSaveEngineSnapshotToList(void)
{
boolean save_snapshot =
((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
return save_snapshot;
}
-void SaveEngineSnapshotToList()
+void SaveEngineSnapshotToList(void)
{
if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
tape.quick_resume)
SaveSnapshotToList(buffers);
}
-void SaveEngineSnapshotToListInitial()
+void SaveEngineSnapshotToListInitial(void)
{
FreeEngineSnapshotList();
SaveEngineSnapshotToList();
}
-void LoadEngineSnapshotValues()
+static void LoadEngineSnapshotValues(void)
{
/* restore special values from snapshot structure */
LoadEngineSnapshotValues_MM();
}
-void LoadEngineSnapshotSingle()
+void LoadEngineSnapshotSingle(void)
{
LoadSnapshotSingle();
LoadEngineSnapshotValues();
}
-void LoadEngineSnapshot_Undo(int steps)
+static void LoadEngineSnapshot_Undo(int steps)
{
LoadSnapshotFromList_Older(steps);
LoadEngineSnapshotValues();
}
-void LoadEngineSnapshot_Redo(int steps)
+static void LoadEngineSnapshot_Redo(int steps)
{
LoadSnapshotFromList_Newer(steps);
LoadEngineSnapshotValues();
}
-boolean CheckEngineSnapshotSingle()
+boolean CheckEngineSnapshotSingle(void)
{
return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
snapshot_level_nr == level_nr);
}
-boolean CheckEngineSnapshotList()
+boolean CheckEngineSnapshotList(void)
{
return CheckSnapshotList();
}
}
};
-void CreateGameButtons()
+void CreateGameButtons(void)
{
int i;
}
}
-void FreeGameButtons()
+void FreeGameButtons(void)
{
int i;
UnmapGadget(game_gadget[i]);
}
-static void UnmapGameButtonsAtSamePosition_All()
+static void UnmapGameButtonsAtSamePosition_All(void)
{
if (setup.show_snapshot_buttons)
{
UnmapGameButtonsAtSamePosition_All();
}
-void MapUndoRedoButtons()
+void MapUndoRedoButtons(void)
{
UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
}
-void UnmapUndoRedoButtons()
+void UnmapUndoRedoButtons(void)
{
UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
}
-void MapGameButtonsExt(boolean on_tape)
+static void MapGameButtonsExt(boolean on_tape)
{
int i;
RedrawGameButtons();
}
-void UnmapGameButtonsExt(boolean on_tape)
+static void UnmapGameButtonsExt(boolean on_tape)
{
int i;
UnmapGadget(game_gadget[i]);
}
-void RedrawGameButtonsExt(boolean on_tape)
+static void RedrawGameButtonsExt(boolean on_tape)
{
int i;
redraw_mask &= ~REDRAW_ALL;
}
-void SetGadgetState(struct GadgetInfo *gi, boolean state)
+static void SetGadgetState(struct GadgetInfo *gi, boolean state)
{
if (gi == NULL)
return;
gi->checked = state;
}
-void RedrawSoundButtonGadget(int id)
+static void RedrawSoundButtonGadget(int id)
{
int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
RedrawGadget(game_gadget[id2]);
}
-void MapGameButtons()
+void MapGameButtons(void)
{
MapGameButtonsExt(FALSE);
}
-void UnmapGameButtons()
+void UnmapGameButtons(void)
{
UnmapGameButtonsExt(FALSE);
}
-void RedrawGameButtons()
+void RedrawGameButtons(void)
{
RedrawGameButtonsExt(FALSE);
}
-void MapGameButtonsOnTape()
+void MapGameButtonsOnTape(void)
{
MapGameButtonsExt(TRUE);
}
-void UnmapGameButtonsOnTape()
+void UnmapGameButtonsOnTape(void)
{
UnmapGameButtonsExt(TRUE);
}
-void RedrawGameButtonsOnTape()
+void RedrawGameButtonsOnTape(void)
{
RedrawGameButtonsExt(TRUE);
}
-void GameUndoRedoExt()
+static void GameUndoRedoExt(void)
{
ClearPlayerAction();
BackToFront();
}
-void GameUndo(int steps)
+static void GameUndo(int steps)
{
if (!CheckEngineSnapshotList())
return;
GameUndoRedoExt();
}
-void GameRedo(int steps)
+static void GameRedo(int steps)
{
if (!CheckEngineSnapshotList())
return;