#include "anim.h"
-/* DEBUG SETTINGS */
+// DEBUG SETTINGS
#define DEBUG_INIT_PLAYER 1
#define DEBUG_PLAYER_ACTIONS 0
-/* EXPERIMENTAL STUFF */
+// EXPERIMENTAL STUFF
#define USE_NEW_AMOEBA_CODE FALSE
-/* EXPERIMENTAL STUFF */
+// EXPERIMENTAL STUFF
#define USE_QUICKSAND_BD_ROCK_BUGFIX 0
#define USE_QUICKSAND_IMPACT_BUGFIX 0
#define USE_DELAYED_GFX_REDRAW 0
#endif
-/* for DigField() */
+// for DigField()
#define DF_NO_PUSH 0
#define DF_DIG 1
#define DF_SNAP 2
-/* for MovePlayer() */
+// for MovePlayer()
#define MP_NO_ACTION 0
#define MP_MOVING 1
#define MP_ACTION 2
#define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
-/* for ScrollPlayer() */
+// for ScrollPlayer()
#define SCROLL_INIT 0
#define SCROLL_GO_ON 1
-/* for Bang()/Explode() */
+// for Bang()/Explode()
#define EX_PHASE_START 0
#define EX_TYPE_NONE 0
#define EX_TYPE_NORMAL (1 << 0)
#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))
-/* game panel display and control definitions */
+// game panel display and control definitions
#define GAME_PANEL_LEVEL_NUMBER 0
#define GAME_PANEL_GEMS 1
#define GAME_PANEL_INVENTORY_COUNT 2
}
};
-/* values for delayed check of falling and moving elements and for collision */
+// values for delayed check of falling and moving elements and for collision
#define CHECK_DELAY_MOVING 3
#define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
#define CHECK_DELAY_COLLISION 2
#define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
-/* values for initial player move delay (initial delay counter value) */
+// values for initial player move delay (initial delay counter value)
#define INITIAL_MOVE_DELAY_OFF -1
#define INITIAL_MOVE_DELAY_ON 0
-/* values for player movement speed (which is in fact a delay value) */
+// values for player movement speed (which is in fact a delay value)
#define MOVE_DELAY_MIN_SPEED 32
#define MOVE_DELAY_NORMAL_SPEED 8
#define MOVE_DELAY_HIGH_SPEED 4
#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
-/* values for scroll positions */
+// values for scroll positions
#define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
(x) > SBX_Right + MIDPOSX ? SBX_Right :\
(x) - MIDPOSX)
(y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
(y) - MIDPOSY)
-/* values for other actions */
+// values for other actions
#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
#define MOVE_STEPSIZE_MIN (1)
#define MOVE_STEPSIZE_MAX (TILEX)
#define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
-/* game button identifiers */
+// game button identifiers
#define GAME_CTRL_ID_STOP 0
#define GAME_CTRL_ID_PAUSE 1
#define GAME_CTRL_ID_PLAY 2
#define NUM_GAME_BUTTONS 17
-/* forward declaration for internal use */
+// forward declaration for internal use
static void CreateField(int, int, int);
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 *);
static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
-/* for detection of endless loops, caused by custom element programming */
-/* (using maximal playfield width x 10 is just a rough approximation) */
+// for detection of endless loops, caused by custom element programming
+// (using maximal playfield width x 10 is just a rough approximation)
#define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
#define RECURSION_LOOP_DETECTION_START(e, rc) \
static int map_player_action[MAX_PLAYERS];
-/* ------------------------------------------------------------------------- */
-/* definition of elements that automatically change to other elements after */
-/* a specified time, eventually calling a function when changing */
-/* ------------------------------------------------------------------------- */
+// ----------------------------------------------------------------------------
+// definition of elements that automatically change to other elements after
+// a specified time, eventually calling a function when changing
+// ----------------------------------------------------------------------------
-/* forward declaration for changer functions */
+// forward declaration for changer functions
static void InitBuggyBase(int, int);
static void WarnBuggyBase(int, int);
#define CE_PAGE(e, ce) (element_info[e].event_page[ce])
-/* static variables for playfield scan mode (scanning forward or backward) */
+// static variables for playfield scan mode (scanning forward or backward)
static int playfield_scan_start_x = 0;
static int playfield_scan_start_y = 0;
static int playfield_scan_delta_x = 1;
(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)
{
move_stepsize =
MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
- /* make sure that stepsize value is always a power of 2 */
+ // make sure that stepsize value is always a power of 2
move_stepsize = (1 << log_2(move_stepsize));
return TILEX / move_stepsize;
int move_delay = get_move_delay_from_stepsize(move_stepsize);
boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
- /* do no immediately change move delay -- the player might just be moving */
+ // do no immediately change move delay -- the player might just be moving
player->move_delay_value_next = move_delay;
- /* information if player can move must be set separately */
+ // information if player can move must be set separately
player->cannot_move = cannot_move;
if (init_game)
}
}
-void GetPlayerConfig()
+void GetPlayerConfig(void)
{
GameFrameDelay = setup.game_frame_delay;
return element;
}
+static void IncrementSokobanFieldsNeeded(void)
+{
+ if (level.sb_fields_needed)
+ game.sokoban_fields_still_needed++;
+}
+
+static void IncrementSokobanObjectsNeeded(void)
+{
+ if (level.sb_objects_needed)
+ game.sokoban_objects_still_needed++;
+}
+
+static void DecrementSokobanFieldsNeeded(void)
+{
+ if (game.sokoban_fields_still_needed > 0)
+ game.sokoban_fields_still_needed--;
+}
+
+static void DecrementSokobanObjectsNeeded(void)
+{
+ if (game.sokoban_objects_still_needed > 0)
+ game.sokoban_objects_still_needed--;
+}
+
static void InitPlayerField(int x, int y, int element, boolean init_game)
{
if (element == EL_SP_MURPHY)
level.sp_block_last_field :
level.block_last_field);
- /* ---------- initialize player's last field block delay --------------- */
+ // ---------- initialize player's last field block delay ------------------
- /* always start with reliable default value (no adjustment needed) */
+ // always start with reliable default value (no adjustment needed)
player->block_delay_adjustment = 0;
- /* special case 1: in Supaplex, Murphy blocks last field one more frame */
+ // special case 1: in Supaplex, Murphy blocks last field one more frame
if (player->block_last_field && element == EL_SP_MURPHY)
player->block_delay_adjustment = 1;
- /* special case 2: in game engines before 3.1.1, blocking was different */
+ // special case 2: in game engines before 3.1.1, blocking was different
if (game.use_block_last_field_bug)
player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
{
player->active = TRUE;
- /* remove potentially duplicate players */
+ // remove potentially duplicate players
if (StorePlayer[jx][jy] == Feld[x][y])
StorePlayer[jx][jy] = 0;
struct PlayerInfo *player = &stored_player[player_nr];
if (player->active && player->killed)
- player->reanimated = TRUE; /* if player was just killed, reanimate him */
+ player->reanimated = TRUE; // if player was just killed, reanimate him
}
}
break;
case EL_SOKOBAN_FIELD_EMPTY:
- local_player->sokobanfields_still_needed++;
+ IncrementSokobanFieldsNeeded();
+ break;
+
+ case EL_SOKOBAN_OBJECT:
+ IncrementSokobanObjectsNeeded();
break;
case EL_STONEBLOCK:
break;
case EL_LAMP:
- local_player->lights_still_needed++;
+ game.lights_still_needed++;
break;
case EL_PENGUIN:
- local_player->friends_still_needed++;
+ game.friends_still_needed++;
break;
case EL_PIG:
int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
- if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
+ if (game.belt_dir_nr[belt_nr] == 3) // initial value
{
game.belt_dir[belt_nr] = belt_dir;
game.belt_dir_nr[belt_nr] = belt_dir_nr;
}
- else /* more than one switch -- set it like the first switch */
+ else // more than one switch -- set it like the first switch
{
Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
}
case EL_NEXT_CE_6:
case EL_NEXT_CE_7:
case EL_NEXT_CE_8:
- /* reference elements should not be used on the playfield */
+ // reference elements should not be used on the playfield
Feld[x][y] = EL_EMPTY;
break;
CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
}
-inline static void InitField_WithBug1(int x, int y, boolean init_game)
+static void InitField_WithBug1(int x, int y, boolean init_game)
{
InitField(x, y, init_game);
- /* not needed to call InitMovDir() -- already done by InitField()! */
+ // not needed to call InitMovDir() -- already done by InitField()!
if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
CAN_MOVE(Feld[x][y]))
InitMovDir(x, y);
}
-inline static void InitField_WithBug2(int x, int y, boolean init_game)
+static void InitField_WithBug2(int x, int y, boolean init_game)
{
int old_element = Feld[x][y];
InitField(x, y, init_game);
- /* not needed to call InitMovDir() -- already done by InitField()! */
+ // not needed to call InitMovDir() -- already done by InitField()!
if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
CAN_MOVE(old_element) &&
(old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
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)
{
return stored_player[player_nr].inventory_size;
}
-void InitGameControlValues()
+static void InitGameControlValues(void)
{
int i;
Error(ERR_EXIT, "this should not happen -- please debug");
}
- /* force update of game controls after initialization */
+ // force update of game controls after initialization
gpc->value = gpc->last_value = -1;
gpc->frame = gpc->last_frame = -1;
gpc->gfx_frame = -1;
- /* determine panel value width for later calculation of alignment */
+ // determine panel value width for later calculation of alignment
if (type == TYPE_INTEGER || type == TYPE_STRING)
{
pos->width = pos->size * getFontWidth(pos->font);
pos->height = pos->size;
}
- /* fill structure for game panel draw order */
+ // fill structure for game panel draw order
gpo->nr = gpc->nr;
gpo->sort_priority = pos->sort_priority;
}
- /* sort game panel controls according to sort_priority and control number */
+ // sort game panel controls according to sort_priority and control number
qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
}
-void UpdatePlayfieldElementCount()
+static void UpdatePlayfieldElementCount(void)
{
boolean use_element_count = FALSE;
int i, j, x, y;
- /* first check if it is needed at all to calculate playfield element count */
+ // first check if it is needed at all to calculate playfield element count
for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
use_element_count = TRUE;
element_info[j].element_count;
}
-void UpdateGameControlValues()
+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 ?
level.native_sp_level->game_sp->score :
level.game_engine_type == GAME_ENGINE_TYPE_MM ?
game_mm.score :
- local_player->score);
+ game.score);
int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.native_em_level->lev->required :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
level.native_sp_level->game_sp->infotrons_still_needed :
level.game_engine_type == GAME_ENGINE_TYPE_MM ?
game_mm.kettles_still_needed :
- local_player->gems_still_needed);
+ game.gems_still_needed);
int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.native_em_level->lev->required > 0 :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
level.game_engine_type == GAME_ENGINE_TYPE_MM ?
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->lights_still_needed > 0);
- int health = (local_player->LevelSolved ?
- local_player->LevelSolved_CountingHealth :
+ game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0);
+ 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);
+ game.health);
UpdatePlayfieldElementCount();
- /* update game panel control values */
+ // 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;
{
for (i = 0; i < MAX_PLAYERS; i++)
{
- /* only one player in Supaplex game engine */
+ // only one player in Supaplex game engine
if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
break;
(local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
game_panel_controls[GAME_PANEL_PENGUINS].value =
- local_player->friends_still_needed;
+ game.friends_still_needed;
game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
- local_player->sokobanfields_still_needed;
+ game.sokoban_objects_still_needed;
game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
- local_player->sokobanfields_still_needed;
+ game.sokoban_fields_still_needed;
game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
(game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
- /* update game panel control frames */
+ // update game panel control frames
for (i = 0; game_panel_controls[i].nr != -1; i++)
{
}
}
-void DisplayGameControlValues()
+static void DisplayGameControlValues(void)
{
boolean redraw_panel = FALSE;
int i;
if (!redraw_panel)
return;
- /* copy default game door content to main double buffer */
+ // copy default game door content to main double buffer
- /* !!! CHECK AGAIN !!! */
+ // !!! CHECK AGAIN !!!
SetPanelBackground();
// SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
DrawBackground(DX, DY, DXSIZE, DYSIZE);
- /* redraw game control buttons */
+ // redraw game control buttons
RedrawGameButtons();
SetGameStatus(GAME_MODE_PSEUDO_PANEL);
{
boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
- if (use_dynamic_size) /* use dynamic number of digits */
+ if (use_dynamic_size) // use dynamic number of digits
{
int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
}
}
- /* correct text size if "digits" is zero or less */
+ // correct text size if "digits" is zero or less
if (size <= 0)
size = strlen(int2str(value, size));
- /* dynamically correct text alignment */
+ // dynamically correct text alignment
pos->width = size * getFontWidth(font);
DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
if (nr == GAME_PANEL_GRAVITY_STATE)
{
- int font1 = pos->font; /* (used for normal state) */
- int font2 = pos->font_alt; /* (used for active state) */
+ int font1 = pos->font; // (used for normal state)
+ int font2 = pos->font_alt; // (used for active state)
font = (active ? font2 : font1);
}
if (size <= 0)
{
- /* don't truncate output if "chars" is zero or less */
+ // don't truncate output if "chars" is zero or less
size = strlen(s);
- /* dynamically correct text alignment */
+ // dynamically correct text alignment
pos->width = size * getFontWidth(font);
}
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();
}
-/*
- =============================================================================
- InitGameEngine()
- -----------------------------------------------------------------------------
- initialize game engine due to level / tape version number
- =============================================================================
-*/
+// ============================================================================
+// InitGameEngine()
+// ----------------------------------------------------------------------------
+// initialize game engine due to level / tape version number
+// ============================================================================
-static void InitGameEngine()
+static void InitGameEngine(void)
{
int i, j, k, l, x, y;
- /* set game engine from tape file when re-playing, else from level file */
+ // set game engine from tape file when re-playing, else from level file
game.engine_version = (tape.playing ? tape.engine_version :
level.game_version);
- /* set single or multi-player game mode (needed for re-playing tapes) */
+ // set single or multi-player game mode (needed for re-playing tapes)
game.team_mode = setup.team_mode;
if (tape.playing)
if (tape.player_participates[i])
num_players++;
- /* multi-player tapes contain input data for more than one player */
+ // multi-player tapes contain input data for more than one player
game.team_mode = (num_players > 1);
}
- /* ---------------------------------------------------------------------- */
- /* set flags for bugs and changes according to active game engine version */
- /* ---------------------------------------------------------------------- */
+ // --------------------------------------------------------------------------
+ // set flags for bugs and changes according to active game engine version
+ // --------------------------------------------------------------------------
/*
Summary of bugfix/change:
game_em.use_snap_key_bug =
(game.engine_version < VERSION_IDENT(4,0,1,0));
- /* ---------------------------------------------------------------------- */
+ // --------------------------------------------------------------------------
- /* set maximal allowed number of custom element changes per game frame */
+ // set maximal allowed number of custom element changes per game frame
game.max_num_changes_per_frame = 1;
- /* default scan direction: scan playfield from top/left to bottom/right */
+ // default scan direction: scan playfield from top/left to bottom/right
InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
- /* dynamically adjust element properties according to game engine version */
+ // dynamically adjust element properties according to game engine version
InitElementPropertiesEngine(game.engine_version);
#if 0
printf(" => game.engine_version == %06d\n", game.engine_version);
#endif
- /* ---------- initialize player's initial move delay --------------------- */
+ // ---------- initialize player's initial move delay ------------------------
- /* dynamically adjust player properties according to level information */
+ // dynamically adjust player properties according to level information
for (i = 0; i < MAX_PLAYERS; i++)
game.initial_move_delay_value[i] =
get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
- /* dynamically adjust player properties according to game engine version */
+ // dynamically adjust player properties according to game engine version
for (i = 0; i < MAX_PLAYERS; i++)
game.initial_move_delay[i] =
(game.engine_version <= VERSION_IDENT(2,0,1,0) ?
game.initial_move_delay_value[i] : 0);
- /* ---------- initialize player's initial push delay --------------------- */
+ // ---------- initialize player's initial push delay ------------------------
- /* dynamically adjust player properties according to game engine version */
+ // dynamically adjust player properties according to game engine version
game.initial_push_delay_value =
(game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
- /* ---------- initialize changing elements ------------------------------- */
+ // ---------- initialize changing elements ----------------------------------
- /* initialize changing elements information */
+ // initialize changing elements information
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
struct ElementInfo *ei = &element_info[i];
- /* this pointer might have been changed in the level editor */
+ // this pointer might have been changed in the level editor
ei->change = &ei->change_page[0];
if (!IS_CUSTOM_ELEMENT(i))
}
}
- /* add changing elements from pre-defined list */
+ // add changing elements from pre-defined list
for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
{
struct ChangingElementInfo *ch_delay = &change_delay_list[i];
SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
}
- /* ---------- initialize internal run-time variables --------------------- */
+ // ---------- initialize internal run-time variables ------------------------
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
}
}
- /* add change events from custom element configuration */
+ // add change events from custom element configuration
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
for (k = 0; k < NUM_CHANGE_EVENTS; k++)
{
- /* only add event page for the first page found with this event */
+ // only add event page for the first page found with this event
if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
{
ei->has_change_event[k] = TRUE;
}
}
- /* ---------- initialize reference elements in change conditions --------- */
+ // ---------- initialize reference elements in change conditions ------------
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
}
}
- /* ---------- initialize run-time trigger player and element ------------- */
+ // ---------- initialize run-time trigger player and element ----------------
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
}
}
- /* ---------- initialize trigger events ---------------------------------- */
+ // ---------- initialize trigger events -------------------------------------
- /* initialize trigger events information */
+ // initialize trigger events information
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
for (j = 0; j < NUM_CHANGE_EVENTS; j++)
trigger_events[i][j] = FALSE;
- /* add trigger events from element change event properties */
+ // add trigger events from element change event properties
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
struct ElementInfo *ei = &element_info[i];
}
}
- /* ---------- initialize push delay -------------------------------------- */
+ // ---------- initialize push delay -----------------------------------------
- /* initialize push delay values to default */
+ // initialize push delay values to default
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
if (!IS_CUSTOM_ELEMENT(i))
{
- /* set default push delay values (corrected since version 3.0.7-1) */
+ // set default push delay values (corrected since version 3.0.7-1)
if (game.engine_version < VERSION_IDENT(3,0,7,1))
{
element_info[i].push_delay_fixed = 2;
}
}
- /* set push delay value for certain elements from pre-defined list */
+ // set push delay value for certain elements from pre-defined list
for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
{
int e = push_delay_list[i].element;
element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
}
- /* set push delay value for Supaplex elements for newer engine versions */
+ // set push delay value for Supaplex elements for newer engine versions
if (game.engine_version >= VERSION_IDENT(3,1,0,0))
{
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
if (IS_SP_ELEMENT(i))
{
- /* set SP push delay to just enough to push under a falling zonk */
+ // set SP push delay to just enough to push under a falling zonk
int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
element_info[i].push_delay_fixed = delay;
}
}
- /* ---------- initialize move stepsize ----------------------------------- */
+ // ---------- initialize move stepsize --------------------------------------
- /* initialize move stepsize values to default */
+ // initialize move stepsize values to default
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
if (!IS_CUSTOM_ELEMENT(i))
element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
- /* set move stepsize value for certain elements from pre-defined list */
+ // set move stepsize value for certain elements from pre-defined list
for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
{
int e = move_stepsize_list[i].element;
element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
}
- /* ---------- initialize collect score ----------------------------------- */
+ // ---------- initialize collect score --------------------------------------
- /* initialize collect score values for custom elements from initial value */
+ // initialize collect score values for custom elements from initial value
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
if (IS_CUSTOM_ELEMENT(i))
element_info[i].collect_score = element_info[i].collect_score_initial;
- /* ---------- initialize collect count ----------------------------------- */
+ // ---------- initialize collect count --------------------------------------
- /* initialize collect count values for non-custom elements */
+ // initialize collect count values for non-custom elements
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
if (!IS_CUSTOM_ELEMENT(i))
element_info[i].collect_count_initial = 0;
- /* add collect count values for all elements from pre-defined list */
+ // add collect count values for all elements from pre-defined list
for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
element_info[collect_count_list[i].element].collect_count_initial =
collect_count_list[i].count;
- /* ---------- initialize access direction -------------------------------- */
+ // ---------- initialize access direction -----------------------------------
- /* initialize access direction values to default (access from every side) */
+ // initialize access direction values to default (access from every side)
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
if (!IS_CUSTOM_ELEMENT(i))
element_info[i].access_direction = MV_ALL_DIRECTIONS;
- /* set access direction value for certain elements from pre-defined list */
+ // set access direction value for certain elements from pre-defined list
for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
element_info[access_direction_list[i].element].access_direction =
access_direction_list[i].direction;
- /* ---------- initialize explosion content ------------------------------- */
+ // ---------- initialize explosion content ----------------------------------
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
if (IS_CUSTOM_ELEMENT(i))
for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
{
- /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
+ // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
element_info[i].content.e[x][y] =
(i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
}
}
- /* ---------- initialize recursion detection ------------------------------ */
+ // ---------- initialize recursion detection --------------------------------
recursion_loop_depth = 0;
recursion_loop_detected = FALSE;
recursion_loop_element = EL_UNDEFINED;
- /* ---------- initialize graphics engine ---------------------------------- */
+ // ---------- initialize graphics engine ------------------------------------
game.scroll_delay_value =
(game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
setup.scroll_delay ? setup.scroll_delay_value : 0);
game.scroll_delay_value =
MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
- /* ---------- initialize game engine snapshots ---------------------------- */
+ // ---------- initialize game engine snapshots ------------------------------
for (i = 0; i < MAX_PLAYERS; i++)
game.snapshot.last_action[i] = 0;
game.snapshot.changed_action = FALSE;
SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
game.snapshot.save_snapshot = FALSE;
- /* ---------- initialize level time for Supaplex engine ------------------- */
- /* Supaplex levels with time limit currently unsupported -- should be added */
+ // ---------- initialize level time for Supaplex engine ---------------------
+ // Supaplex levels with time limit currently unsupported -- should be added
if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
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;
}
-/*
- =============================================================================
- InitGame()
- -----------------------------------------------------------------------------
- initialize and start new game
- =============================================================================
-*/
+// ============================================================================
+// InitGame()
+// ----------------------------------------------------------------------------
+// initialize and start new game
+// ============================================================================
#if DEBUG_INIT_PLAYER
static void DebugPrintPlayerStatus(char *message)
}
#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);
int fade_mask = REDRAW_FIELD;
- boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
- boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
- boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
+ boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
+ boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
+ boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
int initial_move_dir = MV_DOWN;
int i, j, x, y;
SetGameStatus(GAME_MODE_PLAYING);
if (level_editor_test_game)
- FadeSkipNextFadeIn();
+ FadeSkipNextFadeOut();
else
FadeSetEnterScreen();
- if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
+ if (CheckFadeAll())
fade_mask = REDRAW_ALL;
FadeLevelSoundsAndMusic();
ExpireSoundLoops(TRUE);
- if (!level_editor_test_game)
- FadeOut(fade_mask);
+ FadeOut(fade_mask);
+
+ if (level_editor_test_game)
+ FadeSkipNextFadeIn();
- /* needed if different viewport properties defined for playing */
+ // needed if different viewport properties defined for playing
ChangeViewportPropertiesIfNeeded();
ClearField();
InitGameEngine();
InitGameControlValues();
- /* don't play tapes over network */
+ // don't play tapes over network
network_playing = (network.enabled && !tape.playing);
for (i = 0; i < MAX_PLAYERS; i++)
player->killed = FALSE;
player->reanimated = FALSE;
+ player->buried = FALSE;
player->action = 0;
player->effective_action = 0;
player->programmed_action = 0;
+ player->snap_action = 0;
player->mouse_action.lx = 0;
player->mouse_action.ly = 0;
player->effective_mouse_action.button = 0;
player->effective_mouse_action.button_hint = 0;
- player->score = 0;
- player->score_final = 0;
-
- player->health = MAX_HEALTH;
- player->health_final = MAX_HEALTH;
-
- player->gems_still_needed = level.gems_needed;
- player->sokobanfields_still_needed = 0;
- player->lights_still_needed = 0;
- player->friends_still_needed = 0;
-
for (j = 0; j < MAX_NUM_KEYS; j++)
player->key[j] = FALSE;
player->element_nr);
player->use_murphy = FALSE;
- player->block_last_field = FALSE; /* initialized in InitPlayerField() */
- player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
+ player->block_last_field = FALSE; // initialized in InitPlayerField()
+ player->block_delay_adjustment = 0; // initialized in InitPlayerField()
player->gravity = level.initial_player_gravity[i];
SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
- player->push_delay = -1; /* initialized when pushing starts */
+ player->push_delay = -1; // initialized when pushing starts
player->push_delay_value = game.initial_push_delay_value;
player->drop_delay = 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_PanelOff = 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;
}
network_player_action_received = FALSE;
- /* initial null action */
+ // initial null action
if (network_playing)
SendToServer_MovePlayer(MV_NONE);
- ZX = ZY = -1;
- ExitX = ExitY = -1;
-
FrameCounter = 0;
TimeFrames = 0;
TimePlayed = 0;
ScreenMovPos = 0;
ScreenGfxPos = 0;
- ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
+ ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
+
+ game.robot_wheel_x = -1;
+ game.robot_wheel_y = -1;
+
+ game.exit_x = -1;
+ game.exit_y = -1;
+
+ game.all_players_gone = FALSE;
+
+ game.LevelSolved = FALSE;
+ game.GameOver = FALSE;
+
+ game.GamePlayed = !tape.playing;
- AllPlayersGone = 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);
game.switchgate_pos = 0;
game.wind_direction = level.wind_direction_initial;
+ game.score = 0;
+ game.score_final = 0;
+
+ game.health = MAX_HEALTH;
+ game.health_final = MAX_HEALTH;
+
+ game.gems_still_needed = level.gems_needed;
+ game.sokoban_fields_still_needed = 0;
+ game.sokoban_objects_still_needed = 0;
+ game.lights_still_needed = 0;
+ game.players_still_needed = 0;
+ game.friends_still_needed = 0;
+
game.lenses_time_left = 0;
game.magnify_time_left = 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++)
{
game.belt_dir[i] = MV_NONE;
- game.belt_dir_nr[i] = 3; /* not moving, next moving left */
+ game.belt_dir_nr[i] = 3; // not moving, next moving left
}
for (i = 0; i < MAX_NUM_AMOEBA; 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;
- CustomValue[x][y] = 0; /* initialized in InitField() */
+ CustomValue[x][y] = 0; // initialized in InitField()
Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
AmoebaNr[x][y] = 0;
WasJustMoving[x][y] = 0;
{
struct PlayerInfo *player = &stored_player[i];
- /* set number of special actions for bored and sleeping animation */
+ // set number of special actions for bored and sleeping animation
player->num_special_action_bored =
get_num_special_action(player->artwork_element,
ACTION_BORING_1, ACTION_BORING_LAST);
emulate_sb ? EMU_SOKOBAN :
emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
- /* initialize type of slippery elements */
+ // initialize type of slippery elements
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
if (!IS_CUSTOM_ELEMENT(i))
{
- /* default: elements slip down either to the left or right randomly */
+ // default: elements slip down either to the left or right randomly
element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
- /* SP style elements prefer to slip down on the left side */
+ // SP style elements prefer to slip down on the left side
if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
- /* BD style elements prefer to slip down on the left side */
+ // BD style elements prefer to slip down on the left side
if (game.emulation == EMU_BOULDERDASH)
element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
}
}
- /* initialize explosion and ignition delay */
+ // initialize explosion and ignition delay
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
if (!IS_CUSTOM_ELEMENT(i))
}
}
- /* correct non-moving belts to start moving left */
+ // correct non-moving belts to start moving left
for (i = 0; i < NUM_BELTS; i++)
if (game.belt_dir[i] == MV_NONE)
- game.belt_dir_nr[i] = 3; /* not moving, next moving left */
+ game.belt_dir_nr[i] = 3; // not moving, next moving left
#if USE_NEW_PLAYER_ASSIGNMENTS
+ // use preferred player also in local single-player mode
+ if (!network.enabled && !game.team_mode)
+ {
+ int old_index_nr = local_player->index_nr;
+ int new_index_nr = setup.network_player_nr;
+
+ if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
+ {
+ stored_player[old_index_nr].connected_locally = FALSE;
+ stored_player[new_index_nr].connected_locally = TRUE;
+ }
+ }
+
for (i = 0; i < MAX_PLAYERS; i++)
{
stored_player[i].connected = FALSE;
- /* in network game mode, the local player might not be the first player */
+ // in network game mode, the local player might not be the first player
if (stored_player[i].connected_locally)
local_player = &stored_player[i];
}
}
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 ||
printf("Reassigning players ...\n");
#endif
- /* check if any connected player was not found in playfield */
+ // check if any connected player was not found in playfield
for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
printf("- looking for field player for player %d ...\n", i + 1);
#endif
- /* assign first free player found that is present in the playfield */
+ // assign first free player found that is present in the playfield
- /* first try: look for unmapped playfield player that is not connected */
+ // first try: look for unmapped playfield player that is not connected
for (j = 0; j < MAX_PLAYERS; j++)
if (field_player == NULL &&
stored_player[j].present &&
!stored_player[j].connected)
field_player = &stored_player[j];
- /* second try: look for *any* unmapped playfield player */
+ // second try: look for *any* unmapped playfield player
for (j = 0; j < MAX_PLAYERS; j++)
if (field_player == NULL &&
stored_player[j].present &&
#else
- /* check if any connected player was not found in playfield */
+ // check if any connected player was not found in playfield
for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
struct PlayerInfo *field_player = &stored_player[j];
int jx = field_player->jx, jy = field_player->jy;
- /* assign first free player found that is present in the playfield */
+ // assign first free player found that is present in the playfield
if (field_player->present && !field_player->connected)
{
player->present = TRUE;
printf("::: local_player->present == %d\n", local_player->present);
#endif
- /* set focus to local player for network games, else to all players */
+ // set focus to local player for network games, else to all players
game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
game.centered_player_nr_next = game.centered_player_nr;
game.set_centered_player = FALSE;
if (network_playing && tape.recording)
{
- /* store client dependent player focus when recording network games */
+ // store client dependent player focus when recording network games
tape.centered_player_nr_next = game.centered_player_nr_next;
tape.set_centered_player = TRUE;
}
if (tape.playing)
{
- /* when playing a tape, eliminate all players who do not participate */
+ // when playing a tape, eliminate all players who do not participate
#if USE_NEW_PLAYER_ASSIGNMENTS
}
#endif
}
- else if (!network.enabled && !game.team_mode) /* && !tape.playing */
+ else if (!network.enabled && !game.team_mode) // && !tape.playing
{
- /* when in single player mode, eliminate all but the local player */
+ // when in single player mode, eliminate all but the local player
for (i = 0; i < MAX_PLAYERS; i++)
{
}
}
- /* when recording the game, store which players take part in the game */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ game.players_still_needed++;
+
+ if (level.solved_by_one_player)
+ game.players_still_needed = 1;
+
+ // when recording the game, store which players take part in the game
if (tape.recording)
{
#if USE_NEW_PLAYER_ASSIGNMENTS
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;
{
for (i = 0; i < element_info[element].num_change_pages; i++)
{
- /* check for player created from custom element as single target */
+ // check for player created from custom element as single target
content = element_info[element].change_page[i].target_element;
is_player = ELEM_IS_PLAYER(content);
for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
{
- /* check for player created from custom element as explosion content */
+ // check for player created from custom element as explosion content
content = element_info[element].content.e[xx][yy];
is_player = ELEM_IS_PLAYER(content);
for (i = 0; i < element_info[element].num_change_pages; i++)
{
- /* check for player created from custom element as extended target */
+ // check for player created from custom element as extended target
content =
element_info[element].change_page[i].target_content.e[xx][yy];
scroll_y = SCROLL_POSITION_Y(local_player->jy);
}
- /* !!! FIX THIS (START) !!! */
+ // !!! FIX THIS (START) !!!
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
InitGameEngine_EM();
DrawLevel(REDRAW_FIELD);
DrawAllPlayers();
- /* after drawing the level, correct some elements */
+ // after drawing the level, correct some elements
if (game.timegate_time_left == 0)
CloseAllOpenTimegates();
}
- /* blit playfield from scroll buffer to normal back buffer for fading in */
+ // blit playfield from scroll buffer to normal back buffer for fading in
BlitScreenToBitmap(backbuffer);
- /* !!! FIX THIS (END) !!! */
+ // !!! FIX THIS (END) !!!
DrawMaskedBorder(fade_mask);
if (!game.restart_level)
{
- /* copy default game door content to main double buffer */
+ // copy default game door content to main double buffer
- /* !!! CHECK AGAIN !!! */
+ // !!! CHECK AGAIN !!!
SetPanelBackground();
// SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
DrawBackground(DX, DY, DXSIZE, DYSIZE);
MapGameButtons();
MapTapeButtons();
- /* copy actual game door content to door double buffer for OpenDoor() */
+ // copy actual game door content to door double buffer for OpenDoor()
BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
OpenDoor(DOOR_OPEN_ALL);
game.restart_level = FALSE;
game.restart_game_message = NULL;
+ game.request_active = FALSE;
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
InitGameActions_MM();
void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
int actual_player_x, int actual_player_y)
{
- /* this is used for non-R'n'D game engines to update certain engine values */
+ // this is used for non-R'n'D game engines to update certain engine values
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
actual_player_y = correctLevelPosY_EM(actual_player_y);
}
- /* needed to determine if sounds are played within the visible screen area */
+ // needed to determine if sounds are played within the visible screen area
scroll_x = actual_scroll_x;
scroll_y = actual_scroll_y;
- /* needed to get player position for "follow finger" playing input method */
+ // needed to get player position for "follow finger" playing input method
local_player->jx = actual_player_x;
local_player->jy = actual_player_y;
}
else if (move_pattern == MV_ALONG_LEFT_SIDE ||
move_pattern == MV_ALONG_RIGHT_SIDE)
{
- /* use random direction as default start direction */
+ // use random direction as default start direction
if (game.engine_version >= VERSION_IDENT(3,1,0,0))
MovDir[x][y] = 1 << RND(4);
AmoebaCnt2[group_nr]++;
}
-static void PlayerWins(struct PlayerInfo *player)
+static void LevelSolved(void)
{
- player->LevelSolved = TRUE;
- player->GameOver = TRUE;
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
+ game.players_still_needed > 0)
+ return;
- player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
- level.native_em_level->lev->score :
- level.game_engine_type == GAME_ENGINE_TYPE_MM ?
- game_mm.score :
- player->score);
- player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
- MM_HEALTH(game_mm.laser_overload_value) :
- player->health);
+ game.LevelSolved = TRUE;
+ game.GameOver = TRUE;
- player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
- TimeLeft);
- player->LevelSolved_CountingScore = player->score_final;
- player->LevelSolved_CountingHealth = player->health_final;
+ game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->score :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.score :
+ game.score);
+ game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ MM_HEALTH(game_mm.laser_overload_value) :
+ game.health);
+
+ game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
+ game.LevelSolved_CountingScore = game.score_final;
+ game.LevelSolved_CountingHealth = game.health_final;
}
-void GameWon()
+void GameWon(void)
{
static int time_count_steps;
static int time, time_final;
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;
- /* do not start end game actions before the player stops moving (to exit) */
- if (local_player->MovPos)
+ // do not start end game actions before the player stops moving (to exit)
+ if (local_player->active && 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)
{
SaveLevelSetup_SeriesInfo();
}
- if (tape.auto_play) /* tape might already be stopped here */
+ if (tape.auto_play) // tape might already be stopped here
tape.auto_play_level_solved = TRUE;
TapeStop();
game_over_delay_3 = game_over_delay_value_3;
time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
- score = score_final = local_player->score_final;
- health = health_final = local_player->health_final;
+ score = score_final = game.score_final;
+ health = health_final = game.health_final;
if (level.score[SC_TIME_BONUS] > 0)
{
game_over_delay_2 = game_over_delay_value_2;
}
- local_player->score_final = score_final;
- local_player->health_final = health_final;
+ game.score_final = score_final;
+ game.health_final = health_final;
}
if (level_editor_test_game)
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;
if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
{
- if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
+ // check if last player has left the level
+ if (game.exit_x >= 0 &&
+ game.exit_y >= 0)
{
- /* close exit door after last player */
- if ((AllPlayersGone &&
- (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
- Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
- Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
- Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
- Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
+ int x = game.exit_x;
+ int y = game.exit_y;
+ int element = Feld[x][y];
+
+ // close exit door after last player
+ if ((game.all_players_gone &&
+ (element == EL_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPEN ||
+ element == EL_STEEL_EXIT_OPEN)) ||
+ element == EL_EM_EXIT_OPEN ||
+ element == EL_EM_STEEL_EXIT_OPEN)
{
- int element = Feld[ExitX][ExitY];
- Feld[ExitX][ExitY] =
+ Feld[x][y] =
(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);
- PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
}
- /* player disappears */
- DrawLevelField(ExitX, ExitY);
+ // player disappears
+ DrawLevelField(x, y);
}
for (i = 0; i < MAX_PLAYERS; i++)
{
RemovePlayer(player);
- /* player disappears */
+ // player disappears
DrawLevelField(player->jx, player->jy);
}
}
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;
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;
+ 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 */
+ // make sure that request dialog to save tape does not open door again
if (!global.use_envelope_request)
CloseDoor(DOOR_CLOSE_1);
- SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */
+ SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
}
- /* if no tape is to be saved, close both doors simultaneously */
+ // if no tape is to be saved, close both doors simultaneously
CloseDoor(DOOR_CLOSE_ALL);
if (level_editor_test_game)
return;
}
- if (!local_player->LevelSolved_SaveScore)
+ if (!game.LevelSolved_SaveScore)
{
SetGameStatus(GAME_MODE_MAIN);
}
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 */
+ level_nr++; // advance to next level
+ TapeErase(); // start with empty tape
if (setup.auto_play_next_level)
{
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();
}
}
LoadScore(level_nr);
if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
- local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
+ game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
return -1;
- for (k = 0; k < MAX_SCORE_ENTRIES; k++)
+ for (k = 0; k < MAX_SCORE_ENTRIES; k++)
{
- if (local_player->score_final > highscore[k].Score)
+ if (game.score_final > highscore[k].Score)
{
- /* player has made it to the hall of fame */
+ // player has made it to the hall of fame
if (k < MAX_SCORE_ENTRIES - 1)
{
if (strEqual(setup.player_name, highscore[l].Name))
m = l;
- if (m == k) /* player's new highscore overwrites his old one */
+ if (m == k) // player's new highscore overwrites his old one
goto put_into_list;
}
strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
- highscore[k].Score = local_player->score_final;
+ highscore[k].Score = game.score_final;
position = k;
break;
else if (one_score_entry_per_name &&
!strncmp(setup.player_name, highscore[k].Name,
MAX_PLAYER_NAME_LEN))
- break; /* player already there with a higher score */
+ break; // player already there with a higher score
}
if (position >= 0)
return position;
}
-inline static int getElementMoveStepsizeExt(int x, int y, int direction)
+static int getElementMoveStepsizeExt(int x, int y, int direction)
{
int element = Feld[x][y];
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int sign = (horiz_move ? dx : dy);
int step = sign * element_info[element].move_stepsize;
- /* special values for move stepsize for spring and things on conveyor belt */
+ // special values for move stepsize for spring and things on conveyor belt
if (horiz_move)
{
if (CAN_FALL(element) &&
return step;
}
-inline static int getElementMoveStepsize(int x, int y)
+static int getElementMoveStepsize(int x, int y)
{
return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
}
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);
int newy = y + dy;
boolean is_moving_before, is_moving_after;
- /* check if element was/is moving or being moved before/after mode change */
+ // check if element was/is moving or being moved before/after mode change
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);
direction == MV_DOWN && CAN_FALL(element) ?
ACTION_FALLING : ACTION_MOVING);
- /* this is needed for CEs with property "can move" / "not moving" */
+ // this is needed for CEs with property "can move" / "not moving"
if (is_moving_after)
{
*comes_from_y = oldy;
}
-int MovingOrBlocked2Element(int x, int y)
+static int MovingOrBlocked2Element(int x, int y)
{
int element = Feld[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))
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];
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);
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 */
+ if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
{
MovDelay[x][y]--;
}
}
-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);
if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
{
- /* case 1: quick relocation inside visible screen (without scrolling) */
+ // case 1: quick relocation inside visible screen (without scrolling)
RedrawPlayfield();
if (!level.shifted_relocation || center_screen)
{
- /* relocation _with_ centering of screen */
+ // relocation _with_ centering of screen
new_scroll_x = SCROLL_POSITION_X(x);
new_scroll_y = SCROLL_POSITION_Y(y);
}
else
{
- /* relocation _without_ centering of screen */
+ // relocation _without_ centering of screen
int center_scroll_x = SCROLL_POSITION_X(old_x);
int center_scroll_y = SCROLL_POSITION_Y(old_y);
int offset_x = x + (scroll_x - center_scroll_x);
int offset_y = y + (scroll_y - center_scroll_y);
- /* for new screen position, apply previous offset to center position */
+ // for new screen position, apply previous offset to center position
new_scroll_x = SCROLL_POSITION_X(offset_x);
new_scroll_y = SCROLL_POSITION_Y(offset_y);
}
if (quick_relocation)
{
- /* case 2: quick relocation (redraw without visible scrolling) */
+ // case 2: quick relocation (redraw without visible scrolling)
scroll_x = new_scroll_x;
scroll_y = new_scroll_y;
return;
}
- /* case 3: visible relocation (with scrolling to new position) */
+ // case 3: visible relocation (with scrolling to new position)
- ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+ ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
SetVideoFrameDelay(wait_delay_value);
while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
{
- int dx = 0, dy = 0;
- int fx = FX, fy = FY;
-
- dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
- dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
+ int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
+ int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
- if (dx == 0 && dy == 0) /* no scrolling needed at all */
+ if (dx == 0 && dy == 0) // no scrolling needed at all
break;
scroll_x -= dx;
scroll_y -= dy;
- fx += dx * TILEX / 2;
- fy += dy * TILEY / 2;
+ // set values for horizontal/vertical screen scrolling (half tile size)
+ int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
+ int dir_y = (dy != 0 ? MV_VERTICAL : 0);
+ int pos_x = dx * TILEX / 2;
+ int pos_y = dy * TILEY / 2;
+ int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
+ int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
ScrollLevel(dx, dy);
DrawAllPlayers();
- /* scroll in two steps of half tile size to make things smoother */
- BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ // scroll in two steps of half tile size to make things smoother
+ BlitScreenToBitmapExt_RND(window, fx, fy);
- /* scroll second step to align at full tile size */
+ // scroll second step to align at full tile size
BlitScreenToBitmap(window);
}
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);
int enter_side = enter_side_horiz | enter_side_vert;
int leave_side = leave_side_horiz | leave_side_vert;
- if (player->GameOver) /* do not reanimate dead player */
+ if (player->buried) // do not reanimate dead player
return;
- if (!player_relocated) /* no need to relocate the player */
+ if (!player_relocated) // no need to relocate the player
return;
- if (IS_PLAYER(jx, jy)) /* player already placed at new position */
+ if (IS_PLAYER(jx, jy)) // player already placed at new position
{
- RemoveField(jx, jy); /* temporarily remove newly placed player */
+ RemoveField(jx, jy); // temporarily remove newly placed player
DrawLevelField(jx, jy);
}
BackToFront_WithFrameDelay(wait_delay_value);
}
- DrawPlayer(player); /* needed here only to cleanup last field */
- DrawLevelField(player->jx, player->jy); /* remove player graphic */
+ DrawPlayer(player); // needed here only to cleanup last field
+ DrawLevelField(player->jx, player->jy); // remove player graphic
player->is_moving = FALSE;
}
possible that the relocation target field did not contain a player element,
but a walkable element, to which the new player was relocated -- in this
case, restore that (already initialized!) element on the player field */
- if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
+ if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
{
- Feld[jx][jy] = element; /* restore previously existing element */
+ Feld[jx][jy] = element; // restore previously existing element
}
- /* only visually relocate centered player */
+ // only visually relocate centered player
DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
FALSE, level.instant_relocation);
}
}
-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;
int border_element;
- /* !!! eliminate this variable !!! */
+ // !!! eliminate this variable !!!
int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
if (game.explosions_delayed)
return;
}
- if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
+ if (phase == EX_PHASE_START) // initialize 'Store[][]' field
{
int center_element = Feld[ex][ey];
- int artwork_element, explosion_element; /* set these values later */
+ int artwork_element, explosion_element; // set these values later
- /* remove things displayed in background while burning dynamite */
+ // remove things displayed in background while burning dynamite
if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
Back[ex][ey] = 0;
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
{
- /* put moving element to center field (and let it explode there) */
+ // put moving element to center field (and let it explode there)
center_element = MovingOrBlocked2Element(ex, ey);
RemoveMovingField(ex, ey);
Feld[ex][ey] = center_element;
}
- /* now "center_element" is finally determined -- set related values now */
- artwork_element = center_element; /* for custom player artwork */
- explosion_element = center_element; /* for custom player artwork */
+ // now "center_element" is finally determined -- set related values now
+ artwork_element = center_element; // for custom player artwork
+ explosion_element = center_element; // for custom player artwork
if (IS_PLAYER(ex, ey))
{
RemoveMovingField(x, y);
}
- /* indestructible elements can only explode in center (but not flames) */
+ // indestructible elements can only explode in center (but not flames)
if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
mode == EX_TYPE_BORDER)) ||
element == EL_FLAMES)
/* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
behaviour, for example when touching a yamyam that explodes to rocks
with active deadly shield, a rock is created under the player !!! */
- /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
+ // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
#if 0
if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
(game.engine_version < VERSION_IDENT(3,1,0,0) ||
{
if (IS_ACTIVE_BOMB(element))
{
- /* re-activate things under the bomb like gate or penguin */
+ // re-activate things under the bomb like gate or penguin
Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
Back[x][y] = 0;
}
continue;
}
- /* save walkable background elements while explosion on same tile */
+ // save walkable background elements while explosion on same tile
if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
(x != ex || y != ey || mode == EX_TYPE_BORDER))
Back[x][y] = element;
- /* ignite explodable elements reached by other explosion */
+ // ignite explodable elements reached by other explosion
if (element == EL_EXPLOSION)
element = Store2[x][y];
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
y = ey;
if (phase == 1)
- GfxFrame[x][y] = 0; /* restart explosion animation */
+ GfxFrame[x][y] = 0; // restart explosion animation
last_phase = ExplodeDelay[x][y];
ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
- /* this can happen if the player leaves an explosion just in time */
+ // this can happen if the player leaves an explosion just in time
if (GfxElement[x][y] == EL_UNDEFINED)
GfxElement[x][y] = EL_EMPTY;
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;
}
Store[x][y] = Store2[x][y] = 0;
GfxElement[x][y] = EL_UNDEFINED;
- /* player can escape from explosions and might therefore be still alive */
+ // player can escape from explosions and might therefore be still alive
if (element >= EL_PLAYER_IS_EXPLODING_1 &&
element <= EL_PLAYER_IS_EXPLODING_4)
{
element_info[explosion_element].content.e[xx][yy]);
}
- /* restore probably existing indestructible background element */
+ // restore probably existing indestructible background element
if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
element = Feld[x][y] = Back[x][y];
Back[x][y] = 0;
}
}
-void DynaExplode(int ex, int ey)
+static void DynaExplode(int ex, int ey)
{
int i, j;
int dynabomb_element = Feld[ex][ey];
element = Feld[x][y];
- /* do not restart explosions of fields with active bombs */
+ // do not restart explosions of fields with active bombs
if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
continue;
case EL_LAMP:
case EL_LAMP_ACTIVE:
case EL_AMOEBA_TO_DIAMOND:
- if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
+ if (!IS_PLAYER(x, y)) // penguin and player may be at same field
explosion_type = EX_TYPE_CENTER;
break;
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] =
{
int x, y, i, j;
- /* set frame order for belt animation graphic according to belt direction */
+ // set frame order for belt animation graphic according to belt direction
for (i = 0; i < NUM_BELTS; i++)
{
int belt_nr = i;
if (belt_dir_nr == 3)
belt_dir_nr = 1;
- /* set frame order for belt animation graphic according to belt direction */
+ // set frame order for belt animation graphic according to belt direction
for (i = 0; i < NUM_BELT_PARTS; i++)
{
int element = belt_base_active_element[belt_nr] + i;
element);
}
-static void RedrawAllLightSwitchesAndInvisibleElements()
+static void RedrawAllLightSwitchesAndInvisibleElements(void)
{
int x, y;
TEST_DrawLevelField(x, y);
- /* uncrumble neighbour fields, if needed */
+ // uncrumble neighbour fields, if needed
if (element == EL_INVISIBLE_SAND)
TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
TEST_DrawLevelField(x, y);
- /* re-crumble neighbour fields, if needed */
+ // re-crumble neighbour fields, if needed
if (element == EL_INVISIBLE_SAND)
TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
}
}
-static void RedrawAllInvisibleElementsForLenses()
+static void RedrawAllInvisibleElementsForLenses(void)
{
int x, y;
TEST_DrawLevelField(x, y);
- /* uncrumble neighbour fields, if needed */
+ // uncrumble neighbour fields, if needed
if (element == EL_INVISIBLE_SAND)
TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
TEST_DrawLevelField(x, y);
- /* re-crumble neighbour fields, if needed */
+ // re-crumble neighbour fields, if needed
if (element == EL_INVISIBLE_SAND)
TEST_DrawLevelFieldCrumbledNeighbours(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;
int element = Feld[x][y];
int smashed = EL_STEELWALL;
- if (!last_line) /* check if element below was hit */
+ if (!last_line) // check if element below was hit
{
if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
return;
MovDir[x][y + 1] != MV_DOWN ||
MovPos[x][y + 1] <= TILEY / 2));
- /* do not smash moving elements that left the smashed field in time */
+ // do not smash moving elements that left the smashed field in time
if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
object_hit = FALSE;
impact = (last_line || object_hit);
}
- if (!last_line && smashed == EL_ACID) /* element falls into acid */
+ if (!last_line && smashed == EL_ACID) // element falls into acid
{
SplashAcid(x, y + 1);
return;
}
- /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
- /* only reset graphic animation if graphic really changes after impact */
+ // !!! not sufficient for all cases -- see EL_PEARL below !!!
+ // only reset graphic animation if graphic really changes after impact
if (impact &&
el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
{
return;
}
- if (object_hit) /* check which object was hit */
+ if (object_hit) // check which object was hit
{
if ((CAN_PASS_MAGIC_WALL(element) &&
(smashed == EL_MAGIC_WALL ||
smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
EL_DC_MAGIC_WALL_ACTIVE);
- /* activate magic wall / mill */
+ // activate magic wall / mill
SCAN_PLAYFIELD(xx, yy)
{
if (Feld[xx][yy] == smashed)
}
}
- /* play sound of magic wall / mill */
+ // play sound of magic wall / mill
if (!last_line &&
(Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
return;
}
- /* play sound of object that hits the ground */
+ // play sound of object that hits the ground
if (last_line || object_hit)
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
}
-inline static void TurnRoundExt(int x, int y)
+static void TurnRoundExt(int x, int y)
{
static struct
{
if (element == EL_BUG && MovDir[x][y] != old_move_dir)
MovDelay[x][y] = 9;
- else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
+ else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
MovDelay[x][y] = 1;
}
else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
MovDelay[x][y] = 9;
- else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
+ else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
MovDelay[x][y] = 1;
}
else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
{
int attr_x = -1, attr_y = -1;
- if (AllPlayersGone)
+ if (game.all_players_gone)
{
- attr_x = ExitX;
- attr_y = ExitY;
+ attr_x = game.exit_x;
+ attr_y = game.exit_y;
}
else
{
}
}
- if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
- (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
+ if (element == EL_ROBOT &&
+ game.robot_wheel_x >= 0 &&
+ game.robot_wheel_y >= 0 &&
+ (Feld[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
game.engine_version < VERSION_IDENT(3,1,0,0)))
{
- attr_x = ZX;
- attr_y = ZY;
+ attr_x = game.robot_wheel_x;
+ attr_y = game.robot_wheel_y;
}
if (element == EL_PENGUIN)
MovDir[x][y] = MV_NONE;
if (attr_x < x)
- MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
+ MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
else if (attr_x > x)
- MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
+ MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
if (attr_y < y)
- MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
+ MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
else if (attr_y > y)
- MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
+ MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
if (element == EL_ROBOT)
{
{
static int check_pos[16] =
{
- -1, /* 0 => (invalid) */
- 7, /* 1 => MV_LEFT */
- 3, /* 2 => MV_RIGHT */
- -1, /* 3 => (invalid) */
- 1, /* 4 => MV_UP */
- 0, /* 5 => MV_LEFT | MV_UP */
- 2, /* 6 => MV_RIGHT | MV_UP */
- -1, /* 7 => (invalid) */
- 5, /* 8 => MV_DOWN */
- 6, /* 9 => MV_LEFT | MV_DOWN */
- 4, /* 10 => MV_RIGHT | MV_DOWN */
- -1, /* 11 => (invalid) */
- -1, /* 12 => (invalid) */
- -1, /* 13 => (invalid) */
- -1, /* 14 => (invalid) */
- -1, /* 15 => (invalid) */
+ -1, // 0 => (invalid)
+ 7, // 1 => MV_LEFT
+ 3, // 2 => MV_RIGHT
+ -1, // 3 => (invalid)
+ 1, // 4 => MV_UP
+ 0, // 5 => MV_LEFT | MV_UP
+ 2, // 6 => MV_RIGHT | MV_UP
+ -1, // 7 => (invalid)
+ 5, // 8 => MV_DOWN
+ 6, // 9 => MV_LEFT | MV_DOWN
+ 4, // 10 => MV_RIGHT | MV_DOWN
+ -1, // 11 => (invalid)
+ -1, // 12 => (invalid)
+ -1, // 13 => (invalid)
+ -1, // 14 => (invalid)
+ -1, // 15 => (invalid)
};
static struct
{
boolean can_clone = FALSE;
int i;
- /* check if there is any free field around current position */
+ // check if there is any free field around current position
for (i = 0; i < 8; i++)
{
int newx = x + check_xy[i].dx;
}
}
- if (can_clone) /* randomly find an element to clone */
+ if (can_clone) // randomly find an element to clone
{
can_clone = FALSE;
}
}
- if (can_clone) /* randomly find a direction to move */
+ if (can_clone) // randomly find a direction to move
{
can_clone = FALSE;
}
}
- if (can_clone) /* cloning and moving successful */
+ if (can_clone) // cloning and moving successful
return;
- /* cannot clone -- try to move towards player */
+ // cannot clone -- try to move towards player
start_pos = check_pos[MovDir[x][y] & 0x0f];
check_order = (RND(2) ? -1 : +1);
for (i = 0; i < 3; i++)
{
- /* first check start_pos, then previous/next or (next/previous) pos */
+ // first check start_pos, then previous/next or (next/previous) pos
int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
int pos = (pos_raw + 8) % 8;
int newx = x + check_xy[pos].dx;
boolean can_turn_right =
CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
- if (element_info[element].move_stepsize == 0) /* "not moving" */
+ if (element_info[element].move_stepsize == 0) // "not moving"
return;
if (move_pattern == MV_TURNING_LEFT)
int newx, newy;
boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
- if (AllPlayersGone)
+ if (game.all_players_gone)
{
- attr_x = ExitX;
- attr_y = ExitY;
+ attr_x = game.exit_x;
+ attr_y = game.exit_y;
}
else
{
boolean first_horiz = RND(2);
int new_move_dir = MovDir[x][y];
- if (element_info[element].move_stepsize == 0) /* "not moving" */
+ if (element_info[element].move_stepsize == 0) // "not moving"
{
first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
MV_RIGHT,
};
boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
- int move_preference = -1000000; /* start with very low preference */
+ int move_preference = -1000000; // start with very low preference
int new_move_dir = MV_NONE;
int start_test = RND(4);
int i;
if (move_dir_preference > move_preference)
{
- /* prefer field that has not been visited for the longest time */
+ // prefer field that has not been visited for the longest time
move_preference = move_dir_preference;
new_move_dir = move_dir;
}
else if (move_dir_preference == move_preference &&
move_dir == old_move_dir)
{
- /* prefer last direction when all directions are preferred equally */
+ // prefer last direction when all directions are preferred equally
move_preference = move_dir_preference;
new_move_dir = move_dir;
}
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 */
+ boolean started_moving = FALSE; // some elements can fall _and_ move
int element = Feld[x][y];
if (Stop[x][y])
}
else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
{
- if (WasJustFalling[x][y]) /* prevent animation from being restarted */
+ if (WasJustFalling[x][y]) // prevent animation from being restarted
MovDir[x][y] = MV_DOWN;
InitMovingField(x, y, MV_DOWN);
if (can_fall_both)
{
if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
- can_fall_right = FALSE; /* slip down on left side */
+ can_fall_right = FALSE; // slip down on left side
else
can_fall_left = !(can_fall_right = RND(2));
if (can_fall_any)
{
- /* if not determined otherwise, prefer left side for slipping down */
+ // if not determined otherwise, prefer left side for slipping down
InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
started_moving = TRUE;
}
}
else
{
- MovDir[x][y] = 0; /* if element was moving, stop it */
+ MovDir[x][y] = 0; // if element was moving, stop it
}
}
}
- /* not "else if" because of elements that can fall and move (EL_SPRING) */
+ // not "else if" because of elements that can fall and move (EL_SPRING)
if (CAN_MOVE(element) && !started_moving)
{
int move_pattern = element_info[element].move_pattern;
TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
- if (Feld[x][y] != element) /* element has changed */
+ if (Feld[x][y] != element) // element has changed
return;
}
- if (!MovDelay[x][y]) /* start new movement phase */
+ 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 &&
}
}
- if (MovDelay[x][y]) /* wait some time before next movement */
+ if (MovDelay[x][y]) // wait some time before next movement
{
MovDelay[x][y]--;
}
}
- if (MovDelay[x][y]) /* element still has to wait some time */
+ if (MovDelay[x][y]) // element still has to wait some time
{
PlayLevelSoundAction(x, y, ACTION_WAITING);
}
}
- /* now make next step */
+ // now make next step
- Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
+ Moving2Blocked(x, y, &newx, &newy); // get next screen position
if (DONT_COLLIDE_WITH(element) &&
IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
- local_player->friends_still_needed--;
- if (!local_player->friends_still_needed &&
- !local_player->GameOver && AllPlayersGone)
- PlayerWins(local_player);
+ game.friends_still_needed--;
+ if (!game.friends_still_needed &&
+ !game.GameOver &&
+ game.all_players_gone)
+ LevelSolved();
return;
}
boolean can_clone = FALSE;
int xx, yy;
- /* check if element to clone is still there */
+ // check if element to clone is still there
for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
{
if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
}
}
- /* cannot clone or target field not free anymore -- do not clone */
+ // cannot clone or target field not free anymore -- do not clone
if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
Store[x][y] = EL_EMPTY;
}
int change_delay = 8;
int graphic;
- /* android is moving diagonally */
+ // android is moving diagonally
CreateField(x, y, EL_DIAGONAL_SHRINKING);
if (move_pattern & MV_MAZE_RUNNER_STYLE)
{
RunnerVisit[x][y] = FrameCounter;
- PlayerVisit[x][y] /= 8; /* expire player visit path */
+ PlayerVisit[x][y] /= 8; // expire player visit path
}
}
else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
GfxAction[x][y] = ACTION_DIGGING;
TEST_DrawLevelField(x, y);
- MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
+ MovDelay[newx][newy] = 0; // start amoeba shrinking delay
- return; /* wait for shrinking amoeba */
+ return; // wait for shrinking amoeba
}
- else /* element == EL_PACMAN */
+ else // element == EL_PACMAN
{
Feld[newx][newy] = EL_EMPTY;
TEST_DrawLevelField(newx, newy);
(Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
(Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
{
- /* wait for shrinking amoeba to completely disappear */
+ // wait for shrinking amoeba to completely disappear
return;
}
else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
{
- /* object was running against a wall */
+ // object was running against a wall
TurnRound(x, y);
- if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
+ if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
DrawLevelElementAnimation(x, y, element);
if (DONT_TOUCH(element))
MovPos[x][y] += getElementMoveStepsize(x, y);
- if (pushed_by_player) /* special case: moving object pushed by player */
+ if (pushed_by_player) // special case: moving object pushed by player
MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
if (ABS(MovPos[x][y]) < TILEX)
{
TEST_DrawLevelField(x, y);
- return; /* element is still moving */
+ return; // element is still moving
}
- /* element reached destination field */
+ // element reached destination field
Feld[x][y] = EL_EMPTY;
Feld[newx][newy] = element;
- MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
+ MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
- if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
+ if (Store[x][y] == EL_ACID) // element is moving into acid pool
{
element = Feld[newx][newy] = EL_ACID;
}
if (CAN_CHANGE_OR_HAS_ACTION(element))
{
- /* copy element change control values to new field */
+ // copy element change control values to new field
ChangeDelay[newx][newy] = ChangeDelay[x][y];
ChangePage[newx][newy] = ChangePage[x][y];
ChangeCount[newx][newy] = ChangeCount[x][y];
CustomValue[x][y] = 0;
- /* copy animation control values to new field */
+ // copy animation control values to new field
GfxFrame[newx][newy] = GfxFrame[x][y];
- GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
- GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
- GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
+ GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
+ GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
+ GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
Pushed[x][y] = Pushed[newx][newy] = FALSE;
- /* some elements can leave other elements behind after moving */
+ // some elements can leave other elements behind after moving
if (ei->move_leave_element != EL_EMPTY &&
(ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
(!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
{
int move_leave_element = ei->move_leave_element;
- /* this makes it possible to leave the removed element again */
+ // this makes it possible to leave the removed element again
if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
RelocatePlayer(x, y, move_leave_element);
}
- /* do this after checking for left-behind element */
- ResetGfxAnimation(x, y); /* reset animation values for old field */
+ // do this after checking for left-behind element
+ ResetGfxAnimation(x, y); // reset animation values for old field
if (!CAN_MOVE(element) ||
(CAN_FALL(element) && direction == MV_DOWN &&
TEST_DrawLevelField(x, y);
TEST_DrawLevelField(newx, newy);
- Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
+ Stop[newx][newy] = TRUE; // ignore this element until the next frame
- /* prevent pushed element from moving on in pushed direction */
+ // prevent pushed element from moving on in pushed direction
if (pushed_by_player && CAN_MOVE(element) &&
element_info[element].move_pattern & MV_ANY_DIRECTION &&
!(element_info[element].move_pattern & direction))
TurnRound(newx, newy);
- /* prevent elements on conveyor belt from moving on in last direction */
+ // prevent elements on conveyor belt from moving on in last direction
if (pushed_by_conveyor && CAN_FALL(element) &&
direction & MV_HORIZONTAL)
MovDir[newx][newy] = 0;
CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
}
- if (DONT_TOUCH(element)) /* object may be nasty to player or others */
+ if (DONT_TOUCH(element)) // object may be nasty to player or others
{
TestIfBadThingTouchesPlayer(newx, newy);
TestIfBadThingTouchesFriend(newx, newy);
TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
}
- /* give the player one last chance (one more frame) to move away */
+ // give the player one last chance (one more frame) to move away
if (CAN_FALL(element) && direction == MV_DOWN &&
(last_line || (!IS_FREE(x, newy + 1) &&
(!IS_PLAYER(x, newy + 1) ||
player->index_bit, push_side);
}
- if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
+ if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
MovDelay[newx][newy] = 1;
CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
- TestIfElementTouchesCustomElement(x, y); /* empty or new element */
+ TestIfElementTouchesCustomElement(x, y); // empty or new element
TestIfElementHitsCustomElement(newx, newy, direction);
TestIfPlayerTouchesCustomElement(newx, newy);
TestIfElementTouchesCustomElement(newx, newy);
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;
- if (!MovDelay[x][y]) /* start new growing cycle */
+ if (!MovDelay[x][y]) // start new growing cycle
{
MovDelay[x][y] = 7;
}
}
- if (MovDelay[x][y]) /* wait some time before growing bigger */
+ if (MovDelay[x][y]) // wait some time before growing bigger
{
MovDelay[x][y]--;
if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
}
}
-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;
- if (!MovDelay[x][y]) /* start new shrinking cycle */
+ if (!MovDelay[x][y]) // start new shrinking cycle
{
MovDelay[x][y] = 7;
sound_delay_value = 30;
}
- if (MovDelay[x][y]) /* wait some time before shrinking */
+ if (MovDelay[x][y]) // wait some time before shrinking
{
MovDelay[x][y]--;
if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
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;
}
}
}
-void AmoebeAbleger(int ax, int ay)
+static void AmoebeAbleger(int ax, int ay)
{
int i;
int element = Feld[ax][ay];
if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
- if (!MovDelay[ax][ay]) /* start making new amoeba field */
+ if (!MovDelay[ax][ay]) // start making new amoeba field
MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
- if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
+ if (MovDelay[ax][ay]) // wait some time before making new amoeba
{
MovDelay[ax][ay]--;
if (MovDelay[ax][ay])
return;
}
- if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
+ if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
{
int start = RND(4);
int x = ax + xy[start][0];
if (newax == ax && neway == ay)
return;
}
- else /* normal or "filled" (BD style) amoeba */
+ else // normal or "filled" (BD style) amoeba
{
int start = RND(4);
boolean waiting_for_player = FALSE;
waiting_for_player = TRUE;
}
- if (newax == ax && neway == ay) /* amoeba cannot grow */
+ if (newax == ax && neway == ay) // amoeba cannot grow
{
if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
{
TEST_DrawLevelField(ax, ay);
AmoebaCnt[AmoebaNr[ax][ay]]--;
- if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
+ if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
{
if (element == EL_AMOEBA_FULL)
AmoebeUmwandeln(ax, ay);
}
else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
{
- /* amoeba gets larger by growing in some direction */
+ // amoeba gets larger by growing in some direction
int new_group_nr = AmoebaNr[ax][ay];
AmoebaCnt[new_group_nr]++;
AmoebaCnt2[new_group_nr]++;
- /* if amoeba touches other amoeba(s) after growing, unify them */
+ // if amoeba touches other amoeba(s) after growing, unify them
AmoebenVereinigen(newax, neway);
if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
(neway == lev_fieldy - 1 && newax != ax))
{
- Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
+ Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
Store[newax][neway] = element;
}
else if (neway == ay || element == EL_EMC_DRIPPER)
{
- Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
+ Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
PlayLevelSoundAction(newax, neway, ACTION_GROWING);
}
else
{
- InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
+ InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
Feld[ax][ay] = EL_AMOEBA_DROPPING;
Store[ax][ay] = EL_AMOEBA_DROP;
ContinueMoving(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;
if (Stop[ax][ay])
return;
- if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
+ if (!MovDelay[ax][ay]) // start new "game of life" cycle
MovDelay[ax][ay] = life_time;
- if (MovDelay[ax][ay]) /* wait some time before next cycle */
+ if (MovDelay[ax][ay]) // wait some time before next cycle
{
MovDelay[ax][ay]--;
if (MovDelay[ax][ay])
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++;
}
- if (xx == ax && yy == ay) /* field in the middle */
+ 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]))
- { /* free border field */
- if (nachbarn >= life_parameter[2] &&
- nachbarn <= life_parameter[3])
+ else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
+ { // free border field
+ 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;
static void StopRobotWheel(int x, int y)
{
- if (ZX == x && ZY == y)
+ if (game.robot_wheel_x == x &&
+ game.robot_wheel_y == y)
{
- ZX = ZY = -1;
-
+ game.robot_wheel_x = -1;
+ game.robot_wheel_y = -1;
game.robot_wheel_active = FALSE;
}
}
if (level.ball_random)
{
- int pos_border = RND(8); /* select one of the eight border elements */
+ int pos_border = RND(8); // select one of the eight border elements
int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
int xx = pos_content % 3;
int yy = pos_content / 3;
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 ||
- local_player->lights_still_needed > 0)
+ if (game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0)
{
int element = Feld[x][y];
int graphic = el2img(element);
return;
}
- if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
return;
Feld[x][y] = EL_EXIT_OPENING;
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 ||
- local_player->lights_still_needed > 0)
+ if (game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0)
{
int element = Feld[x][y];
int graphic = el2img(element);
return;
}
- if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
return;
Feld[x][y] = EL_EM_EXIT_OPENING;
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 ||
- local_player->lights_still_needed > 0)
+ if (game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0)
{
int element = Feld[x][y];
int graphic = el2img(element);
return;
}
- if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
return;
Feld[x][y] = EL_STEEL_EXIT_OPENING;
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 ||
- local_player->lights_still_needed > 0)
+ if (game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0)
{
int element = Feld[x][y];
int graphic = el2img(element);
return;
}
- if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
return;
Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
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)
+ if (game.gems_still_needed > 0)
{
int element = Feld[x][y];
int graphic = el2img(element);
return;
}
- if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
return;
Feld[x][y] = EL_SP_EXIT_OPENING;
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;
if (Feld[x][y] == EL_BD_DIAMOND)
return;
- if (MovDelay[x][y] == 0) /* next animation frame */
+ if (MovDelay[x][y] == 0) // next animation frame
MovDelay[x][y] = 11 * !GetSimpleRandom(500);
- if (MovDelay[x][y] != 0) /* wait some time before next frame */
+ if (MovDelay[x][y] != 0) // wait some time before next frame
{
MovDelay[x][y]--;
}
}
-void MauerWaechst(int x, int y)
+static void MauerWaechst(int x, int y)
{
int delay = 6;
- if (!MovDelay[x][y]) /* next animation frame */
+ if (!MovDelay[x][y]) // next animation frame
MovDelay[x][y] = 3 * delay;
- if (MovDelay[x][y]) /* wait some time before next frame */
+ if (MovDelay[x][y]) // wait some time before next frame
{
MovDelay[x][y]--;
}
}
-void MauerAbleger(int ax, int ay)
+static void MauerAbleger(int ax, int ay)
{
int element = Feld[ax][ay];
int graphic = el2img(element);
if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
- if (!MovDelay[ax][ay]) /* start building new wall */
+ if (!MovDelay[ax][ay]) // start building new wall
MovDelay[ax][ay] = 6;
- if (MovDelay[ax][ay]) /* wait some time before building new wall */
+ if (MovDelay[ax][ay]) // wait some time before building new wall
{
MovDelay[ax][ay]--;
if (MovDelay[ax][ay])
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);
if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
- if (!MovDelay[ax][ay]) /* start building new wall */
+ if (!MovDelay[ax][ay]) // start building new wall
MovDelay[ax][ay] = 6;
- if (MovDelay[ax][ay]) /* wait some time before building new wall */
+ if (MovDelay[ax][ay]) // wait some time before building new wall
{
MovDelay[ax][ay]--;
if (MovDelay[ax][ay])
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;
{
int graphic = IMG_TRAP_ACTIVE;
- /* if new animation frame was drawn, correct crumbled sand border */
+ // if new animation frame was drawn, correct crumbled sand border
if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
TEST_DrawLevelFieldCrumbled(x, y);
}
if (!change->has_action)
return;
- /* ---------- determine action paramater values -------------------------- */
+ // ---------- determine action paramater values -----------------------------
int level_time_value =
(level.time > 0 ? TimeLeft :
action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
- action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
- action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
+ action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
+ action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
-1);
int action_arg_number_old =
- (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
+ (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
action_type == CA_SET_LEVEL_TIME ? TimeLeft :
- action_type == CA_SET_LEVEL_SCORE ? local_player->score :
+ action_type == CA_SET_LEVEL_SCORE ? game.score :
action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
action_type == CA_SET_CE_SCORE ? ei->collect_score :
0);
action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
PLAYER_BITS_ANY);
- /* ---------- execute action -------------------------------------------- */
+ // ---------- execute action -----------------------------------------------
switch (action_type)
{
return;
}
- /* ---------- level actions ------------------------------------------- */
+ // ---------- level actions ----------------------------------------------
case CA_RESTART_LEVEL:
{
case CA_SET_LEVEL_TIME:
{
- if (level.time > 0) /* only modify limited time value */
+ if (level.time > 0) // only modify limited time value
{
TimeLeft = action_arg_number_new;
case CA_SET_LEVEL_SCORE:
{
- local_player->score = action_arg_number_new;
+ game.score = action_arg_number_new;
- game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
+ game_panel_controls[GAME_PANEL_SCORE].value = game.score;
DisplayGameControlValues();
case CA_SET_LEVEL_GEMS:
{
- local_player->gems_still_needed = action_arg_number_new;
+ game.gems_still_needed = action_arg_number_new;
game.snapshot.collected_item = TRUE;
- game_panel_controls[GAME_PANEL_GEMS].value =
- local_player->gems_still_needed;
+ game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
DisplayGameControlValues();
case CA_SET_LEVEL_RANDOM_SEED:
{
- /* ensure that setting a new random seed while playing is predictable */
+ // ensure that setting a new random seed while playing is predictable
InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
break;
}
- /* ---------- player actions ------------------------------------------ */
+ // ---------- player actions ---------------------------------------------
case CA_MOVE_PLAYER:
{
- /* automatically move to the next field in specified direction */
+ // automatically move to the next field in specified direction
for (i = 0; i < MAX_PLAYERS; i++)
if (trigger_player_bits & (1 << i))
stored_player[i].programmed_action = action_arg_direction;
if (action_arg_player_bits & (1 << i))
ExitPlayer(&stored_player[i]);
- if (AllPlayersGone)
- PlayerWins(local_player);
+ if (game.players_still_needed == 0)
+ LevelSolved();
break;
}
SetPlayerWaiting(&stored_player[i], FALSE);
- /* set number of special actions for bored and sleeping animation */
+ // set number of special actions for bored and sleeping animation
stored_player[i].num_special_action_bored =
get_num_special_action(artwork_element,
ACTION_BORING_1, ACTION_BORING_LAST);
break;
}
- /* ---------- CE actions ---------------------------------------------- */
+ // ---------- CE actions -------------------------------------------------
case CA_SET_CE_VALUE:
{
break;
}
- /* ---------- engine actions ------------------------------------------ */
+ // ---------- engine actions ---------------------------------------------
case CA_SET_ENGINE_SCAN_MODE:
{
InitField_WithBug1(x, y, FALSE);
- new_element = Feld[x][y]; /* element may have changed */
+ new_element = Feld[x][y]; // element may have changed
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(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) */
- /* (must be checked after creating new element for walkable group elements) */
+ // 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))
{
return;
}
- /* "ChangeCount" not set yet to allow "entered by player" change one time */
+ // "ChangeCount" not set yet to allow "entered by player" change one time
if (new_element_is_player)
RelocatePlayer(x, y, new_element);
if (is_change)
- ChangeCount[x][y]++; /* count number of changes in the same frame */
+ ChangeCount[x][y]++; // count number of changes in the same frame
TestIfBadThingTouchesPlayer(x, y);
TestIfPlayerTouchesCustomElement(x, y);
{
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;
int target_element;
int old_element = Feld[x][y];
- /* always use default change event to prevent running into a loop */
+ // always use default change event to prevent running into a loop
if (ChangeEvent[x][y] == -1)
ChangeEvent[x][y] = CE_DELAY;
if (ChangeEvent[x][y] == CE_DELAY)
{
- /* reset actual trigger element, trigger player and action element */
+ // reset actual trigger element, trigger player and action element
change->actual_trigger_element = EL_EMPTY;
change->actual_trigger_player = EL_EMPTY;
change->actual_trigger_player_bits = CH_PLAYER_NONE;
change->actual_trigger_ce_score = 0;
}
- /* do not change elements more than a specified maximum number of changes */
+ // do not change elements more than a specified maximum number of changes
if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
return FALSE;
- ChangeCount[x][y]++; /* count number of changes in the same frame */
+ ChangeCount[x][y]++; // count number of changes in the same frame
if (change->explode)
{
can_replace[xx][yy] = TRUE;
- if (ex == x && ey == y) /* do not check changing element itself */
+ if (ex == x && ey == y) // do not check changing element itself
continue;
if (content_element == EL_EMPTY_SPACE)
{
- can_replace[xx][yy] = FALSE; /* do not replace border with space */
+ can_replace[xx][yy] = FALSE; // do not replace border with space
continue;
}
something_has_changed = TRUE;
- /* for symmetry reasons, freeze newly created border elements */
+ // for symmetry reasons, freeze newly created border elements
if (ex != x || ey != y)
- Stop[ex][ey] = TRUE; /* no more moving in this frame */
+ Stop[ex][ey] = TRUE; // no more moving in this frame
}
}
PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
}
- /* this uses direct change before indirect change */
+ // this uses direct change before indirect change
CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
return TRUE;
}
#endif
- /* this can happen with classic bombs on walkable, changing elements */
+ // this can happen with classic bombs on walkable, changing elements
if (!CAN_CHANGE_OR_HAS_ACTION(element))
{
return;
}
- if (ChangeDelay[x][y] == 0) /* initialize element change */
+ if (ChangeDelay[x][y] == 0) // initialize element change
{
ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
if (change->can_change)
{
- /* !!! not clear why graphic animation should be reset at all here !!! */
- /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
- /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
+ // !!! not clear why graphic animation should be reset at all here !!!
+ // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
+ // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
/*
GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
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))
{
ChangeDelay[x][y]--;
- if (ChangeDelay[x][y] != 0) /* continue element change */
+ if (ChangeDelay[x][y] != 0) // continue element change
{
if (change->can_change)
{
change->change_function(x, y);
}
}
- else /* finish element change */
+ else // finish element change
{
- if (ChangePage[x][y] != -1) /* remember page from delayed change */
+ if (ChangePage[x][y] != -1) // remember page from delayed change
{
page = ChangePage[x][y];
ChangePage[x][y] = -1;
change = &ei->change_page[page];
}
- if (IS_MOVING(x, y)) /* never change a running system ;-) */
+ if (IS_MOVING(x, y)) // never change a running system ;-)
{
- ChangeDelay[x][y] = 1; /* try change after next move step */
- ChangePage[x][y] = page; /* remember page to use for change */
+ ChangeDelay[x][y] = 1; // try change after next move step
+ ChangePage[x][y] = page; // remember page to use for change
return;
}
- /* special case: set new level random seed before changing element */
+ // special case: set new level random seed before changing element
if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
handle_action_before_change = TRUE;
{
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)
element = Feld[x][y];
}
- /* check if element has already changed or is about to change after moving */
+ // check if element has already changed or is about to change after moving
if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
Feld[x][y] != element) ||
(trigger_event == CE_TOUCHING_X ||
trigger_event == CE_HITTING_X ||
trigger_event == CE_HIT_BY_X ||
- trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
+ trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
if (change->can_change_or_has_action &&
change->has_event[trigger_event] &&
change->actual_trigger_ce_value = CustomValue[x][y];
change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
- /* special case: trigger element not at (x,y) position for some events */
+ // special case: trigger element not at (x,y) position for some events
if (check_trigger_element)
{
static struct
}
}
-static void PlayAllPlayersSound()
+static void PlayAllPlayersSound(void)
{
int i;
if (is_waiting)
{
- if (!last_waiting) /* not waiting -> waiting */
+ if (!last_waiting) // not waiting -> waiting
{
player->is_waiting = TRUE;
if (player->is_sleeping && player->use_murphy)
{
- /* special case for sleeping Murphy when leaning against non-free tile */
+ // special case for sleeping Murphy when leaning against non-free tile
if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
(Feld[player->jx - 1][player->jy] != EL_EMPTY &&
}
}
}
- else if (last_waiting) /* waiting -> not waiting */
+ else if (last_waiting) // waiting -> not waiting
{
player->is_waiting = FALSE;
player->is_bored = FALSE;
if (!player->is_moving &&
!player->is_pushing &&
!player->is_dropping_pressed)
- {
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- SnapField(player, 0, 0); /* stop snapping */
- }
}
CheckSaveEngineSnapshot(player);
}
else
{
- /* no actions for this player (no input at player's configured device) */
+ // no actions for this player (no input at player's configured device)
DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
if (player->MovPos == 0)
SetPlayerWaiting(player, TRUE);
- if (player->MovPos == 0) /* needed for tape.playing */
+ if (player->MovPos == 0) // needed for tape.playing
player->is_moving = FALSE;
player->is_dropping = FALSE;
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_em.level_solved &&
+ !game_em.game_over) // game won
{
- PlayerWins(local_player);
+ LevelSolved();
- AllPlayersGone = TRUE;
+ game_em.game_over = TRUE;
- level.native_em_level->lev->home = -1;
+ game.all_players_gone = 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 */
- AllPlayersGone = TRUE;
+ if (game_em.game_over) // game lost
+ game.all_players_gone = 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);
+ LevelSolved();
- game_sp.GameOver = TRUE;
+ game_sp.game_over = TRUE;
- AllPlayersGone = TRUE;
+ game.all_players_gone = TRUE;
}
- if (game_sp.GameOver) /* game lost */
- AllPlayersGone = TRUE;
+ if (game_sp.game_over) // game lost
+ game.all_players_gone = TRUE;
}
else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
{
if (game_mm.level_solved &&
- !game_mm.game_over) /* game won */
+ !game_mm.game_over) // game won
{
- PlayerWins(local_player);
+ LevelSolved();
game_mm.game_over = TRUE;
- AllPlayersGone = TRUE;
+ game.all_players_gone = TRUE;
}
- if (game_mm.game_over) /* game lost */
- AllPlayersGone = TRUE;
+ if (game_mm.game_over) // game lost
+ game.all_players_gone = TRUE;
}
+}
+
+static void CheckLevelTime(void)
+{
+ int i;
if (TimeFrames >= FRAMES_PER_SECOND)
{
}
}
- if (!local_player->LevelSolved && !level.use_step_counter)
+ if (!game.LevelSolved && !level.use_step_counter)
{
TimePlayed++;
KillPlayer(&stored_player[i]);
}
}
- else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
+ else if (game.no_time_limit && !game.all_players_gone)
{
game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
}
{
int i;
- /* advance frame counters (global frame counter and time frame counter) */
+ // advance frame counters (global frame counter and time frame counter)
FrameCounter++;
TimeFrames++;
- /* advance player counters (counters for move delay, move animation etc.) */
+ // advance player counters (counters for move delay, move animation etc.)
for (i = 0; i < MAX_PLAYERS; i++)
{
boolean advance_player_counters = (player_nr == -1 || player_nr == i);
int move_delay_value = stored_player[i].move_delay_value;
int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
- if (!advance_player_counters) /* not all players may be affected */
+ if (!advance_player_counters) // not all players may be affected
continue;
- if (move_frames == 0) /* less than one move per game frame */
+ if (move_frames == 0) // less than one move per game frame
{
int stepsize = TILEX / move_delay_value;
int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
if (stored_player[i].move_delay > 0)
stored_player[i].move_delay--;
- /* due to bugs in previous versions, counter must count up, not down */
+ // due to bugs in previous versions, counter must count up, not down
if (stored_player[i].push_delay != -1)
stored_player[i].push_delay++;
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;
byte tape_action[MAX_PLAYERS];
int i;
- /* detect endless loops, caused by custom element programming */
+ // detect endless loops, caused by custom element programming
if (recursion_loop_detected && recursion_loop_depth == 0)
{
char *message = getStringCat3("Internal Error! Element ",
RequestQuitGameExt(FALSE, level_editor_test_game, message);
- recursion_loop_detected = FALSE; /* if game should be continued */
+ recursion_loop_detected = FALSE; // if game should be continued
free(message);
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);
+ CheckLevelSolved();
- 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;
- }
-
- if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
+ if (game.LevelSolved && !game.LevelSolved_GameEnd)
GameWon();
- if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
+ if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
TapeStop();
- if (game_status != GAME_MODE_PLAYING) /* status might have changed */
+ if (game_status != GAME_MODE_PLAYING) // status might have changed
return;
game_frame_delay_value =
SetVideoFrameDelay(game_frame_delay_value);
+ // (de)activate virtual buttons depending on current game status
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
+ {
+ if (game.all_players_gone) // if no players there to be controlled anymore
+ SetOverlayActive(FALSE);
+ else if (!tape.playing) // if game continues after tape stopped playing
+ SetOverlayActive(TRUE);
+ }
+
#if 0
#if 0
- /* ---------- main game synchronization point ---------- */
+ // ---------- main game synchronization point ----------
int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
printf("::: skip == %d\n", skip);
#else
- /* ---------- main game synchronization point ---------- */
+ // ---------- main game synchronization point ----------
WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
#endif
if (network_playing && !network_player_action_received)
{
- /* try to get network player actions in time */
+ // try to get network player actions in time
- /* last chance to get network player actions without main loop delay */
+ // last chance to get network player actions without main loop delay
HandleNetworking();
- /* game was quit by network peer */
+ // game was quit by network peer
if (game_status != GAME_MODE_PLAYING)
return;
- if (!network_player_action_received)
- return; /* failed to get network player actions in time */
+ // check if network player actions still missing and game still running
+ if (!network_player_action_received && !checkGameEnded())
+ return; // failed to get network player actions in time
- /* do not yet reset "network_player_action_received" (for tape.pausing) */
+ // do not yet reset "network_player_action_received" (for tape.pausing)
}
if (tape.pausing)
return;
- /* at this point we know that we really continue executing the game */
+ // at this point we know that we really continue executing the game
network_player_action_received = FALSE;
- /* when playing tape, read previously recorded player input from tape data */
+ // when playing tape, read previously recorded player input from tape data
recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
local_player->effective_mouse_action = local_player->mouse_action;
SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
recorded_player_action);
- /* TapePlayAction() may return NULL when toggling to "pause before death" */
+ // TapePlayAction() may return NULL when toggling to "pause before death"
if (tape.pausing)
return;
stored_player[i].effective_action = stored_player[i].action;
}
- if (network_playing)
+ if (network_playing && !checkGameEnded())
SendToServer_MovePlayer(summarized_player_action);
// summarize all actions at local players mapped input device position
stored_player[map_player_action[local_player->index_nr]].effective_action =
summarized_player_action;
+ // summarize all actions at centered player in local team mode
if (tape.recording &&
- setup.team_mode &&
+ setup.team_mode && !network.enabled &&
setup.input_on_focus &&
game.centered_player_nr != -1)
{
for (i = 0; i < MAX_PLAYERS; i++)
- stored_player[i].effective_action =
+ stored_player[map_player_action[i]].effective_action =
(i == game.centered_player_nr ? summarized_player_action : 0);
}
SetTapeActionFromMouseAction(tape_action,
&local_player->effective_mouse_action);
- /* only record actions from input devices, but not programmed actions */
+ // only record actions from input devices, but not programmed actions
if (tape.recording)
TapeRecordAction(tape_action);
+ // remember if game was played (especially after tape stopped playing)
+ if (!tape.playing && summarized_player_action)
+ game.GamePlayed = TRUE;
+
#if USE_NEW_PLAYER_ASSIGNMENTS
// !!! also map player actions in single player mode !!!
// if (game.team_mode)
BlitScreenToBitmap(backbuffer);
+ CheckLevelSolved();
CheckLevelTime();
- AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
+ AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
if (global.show_frames_per_second)
{
fps_frames++;
- if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
+ if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
{
global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
fps_frames = 0;
fps_counter = Counter();
- /* always draw FPS to screen after FPS value was updated */
+ // always draw FPS to screen after FPS value was updated
redraw_mask |= REDRAW_FPS;
}
- /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
+ // only draw FPS if no screen areas are deactivated (invisible warp mode)
if (GetDrawDeactivationMask() == REDRAW_NONE)
redraw_mask |= REDRAW_FPS;
}
}
-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;
{
boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
- /* switching to "all players" only possible if all players fit to screen */
+ // switching to "all players" only possible if all players fit to screen
if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
{
game.centered_player_nr_next = game.centered_player_nr;
game.set_centered_player = FALSE;
}
- /* do not switch focus to non-existing (or non-active) player */
+ // do not switch focus to non-existing (or non-active) player
if (game.centered_player_nr_next >= 0 &&
!stored_player[game.centered_player_nr_next].active)
{
}
if (game.set_centered_player &&
- ScreenMovPos == 0) /* screen currently aligned at tile position */
+ ScreenMovPos == 0) // screen currently aligned at tile position
{
int sx, sy;
CheckGravityMovement(&stored_player[i]);
#endif
- /* overwrite programmed action with tape action */
+ // overwrite programmed action with tape action
if (stored_player[i].programmed_action)
actual_player_action = stored_player[i].programmed_action;
{
ContinueMoving(x, y);
- /* continue moving after pushing (this is actually a bug) */
+ // continue moving after pushing (this is actually a bug)
if (!IS_MOVING(x, y))
Stop[x][y] = FALSE;
}
SCAN_PLAYFIELD(x, y)
{
+ Last[x][y] = Feld[x][y];
+
ChangeCount[x][y] = 0;
ChangeEvent[x][y] = -1;
- /* this must be handled before main playfield loop */
+ // this must be handled before main playfield loop
if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
{
MovDelay[x][y]--;
RemoveField(x, y);
TEST_DrawLevelField(x, y);
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
+ TestIfElementTouchesCustomElement(x, y); // for empty space
}
}
continue;
}
- /* this may take place after moving, so 'element' may have changed */
+ // this may take place after moving, so 'element' may have changed
if (IS_CHANGING(x, y) &&
(game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
{
else if (element == EL_FLAMES)
CheckForDragon(x, y);
else if (element == EL_EXPLOSION)
- ; /* drawing of correct explosion animation is handled separately */
+ ; // drawing of correct explosion animation is handled separately
else if (element == EL_ELEMENT_SNAPPING ||
element == EL_DIAGONAL_SHRINKING ||
element == EL_DIAGONAL_GROWING)
{
int jx = local_player->jx, jy = local_player->jy;
- /* play the element sound at the position nearest to the player */
+ // play the element sound at the position nearest to the player
if ((element == EL_MAGIC_WALL_FULL ||
element == EL_MAGIC_WALL_ACTIVE ||
element == EL_MAGIC_WALL_EMPTYING ||
element == EL_DC_MAGIC_WALL_FULL ||
element == EL_DC_MAGIC_WALL_ACTIVE ||
element == EL_DC_MAGIC_WALL_EMPTYING) &&
- ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
+ ABS(x - jx) + ABS(y - jy) <
+ ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
{
magic_wall_x = x;
magic_wall_y = y;
}
#if USE_NEW_AMOEBA_CODE
- /* new experimental amoeba growth stuff */
+ // new experimental amoeba growth stuff
if (!(FrameCounter % 8))
{
static unsigned int random = 1684108901;
DrawAllPlayers();
PlayAllPlayersSound();
- if (local_player->show_envelope != 0 && local_player->MovPos == 0)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
+ struct PlayerInfo *player = &stored_player[i];
- local_player->show_envelope = 0;
+ if (player->show_envelope != 0 && (!player->active ||
+ player->MovPos == 0))
+ {
+ ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
+
+ player->show_envelope = 0;
+ }
}
- /* use random number generator in every frame to make it less predictable */
+ // use random number generator in every frame to make it less predictable
if (game.engine_version >= VERSION_IDENT(3,1,1,0))
RND(1);
}
return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
}
-static boolean AllPlayersInVisibleScreen()
+static boolean AllPlayersInVisibleScreen(void)
{
int i;
if (can_move != MP_MOVING)
return can_move;
- /* check if DigField() has caused relocation of the player */
+ // check if DigField() has caused relocation of the player
if (player->jx != jx || player->jy != jy)
- return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
+ return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
StorePlayer[jx][jy] = 0;
player->last_jx = jx;
player->is_moving = TRUE;
#if 1
- /* should better be called in MovePlayer(), but this breaks some tapes */
+ // should better be called in MovePlayer(), but this breaks some tapes
ScrollPlayer(player, SCROLL_INIT);
#endif
if (player->move_delay > 0)
return FALSE;
- player->move_delay = -1; /* set to "uninitialized" value */
+ player->move_delay = -1; // set to "uninitialized" value
- /* store if player is automatically moved to next field */
+ // store if player is automatically moved to next field
player->is_auto_moving = (player->programmed_action != MV_NONE);
- /* remove the last programmed player action */
+ // remove the last programmed player action
player->programmed_action = 0;
if (player->MovPos)
{
- /* should only happen if pre-1.2 tape recordings are played */
- /* this is only for backward compatibility */
+ // should only happen if pre-1.2 tape recordings are played
+ // this is only for backward compatibility
int original_move_delay_value = player->move_delay_value;
tape.counter);
#endif
- /* scroll remaining steps with finest movement resolution */
+ // scroll remaining steps with finest movement resolution
player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
while (player->MovPos)
game.centered_player_nr == -1))
{
int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
- int offset = game.scroll_delay_value;
if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
{
- /* actual player has left the screen -- scroll in that direction */
- if (jx != old_jx) /* player has moved horizontally */
+ // actual player has left the screen -- scroll in that direction
+ if (jx != old_jx) // player has moved horizontally
scroll_x += (jx - old_jx);
- else /* player has moved vertically */
+ else // player has moved vertically
scroll_y += (jy - old_jy);
}
else
{
- if (jx != old_jx) /* player has moved horizontally */
+ int offset_raw = game.scroll_delay_value;
+
+ if (jx != old_jx) // player has moved horizontally
{
- if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
- (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
- scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+ int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
+ int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
+ int new_scroll_x = jx - MIDPOSX + offset_x;
- /* don't scroll over playfield boundaries */
- if (scroll_x < SBX_Left || scroll_x > SBX_Right)
- scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+ if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
+ (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
+ scroll_x = new_scroll_x;
- /* don't scroll more than one field at a time */
+ // don't scroll over playfield boundaries
+ scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
+
+ // don't scroll more than one field at a time
scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
- /* don't scroll against the player's moving direction */
+ // don't scroll against the player's moving direction
if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
(player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
scroll_x = old_scroll_x;
}
- else /* player has moved vertically */
+ else // player has moved vertically
{
- if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
- (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
- scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+ int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
+ int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
+ int new_scroll_y = jy - MIDPOSY + offset_y;
+
+ if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
+ (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
+ scroll_y = new_scroll_y;
- /* don't scroll over playfield boundaries */
- if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
- scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+ // don't scroll over playfield boundaries
+ scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
- /* don't scroll more than one field at a time */
+ // don't scroll more than one field at a time
scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
- /* don't scroll against the player's moving direction */
+ // don't scroll against the player's moving direction
if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
(player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
scroll_y = old_scroll_y;
else if (old_jx == jx && old_jy != jy)
player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
- TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
+ TEST_DrawLevelField(jx, jy); // for "crumbled sand"
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
player->drop_pressed_delay = 0;
#if 0
- /* should better be called here than above, but this breaks some tapes */
+ // should better be called here than above, but this breaks some tapes
ScrollPlayer(player, SCROLL_INIT);
#endif
}
the player was forced to wait again for eight frames before next try) */
if (game.engine_version >= VERSION_IDENT(3,1,1,0))
- player->move_delay = 0; /* allow direct movement in the next frame */
+ player->move_delay = 0; // allow direct movement in the next frame
}
- if (player->move_delay == -1) /* not yet initialized by DigField() */
+ if (player->move_delay == -1) // not yet initialized by DigField()
player->move_delay = player->move_delay_value;
if (game.engine_version < VERSION_IDENT(3,0,7,0))
if (!player->active)
return;
- if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
+ if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
return;
if (mode == SCROLL_INIT)
if ((player->block_last_field || player->block_delay_adjustment > 0) &&
Feld[last_jx][last_jy] == EL_EMPTY)
{
- int last_field_block_delay = 0; /* start with no blocking at all */
+ int last_field_block_delay = 0; // start with no blocking at all
int block_delay_adjustment = player->block_delay_adjustment;
- /* if player blocks last field, add delay for exactly one move */
+ // if player blocks last field, add delay for exactly one move
if (player->block_last_field)
{
last_field_block_delay += player->move_delay_value;
- /* when blocking enabled, prevent moving up despite gravity */
+ // when blocking enabled, prevent moving up despite gravity
if (player->gravity && player->MovDir == MV_UP)
block_delay_adjustment = -1;
}
- /* add block delay adjustment (also possible when not blocking) */
+ // add block delay adjustment (also possible when not blocking)
last_field_block_delay += block_delay_adjustment;
Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
}
- if (player->MovPos != 0) /* player has not yet reached destination */
+ if (player->MovPos != 0) // player has not yet reached destination
return;
}
else if (!FrameReached(&player->actual_frame_counter, 1))
player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
- /* before DrawPlayer() to draw correct player graphic for this case */
+ // before DrawPlayer() to draw correct player graphic for this case
if (player->MovPos == 0)
CheckGravityMovement(player);
}
- if (player->MovPos == 0) /* player reached destination field */
+ if (player->MovPos == 0) // player reached destination field
{
if (player->move_delay_reset_counter > 0)
{
if (player->move_delay_reset_counter == 0)
{
- /* continue with normal speed after quickly moving through gate */
+ // continue with normal speed after quickly moving through gate
HALVE_PLAYER_SPEED(player);
- /* be able to make the next move without delay */
+ // be able to make the next move without delay
player->move_delay = 0;
}
}
Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
Feld[jx][jy] == EL_SP_EXIT_OPEN ||
- Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
+ Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
{
ExitPlayer(player);
- if ((local_player->friends_still_needed == 0 ||
- IS_SP_ELEMENT(Feld[jx][jy])) &&
- AllPlayersGone)
- PlayerWins(local_player);
+ if (game.players_still_needed == 0 &&
+ (game.friends_still_needed == 0 ||
+ IS_SP_ELEMENT(Feld[jx][jy])))
+ LevelSolved();
}
- /* this breaks one level: "machine", level 000 */
+ // this breaks one level: "machine", level 000
{
int move_direction = player->MovDir;
int enter_side = MV_DIR_OPPOSITE(move_direction);
/* needed because pushed element has not yet reached its destination,
so it would trigger a change event at its previous field location */
if (!player->is_pushing)
- TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
+ TestIfElementTouchesCustomElement(jx, jy); // for empty space
if (!player->active)
RemovePlayer(player);
}
- if (!local_player->LevelSolved && level.use_step_counter)
+ if (!game.LevelSolved && level.use_step_counter)
{
int i;
for (i = 0; i < MAX_PLAYERS; i++)
KillPlayer(&stored_player[i]);
}
- else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
+ else if (game.no_time_limit && !game.all_players_gone)
{
game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
if (mode == SCROLL_INIT)
{
- /* set scrolling step size according to actual player's moving speed */
+ // set scrolling step size according to actual player's moving speed
ScrollStepSize = TILEX / player->move_delay_value;
screen_frame_counter = FrameCounter;
};
static int trigger_sides[4][2] =
{
- /* center side border side */
- { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
- { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
- { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
- { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
+ // center side border side
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
};
static int touch_dir[4] =
{
MV_UP | MV_DOWN,
MV_LEFT | MV_RIGHT
};
- int center_element = Feld[x][y]; /* should always be non-moving! */
+ int center_element = Feld[x][y]; // should always be non-moving!
int i;
for (i = 0; i < NUM_DIRECTIONS; i++)
if (!IN_LEV_FIELD(xx, yy))
continue;
- if (IS_PLAYER(x, y)) /* player found at center element */
+ if (IS_PLAYER(x, y)) // player found at center element
{
struct PlayerInfo *player = PLAYERINFO(x, y);
if (game.engine_version < VERSION_IDENT(3,0,7,0))
- border_element = Feld[xx][yy]; /* may be moving! */
+ border_element = Feld[xx][yy]; // may be moving!
else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
border_element = Feld[xx][yy];
- else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
+ else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
border_element = MovingOrBlocked2Element(xx, yy);
else
- continue; /* center and border element do not touch */
+ continue; // center and border element do not touch
CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
player->index_bit, border_side);
CE_TOUCHING_X, border_side);
}
}
- else if (IS_PLAYER(xx, yy)) /* player found at border element */
+ else if (IS_PLAYER(xx, yy)) // player found at border element
{
struct PlayerInfo *player = PLAYERINFO(xx, yy);
if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
- continue; /* center and border element do not touch */
+ continue; // center and border element do not touch
}
CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
};
static int trigger_sides[4][2] =
{
- /* center side border side */
- { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
- { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
- { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
- { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
+ // center side border side
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
};
static int touch_dir[4] =
{
MV_LEFT | MV_RIGHT
};
boolean change_center_element = FALSE;
- int center_element = Feld[x][y]; /* should always be non-moving! */
+ int center_element = Feld[x][y]; // should always be non-moving!
int border_element_old[NUM_DIRECTIONS];
int i;
continue;
if (game.engine_version < VERSION_IDENT(3,0,7,0))
- border_element = Feld[xx][yy]; /* may be moving! */
+ border_element = Feld[xx][yy]; // may be moving!
else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
border_element = Feld[xx][yy];
- else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
+ else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
border_element = MovingOrBlocked2Element(xx, yy);
else
- continue; /* center and border element do not touch */
+ continue; // center and border element do not touch
border_element_old[i] = border_element;
}
if (border_element == -1)
continue;
- /* check for change of border element */
+ // check for change of border element
CheckElementChangeBySide(xx, yy, border_element, center_element,
CE_TOUCHING_X, center_side);
- /* (center element cannot be player, so we dont have to check this here) */
+ // (center element cannot be player, so we dont have to check this here)
}
for (i = 0; i < NUM_DIRECTIONS; i++)
if (border_element == -1)
continue;
- /* check for change of center element (but change it only once) */
+ // check for change of center element (but change it only once)
if (!change_center_element)
change_center_element =
CheckElementChangeBySide(x, y, center_element, border_element,
}
}
- /* "hitting something" is also true when hitting the playfield border */
+ // "hitting something" is also true when hitting the playfield border
CheckElementChangeBySide(x, y, hitting_element, touched_element,
CE_HITTING_SOMETHING, direction);
}
MV_DOWN
};
- if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
+ if (bad_element == EL_EXPLOSION) // skip just exploding bad things
return;
for (i = 0; i < NUM_DIRECTIONS; i++)
if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
(DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
{
- /* good thing is player or penguin that does not move away */
+ // good thing is player or penguin that does not move away
if (IS_PLAYER(test_x, test_y))
{
struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
if (bad_element == EL_ROBOT && player->is_moving)
- continue; /* robot does not kill player if he is moving */
+ continue; // robot does not kill player if he is moving
if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
- continue; /* center and border element do not touch */
+ continue; // center and border element do not touch
}
kill_x = test_x;
if (test_move_dir != bad_move_dir)
{
- /* good thing can be player or penguin that does not move away */
+ // good thing can be player or penguin that does not move away
if (IS_PLAYER(test_x, test_y))
{
struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
player as being hit when he is moving towards the bad thing, because
the "get hit by" condition would be lost after the player stops) */
if (player->MovPos != 0 && player->MovDir == bad_move_dir)
- return; /* player moves away from bad thing */
+ return; // player moves away from bad thing
kill_x = test_x;
kill_y = test_y;
player->killed = TRUE;
- /* remove accessible field at the player's position */
+ // remove accessible field at the player's position
Feld[jx][jy] = EL_EMPTY;
- /* deactivate shield (else Bang()/Explode() would not work right) */
+ // deactivate shield (else Bang()/Explode() would not work right)
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
player->killed, player->active, player->reanimated);
#endif
- if (player->reanimated) /* killed player may have been reanimated */
+ if (player->reanimated) // killed player may have been reanimated
player->killed = player->reanimated = FALSE;
else
BuryPlayer(player);
PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
PlayLevelSound(jx, jy, SND_GAME_LOSING);
- player->GameOver = TRUE;
RemovePlayer(player);
+
+ player->buried = TRUE;
+
+ if (game.all_players_gone)
+ game.GameOver = TRUE;
}
void RemovePlayer(struct PlayerInfo *player)
player->present = FALSE;
player->active = FALSE;
+ // required for some CE actions (even if the player is not active anymore)
+ player->MovPos = 0;
+
if (!ExplodeField[jx][jy])
StorePlayer[jx][jy] = 0;
found = TRUE;
if (!found)
- AllPlayersGone = TRUE;
+ {
+ game.all_players_gone = TRUE;
+ game.GameOver = TRUE;
+ }
- ExitX = ZX = jx;
- ExitY = ZY = jy;
+ game.exit_x = game.robot_wheel_x = jx;
+ game.exit_y = game.robot_wheel_y = jy;
}
void ExitPlayer(struct PlayerInfo *player)
{
- DrawPlayer(player); /* needed here only to cleanup last field */
+ DrawPlayer(player); // needed here only to cleanup last field
RemovePlayer(player);
+
+ if (game.players_still_needed > 0)
+ game.players_still_needed--;
}
static void setFieldForSnapping(int x, int y, int element, int direction)
{
int jx, jy, dx, dy, xx, yy;
- if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
+ if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
return TRUE;
- /* diagonal direction: check alternative direction */
+ // diagonal direction: check alternative direction
jx = player->jx;
jy = player->jy;
dx = x - jx;
int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
int collect_count;
- if (is_player) /* function can also be called by EL_PENGUIN */
+ if (is_player) // function can also be called by EL_PENGUIN
{
if (player->MovPos == 0)
{
player->is_collecting = FALSE;
}
- if (player->MovPos == 0) /* last pushing move finished */
+ if (player->MovPos == 0) // last pushing move finished
player->is_pushing = FALSE;
- if (mode == DF_NO_PUSH) /* player just stopped pushing */
+ if (mode == DF_NO_PUSH) // player just stopped pushing
{
player->is_switching = FALSE;
player->push_delay = -1;
if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
old_element = Back[jx][jy];
- /* in case of element dropped at player position, check background */
+ // in case of element dropped at player position, check background
else if (Back[jx][jy] != EL_EMPTY &&
game.engine_version >= VERSION_IDENT(2,2,0,0))
old_element = Back[jx][jy];
if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
- return MP_NO_ACTION; /* field has no opening in this direction */
+ return MP_NO_ACTION; // field has no opening in this direction
if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
- return MP_NO_ACTION; /* field has no opening in this direction */
+ return MP_NO_ACTION; // field has no opening in this direction
if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
{
collect_count = element_info[element].collect_count_initial;
- if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
+ if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
return MP_NO_ACTION;
if (game.engine_version < VERSION_IDENT(2,2,0,0))
if (element == EL_DC_LANDMINE)
Bang(x, y);
- if (Feld[x][y] != element) /* field changed by snapping */
+ if (Feld[x][y] != element) // field changed by snapping
return MP_ACTION;
return MP_NO_ACTION;
if (player->gravity && is_player && !player->is_auto_moving &&
canFallDown(player) && move_direction != MV_DOWN &&
!canMoveToValidFieldWithGravity(jx, jy, move_direction))
- return MP_NO_ACTION; /* player cannot walk here due to gravity */
+ return MP_NO_ACTION; // player cannot walk here due to gravity
if (player_can_move &&
IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
element == EL_SP_EXIT_OPEN ||
element == EL_SP_EXIT_OPENING)
{
- sound_action = ACTION_PASSING; /* player is passing exit */
+ sound_action = ACTION_PASSING; // player is passing exit
}
else if (element == EL_EMPTY)
{
- sound_action = ACTION_MOVING; /* nothing to walk on */
+ sound_action = ACTION_MOVING; // nothing to walk on
}
- /* play sound from background or player, whatever is available */
+ // play sound from background or player, whatever is available
if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
PlayLevelSoundElementAction(x, y, sound_element, sound_action);
else
IS_PASSABLE(element) && canPassField(x, y, move_direction))
{
if (!ACCESS_FROM(element, opposite_direction))
- return MP_NO_ACTION; /* field not accessible from this direction */
+ return MP_NO_ACTION; // field not accessible from this direction
- if (CAN_MOVE(element)) /* only fixed elements can be passed! */
+ if (CAN_MOVE(element)) // only fixed elements can be passed!
return MP_NO_ACTION;
if (IS_EM_GATE(element))
player->gravity = FALSE;
}
- /* automatically move to the next field with double speed */
+ // automatically move to the next field with double speed
player->programmed_action = move_direction;
if (player->move_delay_reset_counter == 0)
{
- player->move_delay_reset_counter = 2; /* two double speed steps */
+ player->move_delay_reset_counter = 2; // two double speed steps
DOUBLE_PLAYER_SPEED(player);
}
if (level.block_snap_field)
setFieldForSnapping(x, y, element, move_direction);
else
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
+ TestIfElementTouchesCustomElement(x, y); // for empty space
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
player->index_bit, dig_side);
{
player->num_white_keys++;
- /* display white keys? */
- /* DrawGameDoorValues(); */
+ // display white keys?
+ // DrawGameDoorValues();
}
else if (IS_ENVELOPE(element))
{
RedrawAllInvisibleElementsForMagnifier();
}
else if (IS_DROPPABLE(element) ||
- IS_THROWABLE(element)) /* can be collected and dropped */
+ IS_THROWABLE(element)) // can be collected and dropped
{
int i;
}
else if (collect_count > 0)
{
- local_player->gems_still_needed -= collect_count;
- if (local_player->gems_still_needed < 0)
- local_player->gems_still_needed = 0;
+ game.gems_still_needed -= collect_count;
+ if (game.gems_still_needed < 0)
+ game.gems_still_needed = 0;
game.snapshot.collected_item = TRUE;
- game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
+ game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
DisplayGameControlValues();
}
if (level.block_snap_field)
setFieldForSnapping(x, y, element, move_direction);
else
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
+ TestIfElementTouchesCustomElement(x, y); // for empty space
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
player->index_bit, dig_side);
IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
return MP_NO_ACTION;
- /* do not push elements already moving away faster than player */
+ // do not push elements already moving away faster than player
if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
return MP_NO_ACTION;
if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
return MP_NO_ACTION;
- if (player->push_delay == -1) /* new pushing; restart delay */
+ if (player->push_delay == -1) // new pushing; restart delay
player->push_delay = 0;
if (player->push_delay < player->push_delay_value &&
!(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
element != EL_SPRING && element != EL_BALLOON)
{
- /* make sure that there is no move delay before next try to push */
+ // make sure that there is no move delay before next try to push
if (game.engine_version >= VERSION_IDENT(3,0,7,1))
player->move_delay = 0;
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++;
+
+ IncrementSokobanFieldsNeeded();
+ IncrementSokobanObjectsNeeded();
}
if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
{
Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed--;
+
+ DecrementSokobanFieldsNeeded();
+ DecrementSokobanObjectsNeeded();
+
+ // 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 &&
+ game.sokoban_fields_still_needed == 0 &&
+ game.sokoban_objects_still_needed == 0 &&
(game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
{
- PlayerWins(player);
+ game.players_still_needed = 0;
+
+ LevelSolved();
PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
}
if (game.engine_version < VERSION_IDENT(2,2,0,7))
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
else
- player->push_delay_value = -1; /* get new value later */
+ player->push_delay_value = -1; // get new value later
- /* check for element change _after_ element has been pushed */
+ // check for element change _after_ element has been pushed
if (game.use_change_when_pushing_bug)
{
CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
if (element == EL_ROBOT_WHEEL)
{
Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
- ZX = x;
- ZY = y;
+ game.robot_wheel_x = x;
+ game.robot_wheel_y = y;
game.robot_wheel_active = TRUE;
TEST_DrawLevelField(x, y);
else if (element == EL_LAMP)
{
Feld[x][y] = EL_LAMP_ACTIVE;
- local_player->lights_still_needed--;
+ game.lights_still_needed--;
ResetGfxAnimation(x, y);
TEST_DrawLevelField(x, y);
player->push_delay = -1;
- if (is_player) /* function can also be called by EL_PENGUIN */
+ if (is_player) // function can also be called by EL_PENGUIN
{
- if (Feld[x][y] != element) /* really digged/collected something */
+ if (Feld[x][y] != element) // really digged/collected something
{
player->is_collecting = !player->is_digging;
player->is_active = TRUE;
IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
ACTION_BREAKING);
- /* no element can dig solid indestructible elements */
+ // no element can dig solid indestructible elements
if (IS_INDESTRUCTIBLE(element) &&
!IS_DIGGABLE(element) &&
!IS_COLLECTIBLE(element))
TEST_DrawLevelField(x, y);
}
- /* if digged element was about to explode, prevent the explosion */
+ // if digged element was about to explode, prevent the explosion
ExplodeField[x][y] = EX_TYPE_NONE;
PlayLevelSoundAction(x, y, action);
Store[x][y] = EL_EMPTY;
- /* this makes it possible to leave the removed element again */
+ // this makes it possible to leave the removed element again
if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
Store[x][y] = element;
return FALSE;
}
- /* prevent snapping with already pressed snap key when not allowed */
+ // prevent snapping with already pressed snap key when not allowed
if (player->is_snapping && !can_continue_snapping)
return FALSE;
player->is_collecting = FALSE;
}
- if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
+ if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
TEST_DrawLevelField(player->last_jx, player->last_jy);
TEST_DrawLevelField(x, y);
return FALSE;
}
- old_element = Feld[dropx][dropy]; /* old element at dropping position */
- new_element = drop_element; /* default: no change when dropping */
+ old_element = Feld[dropx][dropy]; // old element at dropping position
+ new_element = drop_element; // default: no change when dropping
- /* check if player is active, not moving and ready to drop */
+ // check if player is active, not moving and ready to drop
if (!player->active || player->MovPos || player->drop_delay > 0)
return FALSE;
- /* check if player has anything that can be dropped */
+ // check if player has anything that can be dropped
if (new_element == EL_UNDEFINED)
return FALSE;
- /* only set if player has anything that can be dropped */
+ // only set if player has anything that can be dropped
player->is_dropping_pressed = TRUE;
- /* check if drop key was pressed long enough for EM style dynamite */
+ // check if drop key was pressed long enough for EM style dynamite
if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
return FALSE;
- /* check if anything can be dropped at the current position */
+ // check if anything can be dropped at the current position
if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
return FALSE;
- /* collected custom elements can only be dropped on empty fields */
+ // collected custom elements can only be dropped on empty fields
if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
return FALSE;
if (old_element != EL_EMPTY)
- Back[dropx][dropy] = old_element; /* store old element on this field */
+ Back[dropx][dropy] = old_element; // store old element on this field
ResetGfxAnimation(dropx, dropy);
ResetRandomAnimationValue(dropx, dropy);
PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
- /* needed if previous element just changed to "empty" in the last frame */
- ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
+ // needed if previous element just changed to "empty" in the last frame
+ ChangeCount[dropx][dropy] = 0; // allow at least one more change
CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
player->index_bit, drop_side);
TestIfElementTouchesCustomElement(dropx, dropy);
}
- else /* player is dropping a dyna bomb */
+ else // player is dropping a dyna bomb
{
player->dynabombs_left--;
PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
}
- if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
+ if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
InitField_WithBug1(dropx, dropy, FALSE);
- new_element = Feld[dropx][dropy]; /* element might have changed */
+ new_element = Feld[dropx][dropy]; // element might have changed
if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
element_info[new_element].move_pattern == MV_WHEN_DROPPED)
if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
MovDir[dropx][dropy] = drop_direction;
- ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
+ ChangeCount[dropx][dropy] = 0; // allow at least one more change
- /* do not cause impact style collision by dropping elements that can fall */
+ // do not cause impact style collision by dropping elements that can fall
CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
}
return TRUE;
}
-/* ------------------------------------------------------------------------- */
-/* game sound playing functions */
-/* ------------------------------------------------------------------------- */
+// ----------------------------------------------------------------------------
+// game sound playing functions
+// ----------------------------------------------------------------------------
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 levelset.music[level_nr]; // from config file
else
- return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
+ 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)
break;
case SAMPLE_squash:
- /* !!! CHECK THIS !!! */
+ // !!! CHECK THIS !!!
#if 1
PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
#else
void RaiseScore(int value)
{
- local_player->score += value;
+ game.score += value;
- game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
+ game_panel_controls[GAME_PANEL_SCORE].value = game.score;
DisplayGameControlValues();
}
{
if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
{
- /* closing door required in case of envelope style request dialogs */
+ // closing door required in case of envelope style request dialogs
if (!skip_request)
+ {
+ // prevent short reactivation of overlay buttons while closing door
+ SetOverlayActive(FALSE);
+
CloseDoor(DOOR_CLOSE_1);
+ }
if (network.enabled)
SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
DrawMainMenu();
}
}
- else /* continue playing the game */
+ else // continue playing the game
{
if (tape.playing && tape.deactivate_display)
TapeDeactivateDisplayOff(TRUE);
void RequestQuitGame(boolean ask_if_really_quit)
{
boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
- boolean skip_request = AllPlayersGone || quick_quit;
+ boolean skip_request = game.all_players_gone || quick_quit;
RequestQuitGameExt(skip_request, quick_quit,
"Do you really want to quit the game?");
{
game.restart_game_message = NULL;
- if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
+ boolean has_started_game = hasStartedNetworkGame();
+ int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
+
+ if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
{
StartGameActions(network.enabled, setup.autorecord, level.random_seed);
}
}
}
+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;
-/* ------------------------------------------------------------------------- */
-/* random generator functions */
-/* ------------------------------------------------------------------------- */
+ // do not ask to play again if game was never actually played
+ if (!game.GamePlayed)
+ 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 = (hasStartedNetworkGame() ?
+ "Game over! Play it again?" :
+ "Game over!");
+
+ last_game_over = game_over;
+}
+
+boolean checkGameSolved(void)
+{
+ // set for all game engines if level was solved
+ return game.LevelSolved_GameEnd;
+}
+
+boolean checkGameFailed(void)
+{
+ 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)
+ 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 (game.GameOver && !game.LevelSolved);
+}
+
+boolean checkGameEnded(void)
+{
+ return (checkGameSolved() || checkGameFailed());
+}
+
+
+// ----------------------------------------------------------------------------
+// random generator functions
+// ----------------------------------------------------------------------------
unsigned int InitEngineRandom_RND(int seed)
{
}
-/* ------------------------------------------------------------------------- */
-/* game engine snapshot handling functions */
-/* ------------------------------------------------------------------------- */
+// ----------------------------------------------------------------------------
+// game engine snapshot handling functions
+// ----------------------------------------------------------------------------
struct EngineSnapshotInfo
{
- /* runtime values for custom element collect score */
+ // runtime values for custom element collect score
int collect_score[NUM_CUSTOM_ELEMENTS];
- /* runtime values for group element choice position */
+ // runtime values for group element choice position
int choice_pos[NUM_GROUP_ELEMENTS];
- /* runtime values for belt position animations */
+ // runtime values for belt position animations
int belt_graphic[4][NUM_BELT_PARTS];
int belt_anim_mode[4][NUM_BELT_PARTS];
};
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;
- /* copy some special values to a structure better suited for the snapshot */
+ // copy some special values to a structure better suited for the snapshot
if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
SaveEngineSnapshotValues_RND();
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
SaveEngineSnapshotValues_MM(&buffers);
- /* save values stored in special snapshot structure */
+ // save values stored in special snapshot structure
if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
- /* save further RND engine values */
+ // save further RND engine values
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
- SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
- SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
- SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
- SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
-
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
- SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
-
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
return buffers;
}
-void SaveEngineSnapshotSingle()
+void SaveEngineSnapshotSingle(void)
{
ListNode *buffers = SaveEngineSnapshotBuffers();
- /* finally save all snapshot buffers to single snapshot */
+ // finally save all snapshot buffers to single snapshot
SaveSnapshotSingle(buffers);
- /* save level identification information */
+ // save level identification information
setString(&snapshot_level_identifier, leveldir_current->identifier);
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)
ListNode *buffers = SaveEngineSnapshotBuffers();
- /* finally save all snapshot buffers to snapshot list */
+ // finally save all snapshot buffers to snapshot list
SaveSnapshotToList(buffers);
}
-void SaveEngineSnapshotToListInitial()
+void SaveEngineSnapshotToListInitial(void)
{
FreeEngineSnapshotList();
SaveEngineSnapshotToList();
}
-void LoadEngineSnapshotValues()
+static void LoadEngineSnapshotValues(void)
{
- /* restore special values from snapshot structure */
+ // restore special values from snapshot structure
if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
LoadEngineSnapshotValues_RND();
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();
}
-/* ---------- new game button stuff ---------------------------------------- */
+// ---------- new game button stuff -------------------------------------------
static struct
{
}
};
-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);
MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
MapGadget(game_gadget[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]);
MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+}
- ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
+void ModifyPauseButtons(void)
+{
+ static int ids[] =
+ {
+ GAME_CTRL_ID_PAUSE,
+ GAME_CTRL_ID_PAUSE2,
+ GAME_CTRL_ID_PANEL_PAUSE,
+ -1
+ };
+ int i;
+
+ for (i = 0; ids[i] > -1; i++)
+ ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, 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;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
if (!on_tape || gamebutton_info[i].allowed_on_tape)
RedrawGadget(game_gadget[i]);
-
- // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
- 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;