#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))
player->LevelSolved_GameWon = FALSE;
player->LevelSolved_GameEnd = FALSE;
- player->LevelSolved_PanelOff = FALSE;
player->LevelSolved_SaveTape = FALSE;
player->LevelSolved_SaveScore = FALSE;
AllPlayersGone = FALSE;
+ game.panel.active = TRUE;
+
game.no_time_limit = (level.time == 0);
game.yamyam_content_nr = 0;
game.restart_level = FALSE;
game.restart_game_message = NULL;
+ game.request_active = FALSE;
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
InitGameActions_MM();
return;
}
- local_player->LevelSolved_PanelOff = TRUE;
+ game.panel.active = FALSE;
if (game_over_delay_3 > 0)
{
void GameEnd(void)
{
+ /* used instead of "level_nr" (needed for network games) */
+ int last_level_nr = levelset.level_nr;
int hi_pos;
local_player->LevelSolved_GameEnd = TRUE;
}
}
- /* used instead of last "level_nr" (for network games) */
- hi_pos = NewHiScore(levelset.level_nr);
+ hi_pos = NewHiScore(last_level_nr);
if (hi_pos >= 0 && !setup.skip_scores_after_game)
{
SetGameStatus(GAME_MODE_SCORES);
- DrawHallOfFame(levelset.level_nr, hi_pos);
+ DrawHallOfFame(last_level_nr, hi_pos);
}
else if (setup.auto_play_next_level && setup.increment_levels &&
+ last_level_nr < leveldir_current->last_level &&
!network_playing)
{
StartGameActions(network.enabled, setup.autorecord, level.random_seed);
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]))
+ boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
+ boolean is_neighbour = FALSE;
+
+ if (level.use_life_bugs)
+ is_neighbour =
+ (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
+ (IS_FREE(x, y) && Stop[x][y]));
+ else
+ is_neighbour =
+ (Last[x][y] == element || is_player_cell);
+
+ if (is_neighbour)
num_neighbours++;
}
+ boolean is_free = FALSE;
+
+ if (level.use_life_bugs)
+ is_free = (IS_FREE(xx, yy));
+ else
+ is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
+
if (xx == ax && yy == ay) /* field in the middle */
{
if (num_neighbours < life_parameter[0] ||
changed = TRUE;
}
}
- else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
+ else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
{ /* free border field */
if (num_neighbours >= life_parameter[2] &&
num_neighbours <= life_parameter[3])
tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
}
-static void CheckLevelTime(void)
+static void CheckLevelSolved(void)
{
- int i;
-
- /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
if (level.native_em_level->lev->home == 0) /* all players at home */
if (game_mm.game_over) /* game lost */
AllPlayersGone = TRUE;
}
+}
+
+static void CheckLevelTime(void)
+{
+ int i;
if (TimeFrames >= FRAMES_PER_SECOND)
{
if (game.restart_level)
StartGameActions(network.enabled, setup.autorecord, level.random_seed);
- /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- {
- if (level.native_em_level->lev->home == 0) /* all players at home */
- {
- PlayerWins(local_player);
-
- AllPlayersGone = TRUE;
-
- level.native_em_level->lev->home = -1;
- }
-
- if (level.native_em_level->ply[0]->alive == 0 &&
- level.native_em_level->ply[1]->alive == 0 &&
- level.native_em_level->ply[2]->alive == 0 &&
- level.native_em_level->ply[3]->alive == 0) /* all dead */
- AllPlayersGone = TRUE;
- }
- else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
- {
- if (game_sp.LevelSolved &&
- !game_sp.GameOver) /* game won */
- {
- PlayerWins(local_player);
-
- game_sp.GameOver = TRUE;
-
- AllPlayersGone = TRUE;
- }
-
- if (game_sp.GameOver) /* game lost */
- AllPlayersGone = TRUE;
- }
- else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
- {
- if (game_mm.level_solved &&
- !game_mm.game_over) /* game won */
- {
- PlayerWins(local_player);
-
- game_mm.game_over = TRUE;
-
- AllPlayersGone = TRUE;
- }
-
- if (game_mm.game_over) /* game lost */
- AllPlayersGone = TRUE;
- }
+ CheckLevelSolved();
if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
GameWon();
BlitScreenToBitmap(backbuffer);
+ CheckLevelSolved();
CheckLevelTime();
AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
}
}
+void CheckGameOver(void)
+{
+ static boolean last_game_over = FALSE;
+ static int game_over_delay = 0;
+ int game_over_delay_value = 50;
+ boolean game_over = checkGameFailed();
+
+ /* do not handle game over if request dialog is already active */
+ if (game.request_active)
+ return;
+
+ if (!game_over)
+ {
+ last_game_over = FALSE;
+ game_over_delay = game_over_delay_value;
+
+ return;
+ }
+
+ if (game_over_delay > 0)
+ {
+ game_over_delay--;
+
+ return;
+ }
+
+ if (last_game_over != game_over)
+ game.restart_game_message = "Game over! Play it again?";
+
+ last_game_over = game_over;
+}
+
+boolean checkGameSolved(void)
+{
+ /* set for all game engines if level was solved */
+ return local_player->LevelSolved_GameEnd;
+}
+
+boolean checkGameFailed(void)
+{
+ if (!AllPlayersGone)
+ return FALSE;
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ return (level.native_em_level->lev->home > 0);
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ return (game_sp.GameOver && !game_sp.LevelSolved);
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ return (game_mm.game_over && !game_mm.level_solved);
+ else /* GAME_ENGINE_TYPE_RND */
+ return (local_player->GameOver && !local_player->LevelSolved);
+}
+
+boolean checkGameEnded(void)
+{
+ return (checkGameSolved() || checkGameFailed());
+}
+
/* ------------------------------------------------------------------------- */
/* random generator functions */