}
else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
{
- if (game_sp.LevelSolved &&
- !game_sp.GameOver) // game won
+ if (game_sp.level_solved &&
+ !game_sp.game_over) // game won
{
PlayerWins(local_player);
- game_sp.GameOver = TRUE;
+ game_sp.game_over = TRUE;
AllPlayersGone = TRUE;
}
- if (game_sp.GameOver) // game lost
+ if (game_sp.game_over) // game lost
AllPlayersGone = TRUE;
}
else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
if (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);
+ 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
if (KillMurphyFlag == 1 || MurphyMoveCounter == 0)
{
if (LeadOutCounter == 0 &&
- !game_sp.LevelSolved &&
- !game_sp.GameOver)
+ !game_sp.level_solved &&
+ !game_sp.game_over)
{
KillMurphyFlag = 0; // no more "kill Murphy"
ExplodeFieldSP(MurphyExplodePos); // Explode
// ---------------------- END OF GAME-BUSY LOOP (including lead-out) ---------
// if the game is not won when reaching this point, then it is lost
- if (!game_sp.LevelSolved)
- game_sp.GameOver = TRUE;
+ if (!game_sp.level_solved)
+ game_sp.game_over = TRUE;
}
void subCalculateScreenScrollPos(void)
if (LowByte(InfotronsNeeded) != 0)
return;
- game_sp.LevelSolved = TRUE;
+ game_sp.level_solved = TRUE;
subSoundFX(*si, fiExit, actPassing);
struct GameInfo_SP
{
- boolean LevelSolved;
- boolean GameOver;
+ boolean level_solved;
+ boolean game_over;
// needed for updating panel
int time_played;
gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
- game_sp.LevelSolved = FALSE;
- game_sp.GameOver = FALSE;
+ game_sp.level_solved = FALSE;
+ game_sp.game_over = FALSE;
game_sp.time_played = 0;
game_sp.infotrons_still_needed = native_sp_level.header.InfotronsNeeded;