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)
{
}
-/*
- =============================================================================
- InitGameEngine()
- -----------------------------------------------------------------------------
- initialize game engine due to level / tape version number
- =============================================================================
-*/
+// ============================================================================
+// InitGameEngine()
+// ----------------------------------------------------------------------------
+// initialize game engine due to level / tape version number
+// ============================================================================
static void InitGameEngine(void)
{
}
-/*
- =============================================================================
- InitGame()
- -----------------------------------------------------------------------------
- initialize and start new game
- =============================================================================
-*/
+// ============================================================================
+// InitGame()
+// ----------------------------------------------------------------------------
+// initialize and start new game
+// ============================================================================
#if DEBUG_INIT_PLAYER
static void DebugPrintPlayerStatus(char *message)
}
else if (network.enabled)
{
- /* add team mode players connected over the network (needed for correct
- assignment of player figures from level to locally playing players) */
+ // add team mode players connected over the network (needed for correct
+ // assignment of player figures from level to locally playing players)
for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].connected_network)
}
else if (game.team_mode)
{
- /* try to guess locally connected team mode players (needed for correct
- assignment of player figures from level to locally playing players) */
+ // try to guess locally connected team mode players (needed for correct
+ // assignment of player figures from level to locally playing players)
for (i = 0; i < MAX_PLAYERS; i++)
if (setup.input[i].use_joystick ||
if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
SBY_Upper--;
- /* if local player not found, look for custom element that might create
- the player (make some assumptions about the right custom element) */
+ // if local player not found, look for custom element that might create
+ // the player (make some assumptions about the right custom element)
if (!local_player->present)
{
int start_x = 0, start_y = 0;
is_moving_before = (WasJustMoving[x][y] != 0);
is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
- /* reset animation only for moving elements which change direction of moving
- or which just started or stopped moving
- (else CEs with property "can move" / "not moving" are reset each frame) */
+ // reset animation only for moving elements which change direction of moving
+ // or which just started or stopped moving
+ // (else CEs with property "can move" / "not moving" are reset each frame)
if (is_moving_before != is_moving_after ||
direction != MovDir[x][y])
ResetGfxAnimation(x, y);
static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
{
- /* like MovingOrBlocked2Element(), but if element is moving
- and (x,y) is the field the moving element is just leaving,
- return EL_BLOCKED instead of the element value */
+ // like MovingOrBlocked2Element(), but if element is moving
+ // and (x,y) is the field the moving element is just leaving,
+ // return EL_BLOCKED instead of the element value
int element = Feld[x][y];
if (IS_MOVING(x, y))
if (Feld[newx][newy] != EL_BLOCKED)
{
- /* element is moving, but target field is not free (blocked), but
- already occupied by something different (example: acid pool);
- in this case, only remove the moving field, but not the target */
+ // element is moving, but target field is not free (blocked), but
+ // already occupied by something different (example: acid pool);
+ // in this case, only remove the moving field, but not the target
RemoveField(oldx, oldy);
Store[x][y] = EL_EMPTY;
}
- /* !!! check this case -- currently needed for rnd_rado_negundo_v,
- !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
+ // !!! check this case -- currently needed for rnd_rado_negundo_v,
+ // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
else if (ELEM_IS_PLAYER(center_element))
Store[x][y] = EL_EMPTY;
else if (center_element == EL_YAMYAM)
else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
Store[x][y] = element_info[center_element].content.e[xx][yy];
#if 1
- /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
- (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
- otherwise) -- FIX THIS !!! */
+ // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
+ // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
+ // otherwise) -- FIX THIS !!!
else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
Store[x][y] = element_info[element].content.e[1][1];
#else
border_explosion = TRUE;
}
- /* if an element just explodes due to another explosion (chain-reaction),
- do not immediately end the new explosion when it was the last frame of
- the explosion (as it would be done in the following "if"-statement!) */
+ // if an element just explodes due to another explosion (chain-reaction),
+ // do not immediately end the new explosion when it was the last frame of
+ // the explosion (as it would be done in the following "if"-statement!)
if (border_explosion && phase == last_phase)
return;
}
if (!MovDelay[x][y]) // start new movement phase
{
- /* all objects that can change their move direction after each step
- (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
+ // all objects that can change their move direction after each step
+ // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
if (element != EL_YAMYAM &&
element != EL_DARK_YAMYAM &&
Feld[x][y] = EL_EMPTY;
TEST_DrawLevelField(x, y);
- /* don't let mole enter this field in this cycle;
- (give priority to objects falling to this field from above) */
+ // don't let mole enter this field in this cycle;
+ // (give priority to objects falling to this field from above)
Stop[x][y] = TRUE;
}
}
TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
- /* check if element under the player changes from accessible to unaccessible
- (needed for special case of dropping element which then changes) */
+ // check if element under the player changes from accessible to unaccessible
+ // (needed for special case of dropping element which then changes)
// (must be checked after creating new element for walkable group elements)
if (IS_PLAYER(x, y) && !player_explosion_protected &&
IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
{
int old_element = Feld[x][y];
- /* prevent changed element from moving in same engine frame
- unless both old and new element can either fall or move */
+ // prevent changed element from moving in same engine frame
+ // unless both old and new element can either fall or move
if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
(!CAN_MOVE(old_element) || !CAN_MOVE(element)))
Stop[x][y] = TRUE;
This can also be seen from the debug output for this test element.)
*/
- /* when a custom element is about to change (for example by change delay),
- do not reset graphic animation when the custom element is moving */
+ // when a custom element is about to change (for example by change delay),
+ // do not reset graphic animation when the custom element is moving
if (game.graphics_engine_version < 4 &&
!IS_MOVING(x, y))
{
{
if (change->can_change && !change_done)
{
- /* if element already changed in this frame, not only prevent
- another element change (checked in ChangeElement()), but
- also prevent additional element actions for this element */
+ // if element already changed in this frame, not only prevent
+ // another element change (checked in ChangeElement()), but
+ // also prevent additional element actions for this element
if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
!level.use_action_after_change_bug)
}
else if (change->has_action)
{
- /* if element already changed in this frame, not only prevent
- another element change (checked in ChangeElement()), but
- also prevent additional element actions for this element */
+ // if element already changed in this frame, not only prevent
+ // another element change (checked in ChangeElement()), but
+ // also prevent additional element actions for this element
if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
!level.use_action_after_change_bug)
{
local_player->players_still_needed = 0;
- PlayerWins(player);
+ PlayerWins(local_player);
PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
}