added functions to check if game is over (and solved or not) (not used yet)
[rocksndiamonds.git] / src / game.c
index 572bd209fc06fb15067f771af201052e6ee4408a..5bfa71db14d69900b035c2d31a0e60df472027bd 100644 (file)
@@ -81,7 +81,7 @@
 #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))
@@ -3525,7 +3525,6 @@ void InitGame(void)
 
     player->LevelSolved_GameWon = FALSE;
     player->LevelSolved_GameEnd = FALSE;
-    player->LevelSolved_PanelOff = FALSE;
     player->LevelSolved_SaveTape = FALSE;
     player->LevelSolved_SaveScore = FALSE;
 
@@ -3559,6 +3558,8 @@ void InitGame(void)
 
   AllPlayersGone = FALSE;
 
+  game.panel.active = TRUE;
+
   game.no_time_limit = (level.time == 0);
 
   game.yamyam_content_nr = 0;
@@ -4195,6 +4196,7 @@ void InitGame(void)
 
   game.restart_level = FALSE;
   game.restart_game_message = NULL;
+  game.request_active = FALSE;
 
   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
     InitGameActions_MM();
@@ -4653,7 +4655,7 @@ void GameWon(void)
     return;
   }
 
-  local_player->LevelSolved_PanelOff = TRUE;
+  game.panel.active = FALSE;
 
   if (game_over_delay_3 > 0)
   {
@@ -14947,6 +14949,32 @@ void RequestRestartGame(char *message)
   }
 }
 
+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                                                */