return element;
}
+static void IncrementPlayerSokobanFieldsNeeded(struct PlayerInfo *player)
+{
+ if (level.sb_fields_needed)
+ player->sokoban_fields_still_needed++;
+}
+
+static void IncrementPlayerSokobanObjectsNeeded(struct PlayerInfo *player)
+{
+ if (level.sb_objects_needed)
+ player->sokoban_objects_still_needed++;
+}
+
+static void DecrementPlayerSokobanFieldsNeeded(struct PlayerInfo *player)
+{
+ if (player->sokoban_fields_still_needed > 0)
+ player->sokoban_fields_still_needed--;
+}
+
+static void DecrementPlayerSokobanObjectsNeeded(struct PlayerInfo *player)
+{
+ if (player->sokoban_objects_still_needed > 0)
+ player->sokoban_objects_still_needed--;
+}
+
static void InitPlayerField(int x, int y, int element, boolean init_game)
{
if (element == EL_SP_MURPHY)
break;
case EL_SOKOBAN_FIELD_EMPTY:
- local_player->sokoban_fields_still_needed++;
+ IncrementPlayerSokobanFieldsNeeded(local_player);
break;
case EL_SOKOBAN_OBJECT:
- local_player->sokoban_objects_still_needed++;
+ IncrementPlayerSokobanObjectsNeeded(local_player);
break;
case EL_STONEBLOCK:
}
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 (element == EL_SOKOBAN_FIELD_FULL)
{
Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokoban_fields_still_needed++;
- local_player->sokoban_objects_still_needed++;
+
+ IncrementPlayerSokobanFieldsNeeded(local_player);
+ IncrementPlayerSokobanObjectsNeeded(local_player);
}
if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
{
Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokoban_fields_still_needed--;
- local_player->sokoban_objects_still_needed--;
+
+ DecrementPlayerSokobanFieldsNeeded(local_player);
+ DecrementPlayerSokobanObjectsNeeded(local_player);
// sokoban object was pushed from empty field to sokoban field
if (Back[x][y] == EL_EMPTY)
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