rocksndiamonds.git
10 days agofixed compilation error for SDL 1.2 target master 4.1.1.0
Holger Schemel [Mon, 8 Oct 2018 06:05:57 +0000 (08:05 +0200)]
fixed compilation error for SDL 1.2 target

10 days agofixed compiler warning when building without DEBUG symbol
Holger Schemel [Sun, 7 Oct 2018 13:30:55 +0000 (15:30 +0200)]
fixed compiler warning when building without DEBUG symbol

10 days agofixed target name typo in Makefile
Holger Schemel [Sun, 7 Oct 2018 13:14:52 +0000 (15:14 +0200)]
fixed target name typo in Makefile

11 days agoversion number set to 4.1.1.0
Holger Schemel [Sun, 7 Oct 2018 12:08:42 +0000 (14:08 +0200)]
version number set to 4.1.1.0

11 days agoimproved screen output text when trying to connect to network server
Holger Schemel [Sat, 6 Oct 2018 23:24:19 +0000 (01:24 +0200)]
improved screen output text when trying to connect to network server

13 days agoremoved unneeded spaces in request texts
Holger Schemel [Thu, 4 Oct 2018 19:42:34 +0000 (21:42 +0200)]
removed unneeded spaces in request texts

2 weeks agofixed problem when determining maximum word length in request text
Holger Schemel [Wed, 3 Oct 2018 22:34:49 +0000 (00:34 +0200)]
fixed problem when determining maximum word length in request text

2 weeks agoadded setup option to use extended list for game speed selection
Holger Schemel [Wed, 3 Oct 2018 22:13:18 +0000 (00:13 +0200)]
added setup option to use extended list for game speed selection

2 weeks agocode cleanup (using new and already existing structures)
Holger Schemel [Wed, 3 Oct 2018 21:52:35 +0000 (23:52 +0200)]
code cleanup (using new and already existing structures)

2 weeks agoadded check if game speed is high enough for 60 Hz vsync to work
Holger Schemel [Wed, 3 Oct 2018 16:15:01 +0000 (18:15 +0200)]
added check if game speed is high enough for 60 Hz vsync to work

2 weeks agofixed buggy behaviour when only one player needed to solve a level
Holger Schemel [Wed, 3 Oct 2018 10:01:15 +0000 (12:01 +0200)]
fixed buggy behaviour when only one player needed to solve a level

Before, when setting "[x] only one player must enter exit", a level
with two players was solved when one player was killed, and then the
other player entered an exit. But it was not yet solved if one player
entered an exit and the other player was still on the playfield.

Now, the first player really solves the level when entering an exit,
regardless of any other players still around on the playfield.

2 weeks agofixed calculating maximum length of string values in setup menu
Holger Schemel [Tue, 2 Oct 2018 19:10:08 +0000 (21:10 +0200)]
fixed calculating maximum length of string values in setup menu

2 weeks agosmall code cleanup
Holger Schemel [Tue, 2 Oct 2018 19:07:57 +0000 (21:07 +0200)]
small code cleanup

2 weeks agofixed drawing preferred network player in setup menu
Holger Schemel [Tue, 2 Oct 2018 13:04:31 +0000 (15:04 +0200)]
fixed drawing preferred network player in setup menu

2 weeks agofixed handling mouse button events when waiting for event to continue
Holger Schemel [Mon, 1 Oct 2018 20:12:38 +0000 (22:12 +0200)]
fixed handling mouse button events when waiting for event to continue

2 weeks agoadded waiting for key or button after starting or stopping network mode
Holger Schemel [Mon, 1 Oct 2018 20:05:11 +0000 (22:05 +0200)]
added waiting for key or button after starting or stopping network mode

2 weeks agoadded title and footer text when starting or stopping network mode
Holger Schemel [Mon, 1 Oct 2018 20:03:32 +0000 (22:03 +0200)]
added title and footer text when starting or stopping network mode

2 weeks agomoved starting or stopping network mode to separate function
Holger Schemel [Mon, 1 Oct 2018 19:22:42 +0000 (21:22 +0200)]
moved starting or stopping network mode to separate function

2 weeks agoadded drawing program info on startup when initializing network
Holger Schemel [Mon, 1 Oct 2018 18:54:34 +0000 (20:54 +0200)]
added drawing program info on startup when initializing network

2 weeks agomoved drawing program info on startup to separate function
Holger Schemel [Mon, 1 Oct 2018 18:52:00 +0000 (20:52 +0200)]
moved drawing program info on startup to separate function

2 weeks agoadded text input setup option to configure network server hostname
Holger Schemel [Mon, 1 Oct 2018 06:32:59 +0000 (08:32 +0200)]
added text input setup option to configure network server hostname

2 weeks agoadded ignoring screen navigation events if text input gadgets are active
Holger Schemel [Sat, 29 Sep 2018 09:17:10 +0000 (11:17 +0200)]
added ignoring screen navigation events if text input gadgets are active

2 weeks agoimproved handling network errors (show message instead of stopping program)
Holger Schemel [Sat, 29 Sep 2018 09:07:53 +0000 (11:07 +0200)]
improved handling network errors (show message instead of stopping program)

2 weeks agoadded gadget tag to always execute the callback action when leaving gadget
Holger Schemel [Sat, 29 Sep 2018 08:28:11 +0000 (10:28 +0200)]
added gadget tag to always execute the callback action when leaving gadget

2 weeks agochanged setting cursor when automatically activating text input gadgets
Holger Schemel [Sat, 29 Sep 2018 08:20:41 +0000 (10:20 +0200)]
changed setting cursor when automatically activating text input gadgets

When activating text input gadgets using function "ClickOnGadget()",
do not set the cursor position at the start, but at the end of the
text in the gadget.

3 weeks agoadded support for (normal and adaptive) vertical sync (vsync)
Holger Schemel [Wed, 26 Sep 2018 18:54:16 +0000 (20:54 +0200)]
added support for (normal and adaptive) vertical sync (vsync)

An option was added to the setup menu to enable vsync for redrawing
the screen in synchronization with the vertical retrace, resulting
in ultra-smooth scrolling on systems where it is supported. To make
use of it in R'n'D together with common LCD displays with 60 Hz screen
refresh frequency, a faster game speed than "normal" has to be chosen,
because "normal speed" in R'n'D means 50 frames per second (which is
the original speed of the game on classic CRT displays, which used a
screen refresh frequency of 50 Hz in Europe by default, and which was
also the original game speed of classic Emerald Mine, for example).

If adaptive vsync is chosen, but not supported, a fallback to normal
vsync is done. (See the SDL wiki for SDL_GL_SetSwapInterval() for a
few more details.)

4 weeks agofixed compiler warnings (after adding "-Wmissing-prototypes")
Holger Schemel [Wed, 19 Sep 2018 06:50:46 +0000 (08:50 +0200)]
fixed compiler warnings (after adding "-Wmissing-prototypes")

Adding this warning option revealed lots of unused functions (which
are deactivated in the code using preprocessor directives for now and
which will be checked and probably removed in a later step).

4 weeks agofixed compiler warnings (after adding "-Wstrict-prototypes")
Holger Schemel [Mon, 17 Sep 2018 18:51:57 +0000 (20:51 +0200)]
fixed compiler warnings (after adding "-Wstrict-prototypes")

Adding this warning option revealed a bug with an invalid function
parameter (fixed by previous commit 085eaa4c).

4 weeks agofixed bug with calling function with invalid (although ignored) parameter
Holger Schemel [Mon, 17 Sep 2018 18:57:19 +0000 (20:57 +0200)]
fixed bug with calling function with invalid (although ignored) parameter

4 weeks agofixed bug with dragon fire destroying indestructible steel letter walls
Holger Schemel [Mon, 17 Sep 2018 17:51:54 +0000 (19:51 +0200)]
fixed bug with dragon fire destroying indestructible steel letter walls

Before this change, steel letter walls could be destroyed by dragon
fire, although they are set to be indestructible. This change makes
sure that indestructible elements cannot be destroyed by dragon fire
(with the exception of the "acid" element, which is to be discussed,
but would break level 014 of "rnd_paul_e_collins_iii" if changed).

As far as this was tested agains existing solution tapes, this change
does not seem to break any existing levels or tapes.

4 weeks agofixed list of "indestructible" elements as part of "solid" elements
Holger Schemel [Mon, 17 Sep 2018 17:31:52 +0000 (19:31 +0200)]
fixed list of "indestructible" elements as part of "solid" elements

The list of "solid" elements contains a section with "indestructible"
elements that claims to be identical (with one exception) with the
list that only contains the "indestructible" elements, but quite some
elements were missing (that were probably added to the other list at
some time without also being added to the list of "solid" elements).

This change adds these missing elements. (This should be solved in a
more cleaner way, without listing (nearly) the same elements in two
different lists.)

As far as this was tested agains existing solution tapes, this change
does not seem to break any existing levels or tapes.

4 weeks agoadded checkbox to player settings in editor if first player solves level
Holger Schemel [Mon, 17 Sep 2018 16:57:54 +0000 (18:57 +0200)]
added checkbox to player settings in editor if first player solves level

A recently made change (commits 2bf392f1 and 6999c82d) added checking
if all players in a level entered an exit before the level is treated
as being successfully solved, changing the previous behaviour where a
level was solved by the first player entering an exit, which differs
from the behaviour in the EM/EMC game engine, where team-mode levels
require all players to enter an exit before the level is solved.

However, this change broke at least one existing level that was based
on the previous behaviour (level 032 of level set "rnd_falk_sobe"), so
a checkbox in the player settings of the level editor was added to be
able to select the desired behaviour, using the "new" behaviour (all
players must enter an exit) as the default setting.

4 weeks agofixed nasty bug with uninitialized game engine value
Holger Schemel [Sun, 16 Sep 2018 11:27:19 +0000 (13:27 +0200)]
fixed nasty bug with uninitialized game engine value

This change fixed a nasty (although rarely occurring) bug caused by an
uninitialized game engine value for explosion handling (which can only
occur in the very first game frame of the very first game played after
starting the program).

This bug happens, for example, when doing "autotest rnd_helge_hafting"
or "autotest rnd_paul_e_collins_iii 013", while (as described above)
doing "autotest rnd_paul_e_collins_iii 012 013" works just fine (as
the game engine is correctly initialized by playing level 012 when it
comes to level 013, which contains that case of explosion in the first
frame that would else be played differently, causing a failed tape).

4 weeks agoremoved unused fields from structure definition
Holger Schemel [Sun, 16 Sep 2018 10:50:36 +0000 (12:50 +0200)]
removed unused fields from structure definition

4 weeks agosmall change to prevent compiler warning
Holger Schemel [Fri, 14 Sep 2018 15:49:59 +0000 (17:49 +0200)]
small change to prevent compiler warning

This change makes Clang happy (which issued a warning before).
(Interestingly, GCC did not care about the previous code.)

4 weeks agore-added file "RocksBusy.ilbm" (that was accidentally deleted)
Holger Schemel [Fri, 14 Sep 2018 15:43:13 +0000 (17:43 +0200)]
re-added file "RocksBusy.ilbm" (that was accidentally deleted)

The file "graphics/gfx_classic/RocksBusy.ilbm" was deleted by commit
5ef9148d, apparently by accident. This commit recovers the file.

4 weeks agofixed bug with losing image filename when scaling bitmaps
Holger Schemel [Thu, 13 Sep 2018 21:13:51 +0000 (23:13 +0200)]
fixed bug with losing image filename when scaling bitmaps

5 weeks agofixed bug with expiring loop sounds for global animations when playing
Holger Schemel [Wed, 12 Sep 2018 19:08:08 +0000 (21:08 +0200)]
fixed bug with expiring loop sounds for global animations when playing

When playing the game, loop sounds are automatically expired if they
are not "refreshed" at regular intervals (to prevent playing sounds
for game elements that do not exist on the playfield anymore).

However, this also affects loop sounds for global animations played
during the game, so special care has to be taken to prevent them from
accidentally being expired, too.

5 weeks agoimproved clearing event queue after fading and after door/envelope requests
Holger Schemel [Wed, 12 Sep 2018 17:59:18 +0000 (19:59 +0200)]
improved clearing event queue after fading and after door/envelope requests

This is an improvement of commit ba20bcc8, which totally cleared the
event queue after fading and after door/envelope requests, and which
prevented entering multiple key presses by intention (like starting
the game and immediately going to pause mode with the very first
game frame, by quickly pressing "space" twice in the main menu).

This change only removes key presses entered by keyboard auto-repeat
during fading or door/envelope animations, effectively preventing
accidentally entered multiple key events by pressing a key like
"space" or "return" a bit too long (which then triggers auto-repeat),
while it keeps multiple key events that were manually entered.

5 weeks agofixed bug with not recognizing ".mode_loop: false" for music
Holger Schemel [Wed, 12 Sep 2018 07:04:51 +0000 (09:04 +0200)]
fixed bug with not recognizing ".mode_loop: false" for music

Before, music was always played in loop mode, even if it was defined
with option "<music>.mode_loop: false".

Now, disabling loop mode for music in config files will indeed cause
music to be played only once.

Note: This commit changed the behaviour of the existing function
"PlayMusic()" (which always played music in loop mode before), which
will now play music only once, while a new function "PlayMusicLoop()"
was added, which always plays music in loop mode.

5 weeks agocleanup of network level function names and parameters
Holger Schemel [Sat, 8 Sep 2018 23:12:25 +0000 (01:12 +0200)]
cleanup of network level function names and parameters

5 weeks agofixed bug with displaying the wrong level number in the game panel
Holger Schemel [Sat, 8 Sep 2018 22:07:47 +0000 (00:07 +0200)]
fixed bug with displaying the wrong level number in the game panel

When introducing a global levelset identifier and level number (see
commit b7fe72dc), the level number to be displayed on the game panel
was updated in the main menu and for network games, but not when
selecting another level from the main menu or when automatically
playing the next level after solving a level (and skipping the main
menu before starting the next level), which results in displaying the
wrong level number in the game panel in many cases.

This was fixed now by updating the level number when loading the level
from the level file (moving the function to update the level number to
be displayed from the main menu to the function to load the level).

5 weeks agofixed bug with different global border when playing from level editor
Holger Schemel [Fri, 7 Sep 2018 14:20:14 +0000 (16:20 +0200)]
fixed bug with different global border when playing from level editor

When using different screen border images for the in-game screen
(while playing the game, as defined by "global.border.PLAYING") and
for the level editor (defined by "global.border.EDITOR"), test-playing
a level from the level editor resulted in a graphically broken global
screen border (while everything looks correct when playing from the
main menu).

6 weeks agoimproved preprocessor macro to determine array size
Holger Schemel [Tue, 4 Sep 2018 20:13:11 +0000 (22:13 +0200)]
improved preprocessor macro to determine array size

6 weeks agofixed bug with overwriting level file info from level template
Holger Schemel [Mon, 3 Sep 2018 21:33:02 +0000 (23:33 +0200)]
fixed bug with overwriting level file info from level template

This bug (which was causing crashes due to double free()ing strings)
was a nasty side effect of changing string pointers in the file info
structure from using string references (allocated and freed somewhere
else) to copies of strings allocated and freed for each change, while
still copying the file info from the level template over to the file
info of the level file in function "ActivateLevelTemplate()" (causing
duplicates of string pointers which were therefore freed twice).

This bug was most probably the real cause for the problems fixed by
the changes in commit 759e0bea.

6 weeks agoadded checking for invalid/malicious packet size in network protocol
Holger Schemel [Fri, 31 Aug 2018 06:46:03 +0000 (08:46 +0200)]
added checking for invalid/malicious packet size in network protocol

6 weeks agoadded checking for invalid/malicious filenames in network protocol
Holger Schemel [Fri, 31 Aug 2018 06:13:05 +0000 (08:13 +0200)]
added checking for invalid/malicious filenames in network protocol

6 weeks agoadded using global levelset identifier and level number for network games
Holger Schemel [Thu, 30 Aug 2018 19:51:16 +0000 (21:51 +0200)]
added using global levelset identifier and level number for network games

This change/addition was required for correctly handling identifiers
and level numbers when playing network games (for which the related
levelset possibly does not exist locally, but was sent by the network
server). This includes showing the correct level number for the level
that is played over the network, and saving the resulting high scores
for the correct level in the correct levelset score directory (again,
even if this levelset or level number does not exist locally).

6 weeks agoadded (and set) identifier and level number to global levelset structure
Holger Schemel [Thu, 30 Aug 2018 19:46:11 +0000 (21:46 +0200)]
added (and set) identifier and level number to global levelset structure

6 weeks agofixed bug with accessing string buffer that was already free()'ed
Holger Schemel [Thu, 30 Aug 2018 18:11:08 +0000 (20:11 +0200)]
fixed bug with accessing string buffer that was already free()'ed

The function "getNetworkLevelDir()" returns a reference to a string
buffer that will be invalidated by each following invocation. As
"InitNetworkLevelDirectory()" also calls this function, it must be
called before "getNetworkLevelDir()".

7 weeks agomoved level set info structure to game library layer
Holger Schemel [Tue, 28 Aug 2018 02:20:15 +0000 (04:20 +0200)]
moved level set info structure to game library layer

7 weeks agoadded loading custom artwork for network games
Holger Schemel [Mon, 27 Aug 2018 20:45:46 +0000 (22:45 +0200)]
added loading custom artwork for network games

7 weeks agoadded always playing network games in team mode with the EM engine
Holger Schemel [Sat, 25 Aug 2018 17:51:10 +0000 (19:51 +0200)]
added always playing network games in team mode with the EM engine

When playing levels using the Emerald Mine (EM) game engine in network
mode with setup option "team mode" disabled, assume that multi-player
mode should be enabled anyway (just as it is handled with levels using
the R'n'D game engine).

7 weeks agodisabled auto-incrementing level number when playing in network mode
Holger Schemel [Sat, 25 Aug 2018 13:05:31 +0000 (15:05 +0200)]
disabled auto-incrementing level number when playing in network mode

7 weeks agodisabled auto-playing next level when playing in network mode
Holger Schemel [Sat, 25 Aug 2018 13:04:08 +0000 (15:04 +0200)]
disabled auto-playing next level when playing in network mode

7 weeks agoswapped condition logic for better readability
Holger Schemel [Sat, 25 Aug 2018 12:58:44 +0000 (14:58 +0200)]
swapped condition logic for better readability

7 weeks agoadded sending level file (and level template) for network games
Holger Schemel [Fri, 24 Aug 2018 22:42:10 +0000 (00:42 +0200)]
added sending level file (and level template) for network games

As the level to play may not exist on the receiving side (but only on
the sending side -- the client who initiates the network game), this
change adds sending the level file (and the level template, if needed)
to all receiving network clients, so all clients always play the exact
same level (and do not have to worry about having the same level sets).

7 weeks agoprepared level number in game panel for network games
Holger Schemel [Fri, 24 Aug 2018 21:09:07 +0000 (23:09 +0200)]
prepared level number in game panel for network games

7 weeks agoremoved storing two strings in function for level filenames
Holger Schemel [Fri, 24 Aug 2018 10:45:38 +0000 (12:45 +0200)]
removed storing two strings in function for level filenames

Before, the function "getLevelFilenameFromBasename()" stored two
filenames in static string pointers, one for the level filename, and one
for the corresponding level template filename, because the results were
only used as references before. As they are now stored as string copies
outside if this function, it is sufficient to only store the last result.

This change is directly related to commit 759e0bea.

7 weeks agochanged filename string handling for level file info structure
Holger Schemel [Fri, 24 Aug 2018 10:31:53 +0000 (12:31 +0200)]
changed filename string handling for level file info structure

Before, level filenames in the level file info structure (members for
"basename" and "filename") were only handled as references to the
basename/filename strings allocated elsewhere, so if those strings
changed, the references in the level file info structure also pointed
to those changed strings. When determining filenames for both level
files and corresponding level templates, references to level filenames
were replaced by references to template filenames, which resulted in
unexpected/wrong behaviour.

Now, these level filenames are handled as copies of the strings, so if
the strings change, the string copies still stay the same.

7 weeks agoadded missing check for changed level in editor ("use template for CEs")
Holger Schemel [Thu, 23 Aug 2018 19:53:59 +0000 (21:53 +0200)]
added missing check for changed level in editor ("use template for CEs")

7 weeks agofixed extremely nasty bug when using level template in level editor
Holger Schemel [Thu, 23 Aug 2018 16:49:30 +0000 (18:49 +0200)]
fixed extremely nasty bug when using level template in level editor

When checking the checkbox "use template for custom elements" on the
"editor" tab on the level properties page, the playfield area was
replaced with a "broken" level, caused by horrible bugs in the level
initialization function "setLevelInfoToDefaults_MM()". Fixed now.

This bug was introduced with the MM game engine in version 4.1.0.0.

8 weeks agoadded functions to network code for sending files
Holger Schemel [Wed, 22 Aug 2018 09:27:00 +0000 (11:27 +0200)]
added functions to network code for sending files

8 weeks agoadded functions to handle network level directories
Holger Schemel [Wed, 22 Aug 2018 09:23:19 +0000 (11:23 +0200)]
added functions to handle network level directories

8 weeks agoadded function to dump network message buffer (for debugging)
Holger Schemel [Wed, 22 Aug 2018 09:22:47 +0000 (11:22 +0200)]
added function to dump network message buffer (for debugging)

8 weeks agofixed bug which caused wrong level number in "hall of fame" after playing
Holger Schemel [Tue, 21 Aug 2018 21:51:09 +0000 (23:51 +0200)]
fixed bug which caused wrong level number in "hall of fame" after playing

This bug is related to commit e2260726, which forced displaying the
high score values for the correct level number, but refused to show
the correct level number in the headline of the "hall of fame" (but
displayed the number of the next level to play). This is fixed now.

8 weeks agocompletely refactored client and server side network protocol code
Holger Schemel [Tue, 21 Aug 2018 09:32:51 +0000 (11:32 +0200)]
completely refactored client and server side network protocol code

8 weeks agoimproved handling network protocol version mismatch
Holger Schemel [Mon, 20 Aug 2018 09:30:59 +0000 (11:30 +0200)]
improved handling network protocol version mismatch

In case of different network protocol versions at network client and
server, show an error message and disable networking instead of
aborting the program with a "fatal error" style message.

8 weeks agochanged using network protocol by starting with protocol version check
Holger Schemel [Mon, 20 Aug 2018 09:14:20 +0000 (11:14 +0200)]
changed using network protocol by starting with protocol version check

8 weeks agoadded support for protocol version check as first protocol command
Holger Schemel [Mon, 20 Aug 2018 09:13:46 +0000 (11:13 +0200)]
added support for protocol version check as first protocol command

8 weeks agochanged network protocol version from 1.2.0 to 2.0.0
Holger Schemel [Mon, 20 Aug 2018 09:11:12 +0000 (11:11 +0200)]
changed network protocol version from 1.2.0 to 2.0.0

2 months agoremoved unused variables
Holger Schemel [Sat, 18 Aug 2018 13:12:44 +0000 (15:12 +0200)]
removed unused variables

2 months agofixed bug in network mode with pausing game on errors when not playing
Holger Schemel [Sat, 18 Aug 2018 13:05:07 +0000 (15:05 +0200)]
fixed bug in network mode with pausing game on errors when not playing

2 months agofixed warning for missing level template when loading level
Holger Schemel [Fri, 17 Aug 2018 13:11:19 +0000 (15:11 +0200)]
fixed warning for missing level template when loading level

2 months agoadded disabling networking when executing command line functionality
Holger Schemel [Fri, 17 Aug 2018 12:30:27 +0000 (14:30 +0200)]
added disabling networking when executing command line functionality

Auto-testing solution tapes could cause crashes if network was enabled.

2 months agoadded using counter of players that still have to enter an exit
Holger Schemel [Fri, 17 Aug 2018 11:02:53 +0000 (13:02 +0200)]
added using counter of players that still have to enter an exit

2 months agoadded counter of players that still have to enter an exit (not used yet)
Holger Schemel [Fri, 17 Aug 2018 11:00:04 +0000 (13:00 +0200)]
added counter of players that still have to enter an exit (not used yet)

2 months agorenamed function
Holger Schemel [Fri, 17 Aug 2018 10:40:26 +0000 (12:40 +0200)]
renamed function

2 months agofixed pausing network games if the game already ended
Holger Schemel [Fri, 17 Aug 2018 10:16:20 +0000 (12:16 +0200)]
fixed pausing network games if the game already ended

2 months agofixed exiting players with custom elements when playing multi-player games
Holger Schemel [Fri, 17 Aug 2018 09:30:02 +0000 (11:30 +0200)]
fixed exiting players with custom elements when playing multi-player games

Before, exiting a player using custom element actions only worked in
single-player mode. (In multi-player mode, the level was either
immediately solved if the exited player was the "local player"
(ignoring other players still existing on the playfield), or the
exited player was not removed from the playfield, if it was not the
"local player".)

Now it works correctly also in multi-player games.

2 months agofixed solving level when playing multi-player games
Holger Schemel [Fri, 17 Aug 2018 09:08:37 +0000 (11:08 +0200)]
fixed solving level when playing multi-player games

Before, solving a level was broken in both local and network
multi-player games:

In local multi-player games, the level was only solved if the player
marked as "local player" (which is only one of all players in a level)
entered the exit (but not if any other player entered the exit). As an
additional bug, the level was *always* solved as soon as the "local
player" entered the exit, regardless if any other player was still on
the playfield.

In network multi-player games, the level was always solved for the
first player entering the exit (as this player is always the "local
player" in one of the participating network clients), while the game
was frozen on all other network clients (and had to be manually ended
by using the Escape key or stop button).

With this fix, multi-player games will always be solved (locally or on
all network clients) if the last player on the playfield has entered
the exit.

2 months agoadded function to remove player and cleanup last player field
Holger Schemel [Fri, 17 Aug 2018 09:04:25 +0000 (11:04 +0200)]
added function to remove player and cleanup last player field

2 months agofixed ignoring mouse actions with MM engine using virtual buttons
Holger Schemel [Tue, 14 Aug 2018 21:37:44 +0000 (23:37 +0200)]
fixed ignoring mouse actions with MM engine using virtual buttons

As virtual buttons do not make much sense when playing games using the
Mirror Magic game engine, mouse clicks should be handled as usual even
when touch input is set to "virtual buttons" (causing mouse clicks to
be ignored before this change).

3 months agoadded clearing event queue after fading and after door/envelope requests
Holger Schemel [Sat, 14 Jul 2018 11:47:17 +0000 (13:47 +0200)]
added clearing event queue after fading and after door/envelope requests

3 months agofixed using private level set if network game level set not found
Holger Schemel [Thu, 12 Jul 2018 19:32:31 +0000 (21:32 +0200)]
fixed using private level set if network game level set not found

Before, if a network client started playing a level from a level set
that is not installed for some other network client, that client did
a fallback to playing the default private level set. This caused the
network clients effectively playing completely different levels with
the input actions of the other clients, which does not make any sense.

Now, the network game is stopped for all clients in such a case.

3 months agoadded configurable border size also for drawing network players
Holger Schemel [Wed, 4 Jul 2018 22:43:39 +0000 (00:43 +0200)]
added configurable border size also for drawing network players

3 months agoadded drawing players with level preview when using network or team mode
Holger Schemel [Wed, 4 Jul 2018 22:35:27 +0000 (00:35 +0200)]
added drawing players with level preview when using network or team mode

3 months agofixed setting player network flag without being connected to network server
Holger Schemel [Tue, 3 Jul 2018 21:57:33 +0000 (23:57 +0200)]
fixed setting player network flag without being connected to network server

3 months agoadded being able to reconnect after network server was restarted
Holger Schemel [Tue, 3 Jul 2018 21:44:46 +0000 (23:44 +0200)]
added being able to reconnect after network server was restarted

3 months agoadded clearing network players from main menu screen if server disconnects
Holger Schemel [Tue, 3 Jul 2018 06:44:05 +0000 (08:44 +0200)]
added clearing network players from main menu screen if server disconnects

3 months agoadded drawing network players (graphics and names) to main menu screen
Holger Schemel [Sun, 1 Jul 2018 23:12:57 +0000 (01:12 +0200)]
added drawing network players (graphics and names) to main menu screen

3 months agofixed changing to main menu after stopping network game only when playing
Holger Schemel [Sun, 1 Jul 2018 11:20:14 +0000 (13:20 +0200)]
fixed changing to main menu after stopping network game only when playing

3 months agoadded showing player number if network game was stopped by remote player
Holger Schemel [Sun, 1 Jul 2018 11:18:43 +0000 (13:18 +0200)]
added showing player number if network game was stopped by remote player

3 months agoadded stopping game (with request dialog) if network player disconnected
Holger Schemel [Sun, 1 Jul 2018 11:04:25 +0000 (13:04 +0200)]
added stopping game (with request dialog) if network player disconnected

3 months agoreplaced delay functions with new one that continues updating toons
Holger Schemel [Wed, 27 Jun 2018 21:20:11 +0000 (23:20 +0200)]
replaced delay functions with new one that continues updating toons

3 months agoadded delay function that regularly updates the screen (to redraw toons)
Holger Schemel [Wed, 27 Jun 2018 21:16:24 +0000 (23:16 +0200)]
added delay function that regularly updates the screen (to redraw toons)

3 months agochanged drawing to playfield when changing network mode setup options
Holger Schemel [Wed, 27 Jun 2018 19:16:37 +0000 (21:16 +0200)]
changed drawing to playfield when changing network mode setup options

3 months agoreduced time to wait for UDP broadcast answer to auto-detect network server
Holger Schemel [Wed, 27 Jun 2018 06:40:47 +0000 (08:40 +0200)]
reduced time to wait for UDP broadcast answer to auto-detect network server

3 months agoimproved connecting to local network server
Holger Schemel [Wed, 27 Jun 2018 06:37:34 +0000 (08:37 +0200)]
improved connecting to local network server

3 months agoadded disconnecting from network server from setup menu
Holger Schemel [Tue, 26 Jun 2018 22:02:22 +0000 (00:02 +0200)]
added disconnecting from network server from setup menu