void GetPlayerConfig()
{
- int old_joystick_nr = joystick_nr;
+ if (sound_status == SOUND_OFF)
+ setup.sound = FALSE;
- if (sound_status==SOUND_OFF)
- local_player->setup &= ~SETUP_SOUND;
if (!sound_loops_allowed)
{
- local_player->setup &= ~SETUP_SOUND_LOOPS;
- local_player->setup &= ~SETUP_SOUND_MUSIC;
+ setup.sound_loops = FALSE;
+ setup.sound_music = FALSE;
}
- sound_on = sound_simple_on = SETUP_SOUND_ON(local_player->setup);
- sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
- sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
- toons_on = SETUP_TOONS_ON(local_player->setup);
- direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
- fading_on = SETUP_FADING_ON(local_player->setup);
- autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
- joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
- quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
- scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
- soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
+ setup.sound_simple = setup.sound;
-#ifndef MSDOS
- if (joystick_nr != old_joystick_nr)
- {
- if (joystick_device)
- close(joystick_device);
- InitJoystick();
- }
-#endif
+ InitJoysticks();
}
void InitGame()
{
int i,j, x,y;
- BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
- BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
+ boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
+ boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
+
+ /* don't play tapes over network */
+ network_playing = (options.network && !tape.playing);
for(i=0; i<MAX_PLAYERS; i++)
{
player->index_nr = i;
player->element_nr = EL_SPIELER1 + i;
+
+ player->present = FALSE;
player->active = FALSE;
- player->local = FALSE;
+
+ player->action = 0;
+ player->effective_action = 0;
player->score = 0;
player->gems_still_needed = level.edelsteine;
DigField(player, 0,0,0,0,DF_NO_PUSH);
SnapField(player, 0,0);
-
- /* TEST TEST TEST */
-
- /*
- stored_player[i].active = TRUE;
- */
-
- /* TEST TEST TEST */
-
player->LevelSolved = FALSE;
player->GameOver = FALSE;
}
- local_player->active = TRUE;
- local_player->local = TRUE;
-
network_player_action_received = FALSE;
-
-
/* initial null action */
- SendToServer_MovePlayer(MV_NO_MOVING);
-
-
-
- /*
- printf("BLURB\n");
- */
-
-
+ if (network_playing)
+ SendToServer_MovePlayer(MV_NO_MOVING);
ZX = ZY = -1;
struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
int jx = player->jx, jy = player->jy;
- /* remove duplicate players */
- if (StorePlayer[jx][jy] == Feld[x][y])
- StorePlayer[jx][jy] = 0;
+ player->present = TRUE;
+
+ /*
+ if (!network_playing || player->connected)
+ */
- player->active = TRUE;
+ if (!options.network || player->connected)
+ {
+ player->active = TRUE;
+
+ /* remove potentially duplicate players */
+ if (StorePlayer[jx][jy] == Feld[x][y])
+ StorePlayer[jx][jy] = 0;
+
+ StorePlayer[x][y] = Feld[x][y];
+
+ printf("Player %d activated.\n", player->element_nr);
+ printf("[Local player is %d and currently %s.]\n",
+ local_player->element_nr,
+ local_player->active ? "active" : "not active");
+ }
- StorePlayer[x][y] = Feld[x][y];
Feld[x][y] = EL_LEERRAUM;
player->jx = player->last_jx = x;
player->jy = player->last_jy = y;
+
break;
}
case EL_BADEWANNE:
}
}
+ /* check if any connected player was not found in playfield */
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->connected && !player->present)
+ {
+ for(j=0; j<MAX_PLAYERS; j++)
+ {
+ struct PlayerInfo *some_player = &stored_player[j];
+ int jx = some_player->jx, jy = some_player->jy;
+
+ /* assign first free player found that is present in the playfield */
+ if (some_player->present && !some_player->connected)
+ {
+ player->present = TRUE;
+ player->active = TRUE;
+ some_player->present = FALSE;
+
+ StorePlayer[jx][jy] = player->element_nr;
+ player->jx = player->last_jx = jx;
+ player->jy = player->last_jy = jy;
+
+ break;
+ }
+ }
+ }
+ }
+
+ /* when in single player mode, eliminate all but the first active player */
+ if (!options.network && !setup.team_mode)
+ {
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active)
+ {
+ for(j=i+1; j<MAX_PLAYERS; j++)
+ {
+ struct PlayerInfo *player = &stored_player[j];
+ int jx = player->jx, jy = player->jy;
+
+ if (player->active)
+ {
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Feld[jx][jy] = EL_LEERRAUM;
+ }
+ }
+ }
+ }
+ }
+
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ printf("Player %d: present == %d, connected == %d, active == %d.\n",
+ i+1,
+ player->present,
+ player->connected,
+ player->active);
+ if (local_player == player)
+ printf("Player %d is local player.\n", i+1);
+ }
+
+
game_emulation = (emulate_bd ? EMU_BOULDERDASH :
emulate_sb ? EMU_SOKOBAN : EMU_NONE);
DrawGameButton(BUTTON_GAME_STOP);
DrawGameButton(BUTTON_GAME_PAUSE);
DrawGameButton(BUTTON_GAME_PLAY);
- DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
- DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
- DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
+ DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * setup.sound_music));
+ DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * setup.sound_loops));
+ DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * setup.sound_simple));
XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
OpenDoor(DOOR_OPEN_1);
- if (sound_music_on)
+ if (setup.sound_music)
PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
XAutoRepeatOff(display);
+
+
+ for (i=0;i<4;i++)
+ printf("Spieler %d %saktiv.\n",
+ i+1, (stored_player[i].active ? "" : "nicht "));
+
}
void InitMovDir(int x, int y)
int hi_pos;
int bumplevel = FALSE;
+ if (local_player->MovPos)
+ return;
+
local_player->LevelSolved = FALSE;
if (TimeLeft)
{
- if (sound_loops_on)
+ if (setup.sound_loops)
PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
while(TimeLeft > 0)
{
- if (!sound_loops_on)
+ if (!setup.sound_loops)
PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
if (TimeLeft && !(TimeLeft % 10))
RaiseScore(level.score[SC_ZEITBONUS]);
Delay(10);
}
- if (sound_loops_on)
+ if (setup.sound_loops)
StopSound(SND_SIRR);
}
if (tape.recording)
{
TapeStop();
- SaveLevelTape(tape.level_nr); /* Ask to save tape */
- }
-
- if (level_nr == local_player->handicap &&
- level_nr < leveldir[leveldir_nr].levels-1)
- {
- local_player->handicap++;
- bumplevel = TRUE;
- SavePlayerInfo(PLAYER_LEVEL);
+ SaveTape(tape.level_nr); /* Ask to save tape */
}
if ((hi_pos=NewHiScore()) >= 0)
BackToFront();
}
-BOOL NewHiScore()
+boolean NewHiScore()
{
int k,l;
int position = -1;
LoadScore(level_nr);
- if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
+ if (!strcmp(setup.alias_name,EMPTY_ALIAS) ||
local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
return(-1);
#ifdef ONE_PER_NAME
for(l=k;l<MAX_SCORE_ENTRIES;l++)
- if (!strcmp(local_player->alias_name,highscore[l].Name))
+ if (!strcmp(setup.alias_name,highscore[l].Name))
m = l;
if (m==k) /* Spieler überschreibt seine alte Position */
goto put_into_list;
#ifdef ONE_PER_NAME
put_into_list:
#endif
- sprintf(highscore[k].Name,local_player->alias_name);
+ sprintf(highscore[k].Name,setup.alias_name);
highscore[k].Score = local_player->score;
position = k;
break;
}
#ifdef ONE_PER_NAME
- else if (!strcmp(local_player->alias_name,highscore[k].Name))
+ else if (!strcmp(setup.alias_name,highscore[k].Name))
break; /* Spieler schon mit besserer Punktzahl in der Liste */
#endif
void Impact(int x, int y)
{
- BOOL lastline = (y==lev_fieldy-1);
- BOOL object_hit = FALSE;
+ boolean lastline = (y==lev_fieldy-1);
+ boolean object_hit = FALSE;
int element = Feld[x][y];
int smashed = 0;
}
else if (element==EL_MAMPFER)
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE;
+ boolean can_turn_left = FALSE, can_turn_right = FALSE;
if (IN_LEV_FIELD(left_x,left_y) &&
(IS_FREE_OR_PLAYER(left_x,left_y) ||
}
else if (element==EL_MAMPFER2)
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE;
+ boolean can_turn_left = FALSE, can_turn_right = FALSE;
if (IN_LEV_FIELD(left_x,left_y) &&
(IS_FREE_OR_PLAYER(left_x,left_y) ||
}
else if (element==EL_PACMAN)
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE;
+ boolean can_turn_left = FALSE, can_turn_right = FALSE;
if (IN_LEV_FIELD(left_x,left_y) &&
(IS_FREE_OR_PLAYER(left_x,left_y) ||
}
else if (element==EL_SCHWEIN)
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
- BOOL should_turn_left = FALSE, should_turn_right = FALSE;
- BOOL should_move_on = FALSE;
+ boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+ boolean should_turn_left = FALSE, should_turn_right = FALSE;
+ boolean should_move_on = FALSE;
int rnd_value = 24;
int rnd = RND(rnd_value);
}
else if (element==EL_DRACHE)
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+ boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
int rnd_value = 24;
int rnd = RND(rnd_value);
if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
{
- BOOL first_horiz = RND(2);
+ boolean first_horiz = RND(2);
int new_move_dir = MovDir[x][y];
MovDir[x][y] =
}
}
-static BOOL JustBeingPushed(int x, int y)
+static boolean JustBeingPushed(int x, int y)
{
int i;
}
else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
{
- BOOL left = (x>0 && IS_FREE(x-1,y) &&
- (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
- BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
- (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
+ boolean left = (x>0 && IS_FREE(x-1,y) &&
+ (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
+ boolean right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
+ (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
if (left || right)
{
}
else
{
- BOOL wanna_flame = !RND(10);
+ boolean wanna_flame = !RND(10);
int dx = newx - x, dy = newy - y;
int newx1 = newx+1*dx, newy1 = newy+1*dy;
int newx2 = newx+2*dx, newy2 = newy+2*dy;
{
int x,y;
int group_nr = AmoebaNr[ax][ay];
- BOOL done = FALSE;
+ boolean done = FALSE;
for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
{
else /* normale oder "gefüllte" Amöbe */
{
int start = RND(4);
- BOOL waiting_for_player = FALSE;
+ boolean waiting_for_player = FALSE;
for(i=0;i<4;i++)
{
{
MovDelay[x][y]--;
- if (direct_draw_on && MovDelay[x][y])
+ if (setup.direct_draw && MovDelay[x][y])
SetDrawtoField(DRAW_BUFFERED);
DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
- if (direct_draw_on)
+ if (setup.direct_draw)
{
int dest_x,dest_y;
void MauerAbleger(int ax, int ay)
{
int element = Feld[ax][ay];
- BOOL oben_frei = FALSE, unten_frei = FALSE;
- BOOL links_frei = FALSE, rechts_frei = FALSE;
- BOOL oben_massiv = FALSE, unten_massiv = FALSE;
- BOOL links_massiv = FALSE, rechts_massiv = FALSE;
+ boolean oben_frei = FALSE, unten_frei = FALSE;
+ boolean links_frei = FALSE, rechts_frei = FALSE;
+ boolean oben_massiv = FALSE, unten_massiv = FALSE;
+ boolean links_massiv = FALSE, rechts_massiv = FALSE;
if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
MovDelay[ax][ay] = 6;
void CheckForDragon(int x, int y)
{
int i,j;
- BOOL dragon_found = FALSE;
+ boolean dragon_found = FALSE;
static int xy[4][2] =
{
{ 0,-1 },
}
}
-void PlayerActions(struct PlayerInfo *player, byte player_action)
+static void PlayerActions(struct PlayerInfo *player, byte player_action)
{
static byte stored_player_action[MAX_PLAYERS];
static int num_stored_actions = 0;
- BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
+ static boolean save_tape_entry = FALSE;
+ boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
int jx = player->jx, jy = player->jy;
int left = player_action & JOY_LEFT;
int right = player_action & JOY_RIGHT;
stored_player_action[player->index_nr] = 0;
num_stored_actions++;
- if (!player->active || player->gone)
+ if (!player->active || player->gone || tape.pausing)
return;
if (player_action)
{
+ save_tape_entry = TRUE;
player->frame_reset_delay = 0;
if (button1)
stored_player_action[player->index_nr] = player_action;
+#if 0
/* this allows cycled sequences of PlayerActions() */
if (num_stored_actions >= MAX_PLAYERS)
{
TapeRecordAction(stored_player_action);
num_stored_actions = 0;
}
+#endif
+
}
else if (tape.playing && snapped)
SnapField(player, 0,0); /* stop snapping */
player->Frame = 0;
}
+ if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
+ {
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ save_tape_entry = FALSE;
+ }
+
if (tape.playing && !tape.pausing && !player_action &&
tape.counter < tape.length)
{
int next_joy =
tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
- if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
+ if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
+ (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
{
int dx = (next_joy == JOY_LEFT ? -1 : +1);
}
}
-void GameActions(byte player_action)
+void GameActions()
{
static long action_delay = 0;
long action_delay_value;
int sieb_x = 0, sieb_y = 0;
int i, x,y, element;
- int *recorded_player_action;
+ byte *recorded_player_action;
+ byte summarized_player_action = 0;
if (game_status != PLAYING)
return;
-#ifdef DEBUG
- action_delay_value =
- (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
-#else
action_delay_value =
- (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
-#endif
+ (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
/* main game synchronization point */
WaitUntilDelayReached(&action_delay, action_delay_value);
- if (!standalone && !network_player_action_received)
+ if (network_playing && !network_player_action_received)
{
/*
#ifdef DEBUG
}
}
+
+ /*
+ if (tape.pausing || (tape.playing && !TapePlayDelay()))
+ return;
+ else if (tape.recording)
+ TapeRecordDelay();
+ */
+
+ if (tape.pausing)
+ return;
+
if (tape.playing)
- recorded_player_action = TapePlayAction();
- else
- recorded_player_action = NULL;
+ TapePlayDelay();
+ else if (tape.recording)
+ TapeRecordDelay();
- if (!standalone)
- SendToServer_MovePlayer(player_action);
+ recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
for(i=0; i<MAX_PLAYERS; i++)
{
- int actual_player_action =
- (standalone ? player_action : network_player_action[i]);
-
- /*
- int actual_player_action = network_player_action[i];
- */
-
- /*
- int actual_player_action = player_action;
- */
+ summarized_player_action |= stored_player[i].action;
- /* TEST TEST TEST */
+ if (!network_playing)
+ stored_player[i].effective_action = stored_player[i].action;
+ }
- /*
- if (i != TestPlayer && !stored_player[i].MovPos)
- actual_player_action = 0;
- */
+ if (network_playing)
+ SendToServer_MovePlayer(summarized_player_action);
- if (standalone && i != TestPlayer)
- actual_player_action = 0;
+ if (!options.network && !setup.team_mode)
+ local_player->effective_action = summarized_player_action;
- /* TEST TEST TEST */
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ int actual_player_action = stored_player[i].effective_action;
if (recorded_player_action)
actual_player_action = recorded_player_action[i];
PlayerActions(&stored_player[i], actual_player_action);
ScrollFigure(&stored_player[i], SCROLL_GO_ON);
-
- network_player_action[i] = 0;
}
network_player_action_received = FALSE;
ScrollScreen(NULL, SCROLL_GO_ON);
+
+ /*
if (tape.pausing || (tape.playing && !TapePlayDelay()))
return;
else if (tape.recording)
TapeRecordDelay();
+ */
+
FrameCounter++;
TimeFrames++;
-
- /*
- printf("FrameCounter == %d, RND(100) == %d\n", FrameCounter, RND(100));
- */
-
-
for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
{
Stop[x][y] = FALSE;
if (SiebAktiv)
{
- BOOL sieb = FALSE;
+ boolean sieb = FALSE;
int jx = local_player->jx, jy = local_player->jy;
if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
DrawAllPlayers();
}
-static BOOL AllPlayersInSight(struct PlayerInfo *player, int x, int y)
+static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
{
int min_x = x, min_y = y, max_x = x, max_y = y;
int i;
return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
}
-static BOOL AllPlayersInVisibleScreen()
+static boolean AllPlayersInVisibleScreen()
{
int i;
void ScrollLevel(int dx, int dy)
{
- int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
+ int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
int x,y;
- /*
- ScreenGfxPos = local_player->GfxPos;
- */
-
XCopyArea(display,drawto_field,drawto_field,gc,
FX + TILEX*(dx==-1) - softscroll_offset,
FY + TILEY*(dy==-1) - softscroll_offset,
redraw_mask |= REDRAW_FIELD;
}
-BOOL MoveFigureOneStep(struct PlayerInfo *player,
- int dx, int dy, int real_dx, int real_dy)
+boolean MoveFigureOneStep(struct PlayerInfo *player,
+ int dx, int dy, int real_dx, int real_dy)
{
int jx = player->jx, jy = player->jy;
int new_jx = jx+dx, new_jy = jy+dy;
if (!IN_LEV_FIELD(new_jx,new_jy))
return(MF_NO_ACTION);
- if (standalone && !AllPlayersInSight(player, new_jx,new_jy))
+ if (!options.network && !AllPlayersInSight(player, new_jx,new_jy))
return(MF_NO_ACTION);
element = MovingOrBlocked2Element(new_jx,new_jy);
return(MF_MOVING);
}
-BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
+boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
{
int jx = player->jx, jy = player->jy;
int old_jx = jx, old_jy = jy;
if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
return(FALSE);
+ if (player->MovPos)
+ {
+ /* should only happen if pre-1.0 tape recordings are played */
+ /* this is only for backward compatibility */
+
+#if DEBUG
+ printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.0 LEVEL TAPES.\n");
+#endif
+
+ while (player->MovPos)
+ {
+ ScrollFigure(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+ FrameCounter++;
+ DrawAllPlayers();
+ BackToFront();
+ }
+ }
+
if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
{
if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
jx = player->jx;
jy = player->jy;
-
-
- /*
- if (moved & MF_MOVING && player == local_player)
- */
-
if (moved & MF_MOVING && !ScreenMovPos &&
- (player == local_player || standalone))
+ (player == local_player || !options.network))
{
int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
- int offset = (scroll_delay_on ? 3 : 0);
-
- /*
- if (player == local_player)
- {
- printf("MOVING LOCAL PLAYER && SCROLLING\n");
- }
- */
+ int offset = (setup.scroll_delay ? 3 : 0);
if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
{
{
if (jx != old_jx) /* player has moved horizontally */
{
- if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
- jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
- scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
+ if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
+ (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
+ scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
+ scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
/* don't scroll more than one field at a time */
scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
}
else /* player has moved vertically */
{
- if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
- jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
- scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
+ if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
+ (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
+ scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
+ scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
/* don't scroll more than one field at a time */
scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
}
}
-#if 0
- if (player == local_player)
- {
- if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
- jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
- scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
- if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
- jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
- scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
-
- /* don't scroll more than one field at a time */
- scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
- scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
- }
-#endif
-
if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
{
- if (standalone && !AllPlayersInVisibleScreen())
+ if (!options.network && !AllPlayersInVisibleScreen())
{
scroll_x = old_scroll_x;
scroll_y = old_scroll_y;
void TestIfBadThingHitsHero(int x, int y)
{
- /*
- TestIfGoodThingHitsBadThing(JX,JY);
- */
-
TestIfBadThingHitsGoodThing(x,y);
}
return(MF_MOVING);
}
-BOOL SnapField(struct PlayerInfo *player, int dx, int dy)
+boolean SnapField(struct PlayerInfo *player, int dx, int dy)
{
int jx = player->jx, jy = player->jy;
int x = jx + dx, y = jy + dy;
return(TRUE);
}
-BOOL PlaceBomb(struct PlayerInfo *player)
+boolean PlaceBomb(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
int element;
int volume, stereo;
int silence_distance = 8;
- if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
- (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
+ if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
+ (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
return;
if (!IN_LEV_FIELD(x,y) ||
return;
volume = PSND_MAX_VOLUME;
+
#ifndef MSDOS
stereo = (sx-SCR_FIELDX/2)*12;
#else