#include "joystick.h"
#include "network.h"
-#ifdef DEBUG
-#if 0
-static unsigned int getStateCheckSum(int counter)
-{
- int x, y;
- unsigned int mult = 1;
- unsigned int checksum = 0;
- /*
- static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
- */
- static boolean first_game = TRUE;
-
- for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
- {
- /*
- if (counter == 3)
- {
- if (first_game)
- lastFeld[x][y] = Feld[x][y];
- else if (lastFeld[x][y] != Feld[x][y])
- printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
- x, y, lastFeld[x][y], Feld[x][y]);
- }
- */
-
- checksum += mult++ * Ur[x][y];
- checksum += mult++ * Feld[x][y];
-
- /*
- checksum += mult++ * MovPos[x][y];
- checksum += mult++ * MovDir[x][y];
- checksum += mult++ * MovDelay[x][y];
- checksum += mult++ * Store[x][y];
- checksum += mult++ * Store2[x][y];
- checksum += mult++ * StorePlayer[x][y];
- checksum += mult++ * Frame[x][y];
- checksum += mult++ * AmoebaNr[x][y];
- checksum += mult++ * JustHit[x][y];
- checksum += mult++ * Stop[x][y];
- */
- }
-
- if (counter == 3 && first_game)
- first_game = FALSE;
-
- return checksum;
-}
-#endif
-#endif
+/* for DigField() */
+#define DF_NO_PUSH 0
+#define DF_DIG 1
+#define DF_SNAP 2
+
+/* for MoveFigure() */
+#define MF_NO_ACTION 0
+#define MF_MOVING 1
+#define MF_ACTION 2
+
+/* for ScrollFigure() */
+#define SCROLL_INIT 0
+#define SCROLL_GO_ON 1
+
+/* for Explode() */
+#define EX_PHASE_START 0
+#define EX_NORMAL 0
+#define EX_CENTER 1
+#define EX_BORDER 2
+
+/* special positions in the game control window (relative to control window) */
+#define XX_LEVEL 37
+#define YY_LEVEL 20
+#define XX_EMERALDS 29
+#define YY_EMERALDS 54
+#define XX_DYNAMITE 29
+#define YY_DYNAMITE 89
+#define XX_KEYS 18
+#define YY_KEYS 123
+#define XX_SCORE 15
+#define YY_SCORE 159
+#define XX_TIME 29
+#define YY_TIME 194
+
+/* special positions in the game control window (relative to main window) */
+#define DX_LEVEL (DX + XX_LEVEL)
+#define DY_LEVEL (DY + YY_LEVEL)
+#define DX_EMERALDS (DX + XX_EMERALDS)
+#define DY_EMERALDS (DY + YY_EMERALDS)
+#define DX_DYNAMITE (DX + XX_DYNAMITE)
+#define DY_DYNAMITE (DY + YY_DYNAMITE)
+#define DX_KEYS (DX + XX_KEYS)
+#define DY_KEYS (DY + YY_KEYS)
+#define DX_SCORE (DX + XX_SCORE)
+#define DY_SCORE (DY + YY_SCORE)
+#define DX_TIME (DX + XX_TIME)
+#define DY_TIME (DY + YY_TIME)
+
+#define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
+ (s)==SND_NJAM || (s)==SND_MIEP)
+#define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
+ (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
+ (s)==SND_TYGER || (s)==SND_VOYAGER || \
+ (s)==SND_TWILIGHT)
+
+/* score for elements */
+#define SC_EDELSTEIN 0
+#define SC_DIAMANT 1
+#define SC_KAEFER 2
+#define SC_FLIEGER 3
+#define SC_MAMPFER 4
+#define SC_ROBOT 5
+#define SC_PACMAN 6
+#define SC_KOKOSNUSS 7
+#define SC_DYNAMIT 8
+#define SC_SCHLUESSEL 9
+#define SC_ZEITBONUS 10
+
+/* values for game_emulation */
+#define EMU_NONE 0
+#define EMU_BOULDERDASH 1
+#define EMU_SOKOBAN 2
+
+/* to control special behaviour of certain game elements */
+int game_emulation = EMU_NONE;
void GetPlayerConfig()
{
network_player_action_received = FALSE;
+#ifndef MSDOS
/* initial null action */
if (network_playing)
SendToServer_MovePlayer(MV_NO_MOVING);
+#endif
ZX = ZY = -1;
}
}
- /* when in single player mode, eliminate all but the first active player */
- if (!options.network && !setup.team_mode)
+ if (tape.playing)
{
+ /* when playing a tape, eliminate all players who do not participate */
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active && !tape.player_participates[i])
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Feld[jx][jy] = EL_LEERRAUM;
+ }
+ }
+ }
+ else if (!options.network && !setup.team_mode) /* && !tape.playing */
+ {
+ /* when in single player mode, eliminate all but the first active player */
+
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)
+ if (stored_player[j].active)
{
+ struct PlayerInfo *player = &stored_player[j];
+ int jx = player->jx, jy = player->jy;
+
player->active = FALSE;
StorePlayer[jx][jy] = 0;
Feld[jx][jy] = EL_LEERRAUM;
}
}
+ /* when recording the game, store which players take part in the game */
+ if (tape.recording)
+ {
+ for (i=0; i<MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ tape.player_participates[i] = TRUE;
+ }
+
if (options.verbose)
{
for (i=0; i<MAX_PLAYERS; i++)
LoadScore(level_nr);
- if (!strcmp(setup.player_name, EMPTY_ALIAS) ||
- local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
+ if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
+ local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
return -1;
for (k=0; k<MAX_SCORE_ENTRIES; k++)
void AmoebeWaechst(int x, int y)
{
- static long sound_delay = 0;
- static int sound_delay_value = 0;
+ static unsigned long sound_delay = 0;
+ static unsigned long sound_delay_value = 0;
if (!MovDelay[x][y]) /* start new growing cycle */
{
void GameActions()
{
- static long action_delay = 0;
- long action_delay_value;
+ static unsigned long action_delay = 0;
+ unsigned long action_delay_value;
int sieb_x = 0, sieb_y = 0;
int i, x, y, element;
byte *recorded_player_action;
action_delay_value =
(tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
+ /*
+ if (tape.playing && tape.fast_forward)
+ {
+ char buf[100];
+
+ sprintf(buf, "FFWD: %ld ms", action_delay_value);
+ print_debug(buf);
+ }
+ */
+
+
/* main game synchronization point */
+
+
+
+
+#if 1
WaitUntilDelayReached(&action_delay, action_delay_value);
+#else
+
+ while (!DelayReached(&action_delay, action_delay_value))
+ {
+ char buf[100];
+
+ sprintf(buf, "%ld %ld %ld",
+ Counter(), action_delay, action_delay_value);
+ print_debug(buf);
+ }
+ print_debug("done");
+
+#endif
+
+
+
if (network_playing && !network_player_action_received)
{
#endif
*/
+#ifndef MSDOS
/* last chance to get network player actions without main loop delay */
HandleNetworking();
+#endif
if (game_status != PLAYING)
return;
stored_player[i].effective_action = stored_player[i].action;
}
+#ifndef MSDOS
if (network_playing)
SendToServer_MovePlayer(summarized_player_action);
+#endif
if (!options.network && !setup.team_mode)
local_player->effective_action = summarized_player_action;
void ScrollScreen(struct PlayerInfo *player, int mode)
{
- static long screen_frame_counter = 0;
+ static unsigned long screen_frame_counter = 0;
if (mode == SCROLL_INIT)
{