if (game.use_block_last_field_bug)
player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
- if (!options.network || player->connected)
+ if (!options.network || player->connected_network)
{
player->active = TRUE;
game.envelope_active = FALSE;
- /* set focus to local player for network games, else to all players */
- game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
- game.centered_player_nr_next = game.centered_player_nr;
- game.set_centered_player = FALSE;
-
- if (network_playing && tape.recording)
- {
- /* store client dependent player focus when recording network games */
- tape.centered_player_nr_next = game.centered_player_nr_next;
- tape.set_centered_player = TRUE;
- }
-
for (i = 0; i < NUM_BELTS; i++)
{
game.belt_dir[i] = MV_NONE;
if (options.debug)
{
printf("Player status at level initialization:\n");
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
+ i + 1,
+ player->present,
+ player->connected,
+ player->connected_locally,
+ player->connected_network,
+ player->active);
+
+ if (local_player == player)
+ printf(" (local player)");
+
+ printf("\n");
+ }
}
#endif
game.belt_dir_nr[i] = 3; /* not moving, next moving left */
#if USE_NEW_PLAYER_ASSIGNMENTS
- /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
- /* choose default local player */
- local_player = &stored_player[0];
-
for (i = 0; i < MAX_PLAYERS; i++)
+ {
stored_player[i].connected = FALSE;
- local_player->connected = TRUE;
- /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
+ /* in network game mode, the local player might not be the first player */
+ if (stored_player[i].connected_locally)
+ local_player = &stored_player[i];
+ }
+
+ if (!options.network)
+ local_player->connected = TRUE;
if (tape.playing)
{
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].connected = tape.player_participates[i];
}
- else if (game.team_mode && !options.network)
+ else if (options.network)
+ {
+ /* add team mode players connected over the network (needed for correct
+ assignment of player figures from level to locally playing players) */
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].connected_network)
+ stored_player[i].connected = TRUE;
+ }
+ else if (game.team_mode)
{
/* try to guess locally connected team mode players (needed for correct
assignment of player figures from level to locally playing players) */
{
struct PlayerInfo *player = &stored_player[i];
- printf("- player %d: present == %d, connected == %d, active == %d",
+ printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
i + 1,
player->present,
player->connected,
+ player->connected_locally,
+ player->connected_network,
player->active);
if (local_player == player)
{
struct PlayerInfo *player = &stored_player[i];
- printf("- player %d: present == %d, connected == %d, active == %d",
+ printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
i + 1,
player->present,
player->connected,
+ player->connected_locally,
+ player->connected_network,
player->active);
if (local_player == player)
printf("::: local_player->present == %d\n", local_player->present);
#endif
+ /* set focus to local player for network games, else to all players */
+ game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+
+ if (network_playing && tape.recording)
+ {
+ /* store client dependent player focus when recording network games */
+ tape.centered_player_nr_next = game.centered_player_nr_next;
+ tape.set_centered_player = TRUE;
+ }
+
if (tape.playing)
{
/* when playing a tape, eliminate all players who do not participate */
{
struct PlayerInfo *player = &stored_player[i];
- printf("- player %d: present == %d, connected == %d, active == %d",
+ printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
i + 1,
player->present,
player->connected,
+ player->connected_locally,
+ player->connected_network,
player->active);
if (local_player == player)
OpenDoor(DOOR_OPEN_ALL);
- PlaySound(SND_GAME_STARTING);
-
- if (setup.sound_music)
- PlayLevelMusic();
-
KeyboardAutoRepeatOffUnlessAutoplay();
#if DEBUG_INIT_PLAYER
{
struct PlayerInfo *player = &stored_player[i];
- printf("- player %d: present == %d, connected == %d, active == %d",
+ printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
i + 1,
player->present,
player->connected,
+ player->connected_locally,
+ player->connected_network,
player->active);
if (local_player == player)
InitGameActions_MM();
SaveEngineSnapshotToListInitial();
+
+ if (!game.restart_level)
+ {
+ PlaySound(SND_GAME_STARTING);
+
+ if (setup.sound_music)
+ PlayLevelMusic();
+ }
}
void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,