X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=1a04be1c3b6be86a8cb2786d60b7eee30968fd81;hb=2d769736ea3634a55a88c1d792ffdbefb190d1f3;hp=a32fcfa7f5e4111302fe2a814b7363248861660a;hpb=9991027ba0e61f105a15d517461614fce184ba48;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index a32fcfa7..1a04be1c 100644 --- a/src/game.c +++ b/src/game.c @@ -1169,6 +1169,8 @@ static int recursion_loop_depth; static boolean recursion_loop_detected; static boolean recursion_loop_element; +static int map_player_action[MAX_PLAYERS]; + /* ------------------------------------------------------------------------- */ /* definition of elements that automatically change to other elements after */ @@ -3708,6 +3710,8 @@ void InitGame() player->present = FALSE; player->active = FALSE; + player->mapped = FALSE; + player->killed = FALSE; player->reanimated = FALSE; @@ -3848,6 +3852,8 @@ void InitGame() player->LevelSolved_SaveScore = FALSE; player->LevelSolved_CountingTime = 0; player->LevelSolved_CountingScore = 0; + + map_player_action[i] = i; } network_player_action_received = FALSE; @@ -4041,6 +4047,46 @@ void InitGame() 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 !!! */ + + if (tape.playing) + { + /* try to guess locally connected team mode players (needed for correct + assignment of player figures from level to locally playing players) */ + + for (i = 0; i < MAX_PLAYERS; i++) + if (tape.player_participates[i]) + stored_player[i].connected = TRUE; + } + else if (setup.team_mode && !options.network) + { + /* try to guess locally connected team mode players (needed for correct + assignment of player figures from level to locally playing players) */ + + for (i = 0; i < MAX_PLAYERS; i++) + if (setup.input[i].use_joystick || + setup.input[i].key.left != KSYM_UNDEFINED) + stored_player[i].connected = TRUE; + } + +#if 0 + for (i = 0; i < MAX_PLAYERS; i++) + printf("::: player %d: %s\n", i, + (stored_player[i].connected ? "connected" : "not connected")); + + for (i = 0; i < MAX_PLAYERS; i++) + printf("::: player %d: %s\n", i, + (stored_player[i].present ? "present" : "not present")); +#endif + /* check if any connected player was not found in playfield */ for (i = 0; i < MAX_PLAYERS; i++) { @@ -4048,40 +4094,72 @@ void InitGame() if (player->connected && !player->present) { - for (j = 0; j < MAX_PLAYERS; j++) + struct PlayerInfo *field_player = NULL; + +#if 0 + printf("::: looking for field player for player %d ...\n", i); +#endif + + /* assign first free player found that is present in the playfield */ + + /* first try: look for unmapped playfield player that is not connected */ + if (field_player == NULL) + for (j = 0; j < MAX_PLAYERS; j++) + if (stored_player[j].present && + !stored_player[j].mapped && + !stored_player[j].connected) + field_player = &stored_player[j]; + + /* second try: look for *any* unmapped playfield player */ + if (field_player == NULL) + for (j = 0; j < MAX_PLAYERS; j++) + if (stored_player[j].present && + !stored_player[j].mapped) + field_player = &stored_player[j]; + + if (field_player != NULL) { - struct PlayerInfo *some_player = &stored_player[j]; - int jx = some_player->jx, jy = some_player->jy; + int jx = field_player->jx, jy = field_player->jy; - /* assign first free player found that is present in the playfield */ - if (some_player->present && !some_player->connected) - { - player->present = FALSE; - player->active = FALSE; +#if 0 + printf("::: found player figure %d\n", field_player->index_nr); +#endif - some_player->present = TRUE; - some_player->active = TRUE; + player->present = FALSE; + player->active = FALSE; - /* - player->initial_element = some_player->initial_element; - player->artwork_element = some_player->artwork_element; + field_player->present = TRUE; + field_player->active = TRUE; - player->block_last_field = some_player->block_last_field; - player->block_delay_adjustment = some_player->block_delay_adjustment; - */ + /* + player->initial_element = field_player->initial_element; + player->artwork_element = field_player->artwork_element; - StorePlayer[jx][jy] = some_player->element_nr; + player->block_last_field = field_player->block_last_field; + player->block_delay_adjustment = field_player->block_delay_adjustment; + */ - some_player->jx = some_player->last_jx = jx; - some_player->jy = some_player->last_jy = jy; + StorePlayer[jx][jy] = field_player->element_nr; - if (local_player == player) - local_player = some_player; + field_player->jx = field_player->last_jx = jx; + field_player->jy = field_player->last_jy = jy; - break; - } + if (local_player == player) + local_player = field_player; + + map_player_action[field_player->index_nr] = i; + + field_player->mapped = TRUE; + +#if 0 + printf("::: map_player_action[%d] == %d\n", + field_player->index_nr, i); +#endif } } + + if (player->connected && player->present) + player->mapped = TRUE; } #else @@ -4095,23 +4173,23 @@ void InitGame() { for (j = 0; j < MAX_PLAYERS; j++) { - struct PlayerInfo *some_player = &stored_player[j]; - int jx = some_player->jx, jy = some_player->jy; + struct PlayerInfo *field_player = &stored_player[j]; + int jx = field_player->jx, jy = field_player->jy; /* assign first free player found that is present in the playfield */ - if (some_player->present && !some_player->connected) + if (field_player->present && !field_player->connected) { player->present = TRUE; player->active = TRUE; - some_player->present = FALSE; - some_player->active = FALSE; + field_player->present = FALSE; + field_player->active = FALSE; - player->initial_element = some_player->initial_element; - player->artwork_element = some_player->artwork_element; + player->initial_element = field_player->initial_element; + player->artwork_element = field_player->artwork_element; - player->block_last_field = some_player->block_last_field; - player->block_delay_adjustment = some_player->block_delay_adjustment; + player->block_last_field = field_player->block_last_field; + player->block_delay_adjustment = field_player->block_delay_adjustment; StorePlayer[jx][jy] = player->element_nr; @@ -4125,13 +4203,19 @@ void InitGame() } #endif +#if 0 + printf("::: local_player->present == %d\n", local_player->present); +#endif + if (tape.playing) { /* when playing a tape, eliminate all players who do not participate */ +#if USE_NEW_PLAYER_ASSIGNMENTS for (i = 0; i < MAX_PLAYERS; i++) { - if (stored_player[i].active && !tape.player_participates[i]) + if (stored_player[i].active && + !tape.player_participates[map_player_action[i]]) { struct PlayerInfo *player = &stored_player[i]; int jx = player->jx, jy = player->jy; @@ -4141,6 +4225,21 @@ void InitGame() Feld[jx][jy] = EL_EMPTY; } } +#else + 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_EMPTY; + } + } +#endif } else if (!options.network && !setup.team_mode) /* && !tape.playing */ { @@ -4171,9 +4270,15 @@ void InitGame() /* when recording the game, store which players take part in the game */ if (tape.recording) { +#if USE_NEW_PLAYER_ASSIGNMENTS + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].connected) + tape.player_participates[i] = TRUE; +#else for (i = 0; i < MAX_PLAYERS; i++) if (stored_player[i].active) tape.player_participates[i] = TRUE; +#endif } if (options.debug) @@ -4363,6 +4468,13 @@ void InitGame() /* blit playfield from scroll buffer to normal back buffer for fading in */ BlitScreenToBitmap_EM(backbuffer); } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + InitGameEngine_SP(); + + /* blit playfield from scroll buffer to normal back buffer for fading in */ + BlitScreenToBitmap_SP(backbuffer); + } else { DrawLevel(); @@ -5398,8 +5510,6 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, if (quick_relocation) { - int offset = game.scroll_delay_value; - if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen) { if (!level.shifted_relocation || center_screen) @@ -5440,8 +5550,47 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, } else { +#if 1 + if (!level.shifted_relocation || center_screen) + { + /* quick relocation (without scrolling), with centering of screen */ + + scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : + x > SBX_Right + MIDPOSX ? SBX_Right : + x - MIDPOSX); + + scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper : + y > SBY_Lower + MIDPOSY ? SBY_Lower : + y - MIDPOSY); + } + else + { + /* quick relocation (without scrolling), but do not center screen */ + + int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left : + old_x > SBX_Right + MIDPOSX ? SBX_Right : + old_x - MIDPOSX); + + int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper : + old_y > SBY_Lower + MIDPOSY ? SBY_Lower : + old_y - MIDPOSY); + + int offset_x = x + (scroll_x - center_scroll_x); + int offset_y = y + (scroll_y - center_scroll_y); + + scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left : + offset_x > SBX_Right + MIDPOSX ? SBX_Right : + offset_x - MIDPOSX); + + scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper : + offset_y > SBY_Lower + MIDPOSY ? SBY_Lower : + offset_y - MIDPOSY); + } +#else /* quick relocation (without scrolling), inside visible screen area */ + int offset = game.scroll_delay_value; + if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) || (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset)) scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset); @@ -5457,6 +5606,7 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, /* don't scroll over playfield boundaries */ if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); +#endif } RedrawPlayfield(TRUE, 0,0,0,0); @@ -5641,6 +5791,21 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X, player->index_bit, enter_side); + +#if 1 + if (player->is_switching) + { + /* ensure that relocation while still switching an element does not cause + a new element to be treated as also switched directly after relocation + (this is important for teleporter switches that teleport the player to + a place where another teleporter switch is in the same direction, which + would then incorrectly be treated as immediately switched before the + direction key that caused the switch was released) */ + + player->switch_x += jx - old_jx; + player->switch_y += jy - old_jy; + } +#endif } void Explode(int ex, int ey, int phase, int mode) @@ -11818,7 +11983,16 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) if (tape.single_step && tape.recording && !tape.pausing) { +#if 1 + /* as it is called "single step mode", just return to pause mode when the + player stopped moving after one tile (or never starts moving at all) */ + if (!player->is_moving) +#else + /* this is buggy: there are quite some cases where the single step mode + does not return to pause mode (like pushing things that don't move + or simply by trying to run against a wall) */ if (button1 || (dropped && !moved)) +#endif { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); SnapField(player, 0, 0); /* stop snapping */ @@ -11855,6 +12029,7 @@ static void CheckLevelTime() { int i; + /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */ if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { if (level.native_em_level->lev->home == 0) /* all players at home */ @@ -11872,6 +12047,21 @@ static void CheckLevelTime() level.native_em_level->ply[3]->alive == 0) /* all dead */ AllPlayersGone = TRUE; } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + if (game_sp_info.LevelSolved && + !game_sp_info.GameOver) /* game won */ + { + PlayerWins(local_player); + + game_sp_info.GameOver = TRUE; + + AllPlayersGone = TRUE; + } + + if (game_sp_info.GameOver) /* game lost */ + AllPlayersGone = TRUE; + } if (TimeFrames >= FRAMES_PER_SECOND) { @@ -12049,6 +12239,7 @@ void GameActions() if (game.restart_level) StartGameActions(options.network, setup.autorecord, level.random_seed); + /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */ if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { if (level.native_em_level->lev->home == 0) /* all players at home */ @@ -12066,6 +12257,21 @@ void GameActions() level.native_em_level->ply[3]->alive == 0) /* all dead */ AllPlayersGone = TRUE; } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + if (game_sp_info.LevelSolved && + !game_sp_info.GameOver) /* game won */ + { + PlayerWins(local_player); + + game_sp_info.GameOver = TRUE; + + AllPlayersGone = TRUE; + } + + if (game_sp_info.GameOver) /* game lost */ + AllPlayersGone = TRUE; + } if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd) GameWon(); @@ -12167,10 +12373,26 @@ void GameActions() if (tape.recording) TapeRecordAction(tape_action); +#if USE_NEW_PLAYER_ASSIGNMENTS + { + byte mapped_action[MAX_PLAYERS]; + + for (i = 0; i < MAX_PLAYERS; i++) + mapped_action[i] = stored_player[map_player_action[i]].effective_action; + + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].effective_action = mapped_action[i]; + } +#endif + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { GameActions_EM_Main(); } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + GameActions_SP_Main(); + } else { GameActions_RND(); @@ -12193,6 +12415,22 @@ void GameActions_EM_Main() AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ } +void GameActions_SP_Main() +{ + byte effective_action[MAX_PLAYERS]; + boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing); + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + effective_action[i] = stored_player[i].effective_action; + + GameActions_SP(effective_action, warp_mode); + + CheckLevelTime(); + + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ +} + void GameActions_RND() { int magic_wall_x = 0, magic_wall_y = 0; @@ -13622,8 +13860,14 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) if (Feld[jx][jy] == EL_EXIT_OPEN || Feld[jx][jy] == EL_EM_EXIT_OPEN || +#if 1 + Feld[jx][jy] == EL_EM_EXIT_OPENING || +#endif Feld[jx][jy] == EL_STEEL_EXIT_OPEN || Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN || +#if 1 + Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING || +#endif Feld[jx][jy] == EL_SP_EXIT_OPEN || Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ { @@ -14760,8 +15004,14 @@ static int DigField(struct PlayerInfo *player, } else if (element == EL_EXIT_OPEN || element == EL_EM_EXIT_OPEN || +#if 1 + element == EL_EM_EXIT_OPENING || +#endif element == EL_STEEL_EXIT_OPEN || element == EL_EM_STEEL_EXIT_OPEN || +#if 1 + element == EL_EM_STEEL_EXIT_OPENING || +#endif element == EL_SP_EXIT_OPEN || element == EL_SP_EXIT_OPENING) { @@ -15139,8 +15389,13 @@ static int DigField(struct PlayerInfo *player, PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, ACTION_FILLING); +#if 1 + if (local_player->sokobanfields_still_needed == 0 && + (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban)) +#else if (local_player->sokobanfields_still_needed == 0 && game.emulation == EMU_SOKOBAN) +#endif { PlayerWins(player);