X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=cf7193f87cafe33d5009ae32ac232b784fbb3bb0;hb=f926e522aef77158e0011ae5ad2cf8805509d6d1;hp=717ea8d2f263fd0d3ab1d3d99677ac860a469acc;hpb=3da9c6a38081401af8c47d78330a199104f9ad2f;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 717ea8d2..cf7193f8 100644 --- a/src/game.c +++ b/src/game.c @@ -4228,7 +4228,8 @@ void InitGame() #else for (i = 0; i < MAX_PLAYERS; i++) { - if (stored_player[i].active && !tape.player_participates[i]) + if (stored_player[i].active && + !tape.player_participates[i]) { struct PlayerInfo *player = &stored_player[i]; int jx = player->jx, jy = player->jy; @@ -4467,6 +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(); @@ -5502,8 +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) @@ -5544,8 +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); @@ -5561,6 +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); @@ -5726,10 +5772,19 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) Feld[jx][jy] = el_player; InitPlayerField(jx, jy, el_player, TRUE); + /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be + possible that the relocation target field did not contain a player element, + but a walkable element, to which the new player was relocated -- in this + case, restore that (already initialized!) element on the player field */ if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ { - Feld[jx][jy] = element; + Feld[jx][jy] = element; /* restore previously existing element */ +#if 0 + /* !!! do not initialize already initialized element a second time !!! */ + /* (this causes at least problems with "element creation" CE trigger for + already existing elements, and existing Sokoban fields counted twice) */ InitField(jx, jy, FALSE); +#endif } /* only visually relocate centered player */ @@ -11937,7 +11992,16 @@ 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 */ @@ -11974,6 +12038,7 @@ 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 */ @@ -11991,6 +12056,21 @@ 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.LevelSolved && + !game_sp.GameOver) /* game won */ + { + PlayerWins(local_player); + + game_sp.GameOver = TRUE; + + AllPlayersGone = TRUE; + } + + if (game_sp.GameOver) /* game lost */ + AllPlayersGone = TRUE; + } if (TimeFrames >= FRAMES_PER_SECOND) { @@ -12168,6 +12248,7 @@ 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 */ @@ -12185,6 +12266,21 @@ 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.LevelSolved && + !game_sp.GameOver) /* game won */ + { + PlayerWins(local_player); + + game_sp.GameOver = TRUE; + + AllPlayersGone = TRUE; + } + + if (game_sp.GameOver) /* game lost */ + AllPlayersGone = TRUE; + } if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd) GameWon(); @@ -12246,15 +12342,6 @@ void GameActions() game.set_centered_player = TRUE; } -#if 0 /* USE_NEW_PLAYER_ASSIGNMENTS */ - for (i = 0; i < MAX_PLAYERS; i++) - { - summarized_player_action |= stored_player[i].mapped_action; - - if (!network_playing) - stored_player[i].effective_action = stored_player[i].mapped_action; - } -#else for (i = 0; i < MAX_PLAYERS; i++) { summarized_player_action |= stored_player[i].action; @@ -12262,7 +12349,6 @@ void GameActions() if (!network_playing) stored_player[i].effective_action = stored_player[i].action; } -#endif #if defined(NETWORK_AVALIABLE) if (network_playing) @@ -12279,25 +12365,13 @@ void GameActions() (i == game.centered_player_nr ? summarized_player_action : 0); } -#if 0 /* USE_NEW_PLAYER_ASSIGNMENTS */ - if (recorded_player_action != NULL) - for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].effective_action = - recorded_player_action[map_player_action[i]]; -#else if (recorded_player_action != NULL) for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].effective_action = - recorded_player_action[i]; -#endif + stored_player[i].effective_action = recorded_player_action[i]; for (i = 0; i < MAX_PLAYERS; i++) { -#if 0 /* USE_NEW_PLAYER_ASSIGNMENTS */ - tape_action[i] = stored_player[i].action; -#else tape_action[i] = stored_player[i].effective_action; -#endif /* (this can only happen in the R'n'D game engine) */ if (tape.recording && tape_action[i] && !tape.player_participates[i]) @@ -12310,39 +12384,24 @@ void GameActions() #if USE_NEW_PLAYER_ASSIGNMENTS { -#if 0 - - for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].mapped_action = stored_player[map_player_action[i]].action; - -#else - -#if 1 - byte unmapped_action[MAX_PLAYERS]; + byte mapped_action[MAX_PLAYERS]; for (i = 0; i < MAX_PLAYERS; i++) - unmapped_action[i] = stored_player[i].effective_action; + mapped_action[i] = stored_player[map_player_action[i]].effective_action; for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].effective_action = unmapped_action[map_player_action[i]]; -#endif - -#if 0 - for (i = 0; i < MAX_PLAYERS; i++) - printf("::: %d: %d [%d]\n", i, stored_player[i].effective_action, - map_player_action[i]); -#endif -#endif + stored_player[i].effective_action = mapped_action[i]; } -#else - for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].mapped_action = stored_player[i].action; #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(); @@ -12365,6 +12424,22 @@ 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; @@ -15323,8 +15398,13 @@ 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); @@ -16333,8 +16413,6 @@ unsigned int RND(int max) /* game engine snapshot handling functions */ /* ------------------------------------------------------------------------- */ -#define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x)) - struct EngineSnapshotInfo { /* runtime values for custom element collect score */ @@ -16348,28 +16426,10 @@ struct EngineSnapshotInfo int belt_anim_mode[4 * NUM_BELT_PARTS]; }; -struct EngineSnapshotNodeInfo -{ - void *buffer_orig; - void *buffer_copy; - int size; -}; - static struct EngineSnapshotInfo engine_snapshot_rnd; -static ListNode *engine_snapshot_list = NULL; static char *snapshot_level_identifier = NULL; static int snapshot_level_nr = -1; -void FreeEngineSnapshot() -{ - while (engine_snapshot_list != NULL) - deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key, - checked_free); - - setString(&snapshot_level_identifier, NULL); - snapshot_level_nr = -1; -} - static void SaveEngineSnapshotValues_RND() { static int belt_base_active_element[4] = @@ -16455,36 +16515,26 @@ static void LoadEngineSnapshotValues_RND() } } -static void SaveEngineSnapshotBuffer(void *buffer, int size) -{ - struct EngineSnapshotNodeInfo *bi = - checked_calloc(sizeof(struct EngineSnapshotNodeInfo)); - - bi->buffer_orig = buffer; - bi->buffer_copy = checked_malloc(size); - bi->size = size; - - memcpy(bi->buffer_copy, buffer, size); - - addNodeToList(&engine_snapshot_list, NULL, bi); -} - void SaveEngineSnapshot() { - FreeEngineSnapshot(); /* free previous snapshot, if needed */ - - if (level_editor_test_game) /* do not save snapshots from editor */ + /* do not save snapshots from editor */ + if (level_editor_test_game) return; + /* free previous snapshot buffers, if needed */ + FreeEngineSnapshotBuffers(); + /* copy some special values to a structure better suited for the snapshot */ SaveEngineSnapshotValues_RND(); SaveEngineSnapshotValues_EM(); + SaveEngineSnapshotValues_SP(); /* save values stored in special snapshot structure */ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd)); SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp)); /* save further RND engine values */ @@ -16558,7 +16608,7 @@ void SaveEngineSnapshot() snapshot_level_nr = level_nr; #if 0 - ListNode *node = engine_snapshot_list; + ListNode *node = engine_snapshot_list_rnd; int num_bytes = 0; while (node != NULL) @@ -16572,29 +16622,17 @@ void SaveEngineSnapshot() #endif } -static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi) -{ - memcpy(bi->buffer_orig, bi->buffer_copy, bi->size); -} - void LoadEngineSnapshot() { - ListNode *node = engine_snapshot_list; + /* restore generically stored snapshot buffers */ - if (engine_snapshot_list == NULL) - return; - - while (node != NULL) - { - LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content); - - node = node->next; - } + LoadEngineSnapshotBuffers(); /* restore special values from snapshot structure */ LoadEngineSnapshotValues_RND(); LoadEngineSnapshotValues_EM(); + LoadEngineSnapshotValues_SP(); } boolean CheckEngineSnapshot()