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 */
player->present = FALSE;
player->active = FALSE;
+ player->mapped = FALSE;
+
player->killed = FALSE;
player->reanimated = FALSE;
player->LevelSolved_SaveScore = FALSE;
player->LevelSolved_CountingTime = 0;
player->LevelSolved_CountingScore = 0;
+
+ map_player_action[i] = i;
}
network_player_action_received = FALSE;
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++)
{
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
{
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;
}
#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[map_player_action[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;
+ }
+ }
+#else
for (i = 0; i < MAX_PLAYERS; i++)
{
if (stored_player[i].active && !tape.player_participates[i])
Feld[jx][jy] = EL_EMPTY;
}
}
+#endif
}
else if (!options.network && !setup.team_mode) /* && !tape.playing */
{
/* 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)
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;
if (!network_playing)
stored_player[i].effective_action = stored_player[i].action;
}
+#endif
#if defined(NETWORK_AVALIABLE)
if (network_playing)
(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[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
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])
if (tape.recording)
TapeRecordAction(tape_action);
+#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];
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ unmapped_action[i] = stored_player[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
+ }
+#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();