Holger Schemel [Mon, 1 Oct 2018 18:54:34 +0000 (20:54 +0200)]
added drawing program info on startup when initializing network
Holger Schemel [Mon, 1 Oct 2018 18:52:00 +0000 (20:52 +0200)]
moved drawing program info on startup to separate function
Holger Schemel [Mon, 1 Oct 2018 06:32:59 +0000 (08:32 +0200)]
added text input setup option to configure network server hostname
Holger Schemel [Sat, 29 Sep 2018 09:17:10 +0000 (11:17 +0200)]
added ignoring screen navigation events if text input gadgets are active
Holger Schemel [Sat, 29 Sep 2018 09:07:53 +0000 (11:07 +0200)]
improved handling network errors (show message instead of stopping program)
Holger Schemel [Sat, 29 Sep 2018 08:28:11 +0000 (10:28 +0200)]
added gadget tag to always execute the callback action when leaving gadget
Holger Schemel [Sat, 29 Sep 2018 08:20:41 +0000 (10:20 +0200)]
changed setting cursor when automatically activating text input gadgets
When activating text input gadgets using function "ClickOnGadget()",
do not set the cursor position at the start, but at the end of the
text in the gadget.
Holger Schemel [Wed, 26 Sep 2018 18:54:16 +0000 (20:54 +0200)]
added support for (normal and adaptive) vertical sync (vsync)
An option was added to the setup menu to enable vsync for redrawing
the screen in synchronization with the vertical retrace, resulting
in ultra-smooth scrolling on systems where it is supported. To make
use of it in R'n'D together with common LCD displays with 60 Hz screen
refresh frequency, a faster game speed than "normal" has to be chosen,
because "normal speed" in R'n'D means 50 frames per second (which is
the original speed of the game on classic CRT displays, which used a
screen refresh frequency of 50 Hz in Europe by default, and which was
also the original game speed of classic Emerald Mine, for example).
If adaptive vsync is chosen, but not supported, a fallback to normal
vsync is done. (See the SDL wiki for SDL_GL_SetSwapInterval() for a
few more details.)
Holger Schemel [Wed, 19 Sep 2018 06:50:46 +0000 (08:50 +0200)]
fixed compiler warnings (after adding "-Wmissing-prototypes")
Adding this warning option revealed lots of unused functions (which
are deactivated in the code using preprocessor directives for now and
which will be checked and probably removed in a later step).
Holger Schemel [Mon, 17 Sep 2018 18:51:57 +0000 (20:51 +0200)]
fixed compiler warnings (after adding "-Wstrict-prototypes")
Adding this warning option revealed a bug with an invalid function
parameter (fixed by previous commit
085eaa4c).
Holger Schemel [Mon, 17 Sep 2018 18:57:19 +0000 (20:57 +0200)]
fixed bug with calling function with invalid (although ignored) parameter
Holger Schemel [Mon, 17 Sep 2018 17:51:54 +0000 (19:51 +0200)]
fixed bug with dragon fire destroying indestructible steel letter walls
Before this change, steel letter walls could be destroyed by dragon
fire, although they are set to be indestructible. This change makes
sure that indestructible elements cannot be destroyed by dragon fire
(with the exception of the "acid" element, which is to be discussed,
but would break level 014 of "rnd_paul_e_collins_iii" if changed).
As far as this was tested agains existing solution tapes, this change
does not seem to break any existing levels or tapes.
Holger Schemel [Mon, 17 Sep 2018 17:31:52 +0000 (19:31 +0200)]
fixed list of "indestructible" elements as part of "solid" elements
The list of "solid" elements contains a section with "indestructible"
elements that claims to be identical (with one exception) with the
list that only contains the "indestructible" elements, but quite some
elements were missing (that were probably added to the other list at
some time without also being added to the list of "solid" elements).
This change adds these missing elements. (This should be solved in a
more cleaner way, without listing (nearly) the same elements in two
different lists.)
As far as this was tested agains existing solution tapes, this change
does not seem to break any existing levels or tapes.
Holger Schemel [Mon, 17 Sep 2018 16:57:54 +0000 (18:57 +0200)]
added checkbox to player settings in editor if first player solves level
A recently made change (commits
2bf392f1 and
6999c82d) added checking
if all players in a level entered an exit before the level is treated
as being successfully solved, changing the previous behaviour where a
level was solved by the first player entering an exit, which differs
from the behaviour in the EM/EMC game engine, where team-mode levels
require all players to enter an exit before the level is solved.
However, this change broke at least one existing level that was based
on the previous behaviour (level 032 of level set "rnd_falk_sobe"), so
a checkbox in the player settings of the level editor was added to be
able to select the desired behaviour, using the "new" behaviour (all
players must enter an exit) as the default setting.
Holger Schemel [Sun, 16 Sep 2018 11:27:19 +0000 (13:27 +0200)]
fixed nasty bug with uninitialized game engine value
This change fixed a nasty (although rarely occurring) bug caused by an
uninitialized game engine value for explosion handling (which can only
occur in the very first game frame of the very first game played after
starting the program).
This bug happens, for example, when doing "autotest rnd_helge_hafting"
or "autotest rnd_paul_e_collins_iii 013", while (as described above)
doing "autotest rnd_paul_e_collins_iii 012 013" works just fine (as
the game engine is correctly initialized by playing level 012 when it
comes to level 013, which contains that case of explosion in the first
frame that would else be played differently, causing a failed tape).
Holger Schemel [Sun, 16 Sep 2018 10:50:36 +0000 (12:50 +0200)]
removed unused fields from structure definition
Holger Schemel [Fri, 14 Sep 2018 15:49:59 +0000 (17:49 +0200)]
small change to prevent compiler warning
This change makes Clang happy (which issued a warning before).
(Interestingly, GCC did not care about the previous code.)
Holger Schemel [Fri, 14 Sep 2018 15:43:13 +0000 (17:43 +0200)]
re-added file "RocksBusy.ilbm" (that was accidentally deleted)
The file "graphics/gfx_classic/RocksBusy.ilbm" was deleted by commit
5ef9148d, apparently by accident. This commit recovers the file.
Holger Schemel [Thu, 13 Sep 2018 21:13:51 +0000 (23:13 +0200)]
fixed bug with losing image filename when scaling bitmaps
Holger Schemel [Wed, 12 Sep 2018 19:08:08 +0000 (21:08 +0200)]
fixed bug with expiring loop sounds for global animations when playing
When playing the game, loop sounds are automatically expired if they
are not "refreshed" at regular intervals (to prevent playing sounds
for game elements that do not exist on the playfield anymore).
However, this also affects loop sounds for global animations played
during the game, so special care has to be taken to prevent them from
accidentally being expired, too.
Holger Schemel [Wed, 12 Sep 2018 17:59:18 +0000 (19:59 +0200)]
improved clearing event queue after fading and after door/envelope requests
This is an improvement of commit
ba20bcc8, which totally cleared the
event queue after fading and after door/envelope requests, and which
prevented entering multiple key presses by intention (like starting
the game and immediately going to pause mode with the very first
game frame, by quickly pressing "space" twice in the main menu).
This change only removes key presses entered by keyboard auto-repeat
during fading or door/envelope animations, effectively preventing
accidentally entered multiple key events by pressing a key like
"space" or "return" a bit too long (which then triggers auto-repeat),
while it keeps multiple key events that were manually entered.
Holger Schemel [Wed, 12 Sep 2018 07:04:51 +0000 (09:04 +0200)]
fixed bug with not recognizing ".mode_loop: false" for music
Before, music was always played in loop mode, even if it was defined
with option "<music>.mode_loop: false".
Now, disabling loop mode for music in config files will indeed cause
music to be played only once.
Note: This commit changed the behaviour of the existing function
"PlayMusic()" (which always played music in loop mode before), which
will now play music only once, while a new function "PlayMusicLoop()"
was added, which always plays music in loop mode.
Holger Schemel [Sat, 8 Sep 2018 23:12:25 +0000 (01:12 +0200)]
cleanup of network level function names and parameters
Holger Schemel [Sat, 8 Sep 2018 22:07:47 +0000 (00:07 +0200)]
fixed bug with displaying the wrong level number in the game panel
When introducing a global levelset identifier and level number (see
commit
b7fe72dc), the level number to be displayed on the game panel
was updated in the main menu and for network games, but not when
selecting another level from the main menu or when automatically
playing the next level after solving a level (and skipping the main
menu before starting the next level), which results in displaying the
wrong level number in the game panel in many cases.
This was fixed now by updating the level number when loading the level
from the level file (moving the function to update the level number to
be displayed from the main menu to the function to load the level).
Holger Schemel [Fri, 7 Sep 2018 14:20:14 +0000 (16:20 +0200)]
fixed bug with different global border when playing from level editor
When using different screen border images for the in-game screen
(while playing the game, as defined by "global.border.PLAYING") and
for the level editor (defined by "global.border.EDITOR"), test-playing
a level from the level editor resulted in a graphically broken global
screen border (while everything looks correct when playing from the
main menu).
Holger Schemel [Tue, 4 Sep 2018 20:13:11 +0000 (22:13 +0200)]
improved preprocessor macro to determine array size
Holger Schemel [Mon, 3 Sep 2018 21:33:02 +0000 (23:33 +0200)]
fixed bug with overwriting level file info from level template
This bug (which was causing crashes due to double free()ing strings)
was a nasty side effect of changing string pointers in the file info
structure from using string references (allocated and freed somewhere
else) to copies of strings allocated and freed for each change, while
still copying the file info from the level template over to the file
info of the level file in function "ActivateLevelTemplate()" (causing
duplicates of string pointers which were therefore freed twice).
This bug was most probably the real cause for the problems fixed by
the changes in commit
759e0bea.
Holger Schemel [Fri, 31 Aug 2018 06:46:03 +0000 (08:46 +0200)]
added checking for invalid/malicious packet size in network protocol
Holger Schemel [Fri, 31 Aug 2018 06:13:05 +0000 (08:13 +0200)]
added checking for invalid/malicious filenames in network protocol
Holger Schemel [Thu, 30 Aug 2018 19:51:16 +0000 (21:51 +0200)]
added using global levelset identifier and level number for network games
This change/addition was required for correctly handling identifiers
and level numbers when playing network games (for which the related
levelset possibly does not exist locally, but was sent by the network
server). This includes showing the correct level number for the level
that is played over the network, and saving the resulting high scores
for the correct level in the correct levelset score directory (again,
even if this levelset or level number does not exist locally).
Holger Schemel [Thu, 30 Aug 2018 19:46:11 +0000 (21:46 +0200)]
added (and set) identifier and level number to global levelset structure
Holger Schemel [Thu, 30 Aug 2018 18:11:08 +0000 (20:11 +0200)]
fixed bug with accessing string buffer that was already free()'ed
The function "getNetworkLevelDir()" returns a reference to a string
buffer that will be invalidated by each following invocation. As
"InitNetworkLevelDirectory()" also calls this function, it must be
called before "getNetworkLevelDir()".
Holger Schemel [Tue, 28 Aug 2018 02:20:15 +0000 (04:20 +0200)]
moved level set info structure to game library layer
Holger Schemel [Mon, 27 Aug 2018 20:45:46 +0000 (22:45 +0200)]
added loading custom artwork for network games
Holger Schemel [Sat, 25 Aug 2018 17:51:10 +0000 (19:51 +0200)]
added always playing network games in team mode with the EM engine
When playing levels using the Emerald Mine (EM) game engine in network
mode with setup option "team mode" disabled, assume that multi-player
mode should be enabled anyway (just as it is handled with levels using
the R'n'D game engine).
Holger Schemel [Sat, 25 Aug 2018 13:05:31 +0000 (15:05 +0200)]
disabled auto-incrementing level number when playing in network mode
Holger Schemel [Sat, 25 Aug 2018 13:04:08 +0000 (15:04 +0200)]
disabled auto-playing next level when playing in network mode
Holger Schemel [Sat, 25 Aug 2018 12:58:44 +0000 (14:58 +0200)]
swapped condition logic for better readability
Holger Schemel [Fri, 24 Aug 2018 22:42:10 +0000 (00:42 +0200)]
added sending level file (and level template) for network games
As the level to play may not exist on the receiving side (but only on
the sending side -- the client who initiates the network game), this
change adds sending the level file (and the level template, if needed)
to all receiving network clients, so all clients always play the exact
same level (and do not have to worry about having the same level sets).
Holger Schemel [Fri, 24 Aug 2018 21:09:07 +0000 (23:09 +0200)]
prepared level number in game panel for network games
Holger Schemel [Fri, 24 Aug 2018 10:45:38 +0000 (12:45 +0200)]
removed storing two strings in function for level filenames
Before, the function "getLevelFilenameFromBasename()" stored two
filenames in static string pointers, one for the level filename, and one
for the corresponding level template filename, because the results were
only used as references before. As they are now stored as string copies
outside if this function, it is sufficient to only store the last result.
This change is directly related to commit
759e0bea.
Holger Schemel [Fri, 24 Aug 2018 10:31:53 +0000 (12:31 +0200)]
changed filename string handling for level file info structure
Before, level filenames in the level file info structure (members for
"basename" and "filename") were only handled as references to the
basename/filename strings allocated elsewhere, so if those strings
changed, the references in the level file info structure also pointed
to those changed strings. When determining filenames for both level
files and corresponding level templates, references to level filenames
were replaced by references to template filenames, which resulted in
unexpected/wrong behaviour.
Now, these level filenames are handled as copies of the strings, so if
the strings change, the string copies still stay the same.
Holger Schemel [Thu, 23 Aug 2018 19:53:59 +0000 (21:53 +0200)]
added missing check for changed level in editor ("use template for CEs")
Holger Schemel [Thu, 23 Aug 2018 16:49:30 +0000 (18:49 +0200)]
fixed extremely nasty bug when using level template in level editor
When checking the checkbox "use template for custom elements" on the
"editor" tab on the level properties page, the playfield area was
replaced with a "broken" level, caused by horrible bugs in the level
initialization function "setLevelInfoToDefaults_MM()". Fixed now.
This bug was introduced with the MM game engine in version 4.1.0.0.
Holger Schemel [Wed, 22 Aug 2018 09:27:00 +0000 (11:27 +0200)]
added functions to network code for sending files
Holger Schemel [Wed, 22 Aug 2018 09:23:19 +0000 (11:23 +0200)]
added functions to handle network level directories
Holger Schemel [Wed, 22 Aug 2018 09:22:47 +0000 (11:22 +0200)]
added function to dump network message buffer (for debugging)
Holger Schemel [Tue, 21 Aug 2018 21:51:09 +0000 (23:51 +0200)]
fixed bug which caused wrong level number in "hall of fame" after playing
This bug is related to commit
e2260726, which forced displaying the
high score values for the correct level number, but refused to show
the correct level number in the headline of the "hall of fame" (but
displayed the number of the next level to play). This is fixed now.
Holger Schemel [Tue, 21 Aug 2018 09:32:51 +0000 (11:32 +0200)]
completely refactored client and server side network protocol code
Holger Schemel [Mon, 20 Aug 2018 09:30:59 +0000 (11:30 +0200)]
improved handling network protocol version mismatch
In case of different network protocol versions at network client and
server, show an error message and disable networking instead of
aborting the program with a "fatal error" style message.
Holger Schemel [Mon, 20 Aug 2018 09:14:20 +0000 (11:14 +0200)]
changed using network protocol by starting with protocol version check
Holger Schemel [Mon, 20 Aug 2018 09:13:46 +0000 (11:13 +0200)]
added support for protocol version check as first protocol command
Holger Schemel [Mon, 20 Aug 2018 09:11:12 +0000 (11:11 +0200)]
changed network protocol version from 1.2.0 to 2.0.0
Holger Schemel [Sat, 18 Aug 2018 13:12:44 +0000 (15:12 +0200)]
removed unused variables
Holger Schemel [Sat, 18 Aug 2018 13:05:07 +0000 (15:05 +0200)]
fixed bug in network mode with pausing game on errors when not playing
Holger Schemel [Fri, 17 Aug 2018 13:11:19 +0000 (15:11 +0200)]
fixed warning for missing level template when loading level
Holger Schemel [Fri, 17 Aug 2018 12:30:27 +0000 (14:30 +0200)]
added disabling networking when executing command line functionality
Auto-testing solution tapes could cause crashes if network was enabled.
Holger Schemel [Fri, 17 Aug 2018 11:02:53 +0000 (13:02 +0200)]
added using counter of players that still have to enter an exit
Holger Schemel [Fri, 17 Aug 2018 11:00:04 +0000 (13:00 +0200)]
added counter of players that still have to enter an exit (not used yet)
Holger Schemel [Fri, 17 Aug 2018 10:40:26 +0000 (12:40 +0200)]
renamed function
Holger Schemel [Fri, 17 Aug 2018 10:16:20 +0000 (12:16 +0200)]
fixed pausing network games if the game already ended
Holger Schemel [Fri, 17 Aug 2018 09:30:02 +0000 (11:30 +0200)]
fixed exiting players with custom elements when playing multi-player games
Before, exiting a player using custom element actions only worked in
single-player mode. (In multi-player mode, the level was either
immediately solved if the exited player was the "local player"
(ignoring other players still existing on the playfield), or the
exited player was not removed from the playfield, if it was not the
"local player".)
Now it works correctly also in multi-player games.
Holger Schemel [Fri, 17 Aug 2018 09:08:37 +0000 (11:08 +0200)]
fixed solving level when playing multi-player games
Before, solving a level was broken in both local and network
multi-player games:
In local multi-player games, the level was only solved if the player
marked as "local player" (which is only one of all players in a level)
entered the exit (but not if any other player entered the exit). As an
additional bug, the level was *always* solved as soon as the "local
player" entered the exit, regardless if any other player was still on
the playfield.
In network multi-player games, the level was always solved for the
first player entering the exit (as this player is always the "local
player" in one of the participating network clients), while the game
was frozen on all other network clients (and had to be manually ended
by using the Escape key or stop button).
With this fix, multi-player games will always be solved (locally or on
all network clients) if the last player on the playfield has entered
the exit.
Holger Schemel [Fri, 17 Aug 2018 09:04:25 +0000 (11:04 +0200)]
added function to remove player and cleanup last player field
Holger Schemel [Tue, 14 Aug 2018 21:37:44 +0000 (23:37 +0200)]
fixed ignoring mouse actions with MM engine using virtual buttons
As virtual buttons do not make much sense when playing games using the
Mirror Magic game engine, mouse clicks should be handled as usual even
when touch input is set to "virtual buttons" (causing mouse clicks to
be ignored before this change).
Holger Schemel [Sat, 14 Jul 2018 11:47:17 +0000 (13:47 +0200)]
added clearing event queue after fading and after door/envelope requests
Holger Schemel [Thu, 12 Jul 2018 19:32:31 +0000 (21:32 +0200)]
fixed using private level set if network game level set not found
Before, if a network client started playing a level from a level set
that is not installed for some other network client, that client did
a fallback to playing the default private level set. This caused the
network clients effectively playing completely different levels with
the input actions of the other clients, which does not make any sense.
Now, the network game is stopped for all clients in such a case.
Holger Schemel [Wed, 4 Jul 2018 22:43:39 +0000 (00:43 +0200)]
added configurable border size also for drawing network players
Holger Schemel [Wed, 4 Jul 2018 22:35:27 +0000 (00:35 +0200)]
added drawing players with level preview when using network or team mode
Holger Schemel [Tue, 3 Jul 2018 21:57:33 +0000 (23:57 +0200)]
fixed setting player network flag without being connected to network server
Holger Schemel [Tue, 3 Jul 2018 21:44:46 +0000 (23:44 +0200)]
added being able to reconnect after network server was restarted
Holger Schemel [Tue, 3 Jul 2018 06:44:05 +0000 (08:44 +0200)]
added clearing network players from main menu screen if server disconnects
Holger Schemel [Sun, 1 Jul 2018 23:12:57 +0000 (01:12 +0200)]
added drawing network players (graphics and names) to main menu screen
Holger Schemel [Sun, 1 Jul 2018 11:20:14 +0000 (13:20 +0200)]
fixed changing to main menu after stopping network game only when playing
Holger Schemel [Sun, 1 Jul 2018 11:18:43 +0000 (13:18 +0200)]
added showing player number if network game was stopped by remote player
Holger Schemel [Sun, 1 Jul 2018 11:04:25 +0000 (13:04 +0200)]
added stopping game (with request dialog) if network player disconnected
Holger Schemel [Wed, 27 Jun 2018 21:20:11 +0000 (23:20 +0200)]
replaced delay functions with new one that continues updating toons
Holger Schemel [Wed, 27 Jun 2018 21:16:24 +0000 (23:16 +0200)]
added delay function that regularly updates the screen (to redraw toons)
Holger Schemel [Wed, 27 Jun 2018 19:16:37 +0000 (21:16 +0200)]
changed drawing to playfield when changing network mode setup options
Holger Schemel [Wed, 27 Jun 2018 06:40:47 +0000 (08:40 +0200)]
reduced time to wait for UDP broadcast answer to auto-detect network server
Holger Schemel [Wed, 27 Jun 2018 06:37:34 +0000 (08:37 +0200)]
improved connecting to local network server
Holger Schemel [Tue, 26 Jun 2018 22:02:22 +0000 (00:02 +0200)]
added disconnecting from network server from setup menu
Holger Schemel [Tue, 26 Jun 2018 20:10:04 +0000 (22:10 +0200)]
added connecting to network server from setup menu without program restart
Holger Schemel [Mon, 25 Jun 2018 21:17:38 +0000 (23:17 +0200)]
added displaying screen messages when connecting to network server
Holger Schemel [Fri, 22 Jun 2018 19:29:50 +0000 (21:29 +0200)]
added setting network connection flag for network games
Holger Schemel [Fri, 22 Jun 2018 19:25:22 +0000 (21:25 +0200)]
improved handling network errors (show message instead of stopping program)
Holger Schemel [Thu, 21 Jun 2018 06:50:12 +0000 (08:50 +0200)]
added setup option to skip displaying the high scores after solving a level
Holger Schemel [Thu, 21 Jun 2018 06:41:31 +0000 (08:41 +0200)]
added setup option to directly play the next level after solving a level
Before, the program returned to the main menu after the player solved
a level (and the high score table was displayed). From there, the next
level could be played by starting the game with the incremented level.
Now, the program automatically starts playing the next level after the
previous level was successfully solved.
This new setup option is enabled by default now, changing the previous
default behaviour of the program.
Holger Schemel [Thu, 21 Jun 2018 06:26:16 +0000 (08:26 +0200)]
removed duplicate code
Holger Schemel [Thu, 21 Jun 2018 05:19:03 +0000 (07:19 +0200)]
added explicit level number parameter to high-score handling functions
Holger Schemel [Mon, 18 Jun 2018 21:13:12 +0000 (23:13 +0200)]
deactivated some debug messages
Holger Schemel [Mon, 18 Jun 2018 20:47:58 +0000 (22:47 +0200)]
replaced constants using #define with enum values
Holger Schemel [Mon, 18 Jun 2018 18:11:33 +0000 (20:11 +0200)]
moved debug output for player status to separate function
Holger Schemel [Sun, 17 Jun 2018 10:26:02 +0000 (12:26 +0200)]
fixed showing message request if local player stopped network game (finally)
With the previous fix (see commit with same commit message) for this
problem, the message request was still shown if the local player was
remapped to a different player in the actual level.
Holger Schemel [Sun, 17 Jun 2018 09:23:55 +0000 (11:23 +0200)]
fixed selecting correct player in single player mode (after network gaming)
When playing levels that contain more than one player in single player
mode, selecting the actual player when starting the level worked
correctly before only if the game was always played in single player
mode since it was started. It did not work correctly in the following
special case: There was a network multi-player game played before, but
the other (remote) client has disconnected (quit the game), leaving the
other client with a local player that might not be the first player.
In this case, using the first active player (which could be the first
player in the level) for the local player (which could be the second
player, because the network client was started after the now
disconnected client) would result in a broken player mapping, so the
player in the game cannot be moved.
This bugfix solves the problem by not using the first active player,
but the local player.
Holger Schemel [Thu, 14 Jun 2018 22:01:30 +0000 (00:01 +0200)]
improved handling network errors (show message instead of stopping program)
Holger Schemel [Thu, 14 Jun 2018 17:43:19 +0000 (19:43 +0200)]
removed preprocessor definition for network mode that is always true now
Holger Schemel [Thu, 14 Jun 2018 06:38:19 +0000 (08:38 +0200)]
added separate network info structure for network options and setup values
Holger Schemel [Wed, 6 Jun 2018 22:12:28 +0000 (00:12 +0200)]
added support for cursor keys and joystick to network player request dialog
Holger Schemel [Wed, 6 Jun 2018 21:37:27 +0000 (23:37 +0200)]
re-arranged buttons to select network player in request dialog