Holger Schemel [Mon, 22 Oct 2018 17:18:35 +0000 (19:18 +0200)]
removed 'inline' keyword (compilers are better at this today)
Holger Schemel [Sun, 21 Oct 2018 12:51:07 +0000 (14:51 +0200)]
replaced preprocessor constants with enum values
Holger Schemel [Fri, 12 Oct 2018 22:51:51 +0000 (00:51 +0200)]
added setup option to ask to play again after game is over but not solved
Holger Schemel [Fri, 12 Oct 2018 22:37:26 +0000 (00:37 +0200)]
fixed asking all network clients to "play again" after unsolved game end
Before, all network clients were asked to play again after a game was
lost, which could cause problems (or at least confusion) when starting
a new network game from different network clients at the same time.
Now, only the network client which started the network game is asked
to play again, while all other clients only confirm that the game is
over and return to the main menu.
Holger Schemel [Fri, 12 Oct 2018 21:41:05 +0000 (23:41 +0200)]
fixed handling game actions during "play again" request in network mode
Holger Schemel [Fri, 12 Oct 2018 21:21:24 +0000 (23:21 +0200)]
fixed bug with synchronization problem with "play again" in network mode
This bug caused different frame counters at the network server and
network client due to executing "GameActions()" directly after
restarting the game in "RequestRestartGame()", which increments the
frame counter on the client, but not on the server in the first game
frame.
Holger Schemel [Fri, 12 Oct 2018 19:23:26 +0000 (21:23 +0200)]
added request dialog to play again after game is over without solving level
Holger Schemel [Fri, 12 Oct 2018 17:34:30 +0000 (19:34 +0200)]
added handling game actions also after unsolved game end (not used yet)
Holger Schemel [Fri, 12 Oct 2018 17:11:03 +0000 (19:11 +0200)]
added functions to check if game is over (and solved or not) (not used yet)
Holger Schemel [Fri, 12 Oct 2018 16:04:30 +0000 (18:04 +0200)]
fixed bug with handling networking packets if request dialog is active
Before, it was possible for a network client to start a new game while
another client was still about answering a request dialog (like asking
if a tape for a solved level should be saved), causing synchronization
problems with network packet handling.
With this bugfix, handling network packets is paused during a request.
Holger Schemel [Fri, 12 Oct 2018 15:51:04 +0000 (17:51 +0200)]
moved flag for active/inactive game panel from player to game structure
Holger Schemel [Fri, 12 Oct 2018 15:24:08 +0000 (17:24 +0200)]
moved duplicated code to separate function
Holger Schemel [Wed, 10 Oct 2018 22:10:44 +0000 (00:10 +0200)]
fixed bug with repeating last level in levelset when auto-playing next level
Holger Schemel [Wed, 10 Oct 2018 22:03:24 +0000 (00:03 +0200)]
fixed bug with high scores for wrong level when auto-playing next level
Holger Schemel [Wed, 10 Oct 2018 21:16:35 +0000 (23:16 +0200)]
added checkbox to level editor for using "game of life" bugs
Holger Schemel [Wed, 10 Oct 2018 21:04:49 +0000 (23:04 +0200)]
added flag to level files for using "game of life" bugs
Holger Schemel [Wed, 10 Oct 2018 20:45:55 +0000 (22:45 +0200)]
fixed bugs in game logic of "game of life" and "biomaze" elements
Holger Schemel [Wed, 10 Oct 2018 19:27:50 +0000 (21:27 +0200)]
added playfield array "Last[][]" to store tile from last game frame
Holger Schemel [Wed, 10 Oct 2018 19:11:08 +0000 (21:11 +0200)]
changed variable name
Holger Schemel [Wed, 10 Oct 2018 17:51:04 +0000 (19:51 +0200)]
fixed bug with redrawing state changes for "game of life" style elements
The cause for this bug was checking the "Stop[][]" field for deciding
if a "game of life" style element has changed and needs to be redrawn,
but with the current implementation (which is in fact not correct), it
may happen that the same element changes twice in the same game frame,
causing the corresponding graphics not be updated again (and therefore
showing the wrong state).
Directly comparing the new with the old state fixes this problem.
Holger Schemel [Tue, 9 Oct 2018 20:45:36 +0000 (22:45 +0200)]
minor code formatting change
Holger Schemel [Tue, 9 Oct 2018 20:30:24 +0000 (22:30 +0200)]
improved checking game speed and vsync settings when selecting either one
Holger Schemel [Tue, 9 Oct 2018 19:04:35 +0000 (21:04 +0200)]
version number set to 4.1.1.1
Holger Schemel [Mon, 8 Oct 2018 06:05:57 +0000 (08:05 +0200)]
fixed compilation error for SDL 1.2 target
Holger Schemel [Sun, 7 Oct 2018 13:30:55 +0000 (15:30 +0200)]
fixed compiler warning when building without DEBUG symbol
Holger Schemel [Sun, 7 Oct 2018 13:14:52 +0000 (15:14 +0200)]
fixed target name typo in Makefile
Holger Schemel [Sun, 7 Oct 2018 12:08:42 +0000 (14:08 +0200)]
version number set to 4.1.1.0
Holger Schemel [Sat, 6 Oct 2018 23:24:19 +0000 (01:24 +0200)]
improved screen output text when trying to connect to network server
Holger Schemel [Thu, 4 Oct 2018 19:42:34 +0000 (21:42 +0200)]
removed unneeded spaces in request texts
Holger Schemel [Wed, 3 Oct 2018 22:34:49 +0000 (00:34 +0200)]
fixed problem when determining maximum word length in request text
Holger Schemel [Wed, 3 Oct 2018 22:13:18 +0000 (00:13 +0200)]
added setup option to use extended list for game speed selection
Holger Schemel [Wed, 3 Oct 2018 21:52:35 +0000 (23:52 +0200)]
code cleanup (using new and already existing structures)
Holger Schemel [Wed, 3 Oct 2018 16:15:01 +0000 (18:15 +0200)]
added check if game speed is high enough for 60 Hz vsync to work
Holger Schemel [Wed, 3 Oct 2018 10:01:15 +0000 (12:01 +0200)]
fixed buggy behaviour when only one player needed to solve a level
Before, when setting "[x] only one player must enter exit", a level
with two players was solved when one player was killed, and then the
other player entered an exit. But it was not yet solved if one player
entered an exit and the other player was still on the playfield.
Now, the first player really solves the level when entering an exit,
regardless of any other players still around on the playfield.
Holger Schemel [Tue, 2 Oct 2018 19:10:08 +0000 (21:10 +0200)]
fixed calculating maximum length of string values in setup menu
Holger Schemel [Tue, 2 Oct 2018 19:07:57 +0000 (21:07 +0200)]
small code cleanup
Holger Schemel [Tue, 2 Oct 2018 13:04:31 +0000 (15:04 +0200)]
fixed drawing preferred network player in setup menu
Holger Schemel [Mon, 1 Oct 2018 20:12:38 +0000 (22:12 +0200)]
fixed handling mouse button events when waiting for event to continue
Holger Schemel [Mon, 1 Oct 2018 20:05:11 +0000 (22:05 +0200)]
added waiting for key or button after starting or stopping network mode
Holger Schemel [Mon, 1 Oct 2018 20:03:32 +0000 (22:03 +0200)]
added title and footer text when starting or stopping network mode
Holger Schemel [Mon, 1 Oct 2018 19:22:42 +0000 (21:22 +0200)]
moved starting or stopping network mode to separate function
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)