rnd-20140307-1-src
[rocksndiamonds.git] / src / game.c
index e16e5b1bdaba19eb39e9df6a63c57c872760ead6..11a6fed866271b03c2f5ff544ec29cd68827848c 100644 (file)
 #include "tape.h"
 #include "network.h"
 
+
+/* DEBUG SETTINGS */
+#define DEBUG_INIT_PLAYER      1
+#define DEBUG_PLAYER_ACTIONS   0
+
 /* EXPERIMENTAL STUFF */
 #define USE_NEW_AMOEBA_CODE    FALSE
 
@@ -1009,8 +1014,10 @@ static struct GamePanelControlInfo game_panel_controls[] =
 #define SOUND_CTRL_ID_MUSIC            3
 #define SOUND_CTRL_ID_LOOPS            4
 #define SOUND_CTRL_ID_SIMPLE           5
+#define GAME_CTRL_ID_SAVE              6
+#define GAME_CTRL_ID_LOAD              7
 
-#define NUM_GAME_BUTTONS               6
+#define NUM_GAME_BUTTONS               8
 
 
 /* forward declaration for internal use */
@@ -1077,7 +1084,6 @@ static void PlayLevelSoundActionIfLoop(int, int, int);
 static void StopLevelSoundActionIfLoop(int, int, int);
 static void PlayLevelMusic();
 
-static void MapGameButtons();
 static void HandleGameButtons(struct GadgetInfo *);
 
 int AmoebeNachbarNr(int, int);
@@ -1740,14 +1746,16 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
 
       StorePlayer[x][y] = Feld[x][y];
 
+#if DEBUG_INIT_PLAYER
       if (options.debug)
       {
-       printf("Player %d activated.\n", player->element_nr);
-       printf("[Local player is %d and currently %s.]\n",
+       printf("- player element %d activated", player->element_nr);
+       printf(" (local player is %d and currently %s)\n",
               local_player->element_nr,
               local_player->active ? "active" : "not active");
       }
     }
+#endif
 
     Feld[x][y] = EL_EMPTY;
 
@@ -3023,6 +3031,21 @@ static void InitGameEngine()
   game.engine_version = (tape.playing ? tape.engine_version :
                         level.game_version);
 
+  /* set single or multi-player game mode (needed for re-playing tapes) */
+  game.team_mode = setup.team_mode;
+
+  if (tape.playing)
+  {
+    int num_players = 0;
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+      if (tape.player_participates[i])
+       num_players++;
+
+    /* multi-player tapes contain input data for more than one player */
+    game.team_mode = (num_players > 1);
+  }
+
   /* ---------------------------------------------------------------------- */
   /* set flags for bugs and changes according to active game engine version */
   /* ---------------------------------------------------------------------- */
@@ -3753,6 +3776,13 @@ void InitGame()
   for (i = 0; i < MAX_NUM_AMOEBA; i++)
     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
 
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
+  {
+    printf("Player status at level initialization:\n");
+  }
+#endif
+
   SCAN_PLAYFIELD(x, y)
   {
     Feld[x][y] = level.field[x][y];
@@ -3886,16 +3916,25 @@ void InitGame()
   local_player->connected = TRUE;
   /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
 
+#if 0
+  printf("::: TEAM MODE: %d\n", game.team_mode);
+#endif
+
   if (tape.playing)
   {
+#if 1
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].connected = tape.player_participates[i];
+#else
     /* 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;
+#endif
   }
-  else if (setup.team_mode && !options.network)
+  else if (game.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) */
@@ -3906,14 +3945,32 @@ void InitGame()
        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"));
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
+  {
+    printf("Player status after level initialization:\n");
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-    printf("::: player %d: %s\n", i,
-          (stored_player[i].present ? "present" : "not present"));
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
+
+      printf("- player %d: present == %d, connected == %d, active == %d",
+            i + 1,
+            player->present,
+            player->connected,
+            player->active);
+
+      if (local_player == player)
+       printf(" (local player)");
+
+      printf("\n");
+    }
+  }
+#endif
+
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
+    printf("Reassigning players ...\n");
 #endif
 
   /* check if any connected player was not found in playfield */
@@ -3925,12 +3982,29 @@ void InitGame()
     {
       struct PlayerInfo *field_player = NULL;
 
-#if 0
-      printf("::: looking for field player for player %d ...\n", i);
+#if DEBUG_INIT_PLAYER
+      if (options.debug)
+       printf("- looking for field player for player %d ...\n", i + 1);
 #endif
 
       /* assign first free player found that is present in the playfield */
 
+#if 1
+      /* first try: look for unmapped playfield player that is not connected */
+      for (j = 0; j < MAX_PLAYERS; j++)
+       if (field_player == NULL &&
+           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 */
+      for (j = 0; j < MAX_PLAYERS; j++)
+       if (field_player == NULL &&
+           stored_player[j].present &&
+           !stored_player[j].mapped)
+         field_player = &stored_player[j];
+#else
       /* first try: look for unmapped playfield player that is not connected */
       if (field_player == NULL)
        for (j = 0; j < MAX_PLAYERS; j++)
@@ -3945,13 +4019,15 @@ void InitGame()
          if (stored_player[j].present &&
              !stored_player[j].mapped)
            field_player = &stored_player[j];
+#endif
 
       if (field_player != NULL)
       {
        int jx = field_player->jx, jy = field_player->jy;
 
-#if 0
-       printf("::: found player figure %d\n", field_player->index_nr);
+#if DEBUG_INIT_PLAYER
+       if (options.debug)
+         printf("- found player %d\n", field_player->index_nr + 1);
 #endif
 
        player->present = FALSE;
@@ -3980,9 +4056,10 @@ void InitGame()
 
        field_player->mapped = TRUE;
 
-#if 0
-       printf("::: map_player_action[%d] == %d\n",
-              field_player->index_nr, i);
+#if DEBUG_INIT_PLAYER
+       if (options.debug)
+         printf("- map_player_action[%d] == %d\n",
+                field_player->index_nr + 1, i + 1);
 #endif
       }
     }
@@ -3991,6 +4068,29 @@ void InitGame()
       player->mapped = TRUE;
   }
 
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
+  {
+    printf("Player status after player assignment (first stage):\n");
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
+
+      printf("- player %d: present == %d, connected == %d, active == %d",
+            i + 1,
+            player->present,
+            player->connected,
+            player->active);
+
+      if (local_player == player)
+       printf(" (local player)");
+
+      printf("\n");
+    }
+  }
+#endif
+
 #else
 
   /* check if any connected player was not found in playfield */
@@ -4041,6 +4141,11 @@ void InitGame()
     /* when playing a tape, eliminate all players who do not participate */
 
 #if USE_NEW_PLAYER_ASSIGNMENTS
+
+#if 1
+    if (!game.team_mode)
+#endif
+
     for (i = 0; i < MAX_PLAYERS; i++)
     {
       if (stored_player[i].active &&
@@ -4049,12 +4154,19 @@ void InitGame()
        struct PlayerInfo *player = &stored_player[i];
        int jx = player->jx, jy = player->jy;
 
+#if DEBUG_INIT_PLAYER
+       if (options.debug)
+         printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
+#endif
+
        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 &&
@@ -4070,7 +4182,7 @@ void InitGame()
     }
 #endif
   }
-  else if (!options.network && !setup.team_mode)       /* && !tape.playing */
+  else if (!options.network && !game.team_mode)                /* && !tape.playing */
   {
     /* when in single player mode, eliminate all but the first active player */
 
@@ -4110,21 +4222,28 @@ void InitGame()
 #endif
   }
 
+#if DEBUG_INIT_PLAYER
   if (options.debug)
   {
+    printf("Player status after player assignment (final stage):\n");
+
     for (i = 0; i < MAX_PLAYERS; i++)
     {
       struct PlayerInfo *player = &stored_player[i];
 
-      printf("Player %d: present == %d, connected == %d, active == %d.\n",
-            i+1,
+      printf("- player %d: present == %d, connected == %d, active == %d",
+            i + 1,
             player->present,
             player->connected,
             player->active);
+
       if (local_player == player)
-       printf("Player  %d is local player.\n", i+1);
+       printf(" (local player)");
+
+      printf("\n");
     }
   }
+#endif
 
   if (BorderElement == EL_EMPTY)
   {
@@ -4398,8 +4517,12 @@ void InitGame()
     MapTapeButtons();
 
     /* copy actual game door content to door double buffer for OpenDoor() */
+#if 1
+    BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
+#else
     BlitBitmap(drawto, bitmap_db_door,
               DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
+#endif
 
     OpenDoor(DOOR_OPEN_ALL);
 
@@ -4410,12 +4533,28 @@ void InitGame()
 
     KeyboardAutoRepeatOffUnlessAutoplay();
 
+#if DEBUG_INIT_PLAYER
     if (options.debug)
     {
+      printf("Player status (final):\n");
+
       for (i = 0; i < MAX_PLAYERS; i++)
-       printf("Player %d %sactive.\n",
-              i + 1, (stored_player[i].active ? "" : "not "));
+      {
+       struct PlayerInfo *player = &stored_player[i];
+
+       printf("- player %d: present == %d, connected == %d, active == %d",
+              i + 1,
+              player->present,
+              player->connected,
+              player->active);
+
+       if (local_player == player)
+         printf(" (local player)");
+
+       printf("\n");
+      }
     }
+#endif
   }
 
 #if 1
@@ -12126,9 +12265,9 @@ void GameActions()
   /* detect endless loops, caused by custom element programming */
   if (recursion_loop_detected && recursion_loop_depth == 0)
   {
-    char *message = getStringCat3("Internal Error ! Element ",
+    char *message = getStringCat3("Internal Error! Element ",
                                  EL_NAME(recursion_loop_element),
-                                 " caused endless loop ! Quit the game ?");
+                                 " caused endless loop! Quit the game?");
 
     Error(ERR_WARN, "element '%s' caused endless loop in game engine",
          EL_NAME(recursion_loop_element));
@@ -12243,8 +12382,13 @@ void GameActions()
   {
     summarized_player_action |= stored_player[i].action;
 
+#if 1
+    if (!network_playing && (game.team_mode || tape.playing))
+      stored_player[i].effective_action = stored_player[i].action;
+#else
     if (!network_playing)
       stored_player[i].effective_action = stored_player[i].action;
+#endif
   }
 
 #if defined(NETWORK_AVALIABLE)
@@ -12252,10 +12396,13 @@ void GameActions()
     SendToServer_MovePlayer(summarized_player_action);
 #endif
 
-  if (!options.network && !setup.team_mode)
+  if (!options.network && !game.team_mode)
     local_player->effective_action = summarized_player_action;
 
-  if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
+  if (tape.recording &&
+      setup.team_mode &&
+      setup.input_on_focus &&
+      game.centered_player_nr != -1)
   {
     for (i = 0; i < MAX_PLAYERS; i++)
       stored_player[i].effective_action =
@@ -12270,9 +12417,19 @@ void GameActions()
   {
     tape_action[i] = stored_player[i].effective_action;
 
+#if 1
+    /* (this may happen in the RND game engine if a player was not present on
+       the playfield on level start, but appeared later from a custom element */
+    if (tape.recording &&
+       setup.team_mode &&
+       tape_action[i] &&
+       !tape.player_participates[i])
+      tape.player_participates[i] = TRUE;
+#else
     /* (this can only happen in the R'n'D game engine) */
     if (tape.recording && tape_action[i] && !tape.player_participates[i])
       tape.player_participates[i] = TRUE;    /* player just appeared from CE */
+#endif
   }
 
   /* only record actions from input devices, but not programmed actions */
@@ -12280,16 +12437,76 @@ void GameActions()
     TapeRecordAction(tape_action);
 
 #if USE_NEW_PLAYER_ASSIGNMENTS
+#if 1
+  if (game.team_mode)
+#endif
   {
     byte mapped_action[MAX_PLAYERS];
 
+#if DEBUG_PLAYER_ACTIONS
+    printf(":::");
+    for (i = 0; i < MAX_PLAYERS; i++)
+      printf(" %d, ", stored_player[i].effective_action);
+#endif
+
     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];
+
+#if DEBUG_PLAYER_ACTIONS
+    printf(" =>");
+    for (i = 0; i < MAX_PLAYERS; i++)
+      printf(" %d, ", stored_player[i].effective_action);
+    printf("\n");
+#endif
+  }
+#if DEBUG_PLAYER_ACTIONS
+  else
+  {
+    printf(":::");
+    for (i = 0; i < MAX_PLAYERS; i++)
+      printf(" %d, ", stored_player[i].effective_action);
+    printf("\n");
   }
 #endif
+#endif
+
+#if 0
+  printf("::: summarized_player_action == %d\n",
+        local_player->effective_action);
+#endif
+
+
+
+
+#if 0
+#if DEBUG_INIT_PLAYER
+    if (options.debug)
+    {
+      printf("Player status (final):\n");
+
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+
+       printf("- player %d: present == %d, connected == %d, active == %d",
+              i + 1,
+              player->present,
+              player->connected,
+              player->active);
+
+       if (local_player == player)
+         printf(" (local player)");
+
+       printf("\n");
+      }
+    }
+#endif
+#endif
+
+
 
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
   {
@@ -16286,7 +16503,7 @@ void RequestQuitGame(boolean ask_if_really_quit)
   boolean skip_request = AllPlayersGone || quick_quit;
 
   RequestQuitGameExt(skip_request, quick_quit,
-                    "Do you really want to quit the game ?");
+                    "Do you really want to quit the game?");
 }
 
 
@@ -16591,6 +16808,14 @@ static struct
   {
     IMG_GAME_BUTTON_GFX_SOUND_SIMPLE,  &game.button.sound_simple,
     SOUND_CTRL_ID_SIMPLE,              "normal sounds on/off"
+  },
+  {
+    IMG_GAME_BUTTON_GFX_SAVE,          &game.button.save,
+    GAME_CTRL_ID_SAVE,                 "save game"
+  },
+  {
+    IMG_GAME_BUTTON_GFX_LOAD,          &game.button.load,
+    GAME_CTRL_ID_LOAD,                 "load game"
   }
 };
 
@@ -16616,9 +16841,18 @@ void CreateGameButtons()
     int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
     int id = i;
 
+    if (gfx->bitmap == NULL)
+    {
+      game_gadget[id] = NULL;
+
+      continue;
+    }
+
     if (id == GAME_CTRL_ID_STOP ||
        id == GAME_CTRL_ID_PAUSE ||
-       id == GAME_CTRL_ID_PLAY)
+       id == GAME_CTRL_ID_PLAY ||
+       id == GAME_CTRL_ID_SAVE ||
+       id == GAME_CTRL_ID_LOAD)
     {
       button_type = GD_TYPE_NORMAL_BUTTON;
       checked = FALSE;
@@ -16636,8 +16870,8 @@ void CreateGameButtons()
 
     gi = CreateGadget(GDI_CUSTOM_ID, id,
                      GDI_INFO_TEXT, gamebutton_info[i].infotext,
-                     GDI_X, DX + pos->x,
-                     GDI_Y, DY + pos->y,
+                     GDI_X, DX + GDI_ACTIVE_POS(pos->x),
+                     GDI_Y, DY + GDI_ACTIVE_POS(pos->y),
                      GDI_WIDTH, gfx->width,
                      GDI_HEIGHT, gfx->height,
                      GDI_TYPE, button_type,
@@ -16667,7 +16901,7 @@ void FreeGameButtons()
     FreeGadget(game_gadget[i]);
 }
 
-static void MapGameButtons()
+void MapGameButtons()
 {
   int i;
 
@@ -16773,6 +17007,14 @@ static void HandleGameButtonsExt(int id)
       }
       break;
 
+    case GAME_CTRL_ID_SAVE:
+      TapeQuickSave();
+      break;
+
+    case GAME_CTRL_ID_LOAD:
+      TapeQuickLoad();
+      break;
+
     default:
       break;
   }