void GetPlayerConfig()
{
- int old_joystick_nr = setup.joystick_nr;
+ int old_joystick_nr = setup.input[0].joystick_nr;
if (sound_status==SOUND_OFF)
local_player->setup &= ~SETUP_SOUND;
setup.direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
setup.fading_on = SETUP_FADING_ON(local_player->setup);
setup.autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
+
+#if 0
setup.joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
+#endif
+
+ setup.input[0].joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
+
setup.quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
setup.scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
setup.soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
#ifndef MSDOS
- if (setup.joystick_nr != old_joystick_nr)
+ if (setup.input[0].joystick_nr != old_joystick_nr)
{
if (joystick_device)
close(joystick_device);
player->present = FALSE;
player->active = FALSE;
+ player->action = 0;
+
/*
player->local = FALSE;
*/
*/
player->present = TRUE;
- if (player->connected)
+ if (!network_playing || player->connected)
{
player->active = TRUE;
+ /* remove potentially duplicate players */
+ if (StorePlayer[jx][jy] == Feld[x][y])
+ StorePlayer[jx][jy] = 0;
+
+ StorePlayer[x][y] = Feld[x][y];
+
printf("Player %d activated.\n", player->element_nr);
printf("[Local player is %d and currently %s.]\n",
local_player->element_nr,
local_player->active ? "active" : "not active");
}
+#if 0
/* remove potentially duplicate players */
if (StorePlayer[jx][jy] == Feld[x][y])
StorePlayer[jx][jy] = 0;
StorePlayer[x][y] = Feld[x][y];
+#endif
+
Feld[x][y] = EL_LEERRAUM;
player->jx = player->last_jx = x;
player->jy = player->last_jy = y;
stored_player_action[player->index_nr] = 0;
num_stored_actions++;
- if (!player->active || player->gone)
+ if (!player->active || player->gone || tape.pausing)
return;
if (player_action)
}
}
-void GameActions(byte player_action)
+void GameActions()
{
static long action_delay = 0;
long action_delay_value;
int sieb_x = 0, sieb_y = 0;
int i, x,y, element;
- int *recorded_player_action;
+ byte *recorded_player_action;
if (game_status != PLAYING)
return;
-#ifdef DEBUG
action_delay_value =
- (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
-#else
- action_delay_value =
- (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
-#endif
+ (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
/* main game synchronization point */
WaitUntilDelayReached(&action_delay, action_delay_value);
else if (tape.recording)
TapeRecordDelay();
-
- if (tape.playing)
- recorded_player_action = TapePlayAction();
- else
- recorded_player_action = NULL;
+ recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
if (network_playing)
- SendToServer_MovePlayer(player_action);
+ SendToServer_MovePlayer(local_player->action);
for(i=0; i<MAX_PLAYERS; i++)
{
- /*
- int actual_player_action =
- (options.network ? network_player_action[i] : player_action);
- */
-
- int actual_player_action =
- (network_playing ? network_player_action[i] : player_action);
-
- /*
- int actual_player_action = network_player_action[i];
- */
-
- /*
- int actual_player_action = player_action;
- */
+ int actual_player_action = stored_player[i].action;
/* TEST TEST TEST */
actual_player_action = 0;
*/
+ /*
if (!options.network && i != TestPlayer)
actual_player_action = 0;
+ */
/* TEST TEST TEST */
+
if (recorded_player_action)
actual_player_action = recorded_player_action[i];
PlayerActions(&stored_player[i], actual_player_action);
ScrollFigure(&stored_player[i], SCROLL_GO_ON);
- network_player_action[i] = 0;
+ /*
+ stored_player[i].action = 0;
+ */
+
}
network_player_action_received = FALSE;
ScrollScreen(NULL, SCROLL_GO_ON);
- /*
- if (tape.pausing || (tape.playing && !TapePlayDelay()))
- return;
- else if (tape.recording)
- TapeRecordDelay();
- */
-
FrameCounter++;
TimeFrames++;
if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
{
+
+
+ printf("prevent player %d from leaving visible screen\n",
+ player->index_nr);
+
+
+
/* actual player has left the screen -- scroll in that direction */
if (jx != old_jx) /* player has moved horizontally */
scroll_x += (jx - old_jx);
{
if (jx != old_jx) /* player has moved horizontally */
{
+ /*
if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
- scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
+ scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+ */
+
+ if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
+ (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
+ scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 2)
+ scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 2);
/* don't scroll more than one field at a time */
scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
}
else /* player has moved vertically */
{
+ /*
if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
- scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
+ scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+ */
+
+ if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
+ (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
+ scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 2)
+ scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 2);
/* don't scroll more than one field at a time */
scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
{
if (!options.network && !AllPlayersInVisibleScreen())
{
+
+
+ printf("oops! not all players visible if we scroll now\n");
+
+
+
scroll_x = old_scroll_x;
scroll_y = old_scroll_y;
}
else
{
+
+
+ printf("ok, scrolling screen...\n");
+
+
+
ScrollScreen(player, SCROLL_INIT);
ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
}