network_player_action_received = FALSE;
+#ifndef MSDOS
/* initial null action */
if (network_playing)
SendToServer_MovePlayer(MV_NO_MOVING);
+#endif
ZX = ZY = -1;
}
}
- /* when in single player mode, eliminate all but the first active player */
- if (!options.network && !setup.team_mode)
+ if (tape.playing)
+ {
+ /* when playing a tape, eliminate all players who do not participate */
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active && !tape.player_participates[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_LEERRAUM;
+ }
+ }
+ }
+ else if (!options.network && !setup.team_mode) /* && !tape.playing */
{
+ /* when in single player mode, eliminate all but the first active player */
+
for (i=0; i<MAX_PLAYERS; i++)
{
if (stored_player[i].active)
{
for (j=i+1; j<MAX_PLAYERS; j++)
{
- struct PlayerInfo *player = &stored_player[j];
- int jx = player->jx, jy = player->jy;
-
- if (player->active)
+ if (stored_player[j].active)
{
+ struct PlayerInfo *player = &stored_player[j];
+ int jx = player->jx, jy = player->jy;
+
player->active = FALSE;
StorePlayer[jx][jy] = 0;
Feld[jx][jy] = EL_LEERRAUM;
}
}
+ /* when recording the game, store which players take part in the game */
+ if (tape.recording)
+ {
+ for (i=0; i<MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ tape.player_participates[i] = TRUE;
+ }
+
if (options.verbose)
{
for (i=0; i<MAX_PLAYERS; i++)
LoadScore(level_nr);
- if (!strcmp(setup.player_name, EMPTY_ALIAS) ||
- local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
+ if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
+ local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
return -1;
for (k=0; k<MAX_SCORE_ENTRIES; k++)
action_delay_value =
(tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
+ /*
+ if (tape.playing && tape.fast_forward)
+ {
+ char buf[100];
+
+ sprintf(buf, "FFWD: %ld ms", action_delay_value);
+ print_debug(buf);
+ }
+ */
+
+
/* main game synchronization point */
+
+
+
+
+#if 1
WaitUntilDelayReached(&action_delay, action_delay_value);
+#else
+ /*
+ while (!DelayReached(&action_delay, action_delay_value));
+ */
+
+ while (!DelayReached(&action_delay, action_delay_value))
+ {
+ char buf[100];
+
+ sprintf(buf, "%ld %ld %ld",
+ Counter(), action_delay, action_delay_value);
+ print_debug(buf);
+ }
+ print_debug("done");
+
+
+#endif
+
+
+
if (network_playing && !network_player_action_received)
{
#endif
*/
+#ifndef MSDOS
/* last chance to get network player actions without main loop delay */
HandleNetworking();
+#endif
if (game_status != PLAYING)
return;
stored_player[i].effective_action = stored_player[i].action;
}
+#ifndef MSDOS
if (network_playing)
SendToServer_MovePlayer(summarized_player_action);
+#endif
if (!options.network && !setup.team_mode)
local_player->effective_action = summarized_player_action;