fixed bug with different global border when playing from level editor
[rocksndiamonds.git] / src / game.c
index efb18c36f18b708f955f7d702bd7e49974ae7bba..965e42308c307329d1b6b7a7c0e9c3599d455a81 100644 (file)
@@ -1096,7 +1096,7 @@ void ContinueMoving(int, int);
 void Bang(int, int);
 void InitMovDir(int, int);
 void InitAmoebaNr(int, int);
-int NewHiScore(void);
+int NewHiScore(int);
 
 void TestIfGoodThingHitsBadThing(int, int, int);
 void TestIfBadThingHitsGoodThing(int, int, int);
@@ -1112,6 +1112,7 @@ void TestIfGoodThingGetsHitByBadThing(int, int, int);
 void KillPlayer(struct PlayerInfo *);
 void BuryPlayer(struct PlayerInfo *);
 void RemovePlayer(struct PlayerInfo *);
+void ExitPlayer(struct PlayerInfo *);
 
 static int getInvisibleActiveFromInvisibleElement(int);
 static int getInvisibleFromInvisibleActiveElement(int);
@@ -2223,7 +2224,8 @@ void UpdateGameControlValues()
 
   /* update game panel control values */
 
-  game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
+  /* used instead of "level_nr" (for network games) */
+  game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
   game_panel_controls[GAME_PANEL_GEMS].value = gems;
 
   game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
@@ -3273,6 +3275,36 @@ int get_num_special_action(int element, int action_first, int action_last)
   =============================================================================
 */
 
+#if DEBUG_INIT_PLAYER
+static void DebugPrintPlayerStatus(char *message)
+{
+  int i;
+
+  if (!options.debug)
+    return;
+
+  printf("%s:\n", message);
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
+
+    printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
+          i + 1,
+          player->present,
+          player->connected,
+          player->connected_locally,
+          player->connected_network,
+          player->active);
+
+    if (local_player == player)
+      printf(" (local player)");
+
+    printf("\n");
+  }
+}
+#endif
+
 void InitGame()
 {
   int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
@@ -3305,8 +3337,7 @@ void InitGame()
 
   ExpireSoundLoops(TRUE);
 
-  if (!level_editor_test_game)
-    FadeOut(fade_mask);
+  FadeOut(fade_mask);
 
   /* needed if different viewport properties defined for playing */
   ChangeViewportPropertiesIfNeeded();
@@ -3361,6 +3392,7 @@ void InitGame()
     player->gems_still_needed = level.gems_needed;
     player->sokobanfields_still_needed = 0;
     player->lights_still_needed = 0;
+    player->players_still_needed = 0;
     player->friends_still_needed = 0;
 
     for (j = 0; j < MAX_NUM_KEYS; j++)
@@ -3503,11 +3535,9 @@ void InitGame()
 
   network_player_action_received = FALSE;
 
-#if defined(NETWORK_AVALIABLE)
   /* initial null action */
   if (network_playing)
     SendToServer_MovePlayer(MV_NONE);
-#endif
 
   ZX = ZY = -1;
   ExitX = ExitY = -1;
@@ -3555,28 +3585,7 @@ void InitGame()
     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
 
 #if DEBUG_INIT_PLAYER
-  if (options.debug)
-  {
-    printf("Player status at level initialization:\n");
-
-    for (i = 0; i < MAX_PLAYERS; i++)
-    {
-      struct PlayerInfo *player = &stored_player[i];
-
-      printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
-            i + 1,
-            player->present,
-            player->connected,
-            player->connected_locally,
-            player->connected_network,
-            player->active);
-
-      if (local_player == player)
-       printf(" (local player)");
-
-      printf("\n");
-    }
-  }
+  DebugPrintPlayerStatus("Player status at level initialization");
 #endif
 
   SCAN_PLAYFIELD(x, y)
@@ -3728,28 +3737,7 @@ void InitGame()
   }
 
 #if DEBUG_INIT_PLAYER
-  if (options.debug)
-  {
-    printf("Player status after level initialization:\n");
-
-    for (i = 0; i < MAX_PLAYERS; i++)
-    {
-      struct PlayerInfo *player = &stored_player[i];
-
-      printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
-            i + 1,
-            player->present,
-            player->connected,
-            player->connected_locally,
-            player->connected_network,
-            player->active);
-
-      if (local_player == player)
-       printf(" (local player)");
-
-      printf("\n");
-    }
-  }
+  DebugPrintPlayerStatus("Player status after level initialization");
 #endif
 
 #if DEBUG_INIT_PLAYER
@@ -3836,28 +3824,7 @@ void InitGame()
   }
 
 #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 [%d/%d], active == %d",
-            i + 1,
-            player->present,
-            player->connected,
-            player->connected_locally,
-            player->connected_network,
-            player->active);
-
-      if (local_player == player)
-       printf(" (local player)");
-
-      printf("\n");
-    }
-  }
+  DebugPrintPlayerStatus("Player status after player assignment (first stage)");
 #endif
 
 #else
@@ -3964,30 +3931,29 @@ void InitGame()
   }
   else if (!network.enabled && !game.team_mode)                /* && !tape.playing */
   {
-    /* when in single player mode, eliminate all but the first active player */
+    /* when in single player mode, eliminate all but the local player */
 
     for (i = 0; i < MAX_PLAYERS; i++)
     {
-      if (stored_player[i].active)
+      struct PlayerInfo *player = &stored_player[i];
+
+      if (player->active && player != local_player)
       {
-       for (j = i + 1; j < MAX_PLAYERS; j++)
-       {
-         if (stored_player[j].active)
-         {
-           struct PlayerInfo *player = &stored_player[j];
-           int jx = player->jx, jy = player->jy;
+       int jx = player->jx, jy = player->jy;
 
-           player->active = FALSE;
-           player->present = FALSE;
+       player->active = FALSE;
+       player->present = FALSE;
 
-           StorePlayer[jx][jy] = 0;
-           Feld[jx][jy] = EL_EMPTY;
-         }
-       }
+       StorePlayer[jx][jy] = 0;
+       Feld[jx][jy] = EL_EMPTY;
       }
     }
   }
 
+  for (i = 0; i < MAX_PLAYERS; i++)
+    if (stored_player[i].active)
+      local_player->players_still_needed++;
+
   /* when recording the game, store which players take part in the game */
   if (tape.recording)
   {
@@ -4003,28 +3969,7 @@ void InitGame()
   }
 
 #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 [%d/%d], active == %d",
-            i + 1,
-            player->present,
-            player->connected,
-            player->connected_locally,
-            player->connected_network,
-            player->active);
-
-      if (local_player == player)
-       printf(" (local player)");
-
-      printf("\n");
-    }
-  }
+  DebugPrintPlayerStatus("Player status after player assignment (final stage)");
 #endif
 
   if (BorderElement == EL_EMPTY)
@@ -4224,28 +4169,7 @@ void InitGame()
     KeyboardAutoRepeatOffUnlessAutoplay();
 
 #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 [%d/%d], active == %d",
-              i + 1,
-              player->present,
-              player->connected,
-              player->connected_locally,
-              player->connected_network,
-              player->active);
-
-       if (local_player == player)
-         printf(" (local player)");
-
-       printf("\n");
-      }
-    }
+    DebugPrintPlayerStatus("Player status (final)");
 #endif
   }
 
@@ -4498,6 +4422,10 @@ void InitAmoebaNr(int x, int y)
 
 static void PlayerWins(struct PlayerInfo *player)
 {
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
+      local_player->players_still_needed > 0)
+    return;
+
   player->LevelSolved = TRUE;
   player->GameOver = TRUE;
 
@@ -4732,7 +4660,6 @@ void GameWon()
 void GameEnd()
 {
   int hi_pos;
-  boolean raise_level = FALSE;
 
   local_player->LevelSolved_GameEnd = TRUE;
 
@@ -4774,36 +4701,43 @@ void GameEnd()
   }
 
   if (setup.increment_levels &&
-      level_nr < leveldir_current->last_level)
-    raise_level = TRUE;                        /* advance to next level */
-
-  if ((hi_pos = NewHiScore()) >= 0) 
+      level_nr < leveldir_current->last_level &&
+      !network_playing)
   {
-    SetGameStatus(GAME_MODE_SCORES);
-
-    DrawHallOfFame(hi_pos);
+    level_nr++;                /* advance to next level */
+    TapeErase();       /* start with empty tape */
 
-    if (raise_level)
+    if (setup.auto_play_next_level)
     {
-      level_nr++;
-      TapeErase();
+      LoadLevel(level_nr);
+
+      SaveLevelSetup_SeriesInfo();
     }
   }
+
+  /* used instead of last "level_nr" (for network games) */
+  hi_pos = NewHiScore(levelset.level_nr);
+
+  if (hi_pos >= 0 && !setup.skip_scores_after_game)
+  {
+    SetGameStatus(GAME_MODE_SCORES);
+
+    DrawHallOfFame(levelset.level_nr, hi_pos);
+  }
+  else if (setup.auto_play_next_level && setup.increment_levels &&
+          !network_playing)
+  {
+    StartGameActions(network.enabled, setup.autorecord, level.random_seed);
+  }
   else
   {
     SetGameStatus(GAME_MODE_MAIN);
 
-    if (raise_level)
-    {
-      level_nr++;
-      TapeErase();
-    }
-
     DrawMainMenu();
   }
 }
 
-int NewHiScore()
+int NewHiScore(int level_nr)
 {
   int k, l;
   int position = -1;
@@ -9853,7 +9787,10 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
     {
       for (i = 0; i < MAX_PLAYERS; i++)
        if (action_arg_player_bits & (1 << i))
-         PlayerWins(&stored_player[i]);
+         ExitPlayer(&stored_player[i]);
+
+      if (AllPlayersGone)
+       PlayerWins(local_player);
 
       break;
     }
@@ -11290,14 +11227,13 @@ void StartGameActions(boolean init_network_game, boolean record_tape,
   if (record_tape)
     TapeStartRecording(new_random_seed);
 
-#if defined(NETWORK_AVALIABLE)
   if (init_network_game)
   {
+    SendToServer_LevelFile();
     SendToServer_StartPlaying();
 
     return;
   }
-#endif
 
   InitGame();
 }
@@ -11420,10 +11356,8 @@ void GameActionsExt()
   {
     /* try to get network player actions in time */
 
-#if defined(NETWORK_AVALIABLE)
     /* last chance to get network player actions without main loop delay */
     HandleNetworking();
-#endif
 
     /* game was quit by network peer */
     if (game_status != GAME_MODE_PLAYING)
@@ -11469,10 +11403,8 @@ void GameActionsExt()
       stored_player[i].effective_action = stored_player[i].action;
   }
 
-#if defined(NETWORK_AVALIABLE)
   if (network_playing)
     SendToServer_MovePlayer(summarized_player_action);
-#endif
 
   // summarize all actions at local players mapped input device position
   // (this allows using different input devices in single player mode)
@@ -12725,12 +12657,12 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        Feld[jx][jy] == EL_SP_EXIT_OPEN ||
        Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
     {
-      DrawPlayer(player);      /* needed here only to cleanup last field */
-      RemovePlayer(player);
+      ExitPlayer(player);
 
-      if (local_player->friends_still_needed == 0 ||
-         IS_SP_ELEMENT(Feld[jx][jy]))
-       PlayerWins(player);
+      if ((local_player->friends_still_needed == 0 ||
+          IS_SP_ELEMENT(Feld[jx][jy])) &&
+         AllPlayersGone)
+       PlayerWins(local_player);
     }
 
     /* this breaks one level: "machine", level 000 */
@@ -13486,6 +13418,14 @@ void RemovePlayer(struct PlayerInfo *player)
   ExitY = ZY = jy;
 }
 
+void ExitPlayer(struct PlayerInfo *player)
+{
+  DrawPlayer(player);  /* needed here only to cleanup last field */
+  RemovePlayer(player);
+
+  local_player->players_still_needed--;
+}
+
 static void setFieldForSnapping(int x, int y, int element, int direction)
 {
   struct ElementInfo *ei = &element_info[element];
@@ -14031,6 +13971,8 @@ static int DigField(struct PlayerInfo *player,
       if (local_player->sokobanfields_still_needed == 0 &&
          (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
       {
+       local_player->players_still_needed = 0;
+
        PlayerWins(player);
 
        PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
@@ -14967,11 +14909,9 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
     if (!skip_request)
       CloseDoor(DOOR_CLOSE_1);
 
-#if defined(NETWORK_AVALIABLE)
     if (network.enabled)
       SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
     else
-#endif
     {
       if (quick_quit)
        FadeSkipNextFadeIn();
@@ -15779,12 +15719,10 @@ static void HandleGameButtonsExt(int id, int button)
     case GAME_CTRL_ID_PANEL_PAUSE:
       if (network.enabled && game_status == GAME_MODE_PLAYING)
       {
-#if defined(NETWORK_AVALIABLE)
        if (tape.pausing)
          SendToServer_ContinuePlaying();
        else
          SendToServer_PausePlaying();
-#endif
       }
       else
        TapeTogglePause(TAPE_TOGGLE_MANUAL);
@@ -15801,11 +15739,9 @@ static void HandleGameButtonsExt(int id, int button)
       }
       else if (tape.pausing)
       {
-#if defined(NETWORK_AVALIABLE)
        if (network.enabled)
          SendToServer_ContinuePlaying();
        else
-#endif
          TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
       }
       break;