/***********************************************************
* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* ©1995 Artsoft Development *
-* Holger Schemel *
-* 33659 Bielefeld-Senne *
-* Telefon: (0521) 493245 *
-* eMail: aeglos@valinor.owl.de *
-* aeglos@uni-paderborn.de *
-* q99492@pbhrzx.uni-paderborn.de *
+* (c) 1995-98 Artsoft Entertainment *
+* Holger Schemel *
+* Oststrasse 11a *
+* 33604 Bielefeld *
+* phone: ++49 +521 290471 *
+* email: aeglos@valinor.owl.de *
*----------------------------------------------------------*
* game.c *
***********************************************************/
#include "files.h"
#include "tape.h"
#include "joystick.h"
+#include "network.h"
void GetPlayerConfig()
{
BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
+ /* don't play tapes over network */
+ network_playing = (network && !tape.playing);
+
for(i=0; i<MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
- player->nr = i;
+ player->index_nr = i;
+ player->element_nr = EL_SPIELER1 + i;
player->active = FALSE;
player->local = FALSE;
/* TEST TEST TEST */
+
+ /*
stored_player[i].active = TRUE;
+ */
+
/* TEST TEST TEST */
player->LevelSolved = FALSE;
local_player->active = TRUE;
local_player->local = TRUE;
+ network_player_action_received = FALSE;
+
+
+
+ /* initial null action */
+ if (network_playing)
+ SendToServer_MovePlayer(MV_NO_MOVING);
+
+
+
+ /*
+ printf("BLURB\n");
+ */
+
+
+
ZX = ZY = -1;
MampferNr = 0;
FrameCounter = 0;
TimeFrames = 0;
TimeLeft = level.time;
+
+ ScreenMovDir = MV_NO_MOVING;
ScreenMovPos = 0;
+ ScreenGfxPos = 0;
AllPlayersGone = SiebAktiv = FALSE;
if (StorePlayer[jx][jy] == Feld[x][y])
StorePlayer[jx][jy] = 0;
+ player->active = TRUE;
+
StorePlayer[x][y] = Feld[x][y];
Feld[x][y] = EL_LEERRAUM;
player->jx = player->last_jx = x;
/* Element darunter berührt? */
if (!lastline)
{
+ if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
+ return;
+
object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
MovDir[x][y+1]!=MV_DOWN ||
MovPos[x][y+1]<=TILEY/2));
phase = 2-MovDelay[x][y]/delay;
if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
DrawGraphic(SCREENX(x),SCREENY(y),
- (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
+ (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
+ MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
+ MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
+ GFX_MAUER_DOWN ) + phase);
if (!MovDelay[x][y])
{
- if (Store[x][y]==MV_LEFT)
+ if (MovDir[x][y] == MV_LEFT)
{
if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
DrawLevelField(x-1,y);
}
- else
+ else if (MovDir[x][y] == MV_RIGHT)
{
if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
DrawLevelField(x+1,y);
}
+ else if (MovDir[x][y] == MV_UP)
+ {
+ if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
+ DrawLevelField(x,y-1);
+ }
+ else
+ {
+ if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
+ DrawLevelField(x,y+1);
+ }
- Feld[x][y] = EL_MAUER_LEBT;
+ Feld[x][y] = Store[x][y];
Store[x][y] = 0;
+ MovDir[x][y] = MV_NO_MOVING;
DrawLevelField(x,y);
}
}
void MauerAbleger(int ax, int ay)
{
+ int element = Feld[ax][ay];
+ BOOL oben_frei = FALSE, unten_frei = FALSE;
BOOL links_frei = FALSE, rechts_frei = FALSE;
+ BOOL oben_massiv = FALSE, unten_massiv = FALSE;
BOOL links_massiv = FALSE, rechts_massiv = FALSE;
if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
return;
}
+ if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
+ oben_frei = TRUE;
+ if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
+ unten_frei = TRUE;
if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
links_frei = TRUE;
if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
rechts_frei = TRUE;
- if (links_frei)
+ if (element == EL_MAUER_Y || element == EL_MAUER_XY)
{
- Feld[ax-1][ay] = EL_MAUERND;
- Store[ax-1][ay] = MV_LEFT;
- if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
- DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_L1);
+ if (oben_frei)
+ {
+ Feld[ax][ay-1] = EL_MAUERND;
+ Store[ax][ay-1] = element;
+ MovDir[ax][ay-1] = MV_UP;
+ if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
+ DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
+ }
+ if (unten_frei)
+ {
+ Feld[ax][ay+1] = EL_MAUERND;
+ Store[ax][ay+1] = element;
+ MovDir[ax][ay+1] = MV_DOWN;
+ if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
+ DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
+ }
}
- if (rechts_frei)
+
+ if (element == EL_MAUER_X || element == EL_MAUER_XY ||
+ element == EL_MAUER_LEBT)
{
- Feld[ax+1][ay] = EL_MAUERND;
- Store[ax+1][ay] = MV_RIGHT;
- if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
- DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_R1);
+ if (links_frei)
+ {
+ Feld[ax-1][ay] = EL_MAUERND;
+ Store[ax-1][ay] = element;
+ MovDir[ax-1][ay] = MV_LEFT;
+ if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
+ DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
+ }
+ if (rechts_frei)
+ {
+ Feld[ax+1][ay] = EL_MAUERND;
+ Store[ax+1][ay] = element;
+ MovDir[ax+1][ay] = MV_RIGHT;
+ if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
+ DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
+ }
}
- if (links_frei || rechts_frei)
+ if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
DrawLevelField(ax,ay);
+ if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
+ oben_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
+ unten_massiv = TRUE;
if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
links_massiv = TRUE;
if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
rechts_massiv = TRUE;
- if (links_massiv && rechts_massiv)
+ if (((oben_massiv && unten_massiv) ||
+ element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
+ ((links_massiv && rechts_massiv) ||
+ element == EL_MAUER_Y))
Feld[ax][ay] = EL_MAUERWERK;
}
}
}
-void PlayerActions(struct PlayerInfo *player, int player_action)
+void PlayerActions(struct PlayerInfo *player, byte player_action)
{
+ static byte stored_player_action[MAX_PLAYERS];
+ static int num_stored_actions = 0;
BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
int jx = player->jx, jy = player->jy;
int left = player_action & JOY_LEFT;
int dx = (left ? -1 : right ? 1 : 0);
int dy = (up ? -1 : down ? 1 : 0);
+ stored_player_action[player->index_nr] = 0;
+ num_stored_actions++;
+
if (!player->active || player->gone)
return;
{
if (bombed && !moved)
player_action &= JOY_BUTTON;
- TapeRecordAction(player_action);
+
+ stored_player_action[player->index_nr] = player_action;
+
+ /* this allows cycled sequences of PlayerActions() */
+ if (num_stored_actions >= MAX_PLAYERS)
+ {
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ }
}
else if (tape.playing && snapped)
SnapField(player, 0,0); /* stop snapping */
if (tape.playing && !tape.pausing && !player_action &&
tape.counter < tape.length)
{
- int next_joy = tape.pos[tape.counter].joystickdata & (JOY_LEFT|JOY_RIGHT);
+ int next_joy =
+ tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
{
}
}
-void GameActions(int player_action)
+void GameActions(byte player_action)
{
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;
if (game_status != PLAYING)
return;
/* main game synchronization point */
WaitUntilDelayReached(&action_delay, action_delay_value);
+ if (network_playing && !network_player_action_received)
+ {
+ /*
+#ifdef DEBUG
+ printf("DEBUG: try to get network player actions in time\n");
+#endif
+ */
+
+ /* last chance to get network player actions without main loop delay */
+ HandleNetworking();
+
+ if (game_status != PLAYING)
+ return;
+
+ if (!network_player_action_received)
+ {
+ /*
+#ifdef DEBUG
+ printf("DEBUG: failed to get network player actions in time\n");
+#endif
+ */
+ return;
+ }
+ }
+
+
+ if (tape.pausing || (tape.playing && !TapePlayDelay()))
+ return;
+ else if (tape.recording)
+ TapeRecordDelay();
+
+
+ if (tape.playing)
+ recorded_player_action = TapePlayAction();
+ else
+ recorded_player_action = NULL;
+
+ if (network_playing)
+ SendToServer_MovePlayer(player_action);
+
for(i=0; i<MAX_PLAYERS; i++)
{
- PlayerActions(&stored_player[i], player_action);
- ScrollFigure(&stored_player[i], SCROLL_FIGURE_GO_ON);
+ /*
+ int actual_player_action =
+ (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;
+ */
+
+ /* TEST TEST TEST */
+
+ /*
+ if (i != TestPlayer && !stored_player[i].MovPos)
+ actual_player_action = 0;
+ */
+
+ if (!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;
}
+ network_player_action_received = FALSE;
+
+ ScrollScreen(NULL, SCROLL_GO_ON);
+
+ /*
if (tape.pausing || (tape.playing && !TapePlayDelay()))
return;
else if (tape.recording)
TapeRecordDelay();
+ */
FrameCounter++;
TimeFrames++;
+
+ /*
+ printf("FrameCounter == %d, RND(100) == %d\n", FrameCounter, RND(100));
+ */
+
+
for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
{
Stop[x][y] = FALSE;
AusgangstuerBlinken(x,y);
else if (element==EL_MAUERND)
MauerWaechst(x,y);
- else if (element==EL_MAUER_LEBT)
+ else if (element==EL_MAUER_LEBT ||
+ element==EL_MAUER_X ||
+ element==EL_MAUER_Y ||
+ element==EL_MAUER_XY)
MauerAbleger(x,y);
else if (element==EL_BURNING)
CheckForDragon(x,y);
DrawAllPlayers();
}
+static BOOL AllPlayersInSight(struct PlayerInfo *player, int x, int y)
+{
+ int min_x = x, min_y = y, max_x = x, max_y = y;
+ int i;
+
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ int jx = stored_player[i].jx, jy = stored_player[i].jy;
+
+ if (!stored_player[i].active || stored_player[i].gone ||
+ &stored_player[i] == player)
+ continue;
+
+ min_x = MIN(min_x, jx);
+ min_y = MIN(min_y, jy);
+ max_x = MAX(max_x, jx);
+ max_y = MAX(max_y, jy);
+ }
+
+ return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
+}
+
+static BOOL AllPlayersInVisibleScreen()
+{
+ int i;
+
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ int jx = stored_player[i].jx, jy = stored_player[i].jy;
+
+ if (!stored_player[i].active || stored_player[i].gone)
+ continue;
+
+ if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ return(FALSE);
+ }
+
+ return(TRUE);
+}
+
void ScrollLevel(int dx, int dy)
{
int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
int x,y;
- ScreenMovPos = local_player->GfxPos;
+ /*
+ ScreenGfxPos = local_player->GfxPos;
+ */
XCopyArea(display,drawto_field,drawto_field,gc,
FX + TILEX*(dx==-1) - softscroll_offset,
if (!IN_LEV_FIELD(new_jx,new_jy))
return(MF_NO_ACTION);
+ if (!network && !AllPlayersInSight(player, new_jx,new_jy))
+ return(MF_NO_ACTION);
+
element = MovingOrBlocked2Element(new_jx,new_jy);
if (DONT_GO_TO(element))
player->last_jy = jy;
jx = player->jx = new_jx;
jy = player->jy = new_jy;
- StorePlayer[jx][jy] = EL_SPIELER1 + player->nr;
+ StorePlayer[jx][jy] = player->element_nr;
player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
- ScrollFigure(player, SCROLL_FIGURE_INIT);
+ ScrollFigure(player, SCROLL_INIT);
return(MF_MOVING);
}
jx = player->jx;
jy = player->jy;
+
+
+ /*
if (moved & MF_MOVING && player == local_player)
+ */
+
+ if (moved & MF_MOVING && !ScreenMovPos &&
+ (player == local_player || !network))
{
int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
int offset = (scroll_delay_on ? 3 : 0);
- 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);
- 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);
+ /*
+ if (player == local_player)
+ {
+ printf("MOVING LOCAL PLAYER && SCROLLING\n");
+ }
+ */
+
+ if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
+ {
+ /* actual player has left the screen -- scroll in that direction */
+ if (jx != old_jx) /* player has moved horizontally */
+ scroll_x += (jx - old_jx);
+ else /* player has moved vertically */
+ scroll_y += (jy - old_jy);
+ }
+ else
+ {
+ 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);
+
+ /* don't scroll more than one field at a time */
+ scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
+
+ /* don't scroll against the player's moving direction */
+ if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
+ (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
+ 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);
+
+ /* don't scroll more than one field at a time */
+ scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
+
+ /* don't scroll against the player's moving direction */
+ if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
+ (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
+ scroll_y = old_scroll_y;
+ }
+ }
+
+#if 0
+ if (player == local_player)
+ {
+ 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);
+ 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);
+
+ /* don't scroll more than one field at a time */
+ scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
+ scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
+ }
+#endif
if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
- ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
+ {
+ if (!network && !AllPlayersInVisibleScreen())
+ {
+ scroll_x = old_scroll_x;
+ scroll_y = old_scroll_y;
+ }
+ else
+ {
+ ScrollScreen(player, SCROLL_INIT);
+ ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
+ }
+ }
}
if (!(moved & MF_MOVING) && !player->Pushing)
if (!player->active || player->gone || !player->MovPos)
return;
- if (mode == SCROLL_FIGURE_INIT)
+ if (mode == SCROLL_INIT)
{
player->actual_frame_counter = FrameCounter;
player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
- if (ScreenMovPos && ScreenMovPos != local_player->GfxPos)
- {
- ScreenMovPos = local_player->GfxPos;
- redraw_mask |= REDRAW_FIELD;
- }
-
if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
Feld[last_jx][last_jy] = EL_LEERRAUM;
}
}
+void ScrollScreen(struct PlayerInfo *player, int mode)
+{
+ static long screen_frame_counter = 0;
+
+ if (mode == SCROLL_INIT)
+ {
+ screen_frame_counter = FrameCounter;
+ ScreenMovDir = player->MovDir;
+ ScreenMovPos = player->MovPos;
+ ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+ return;
+ }
+ else if (!FrameReached(&screen_frame_counter,1))
+ return;
+
+ if (ScreenMovPos)
+ {
+ ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
+ ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+ redraw_mask |= REDRAW_FIELD;
+ }
+ else
+ ScreenMovDir = MV_NO_MOVING;
+}
+
void TestIfGoodThingHitsBadThing(int goodx, int goody)
{
int i, killx = goodx, killy = goody;
player->dynamite--;
DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
FS_SMALL, FC_YELLOW);
- DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
+ if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
+ DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
}
else
{
Feld[jx][jy] = EL_DYNABOMB;
- Store2[jx][jy] = EL_SPIELER1 + player->nr; /* for DynaExplode() */
+ Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
MovDelay[jx][jy] = 96;
player->dynabombs_left--;
- DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
+ if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
+ DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
}
return(TRUE);