rnd-19981005-1
[rocksndiamonds.git] / src / game.c
index 86d83660ce7baec0059ee2edc0219758492807b2..c8519b390c7500c97d1d3b6507c04b63bd55e94d 100644 (file)
@@ -1,13 +1,12 @@
 /***********************************************************
 *  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                                                  *
 ***********************************************************/
@@ -22,6 +21,7 @@
 #include "files.h"
 #include "tape.h"
 #include "joystick.h"
+#include "network.h"
 
 void GetPlayerConfig()
 {
@@ -67,7 +67,8 @@ void InitGame()
   {
     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;
 
@@ -128,6 +129,21 @@ void InitGame()
   local_player->active = TRUE;
   local_player->local = TRUE;
 
+  network_player_action_stored = FALSE;
+
+
+
+  /* initial null action */
+  SendToServer_MovePlayer(0,0);
+
+
+
+  /*
+  printf("BLURB\n");
+  */
+
+
+
   ZX = ZY = -1;
 
   MampferNr = 0;
@@ -990,6 +1006,9 @@ void Impact(int x, int y)
   /* 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));
@@ -2590,23 +2609,37 @@ void MauerWaechst(int x, int y)
     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);
     }
   }
@@ -2614,7 +2647,10 @@ void MauerWaechst(int x, int 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 */
@@ -2627,35 +2663,72 @@ void MauerAbleger(int ax, int ay)
       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;
 }
 
@@ -2708,9 +2781,9 @@ void CheckForDragon(int x, int y)
   }
 }
 
-void PlayerActions(struct PlayerInfo *player, int player_action)
+void PlayerActions(struct PlayerInfo *player, byte player_action)
 {
-  static int stored_player_action[MAX_PLAYERS];
+  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;
@@ -2723,7 +2796,7 @@ void PlayerActions(struct PlayerInfo *player, int player_action)
   int dx       = (left ? -1    : right ? 1     : 0);
   int dy       = (up   ? -1    : down  ? 1     : 0);
 
-  stored_player_action[player->nr] = 0;
+  stored_player_action[player->index_nr] = 0;
   num_stored_actions++;
 
   if (!player->active || player->gone)
@@ -2747,7 +2820,7 @@ void PlayerActions(struct PlayerInfo *player, int player_action)
       if (bombed && !moved)
        player_action &= JOY_BUTTON;
 
-      stored_player_action[player->nr] = player_action;
+      stored_player_action[player->index_nr] = player_action;
 
       /* this allows cycled sequences of PlayerActions() */
       if (num_stored_actions >= MAX_PLAYERS)
@@ -2771,7 +2844,7 @@ void PlayerActions(struct PlayerInfo *player, int player_action)
       tape.counter < tape.length)
   {
     int next_joy =
-      tape.pos[tape.counter].joystickdata[player->nr] & (JOY_LEFT|JOY_RIGHT);
+      tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
 
     if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
     {
@@ -2793,7 +2866,7 @@ void PlayerActions(struct PlayerInfo *player, int player_action)
   }
 }
 
-void GameActions(int player_action)
+void GameActions(byte player_action)
 {
   static long action_delay = 0;
   long action_delay_value;
@@ -2801,9 +2874,11 @@ void GameActions(int player_action)
   int i, x,y, element;
   int *recorded_player_action;
 
+
   if (game_status != PLAYING)
     return;
 
+
 #ifdef DEBUG
   action_delay_value =
     (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
@@ -2812,21 +2887,60 @@ void GameActions(int player_action)
     (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
 #endif
 
+  /*
+  HandleNetworking();
+
+  if (game_status != PLAYING)
+    return;
+  */
+
   /* main game synchronization point */
   WaitUntilDelayReached(&action_delay, action_delay_value);
 
+  if (!network_player_action_stored)
+  {
+#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_stored)
+    {
+#ifdef DEBUG
+      printf("DEBUG: failed to get network player actions in time\n");
+#endif
+      return;
+    }
+  }
+
   if (tape.playing)
     recorded_player_action = TapePlayAction();
   else
     recorded_player_action = NULL;
 
+
+  SendToServer_MovePlayer(player_action, FrameCounter);
+
+
   for(i=0; i<MAX_PLAYERS; i++)
   {
+    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;
+    */
 
     /* TEST TEST TEST */
 
@@ -2835,8 +2949,12 @@ void GameActions(int player_action)
 
     PlayerActions(&stored_player[i], actual_player_action);
     ScrollFigure(&stored_player[i], SCROLL_GO_ON);
+
+    network_player_action[i] = 0;
   }
 
+  network_player_action_stored = FALSE;
+
   ScrollScreen(NULL, SCROLL_GO_ON);
 
   if (tape.pausing || (tape.playing && !TapePlayDelay()))
@@ -2847,6 +2965,11 @@ void GameActions(int player_action)
   FrameCounter++;
   TimeFrames++;
 
+  /*
+  printf("advancing FrameCounter to %d\n",
+        FrameCounter);
+  */
+
   for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
   {
     Stop[x][y] = FALSE;
@@ -2912,7 +3035,10 @@ void GameActions(int player_action)
       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);
@@ -3081,7 +3207,7 @@ BOOL MoveFigureOneStep(struct PlayerInfo *player,
   if (!IN_LEV_FIELD(new_jx,new_jy))
     return(MF_NO_ACTION);
 
-  if (!networking && !AllPlayersInSight(player, new_jx,new_jy))
+  if (standalone && !AllPlayersInSight(player, new_jx,new_jy))
     return(MF_NO_ACTION);
 
   element = MovingOrBlocked2Element(new_jx,new_jy);
@@ -3112,7 +3238,7 @@ BOOL MoveFigureOneStep(struct PlayerInfo *player,
   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;
 
@@ -3153,11 +3279,19 @@ BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
   if (moved & MF_MOVING && player == local_player)
   */
 
-  if (moved & MF_MOVING && !ScreenMovPos)
+  if (moved & MF_MOVING && !ScreenMovPos &&
+      (player == local_player || standalone))
   {
     int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
     int offset = (scroll_delay_on ? 3 : 0);
 
+    /*
+    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 */
@@ -3216,22 +3350,15 @@ BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
 
     if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
     {
-      if (networking || AllPlayersInVisibleScreen())
+      if (standalone && !AllPlayersInVisibleScreen())
       {
-       ScrollScreen(player, SCROLL_INIT);
-
-       /*
-       ScreenMovDir = player->MovDir;
-       ScreenMovPos = player->MovPos;
-       ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
-       */
-
-       ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
+       scroll_x = old_scroll_x;
+       scroll_y = old_scroll_y;
       }
       else
       {
-       scroll_x = old_scroll_x;
-       scroll_y = old_scroll_y;
+       ScrollScreen(player, SCROLL_INIT);
+       ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
       }
     }
   }
@@ -3276,10 +3403,6 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
     player->actual_frame_counter = FrameCounter;
     player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
 
-    /*
-    ScreenGfxPos = local_player->GfxPos;
-    */
-
     if (Feld[last_jx][last_jy] == EL_LEERRAUM)
       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
 
@@ -3292,22 +3415,6 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
   player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
   player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
 
-  /*
-  if (ScreenMovPos)
-  {
-    ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
-    ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
-  }
-  */
-
-  /*
-  if (ScreenGfxPos && ScreenGfxPos != local_player->GfxPos)
-  {
-    ScreenGfxPos = local_player->GfxPos;
-    redraw_mask |= REDRAW_FIELD;
-  }
-  */
-
   if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
     Feld[last_jx][last_jy] = EL_LEERRAUM;
 
@@ -3345,12 +3452,6 @@ void ScrollScreen(struct PlayerInfo *player, int mode)
 
   if (ScreenMovPos)
   {
-    /*
-    printf("ScreenMovDir = %d, ", ScreenMovDir);
-    printf("ScreenMovPos = %d, ", ScreenMovPos);
-    printf("ScreenGfxPos = %d\n", ScreenGfxPos);
-    */
-
     ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
     redraw_mask |= REDRAW_FIELD;
@@ -3924,7 +4025,7 @@ BOOL PlaceBomb(struct PlayerInfo *player)
   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);