/***********************************************************
* 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()
{
{
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;
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;
/* 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;
+
#ifdef DEBUG
action_delay_value =
(tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
(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)
- continue;
+ actual_player_action = 0;
+ */
/* TEST TEST TEST */
- PlayerActions(&stored_player[i], player_action);
+ 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_stored = FALSE;
+
ScrollScreen(NULL, SCROLL_GO_ON);
if (tape.pausing || (tape.playing && !TapePlayDelay()))
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;
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);
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);
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;
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 */
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);
}
}
}
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;
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;
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;
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);