X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=c7589cf005057b7a46c2fd1ec22ad7ba36d59a08;hp=acba22e9b2f67838bbde1ba74c84b6bedf5fb9ab;hb=39ad80f8d48b103622e36e40c951a66579444767;hpb=823ae65fd14a8ab5e88adc0c711acecb2fb36955 diff --git a/src/game.c b/src/game.c index acba22e9..c7589cf0 100644 --- a/src/game.c +++ b/src/game.c @@ -2224,7 +2224,7 @@ static void UpdateGameControlValues(void) level.native_sp_level->game_sp->score : level.game_engine_type == GAME_ENGINE_TYPE_MM ? game_mm.score : - local_player->score); + game.score); int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? level.native_em_level->lev->required : level.game_engine_type == GAME_ENGINE_TYPE_SP ? @@ -2247,7 +2247,7 @@ static void UpdateGameControlValues(void) game.LevelSolved_CountingHealth : level.game_engine_type == GAME_ENGINE_TYPE_MM ? MM_HEALTH(game_mm.laser_overload_value) : - local_player->health); + game.health); UpdatePlayfieldElementCount(); @@ -3358,14 +3358,15 @@ void InitGame(void) else FadeSetEnterScreen(); - if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged()) + if (CheckFadeAll()) fade_mask = REDRAW_ALL; FadeLevelSoundsAndMusic(); ExpireSoundLoops(TRUE); - FadeOut(fade_mask); + if (!level_editor_test_game) + FadeOut(fade_mask); // needed if different viewport properties defined for playing ChangeViewportPropertiesIfNeeded(); @@ -3396,10 +3397,12 @@ void InitGame(void) player->killed = FALSE; player->reanimated = FALSE; + player->buried = FALSE; player->action = 0; player->effective_action = 0; player->programmed_action = 0; + player->snap_action = 0; player->mouse_action.lx = 0; player->mouse_action.ly = 0; @@ -3411,12 +3414,6 @@ void InitGame(void) player->effective_mouse_action.button = 0; player->effective_mouse_action.button_hint = 0; - player->score = 0; - player->score_final = 0; - - player->health = MAX_HEALTH; - player->health_final = MAX_HEALTH; - for (j = 0; j < MAX_NUM_KEYS; j++) player->key[j] = FALSE; @@ -3539,8 +3536,6 @@ void InitGame(void) DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); - player->GameOver = FALSE; - map_player_action[i] = i; } @@ -3550,9 +3545,6 @@ void InitGame(void) if (network_playing) SendToServer_MovePlayer(MV_NONE); - ZX = ZY = -1; - ExitX = ExitY = -1; - FrameCounter = 0; TimeFrames = 0; TimePlayed = 0; @@ -3565,9 +3557,18 @@ void InitGame(void) ScrollStepSize = 0; // will be correctly initialized by ScrollScreen() - AllPlayersGone = FALSE; + game.robot_wheel_x = -1; + game.robot_wheel_y = -1; + + game.exit_x = -1; + game.exit_y = -1; + + game.all_players_gone = FALSE; game.LevelSolved = FALSE; + game.GameOver = FALSE; + + game.GamePlayed = !tape.playing; game.LevelSolved_GameWon = FALSE; game.LevelSolved_GameEnd = FALSE; @@ -3591,6 +3592,12 @@ void InitGame(void) game.switchgate_pos = 0; game.wind_direction = level.wind_direction_initial; + game.score = 0; + game.score_final = 0; + + game.health = MAX_HEALTH; + game.health_final = MAX_HEALTH; + game.gems_still_needed = level.gems_needed; game.sokoban_fields_still_needed = 0; game.sokoban_objects_still_needed = 0; @@ -3732,6 +3739,19 @@ void InitGame(void) game.belt_dir_nr[i] = 3; // not moving, next moving left #if USE_NEW_PLAYER_ASSIGNMENTS + // use preferred player also in local single-player mode + if (!network.enabled && !game.team_mode) + { + int old_index_nr = local_player->index_nr; + int new_index_nr = setup.network_player_nr; + + if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS) + { + stored_player[old_index_nr].connected_locally = FALSE; + stored_player[new_index_nr].connected_locally = TRUE; + } + } + for (i = 0; i < MAX_PLAYERS; i++) { stored_player[i].connected = FALSE; @@ -4464,21 +4484,20 @@ static void LevelSolved(void) return; game.LevelSolved = TRUE; + game.GameOver = TRUE; - local_player->GameOver = TRUE; - - local_player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? - level.native_em_level->lev->score : - level.game_engine_type == GAME_ENGINE_TYPE_MM ? - game_mm.score : - local_player->score); - local_player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ? - MM_HEALTH(game_mm.laser_overload_value) : - local_player->health); + game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->score : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.score : + game.score); + game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ? + MM_HEALTH(game_mm.laser_overload_value) : + game.health); game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft); - game.LevelSolved_CountingScore = local_player->score_final; - game.LevelSolved_CountingHealth = local_player->health_final; + game.LevelSolved_CountingScore = game.score_final; + game.LevelSolved_CountingHealth = game.health_final; } void GameWon(void) @@ -4499,7 +4518,7 @@ void GameWon(void) int i; // do not start end game actions before the player stops moving (to exit) - if (local_player->MovPos) + if (local_player->active && local_player->MovPos) return; game.LevelSolved_GameWon = TRUE; @@ -4523,8 +4542,8 @@ void GameWon(void) game_over_delay_3 = game_over_delay_value_3; time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft); - score = score_final = local_player->score_final; - health = health_final = local_player->health_final; + score = score_final = game.score_final; + health = health_final = game.health_final; if (level.score[SC_TIME_BONUS] > 0) { @@ -4551,8 +4570,8 @@ void GameWon(void) game_over_delay_2 = game_over_delay_value_2; } - local_player->score_final = score_final; - local_player->health_final = health_final; + game.score_final = score_final; + game.health_final = health_final; } if (level_editor_test_game) @@ -4571,30 +4590,35 @@ void GameWon(void) if (level.game_engine_type == GAME_ENGINE_TYPE_RND) { - if (ExitX >= 0 && ExitY >= 0) // local player has left the level + // check if last player has left the level + if (game.exit_x >= 0 && + game.exit_y >= 0) { + int x = game.exit_x; + int y = game.exit_y; + int element = Feld[x][y]; + // close exit door after last player - if ((AllPlayersGone && - (Feld[ExitX][ExitY] == EL_EXIT_OPEN || - Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN || - Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) || - Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN || - Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN) + if ((game.all_players_gone && + (element == EL_EXIT_OPEN || + element == EL_SP_EXIT_OPEN || + element == EL_STEEL_EXIT_OPEN)) || + element == EL_EM_EXIT_OPEN || + element == EL_EM_STEEL_EXIT_OPEN) { - int element = Feld[ExitX][ExitY]; - Feld[ExitX][ExitY] = + Feld[x][y] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING : element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING: element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING: EL_EM_STEEL_EXIT_CLOSING); - PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); + PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING); } // player disappears - DrawLevelField(ExitX, ExitY); + DrawLevelField(x, y); } for (i = 0; i < MAX_PLAYERS; i++) @@ -4785,12 +4809,12 @@ int NewHiScore(int level_nr) LoadScore(level_nr); if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) || - local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score) + game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score) return -1; - for (k = 0; k < MAX_SCORE_ENTRIES; k++) + for (k = 0; k < MAX_SCORE_ENTRIES; k++) { - if (local_player->score_final > highscore[k].Score) + if (game.score_final > highscore[k].Score) { // player has made it to the hall of fame @@ -4819,7 +4843,7 @@ int NewHiScore(int level_nr) strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; - highscore[k].Score = local_player->score_final; + highscore[k].Score = game.score_final; position = k; break; @@ -5249,11 +5273,8 @@ static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, while (scroll_x != new_scroll_x || scroll_y != new_scroll_y) { - int dx = 0, dy = 0; - int fx = FX, fy = FY; - - dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0); - dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0); + int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0); + int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0); if (dx == 0 && dy == 0) // no scrolling needed at all break; @@ -5261,14 +5282,19 @@ static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, scroll_x -= dx; scroll_y -= dy; - fx += dx * TILEX / 2; - fy += dy * TILEY / 2; + // set values for horizontal/vertical screen scrolling (half tile size) + int dir_x = (dx != 0 ? MV_HORIZONTAL : 0); + int dir_y = (dy != 0 ? MV_VERTICAL : 0); + int pos_x = dx * TILEX / 2; + int pos_y = dy * TILEY / 2; + int fx = getFieldbufferOffsetX_RND(dir_x, pos_x); + int fy = getFieldbufferOffsetY_RND(dir_y, pos_y); ScrollLevel(dx, dy); DrawAllPlayers(); // scroll in two steps of half tile size to make things smoother - BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + BlitScreenToBitmapExt_RND(window, fx, fy); // scroll second step to align at full tile size BlitScreenToBitmap(window); @@ -5304,7 +5330,7 @@ static void RelocatePlayer(int jx, int jy, int el_player_raw) int enter_side = enter_side_horiz | enter_side_vert; int leave_side = leave_side_horiz | leave_side_vert; - if (player->GameOver) // do not reanimate dead player + if (player->buried) // do not reanimate dead player return; if (!player_relocated) // no need to relocate the player @@ -6814,10 +6840,10 @@ static void TurnRoundExt(int x, int y) { int attr_x = -1, attr_y = -1; - if (AllPlayersGone) + if (game.all_players_gone) { - attr_x = ExitX; - attr_y = ExitY; + attr_x = game.exit_x; + attr_y = game.exit_y; } else { @@ -6840,12 +6866,14 @@ static void TurnRoundExt(int x, int y) } } - if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 && - (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE || + if (element == EL_ROBOT && + game.robot_wheel_x >= 0 && + game.robot_wheel_y >= 0 && + (Feld[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE || game.engine_version < VERSION_IDENT(3,1,0,0))) { - attr_x = ZX; - attr_y = ZY; + attr_x = game.robot_wheel_x; + attr_y = game.robot_wheel_y; } if (element == EL_PENGUIN) @@ -6878,13 +6906,13 @@ static void TurnRoundExt(int x, int y) MovDir[x][y] = MV_NONE; if (attr_x < x) - MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT); + MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT); else if (attr_x > x) - MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); + MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT); if (attr_y < y) - MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP); + MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP); else if (attr_y > y) - MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); + MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN); if (element == EL_ROBOT) { @@ -7183,10 +7211,10 @@ static void TurnRoundExt(int x, int y) int newx, newy; boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER); - if (AllPlayersGone) + if (game.all_players_gone) { - attr_x = ExitX; - attr_y = ExitY; + attr_x = game.exit_x; + attr_y = game.exit_y; } else { @@ -7951,7 +7979,8 @@ static void StartMoving(int x, int y) game.friends_still_needed--; if (!game.friends_still_needed && - !local_player->GameOver && AllPlayersGone) + !game.GameOver && + game.all_players_gone) LevelSolved(); return; @@ -9026,10 +9055,11 @@ static void RunRobotWheel(int x, int y) static void StopRobotWheel(int x, int y) { - if (ZX == x && ZY == y) + if (game.robot_wheel_x == x && + game.robot_wheel_y == y) { - ZX = ZY = -1; - + game.robot_wheel_x = -1; + game.robot_wheel_y = -1; game.robot_wheel_active = FALSE; } } @@ -9097,7 +9127,8 @@ static void CheckExit(int x, int y) return; } - if (AllPlayersGone) // do not re-open exit door closed after last player + // do not re-open exit door closed after last player + if (game.all_players_gone) return; Feld[x][y] = EL_EXIT_OPENING; @@ -9121,7 +9152,8 @@ static void CheckExitEM(int x, int y) return; } - if (AllPlayersGone) // do not re-open exit door closed after last player + // do not re-open exit door closed after last player + if (game.all_players_gone) return; Feld[x][y] = EL_EM_EXIT_OPENING; @@ -9145,7 +9177,8 @@ static void CheckExitSteel(int x, int y) return; } - if (AllPlayersGone) // do not re-open exit door closed after last player + // do not re-open exit door closed after last player + if (game.all_players_gone) return; Feld[x][y] = EL_STEEL_EXIT_OPENING; @@ -9169,7 +9202,8 @@ static void CheckExitSteelEM(int x, int y) return; } - if (AllPlayersGone) // do not re-open exit door closed after last player + // do not re-open exit door closed after last player + if (game.all_players_gone) return; Feld[x][y] = EL_EM_STEEL_EXIT_OPENING; @@ -9190,7 +9224,8 @@ static void CheckExitSP(int x, int y) return; } - if (AllPlayersGone) // do not re-open exit door closed after last player + // do not re-open exit door closed after last player + if (game.all_players_gone) return; Feld[x][y] = EL_SP_EXIT_OPENING; @@ -9707,7 +9742,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) : action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value : action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed : - action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score : + action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score : action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element): action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value: action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element): @@ -9722,7 +9757,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) int action_arg_number_old = (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed : action_type == CA_SET_LEVEL_TIME ? TimeLeft : - action_type == CA_SET_LEVEL_SCORE ? local_player->score : + action_type == CA_SET_LEVEL_SCORE ? game.score : action_type == CA_SET_CE_VALUE ? CustomValue[x][y] : action_type == CA_SET_CE_SCORE ? ei->collect_score : 0); @@ -9792,9 +9827,9 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) case CA_SET_LEVEL_SCORE: { - local_player->score = action_arg_number_new; + game.score = action_arg_number_new; - game_panel_controls[GAME_PANEL_SCORE].value = local_player->score; + game_panel_controls[GAME_PANEL_SCORE].value = game.score; DisplayGameControlValues(); @@ -9847,7 +9882,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) if (action_arg_player_bits & (1 << i)) ExitPlayer(&stored_player[i]); - if (AllPlayersGone) + if (game.players_still_needed == 0) LevelSolved(); break; @@ -11026,10 +11061,7 @@ static void CheckSingleStepMode(struct PlayerInfo *player) if (!player->is_moving && !player->is_pushing && !player->is_dropping_pressed) - { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - SnapField(player, 0, 0); // stop snapping - } } CheckSaveEngineSnapshot(player); @@ -11124,11 +11156,11 @@ static void CheckLevelSolved(void) game_em.game_over = TRUE; - AllPlayersGone = TRUE; + game.all_players_gone = TRUE; } if (game_em.game_over) // game lost - AllPlayersGone = TRUE; + game.all_players_gone = TRUE; } else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) { @@ -11139,11 +11171,11 @@ static void CheckLevelSolved(void) game_sp.game_over = TRUE; - AllPlayersGone = TRUE; + game.all_players_gone = TRUE; } if (game_sp.game_over) // game lost - AllPlayersGone = TRUE; + game.all_players_gone = TRUE; } else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) { @@ -11154,11 +11186,11 @@ static void CheckLevelSolved(void) game_mm.game_over = TRUE; - AllPlayersGone = TRUE; + game.all_players_gone = TRUE; } if (game_mm.game_over) // game lost - AllPlayersGone = TRUE; + game.all_players_gone = TRUE; } } @@ -11209,7 +11241,7 @@ static void CheckLevelTime(void) KillPlayer(&stored_player[i]); } } - else if (game.no_time_limit && !AllPlayersGone) // level w/o time limit + else if (game.no_time_limit && !game.all_players_gone) { game_panel_controls[GAME_PANEL_TIME].value = TimePlayed; } @@ -11334,7 +11366,7 @@ static void GameActionsExt(void) if (game.LevelSolved && !game.LevelSolved_GameEnd) GameWon(); - if (AllPlayersGone && !TAPE_IS_STOPPED(tape)) + if (game.all_players_gone && !TAPE_IS_STOPPED(tape)) TapeStop(); if (game_status != GAME_MODE_PLAYING) // status might have changed @@ -11348,6 +11380,15 @@ static void GameActionsExt(void) SetVideoFrameDelay(game_frame_delay_value); + // (de)activate virtual buttons depending on current game status + if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS)) + { + if (game.all_players_gone) // if no players there to be controlled anymore + SetOverlayActive(FALSE); + else if (!tape.playing) // if game continues after tape stopped playing + SetOverlayActive(TRUE); + } + #if 0 #if 0 // ---------- main game synchronization point ---------- @@ -11424,13 +11465,14 @@ static void GameActionsExt(void) stored_player[map_player_action[local_player->index_nr]].effective_action = summarized_player_action; + // summarize all actions at centered player in local team mode if (tape.recording && - setup.team_mode && + setup.team_mode && !network.enabled && setup.input_on_focus && game.centered_player_nr != -1) { for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].effective_action = + stored_player[map_player_action[i]].effective_action = (i == game.centered_player_nr ? summarized_player_action : 0); } @@ -11458,6 +11500,10 @@ static void GameActionsExt(void) if (tape.recording) TapeRecordAction(tape_action); + // remember if game was played (especially after tape stopped playing) + if (!tape.playing && summarized_player_action) + game.GamePlayed = TRUE; + #if USE_NEW_PLAYER_ASSIGNMENTS // !!! also map player actions in single player mode !!! // if (game.team_mode) @@ -11951,7 +11997,8 @@ void GameActions_RND(void) element == EL_DC_MAGIC_WALL_FULL || element == EL_DC_MAGIC_WALL_ACTIVE || element == EL_DC_MAGIC_WALL_EMPTYING) && - ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy)) + ABS(x - jx) + ABS(y - jy) < + ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy)) { magic_wall_x = x; magic_wall_y = y; @@ -12133,11 +12180,17 @@ void GameActions_RND(void) DrawAllPlayers(); PlayAllPlayersSound(); - if (local_player->show_envelope != 0 && local_player->MovPos == 0) + for (i = 0; i < MAX_PLAYERS; i++) { - ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); + struct PlayerInfo *player = &stored_player[i]; - local_player->show_envelope = 0; + if (player->show_envelope != 0 && (!player->active || + player->MovPos == 0)) + { + ShowEnvelope(player->show_envelope - EL_ENVELOPE_1); + + player->show_envelope = 0; + } } // use random number generator in every frame to make it less predictable @@ -12468,7 +12521,6 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) game.centered_player_nr == -1)) { int old_scroll_x = scroll_x, old_scroll_y = scroll_y; - int offset = game.scroll_delay_value; if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { @@ -12480,15 +12532,19 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) } else { + int offset = game.scroll_delay_value; + if (jx != old_jx) // player has moved horizontally { - if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || - (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) - scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); + int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1); + int new_scroll_x = jx - MIDPOSX + offset_x; + + if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) || + (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x)) + scroll_x = new_scroll_x; // don't scroll over playfield boundaries - if (scroll_x < SBX_Left || scroll_x > SBX_Right) - scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right); // don't scroll more than one field at a time scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); @@ -12500,13 +12556,15 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) } else // player has moved vertically { - if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || - (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) - scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); + int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1); + int new_scroll_y = jy - MIDPOSY + offset_y; + + if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) || + (player->MovDir == MV_DOWN && scroll_y < new_scroll_y)) + scroll_y = new_scroll_y; // don't scroll over playfield boundaries - if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) - scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); + scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower); // don't scroll more than one field at a time scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); @@ -12674,9 +12732,9 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) { ExitPlayer(player); - if ((game.friends_still_needed == 0 || - IS_SP_ELEMENT(Feld[jx][jy])) && - AllPlayersGone) + if (game.players_still_needed == 0 && + (game.friends_still_needed == 0 || + IS_SP_ELEMENT(Feld[jx][jy]))) LevelSolved(); } @@ -12746,7 +12804,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) for (i = 0; i < MAX_PLAYERS; i++) KillPlayer(&stored_player[i]); } - else if (game.no_time_limit && !AllPlayersGone) // level w/o time limit + else if (game.no_time_limit && !game.all_players_gone) { game_panel_controls[GAME_PANEL_TIME].value = TimePlayed; @@ -13404,8 +13462,12 @@ void BuryPlayer(struct PlayerInfo *player) PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING); PlayLevelSound(jx, jy, SND_GAME_LOSING); - player->GameOver = TRUE; RemovePlayer(player); + + player->buried = TRUE; + + if (game.all_players_gone) + game.GameOver = TRUE; } void RemovePlayer(struct PlayerInfo *player) @@ -13416,6 +13478,9 @@ void RemovePlayer(struct PlayerInfo *player) player->present = FALSE; player->active = FALSE; + // required for some CE actions (even if the player is not active anymore) + player->MovPos = 0; + if (!ExplodeField[jx][jy]) StorePlayer[jx][jy] = 0; @@ -13427,10 +13492,13 @@ void RemovePlayer(struct PlayerInfo *player) found = TRUE; if (!found) - AllPlayersGone = TRUE; + { + game.all_players_gone = TRUE; + game.GameOver = TRUE; + } - ExitX = ZX = jx; - ExitY = ZY = jy; + game.exit_x = game.robot_wheel_x = jx; + game.exit_y = game.robot_wheel_y = jy; } void ExitPlayer(struct PlayerInfo *player) @@ -13440,10 +13508,6 @@ void ExitPlayer(struct PlayerInfo *player) if (game.players_still_needed > 0) game.players_still_needed--; - - // also set if some players not yet gone, but not needed to solve level - if (game.players_still_needed == 0) - AllPlayersGone = TRUE; } static void setFieldForSnapping(int x, int y, int element, int direction) @@ -14057,9 +14121,9 @@ static int DigField(struct PlayerInfo *player, if (element == EL_ROBOT_WHEEL) { Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; - ZX = x; - ZY = y; + game.robot_wheel_x = x; + game.robot_wheel_y = y; game.robot_wheel_active = TRUE; TEST_DrawLevelField(x, y); @@ -14846,9 +14910,9 @@ void StopSound_MM(int sound_mm) void RaiseScore(int value) { - local_player->score += value; + game.score += value; - game_panel_controls[GAME_PANEL_SCORE].value = local_player->score; + game_panel_controls[GAME_PANEL_SCORE].value = game.score; DisplayGameControlValues(); } @@ -14939,7 +15003,12 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message) { // closing door required in case of envelope style request dialogs if (!skip_request) + { + // prevent short reactivation of overlay buttons while closing door + SetOverlayActive(FALSE); + CloseDoor(DOOR_CLOSE_1); + } if (network.enabled) SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER); @@ -14968,7 +15037,7 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message) void RequestQuitGame(boolean ask_if_really_quit) { boolean quick_quit = (!ask_if_really_quit || level_editor_test_game); - boolean skip_request = AllPlayersGone || quick_quit; + boolean skip_request = game.all_players_gone || quick_quit; RequestQuitGameExt(skip_request, quick_quit, "Do you really want to quit the game?"); @@ -15004,6 +15073,10 @@ void CheckGameOver(void) if (game.request_active) return; + // do not ask to play again if game was never actually played + if (!game.GamePlayed) + return; + if (!game_over) { last_game_over = FALSE; @@ -15035,9 +15108,6 @@ boolean checkGameSolved(void) boolean checkGameFailed(void) { - if (!AllPlayersGone) - return FALSE; - if (level.game_engine_type == GAME_ENGINE_TYPE_EM) return (game_em.game_over && !game_em.level_solved); else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) @@ -15045,7 +15115,7 @@ boolean checkGameFailed(void) else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) return (game_mm.game_over && !game_mm.level_solved); else // GAME_ENGINE_TYPE_RND - return (local_player->GameOver && !game.LevelSolved); + return (game.GameOver && !game.LevelSolved); } boolean checkGameEnded(void) @@ -15229,11 +15299,6 @@ static ListNode *SaveEngineSnapshotBuffers(void) SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game)); SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape)); - SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX)); - SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY)); - SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX)); - SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY)); - SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter)); SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames)); SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed)); @@ -15246,8 +15311,6 @@ static ListNode *SaveEngineSnapshotBuffers(void) SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize)); - SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone)); - SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt)); SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));