player_move changed, because the AI players need this routine too and i am only going to write this part once.

origin
stpohle 23 years ago
parent 7c39c7ea3c
commit 673fcfc32d

@ -1,4 +1,4 @@
/* $Id: bomberclone.h,v 1.24 2003/05/18 14:06:29 patty21 Exp $ */ /* $Id: bomberclone.h,v 1.25 2003/05/19 21:51:35 stpohle Exp $ */
/* bomberclone.h */ /* bomberclone.h */
#ifndef _BOMBERCLONE_H_ #ifndef _BOMBERCLONE_H_
@ -184,8 +184,8 @@ extern void tileset_random ();
extern int dead_playerani (); extern int dead_playerani ();
extern void draw_player (_player * player); extern void draw_player (_player * player);
extern void restore_players_screen (); extern void restore_players_screen ();
extern void move_player (); extern void move_player (int pl_nr);
extern int stepmove_player (); extern int stepmove_player (int pl_nr);
extern void player_drop_bomb (int pl_nr); extern void player_drop_bomb (int pl_nr);
extern void get_player_on (short int x, short int y, int pl_nr[]); extern void get_player_on (short int x, short int y, int pl_nr[]);
extern void player_died (_player * player, signed char dead_by); extern void player_died (_player * player, signed char dead_by);

@ -199,9 +199,10 @@ game_loop ()
player_ilness_loop (bman.p_nr); player_ilness_loop (bman.p_nr);
if ((bman.players[bman.p_nr].state & PSFM_alife) == PSFM_alife) if ((bman.players[bman.p_nr].state & PSFM_alife) == PSFM_alife)
move_player (); move_player (bman.p_nr);
player_calcpos (); if (GT_MP_PTP)
player_calcpos ();
if (bman.gametype != GT_single) if (bman.gametype != GT_single)
network_loop (); network_loop ();

@ -210,9 +210,9 @@ check_field (short int fx, short int fy, _player * p)
int int
stepmove_player () stepmove_player (int pl_nr)
{ {
_player *p = &bman.players[bman.p_nr]; _player *p = &bman.players[pl_nr];
int _x, int _x,
_y, _y,
dx = 0, dx = 0,
@ -283,34 +283,34 @@ stepmove_player ()
void void
move_player () move_player (int pl_nr)
{ {
int oldd, int oldd,
stepsleft, stepsleft,
speed; speed;
_player *p = &bman.players[bman.p_nr]; _player *p = &bman.players[pl_nr];
oldd = p->d; oldd = p->d;
if (p->m) { if (p->m) {
player_animation (p); player_animation (p);
if ((stepsleft = stepmove_player ()) > 0) { if ((stepsleft = stepmove_player (pl_nr)) > 0) {
/* save the speed and go the rest of the step */ /* save the speed and go the rest of the step */
p->d = oldd; p->d = oldd;
speed = p->speed; speed = p->speed;
p->speed = stepsleft; p->speed = stepsleft;
stepmove_player (); stepmove_player (pl_nr);
p->speed = speed; p->speed = speed;
} }
/* network packet send control - send data if it's time to send or if we need to */ /* network packet send control - send data if it's time to send or if we need to */
if (bman.gametype != GT_single) if (bman.gametype != GT_single)
net_game_send_playermove (bman.p_nr, (p->old_m == 0)); net_game_send_playermove (pl_nr, (p->old_m == 0));
} }
/* the player just stopt moving so send data */ /* the player just stopt moving so send data */
if (bman.gametype != GT_single && p->m == 0 && p->old_m != 0) if (bman.gametype != GT_single && p->m == 0 && p->old_m != 0)
net_game_send_playermove (bman.p_nr, 1); net_game_send_playermove (pl_nr, 1);
p->old_m = p->m; // save the old state p->old_m = p->m; // save the old state
p->m = 0; p->m = 0;
@ -519,7 +519,7 @@ player_calcpos ()
oldd = pl->d; oldd = pl->d;
if (pl->speed > 1) if (pl->speed > 1)
stepmove_player (); stepmove_player (p);
if (pl->speeddat) { if (pl->speeddat) {
pl->m = oldm; pl->m = oldm;

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