some patches because the games would never end

origin
stpohle 23 years ago
parent 91aa088ac4
commit e758bd16d1

@ -13,6 +13,7 @@
#define GAME_SPECIAL_ITEMSROW 0
#define GAME_SPECIAL_ITEMSPUSH 0
#define GAME_SPECIAL_ITEMSKICK 0
#define EXPLOSION_SAVE_DISTANCE 64
#define START_BOMBS 1
#define START_RANGE 2

@ -51,7 +51,7 @@ game_draw_info ()
}
sprintf (scrtext, "%10s:%2d", bman.players[i].name, bman.players[i].points);
if ((bman.players[i].state & PSFM_alife) != PSFM_alife) { // Player is dead
if (!PS_IS_alife(bman.players[i].state)) { // Player is dead
draw_text (x, j, scrtext, 0);
if ((bman.players[i].state & PSF_used) != PSF_used)
draw_text (x, j, "-------------", 1);
@ -135,8 +135,8 @@ game_loop ()
}
SDL_Flip (gfx.screen);
bman.updatestatusbar = 1; // force an update
timestamp = SDL_GetTicks (); // needed for time sync.
d_gamedetail ("GAME START");
draw_players ();

@ -1,4 +1,4 @@
/* $Id: network.c,v 1.24 2003/05/15 04:56:15 stpohle Exp $ */
/* $Id: network.c,v 1.25 2003/05/17 01:12:33 stpohle Exp $ */
/*
network routines.
*/
@ -614,6 +614,7 @@ net_delplayer (int pl_nr)
j = 1;
d_printf ("net_delplayer (%d)\n", pl_nr);
bman.updatestatusbar = 1; // force an update
if (pl_nr == bman.p_nr) {
/* we're not wanted */

@ -429,6 +429,7 @@ do_playerdata (struct pkg_playerdata *p_dat, _net_addr * addr)
return;
d_printf ("do_playerdata (From: %d) p_nr: %d\n", addr->pl_nr, p_dat->p_nr);
bman.updatestatusbar = 1; // force an update
pl = &bman.players[p_dat->p_nr];
player_set_gfx (pl, p_dat->gfx_nr);

@ -178,11 +178,9 @@ player_check_powerup (_player * p)
case FT_sp_row:
case FT_sp_push:
case FT_sp_kick:
if (p->special==SP_nothing) {
p->special=ft-FT_sp_trigger+1;
field_clear(fx,fy);
bman.updatestatusbar=1;
}
p->special=ft-FT_sp_trigger+1;
field_clear(fx,fy);
bman.updatestatusbar=1;
break;
}
};
@ -385,9 +383,9 @@ get_player_on (short int x, short int y, int pl_nr[])
for (i = 0, p = 0; p < MAX_PLAYERS; p++)
if (PS_IS_alife (bman.players[p].state)) {
if (bman.players[p].pos.x - 42 > x - 256
&& bman.players[p].pos.x + 42 < x + 256
&& bman.players[p].pos.y - 42 > y - 256 && bman.players[p].pos.y + 42 < y + 256) {
if (bman.players[p].pos.x - EXPLOSION_SAVE_DISTANCE > x - 256
&& bman.players[p].pos.x + EXPLOSION_SAVE_DISTANCE < x + 256
&& bman.players[p].pos.y - EXPLOSION_SAVE_DISTANCE > y - 256 && bman.players[p].pos.y + EXPLOSION_SAVE_DISTANCE < y + 256) {
pl_nr[i] = p;
i++;
}
@ -402,7 +400,8 @@ player_died (_player * player, signed char dead_by)
// player die !
d_printf ("player_died (%10s)\n", player->name);
bman.updatestatusbar = 1; // force an update
if (PS_IS_alife (player->state) && dead_by >= 0 && dead_by < MAX_PLAYERS)
if (bman.p_nr != dead_by)
bman.players[dead_by].points++;

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