X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=ce4fd8cb30e033a0fb9623b99bfe8bcf4dde681a;hb=deb451e04c703615d19fd5c3b6863499c09ae2ba;hp=8ef02b4f830bf00a40337b6e32a91a3636a37905;hpb=520916c89d7d96944bf3d66e3caa5afd840df74c;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 8ef02b4f..ce4fd8cb 100644 --- a/src/game.c +++ b/src/game.c @@ -3224,6 +3224,8 @@ void InitGame() player->was_snapping = FALSE; player->was_dropping = FALSE; + player->force_dropping = FALSE; + player->frame_counter_bored = -1; player->frame_counter_sleeping = -1; @@ -10714,7 +10716,9 @@ static void CheckSingleStepMode(struct PlayerInfo *player) { /* as it is called "single step mode", just return to pause mode when the player stopped moving after one tile (or never starts moving at all) */ - if (!player->is_moving && !player->is_pushing) + if (!player->is_moving && + !player->is_pushing && + !player->is_dropping_pressed) { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); SnapField(player, 0, 0); /* stop snapping */ @@ -11222,9 +11226,14 @@ void GameActionsExt() fps_frames = 0; fps_counter = Counter(); + + /* always draw FPS to screen after FPS value was updated */ + redraw_mask |= REDRAW_FPS; } - redraw_mask |= REDRAW_FPS; + /* only draw FPS if no screen areas are deactivated (invisible warp mode) */ + if (GetDrawDeactivationMask() == REDRAW_NONE) + redraw_mask |= REDRAW_FPS; } } @@ -11268,6 +11277,14 @@ void GameActions_SP_Main() effective_action[i] = stored_player[i].effective_action; GameActions_SP(effective_action, warp_mode); + + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].force_dropping) + stored_player[i].action |= KEY_BUTTON_DROP; + + stored_player[i].force_dropping = FALSE; + } } void GameActions_RND_Main() @@ -13979,8 +13996,6 @@ static boolean DropElement(struct PlayerInfo *player) int drop_side = drop_direction; int drop_element = get_next_dropped_element(player); - player->is_dropping_pressed = TRUE; - /* do not drop an element on top of another element; when holding drop key pressed without moving, dropped element must move away before the next element can be dropped (this is especially important if the next element @@ -14008,6 +14023,9 @@ static boolean DropElement(struct PlayerInfo *player) if (new_element == EL_UNDEFINED) return FALSE; + /* only set if player has anything that can be dropped */ + player->is_dropping_pressed = TRUE; + /* check if drop key was pressed long enough for EM style dynamite */ if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40) return FALSE;