game.scroll_delay_value =
MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
+ /* ---------- initialize game engine snapshots ---------------------------- */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ game.snapshot.last_action[i] = 0;
+ game.snapshot.changed_action = FALSE;
+ game.snapshot.mode =
+ (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
+ SNAPSHOT_MODE_EVERY_STEP :
+ strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
+ SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
+
FreeEngineSnapshotList();
}
(player->is_snapping && !player_was_snapping) ||
(player->is_dropping && !player_was_dropping))
{
- SaveEngineSnapshotToList();
+ if (!SaveEngineSnapshotToList())
+ return;
player_was_moving = FALSE;
player_was_snapping = TRUE;
byte tape_action[MAX_PLAYERS];
int i;
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ // allow engine snapshot if movement attempt was stopped
+ if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
+ (player->action & KEY_MOTION) == 0)
+ game.snapshot.changed_action = TRUE;
+
+ // allow engine snapshot in case of snapping/dropping attempt
+ if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
+ (player->action & KEY_BUTTON) != 0)
+ game.snapshot.changed_action = TRUE;
+
+ game.snapshot.last_action[i] = player->action;
+ }
+
/* detect endless loops, caused by custom element programming */
if (recursion_loop_detected && recursion_loop_depth == 0)
{
SaveSnapshotSingle(buffers);
}
-void SaveEngineSnapshotToList()
+boolean SaveEngineSnapshotToList()
{
+ boolean save_snapshot =
+ (FrameCounter == 0 ||
+ (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
+ (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
+ game.snapshot.changed_action));
+
+ game.snapshot.changed_action = FALSE;
+
+ if (game.snapshot.mode == SNAPSHOT_MODE_OFF || !save_snapshot)
+ return FALSE;
+
ListNode *buffers = SaveEngineSnapshotBuffers();
/* finally save all snapshot buffers to snapshot list */
SaveSnapshotToList(buffers);
+
+ return TRUE;
}
void LoadEngineSnapshotValues()
LoadEngineSnapshotValues();
}
-boolean CheckEngineSnapshot()
+boolean CheckEngineSnapshotSingle()
{
return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
snapshot_level_nr == level_nr);
}
+boolean CheckEngineSnapshotList()
+{
+ return CheckSnapshotList();
+}
+
/* ---------- new game button stuff ---------------------------------------- */
DrawCompleteVideoDisplay();
DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
+ DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
+ VIDEO_STATE_1STEP_OFF), 0);
BackToFront();
}
void GameUndo(int steps)
{
- if (!CheckEngineSnapshot())
+ if (!CheckEngineSnapshotList())
return;
LoadEngineSnapshot_Undo(steps);
void GameRedo(int steps)
{
- if (!CheckEngineSnapshot())
+ if (!CheckEngineSnapshotList())
return;
LoadEngineSnapshot_Redo(steps);