/* redraw game control buttons */
RedrawGameButtons();
- game_status = GAME_MODE_PSEUDO_PANEL;
+ SetGameStatus(GAME_MODE_PSEUDO_PANEL);
for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
{
redraw_mask |= REDRAW_DOOR_1;
}
- game_status = GAME_MODE_PLAYING;
+ SetGameStatus(GAME_MODE_PLAYING);
}
void UpdateAndDisplayGameControlValues()
for (i = 0; i < MAX_PLAYERS; i++)
game.snapshot.last_action[i] = 0;
game.snapshot.changed_action = FALSE;
+ game.snapshot.collected_item = 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);
+ SNAPSHOT_MODE_EVERY_MOVE :
+ strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
+ SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
}
int get_num_special_action(int element, int action_first, int action_last)
// required here to update video display before fading (FIX THIS)
DrawMaskedBorder(REDRAW_DOOR_2);
- game_status = GAME_MODE_PLAYING;
-
if (!game.restart_level)
CloseDoor(DOOR_CLOSE_1);
+ SetGameStatus(GAME_MODE_PLAYING);
+
/* needed if different viewport properties defined for playing */
ChangeViewportPropertiesIfNeeded();
FadeOut(fade_mask);
- OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
-
ClearField();
+ OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
+
DrawCompleteVideoDisplay();
InitGameEngine();
if (level_editor_test_game)
{
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
DrawMainMenu();
if (!local_player->LevelSolved_SaveScore)
{
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
DrawMainMenu();
if ((hi_pos = NewHiScore()) >= 0)
{
- game_status = GAME_MODE_SCORES;
+ SetGameStatus(GAME_MODE_SCORES);
DrawHallOfFame(hi_pos);
}
else
{
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
if (raise_level)
{
{
local_player->gems_still_needed = action_arg_number_new;
+ game.snapshot.collected_item = TRUE;
+
game_panel_controls[GAME_PANEL_GEMS].value =
local_player->gems_still_needed;
SendToServer_MovePlayer(summarized_player_action);
#endif
+ // summarize all actions at local players mapped input device position
+ // (this allows using different input devices in single player mode)
if (!options.network && !game.team_mode)
- local_player->effective_action = summarized_player_action;
+ stored_player[map_player_action[local_player->index_nr]].effective_action =
+ summarized_player_action;
if (tape.recording &&
setup.team_mode &&
#if USE_NEW_PLAYER_ASSIGNMENTS
// !!! also map player actions in single player mode !!!
// if (game.team_mode)
+ if (1)
{
byte mapped_action[MAX_PLAYERS];
if (local_player->gems_still_needed < 0)
local_player->gems_still_needed = 0;
+ game.snapshot.collected_item = TRUE;
+
game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
DisplayGameControlValues();
if (quick_quit)
FadeSkipNextFadeIn();
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
DrawMainMenu();
}
(initial_snapshot ||
(game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
(game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
- game.snapshot.changed_action));
+ game.snapshot.changed_action) ||
+ (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
+ game.snapshot.collected_item));
game.snapshot.changed_action = FALSE;
+ game.snapshot.collected_item = FALSE;
if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
tape.quick_resume ||
static void HandleGameButtonsExt(int id, int button)
{
+ static boolean game_undo_executed = FALSE;
int steps = BUTTON_STEPSIZE(button);
boolean handle_game_buttons =
(game_status == GAME_MODE_PLAYING ||
}
else
TapeTogglePause(TAPE_TOGGLE_MANUAL);
+
+ game_undo_executed = FALSE;
+
break;
case GAME_CTRL_ID_PLAY:
break;
case GAME_CTRL_ID_UNDO:
+ // Important: When using "save snapshot when collecting an item" mode,
+ // load last (current) snapshot for first "undo" after pressing "pause"
+ // (else the last-but-one snapshot would be loaded, because the snapshot
+ // pointer already points to the last snapshot when pressing "pause",
+ // which is fine for "every step/move" mode, but not for "every collect")
+ if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
+ !game_undo_executed)
+ steps--;
+
+ game_undo_executed = TRUE;
+
GameUndo(steps);
break;