cleanup of unnecessarily convoluted function call
[rocksndiamonds.git] / src / game_bd / main_bd.c
index 32305736fda1a21780d7d4fc923e2ec4ff6733a1..4404d0ab06d3765ffd1afb71ae93d1f3cdc04c36 100644 (file)
@@ -255,6 +255,14 @@ int getTimeLeft_BD(void)
   return 0;
 }
 
+void SetTimeFrames_BD(int frames_played)
+{
+  // needed to store final time after solving game (before counting down remaining time)
+  if (game_bd.game->state_counter == GAME_INT_CAVE_RUNNING)
+    game_bd.frames_played = frames_played;
+
+}
+
 static void UpdateGameDoorValues_BD(void)
 {
   GdCave *cave = game_bd.game->cave;
@@ -331,6 +339,11 @@ void InitGameEngine_BD(void)
   game_bd.game->itercycle = 0;
   game_bd.game->itermax = 8;   // default; dynamically changed at runtime
   game_bd.game->itermax_last = game_bd.game->itermax;
+  game_bd.game->itermax2[0] = game_bd.game->itermax;
+  game_bd.game->itermax2[1] = game_bd.game->itermax;
+
+  game_bd.player_moving = FALSE;
+  game_bd.player_snapping = FALSE;
 
   // default: start with completely covered playfield
   int next_state = GAME_INT_START_UNCOVER + 1;
@@ -352,10 +365,10 @@ void InitGameEngine_BD(void)
   // when skipping uncovering, continue with uncovered playfield
   if (setup.bd_skip_uncovering)
     game_bd.game->state_counter = GAME_INT_UNCOVER_ALL + 1;
-  else if (isLevelEditorTestGame())
+  else if (isLevelEditorFastStart())
     game_bd.game->state_counter = GAME_INT_UNCOVER_ALL - 8;
 
-  if (setup.bd_skip_uncovering || isLevelEditorTestGame())
+  if (setup.bd_skip_uncovering || isLevelEditorFastStart())
     gd_scroll(game_bd.game, TRUE, TRUE);
 
   ClearRectangle(gd_screen_bitmap, 0, 0, SXSIZE, SYSIZE);
@@ -429,6 +442,15 @@ void GameActions_BD(byte action[MAX_PLAYERS])
     play_game_func(game_bd.game, action[0]);
   }
 
+  boolean single_step_mode_paused =
+    CheckSingleStepMode_BD(check_iteration_reached(game_bd.game),
+                           game_bd.player_moving,
+                           game_bd.player_snapping);
+
+  // draw final movement animation frame before going to single step pause mode
+  if (single_step_mode_paused)
+    game_bd.game->itercycle = game_bd.game->itermax - 1;
+
   RedrawPlayfield_BD(FALSE);
 
   UpdateGameDoorValues_BD();
@@ -466,11 +488,16 @@ boolean use_bd_up_down_graphics(void)
          (setup.bd_up_down_graphics == STATE_AUTO && !use_native_bd_graphics_engine()));
 }
 
-// check if skipping falling sounds selected in setup menu
-boolean skip_bd_falling_sounds(void)
+// check if element falling sounds selected in setup menu
+boolean use_bd_falling_sounds(void)
 {
-  return ((setup.bd_skip_falling_sounds == STATE_TRUE) ||
-         (setup.bd_skip_falling_sounds == STATE_AUTO && !game.use_native_bd_sound_engine));
+  return ((setup.bd_falling_sounds == STATE_TRUE) ||
+         (setup.bd_falling_sounds == STATE_AUTO && game.use_native_bd_sound_engine));
+}
+
+boolean hasColorTemplate_BD(void)
+{
+  return gd_bitmap_has_c64_colors(graphic_info_bd_color_template.bitmap);
 }
 
 Bitmap **GetTitleScreenBitmaps_BD(void)
@@ -527,3 +554,99 @@ void RedrawPlayfield_BD(boolean force_redraw)
 {
   gd_drawcave(gd_screen_bitmap, game_bd.game, force_redraw);
 }
+
+
+// ============================================================================
+// snapshot functions
+// ============================================================================
+
+void SaveEngineSnapshotValues_BD(void)
+{
+  GdGame *game = game_bd.game;
+  GdCave *cave = game_bd.game->cave;
+  int x, y;
+
+  engine_snapshot_bd.game = *game;
+
+  for (y = 0; y < cave->h; y++)
+  {
+    for (x = 0; x < cave->w; x++)
+    {
+      engine_snapshot_bd.element_buffer[x][y]      = game->element_buffer[y][x];
+      engine_snapshot_bd.last_element_buffer[x][y] = game->last_element_buffer[y][x];
+      engine_snapshot_bd.dir_buffer_from[x][y]     = game->dir_buffer_from[y][x];
+      engine_snapshot_bd.dir_buffer_to[x][y]       = game->dir_buffer_to[y][x];
+      engine_snapshot_bd.gfx_buffer[x][y]          = game->gfx_buffer[y][x];
+    }
+  }
+
+  engine_snapshot_bd.cave = *cave;
+
+  for (y = 0; y < cave->h; y++)
+  {
+    for (x = 0; x < cave->w; x++)
+    {
+      engine_snapshot_bd.map[x][y] = cave->map[y][x];
+
+      if (cave->hammered_walls_reappear)
+        engine_snapshot_bd.hammered_reappear[x][y] = cave->hammered_reappear[y][x];
+    }
+  }
+}
+
+void LoadEngineSnapshotValues_BD(void)
+{
+  GdGame *game = game_bd.game;
+  GdCave *cave = game_bd.game->cave;
+  int x, y;
+
+  // copy pointers
+  engine_snapshot_bd.game.cave                = game->cave;
+  engine_snapshot_bd.game.original_cave       = game->original_cave;
+
+  engine_snapshot_bd.game.element_buffer      = game->element_buffer;
+  engine_snapshot_bd.game.last_element_buffer = game->last_element_buffer;
+  engine_snapshot_bd.game.dir_buffer_from     = game->dir_buffer_from;
+  engine_snapshot_bd.game.dir_buffer_to       = game->dir_buffer_to;
+  engine_snapshot_bd.game.gfx_buffer          = game->gfx_buffer;
+
+  *game = engine_snapshot_bd.game;
+
+  for (y = 0; y < cave->h; y++)
+  {
+    for (x = 0; x < cave->w; x++)
+    {
+      game->element_buffer[y][x]      = engine_snapshot_bd.element_buffer[x][y];
+      game->last_element_buffer[y][x] = engine_snapshot_bd.last_element_buffer[x][y];
+      game->dir_buffer_from[y][x]     = engine_snapshot_bd.dir_buffer_from[x][y];
+      game->dir_buffer_to[y][x]       = engine_snapshot_bd.dir_buffer_to[x][y];
+      game->gfx_buffer[y][x]          = engine_snapshot_bd.gfx_buffer[x][y];
+    }
+  }
+
+  // copy pointers
+  engine_snapshot_bd.cave.story             = cave->story;
+  engine_snapshot_bd.cave.remark            = cave->remark;
+  engine_snapshot_bd.cave.tags              = cave->tags;
+  engine_snapshot_bd.cave.map               = cave->map;
+  engine_snapshot_bd.cave.objects           = cave->objects;
+  engine_snapshot_bd.cave.replays           = cave->replays;
+  engine_snapshot_bd.cave.random            = cave->random;
+  engine_snapshot_bd.cave.objects_order     = cave->objects_order;
+  engine_snapshot_bd.cave.hammered_reappear = cave->hammered_reappear;
+
+  *cave = engine_snapshot_bd.cave;
+
+  for (y = 0; y < cave->h; y++)
+  {
+    for (x = 0; x < cave->w; x++)
+    {
+      cave->map[y][x] = engine_snapshot_bd.map[x][y];
+
+      if (cave->hammered_walls_reappear)
+        cave->hammered_reappear[y][x] = engine_snapshot_bd.hammered_reappear[x][y];
+    }
+  }
+
+  gd_scroll(game_bd.game, TRUE, TRUE);
+}