X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;ds=sidebyside;f=src%2Fgame.c;h=f17eb32359f76fccb2c1e25371125322ae9d1b26;hb=e20eec573781b34a21a17f87f03abb43f3814715;hp=1f9289e8f7c8241df44992ecceb5fafee49f984f;hpb=b0489427758a5a038557b8dc884846afbfe68ff3;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 1f9289e8..f17eb323 100644 --- a/src/game.c +++ b/src/game.c @@ -25,6 +25,10 @@ #define DEBUG_INIT_PLAYER 1 #define DEBUG_PLAYER_ACTIONS 0 +// test element position in level set "test_gfxframe" / level "000" +#define DEBUG_GFXFRAME_X 11 +#define DEBUG_GFXFRAME_Y 9 + /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE @@ -1949,7 +1953,7 @@ static void InitField(int x, int y, boolean init_game) CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X); } -static inline void InitField_WithBug1(int x, int y, boolean init_game) +inline static void InitField_WithBug1(int x, int y, boolean init_game) { InitField(x, y, init_game); @@ -1959,7 +1963,7 @@ static inline void InitField_WithBug1(int x, int y, boolean init_game) InitMovDir(x, y); } -static inline void InitField_WithBug2(int x, int y, boolean init_game) +inline static void InitField_WithBug2(int x, int y, boolean init_game) { int old_element = Feld[x][y]; @@ -3083,6 +3087,7 @@ void InitGame() { int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0); int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0); + int fade_mask = REDRAW_FIELD; boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ @@ -3090,22 +3095,35 @@ void InitGame() int initial_move_dir = MV_DOWN; int i, j, x, y; - game_status = GAME_MODE_PLAYING; +#if 1 + printf("::: game.graphics_engine_version == %d\n", + game.graphics_engine_version); +#endif + + // required here to update video display before fading (FIX THIS) + DrawMaskedBorder(REDRAW_DOOR_2); - StopAnimation(); + game_status = GAME_MODE_PLAYING; if (!game.restart_level) CloseDoor(DOOR_CLOSE_1); + /* needed if different viewport properties defined for playing */ + ChangeViewportPropertiesIfNeeded(); + if (level_editor_test_game) FadeSkipNextFadeIn(); else FadeSetEnterScreen(); - FadeOut(REDRAW_FIELD); + if (CheckIfGlobalBorderHasChanged()) + fade_mask = REDRAW_ALL; - /* needed if different viewport properties defined for playing */ - ChangeViewportPropertiesIfNeeded(); + FadeOut(fade_mask); + + OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW); + + ClearField(); DrawCompleteVideoDisplay(); @@ -3377,6 +3395,10 @@ void InitGame() GfxRedraw[x][y] = GFX_REDRAW_NONE; } +#if 1 + printf("::: INIT GAME"); +#endif + SCAN_PLAYFIELD(x, y) { if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y])) @@ -3391,6 +3413,10 @@ void InitGame() ResetGfxAnimation(x, y); } +#if 1 + printf(" -> %d\n", GfxFrame[DEBUG_GFXFRAME_X][DEBUG_GFXFRAME_Y]); +#endif + InitBeltMovement(); for (i = 0; i < MAX_PLAYERS; i++) @@ -3919,7 +3945,9 @@ void InitGame() BlitScreenToBitmap(backbuffer); /* !!! FIX THIS (END) !!! */ - FadeIn(REDRAW_FIELD); + DrawMaskedBorder(fade_mask); + + FadeIn(fade_mask); #if 1 // full screen redraw is required at this point in the following cases: @@ -3948,9 +3976,14 @@ void InitGame() { UnmapGameButtons(); UnmapTapeButtons(); + + FreeGameButtons(); + CreateGameButtons(); + game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; + MapGameButtons(); MapTapeButtons(); @@ -4405,7 +4438,7 @@ void GameEnd() { game_status = GAME_MODE_MAIN; - DrawAndFadeInMainMenu(REDRAW_FIELD); + DrawMainMenu(); return; } @@ -4416,7 +4449,7 @@ void GameEnd() game_status = GAME_MODE_MAIN; - DrawAndFadeInMainMenu(REDRAW_FIELD); + DrawMainMenu(); return; } @@ -4435,9 +4468,6 @@ void GameEnd() { game_status = GAME_MODE_SCORES; - /* needed if different viewport properties defined for scores */ - ChangeViewportPropertiesIfNeeded(); - DrawHallOfFame(hi_pos); if (raise_level) @@ -4458,7 +4488,7 @@ void GameEnd() TapeErase(); } - DrawAndFadeInMainMenu(REDRAW_FIELD); + DrawMainMenu(); } } @@ -4586,6 +4616,11 @@ static void ResetGfxAnimation(int x, int y) GfxFrame[x][y] = 0; ResetGfxFrame(x, y, FALSE); + +#if 1 + if (x == DEBUG_GFXFRAME_X && y == DEBUG_GFXFRAME_Y) + printf(" (RESET_GFX_ANIM)"); +#endif } static void ResetRandomAnimationValue(int x, int y) @@ -4883,7 +4918,11 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); int wait_delay_value = (no_delay ? 0 : frame_delay_value); - if (quick_relocation) + if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y))) + { + RedrawPlayfield(); + } + else if (quick_relocation) { if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen) { @@ -4962,7 +5001,7 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, } } - RedrawPlayfield(TRUE, 0,0,0,0); + RedrawPlayfield(); } else { @@ -5004,7 +5043,6 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, offset_y - MIDPOSY); } - ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ while (scroll_x != scroll_xx || scroll_y != scroll_yy) @@ -9980,6 +10018,11 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change) ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); +#if 0 + if (x == DEBUG_GFXFRAME_X && y == DEBUG_GFXFRAME_Y) + printf(" (RESET X)"); +#endif + TEST_DrawLevelField(x, y); if (GFX_CRUMBLED(new_element)) @@ -10236,12 +10279,60 @@ static void HandleElementChange(int x, int y, int page) { /* !!! not clear why graphic animation should be reset at all here !!! */ /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */ + /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */ + + /* + GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION: + + When using an animation frame delay of 1 (this only happens with + "sp_zonk.moving.left/right" in the classic graphics), the default + (non-moving) animation shows wrong animation frames (while the + moving animation, like "sp_zonk.moving.left/right", is correct, + so this graphical bug never shows up with the classic graphics). + For an animation with 4 frames, this causes wrong frames 0,0,1,2 + be drawn instead of the correct frames 0,1,2,3. This is caused by + "GfxFrame[][]" being reset *twice* (in two successive frames) after + an element change: First when the change delay ("ChangeDelay[][]") + counter has reached zero after decrementing (see "RESET 1" below), + then a second time in the next frame (after "GfxFrame[][]" was + already incremented) when "ChangeDelay[][]" is reset to the initial + delay value again (see "RESET 2" below). + + This causes frame 0 to be drawn twice, while the last frame won't + be drawn anymore, resulting in the wrong frame sequence 0,0,1,2. + + As some animations may already be cleverly designed around this bug + (at least the "Snake Bite" snake tail animation does this), it cannot + simply be fixed here without breaking such existing animations. + Unfortunately, it cannot easily be detected if a graphics set was + designed "before" or "after" the bug was fixed. As a workaround, + a new graphics set option "game.graphics_engine_version" was added + to be able to specify the game's major release version for which the + graphics set was designed, which can then be used to decide if the + bugfix should be used (version 4 and above) or not (version 3 or + below, or if no version was specified at all, as with old sets). + + (The wrong/fixed animation frames can be tested with the test level set + "test_gfxframe" and level "000", which contains a specially prepared + custom element at level position (x/y) == (11/9) which uses the zonk + animation mentioned above. Using "game.graphics_engine_version: 4" + fixes the wrong animation frames, showing the correct frames 0,1,2,3. + This can also be seen from the debug output for this test element.) + */ + /* when a custom element is about to change (for example by change delay), do not reset graphic animation when the custom element is moving */ - if (!IS_MOVING(x, y)) + if (game.graphics_engine_version < 4 && + !IS_MOVING(x, y)) { ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); + +#if 1 + if (x == DEBUG_GFXFRAME_X && y == DEBUG_GFXFRAME_Y) + printf(" (RESET 2)"); +#endif + } if (change->pre_change_function) @@ -10296,6 +10387,12 @@ static void HandleElementChange(int x, int y, int page) if (change->post_change_function) change->post_change_function(x, y); } + +#if 1 + if (x == DEBUG_GFXFRAME_X && y == DEBUG_GFXFRAME_Y) + printf(" (RESET 1)"); +#endif + } if (change->has_action && !handle_action_before_change) @@ -10969,23 +11066,6 @@ void GameActions() 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) { @@ -11192,6 +11272,21 @@ void GameActions() #endif #endif + for (i = 0; i < MAX_PLAYERS; i++) + { + // allow engine snapshot in case of changed movement attempt + if ((game.snapshot.last_action[i] & KEY_MOTION) != + (stored_player[i].effective_action & KEY_MOTION)) + game.snapshot.changed_action = TRUE; + + // allow engine snapshot in case of snapping/dropping attempt + if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 && + (stored_player[i].effective_action & KEY_BUTTON) != 0) + game.snapshot.changed_action = TRUE; + + game.snapshot.last_action[i] = stored_player[i].effective_action; + } + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { GameActions_EM_Main(); @@ -11374,6 +11469,10 @@ void GameActions_RND() } } +#if 1 + printf("::: %d", GfxFrame[DEBUG_GFXFRAME_X][DEBUG_GFXFRAME_Y]); +#endif + SCAN_PLAYFIELD(x, y) { ChangeCount[x][y] = 0; @@ -11446,6 +11545,10 @@ void GameActions_RND() #endif } +#if 1 + printf(" -> %d", GfxFrame[DEBUG_GFXFRAME_X][DEBUG_GFXFRAME_Y]); +#endif + SCAN_PLAYFIELD(x, y) { element = Feld[x][y]; @@ -11588,6 +11691,10 @@ void GameActions_RND() } } +#if 1 + printf(" -> %d\n", GfxFrame[DEBUG_GFXFRAME_X][DEBUG_GFXFRAME_Y]); +#endif + #if USE_NEW_AMOEBA_CODE /* new experimental amoeba growth stuff */ if (!(FrameCounter % 8)) @@ -14470,13 +14577,13 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message) game_status = GAME_MODE_MAIN; - DrawAndFadeInMainMenu(REDRAW_FIELD); + DrawMainMenu(); } else { game_status = GAME_MODE_MAIN; - DrawAndFadeInMainMenu(REDRAW_FIELD); + DrawMainMenu(); } } }