X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=d615d6338d5f2b914df6b1378ee135b34f84acbd;hb=1638f687279338a97d28e2a770fd63e7c789bdf8;hp=89e0c110a1e0255bbd22f5d55040666ff66ea1ff;hpb=cad3c0cde6926a8a379725b1ffc6fc657272a76d;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 89e0c110..d615d633 100644 --- a/src/game.c +++ b/src/game.c @@ -2698,6 +2698,9 @@ static void InitGameEngine() game.use_block_last_field_bug = (game.engine_version < VERSION_IDENT(3,1,1,0)); + game_em.use_single_button = + (game.engine_version > VERSION_IDENT(4,0,0,2)); + /* ---------------------------------------------------------------------- */ /* set maximal allowed number of custom element changes per game frame */ @@ -3221,6 +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; @@ -10711,7 +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 */ @@ -11205,7 +11212,7 @@ void GameActionsExt() AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ - if (options.debug) /* calculate frames per second */ + if (global.show_frames_per_second) { static unsigned int fps_counter = 0; static int fps_frames = 0; @@ -11213,15 +11220,20 @@ void GameActionsExt() fps_frames++; - if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */ + if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */ { global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; 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; } } @@ -11265,6 +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() @@ -13976,8 +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 @@ -14005,6 +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;