if (game_status == GAME_MODE_PLAYING)
{
/* only needed for single-step tape recording mode */
- static boolean clear_snap_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
- static boolean clear_drop_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
- static boolean element_snapped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
- static boolean element_dropped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
+ static boolean has_snapped[MAX_PLAYERS] = { FALSE, FALSE, FALSE, FALSE };
int pnr;
for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
key_action |= key_info[i].action | JOY_BUTTON_SNAP;
}
- /* clear delayed snap and drop actions in single step mode (see below) */
- if (tape.single_step)
- {
- if (clear_snap_button[pnr])
- {
- stored_player[pnr].action &= ~KEY_BUTTON_SNAP;
- clear_snap_button[pnr] = FALSE;
- }
-
- if (clear_drop_button[pnr])
- {
- stored_player[pnr].action &= ~KEY_BUTTON_DROP;
- clear_drop_button[pnr] = FALSE;
- }
- }
-
if (key_status == KEY_PRESSED)
stored_player[pnr].action |= key_action;
else
{
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- /* if snap key already pressed, don't snap when releasing (below) */
+ /* if snap key already pressed, keep pause mode when releasing */
if (stored_player[pnr].action & KEY_BUTTON_SNAP)
- element_snapped[pnr] = TRUE;
-
- /* if drop key already pressed, don't drop when releasing (below) */
- if (stored_player[pnr].action & KEY_BUTTON_DROP)
- element_dropped[pnr] = TRUE;
+ has_snapped[pnr] = TRUE;
}
else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP)
{
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM ||
- level.game_engine_type == GAME_ENGINE_TYPE_SP)
- {
- if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
- getRedDiskReleaseFlag_SP() == 0)
- stored_player[pnr].action &= ~KEY_BUTTON_DROP;
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
+ getRedDiskReleaseFlag_SP() == 0)
+ {
+ /* add a single inactive frame before dropping starts */
+ stored_player[pnr].action &= ~KEY_BUTTON_DROP;
+ stored_player[pnr].force_dropping = TRUE;
}
}
- else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON)
+ else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON_SNAP)
{
- if (key_action & KEY_BUTTON_SNAP)
- {
- /* if snap key was released without moving (see above), snap now */
- if (!element_snapped[pnr])
- {
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-
- stored_player[pnr].action |= KEY_BUTTON_SNAP;
-
- /* clear delayed snap button on next event */
- clear_snap_button[pnr] = TRUE;
- }
-
- element_snapped[pnr] = FALSE;
- }
-
- if (key_action & KEY_BUTTON_DROP &&
- level.game_engine_type == GAME_ENGINE_TYPE_RND)
- {
- /* if drop key was released without moving (see above), drop now */
- if (!element_dropped[pnr])
- {
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-
- if (level.game_engine_type != GAME_ENGINE_TYPE_SP ||
- getRedDiskReleaseFlag_SP() != 0)
- stored_player[pnr].action |= KEY_BUTTON_DROP;
-
- /* clear delayed drop button on next event */
- clear_drop_button[pnr] = TRUE;
- }
+ /* if snap key was pressed without direction, leave pause mode */
+ if (!has_snapped[pnr])
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- element_dropped[pnr] = FALSE;
- }
+ has_snapped[pnr] = FALSE;
}
}
else if (tape.recording && tape.pausing)
player->was_snapping = FALSE;
player->was_dropping = FALSE;
+ player->force_dropping = FALSE;
+
player->frame_counter_bored = -1;
player->frame_counter_sleeping = -1;
{
/* 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 */
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()
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
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;