fixed and improved single step mode for all game engines
[rocksndiamonds.git] / src / events.c
index b450c2b0d547a79f587da1a82cd8821ed83bb86f..5b1e5771c671ca48ae568bdd221dd8100799966f 100644 (file)
@@ -1554,10 +1554,7 @@ void HandleKey(Key key, int key_status)
   if (game_status == GAME_MODE_PLAYING)
   {
     /* only needed for single-step tape recording mode */
   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++)
     int pnr;
 
     for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
@@ -1583,22 +1580,6 @@ void HandleKey(Key key, int key_status)
            key_action |= key_info[i].action | JOY_BUTTON_SNAP;
       }
 
            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
       if (key_status == KEY_PRESSED)
        stored_player[pnr].action |= key_action;
       else
@@ -1610,62 +1591,29 @@ void HandleKey(Key key, int key_status)
        {
          TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
 
        {
          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)
          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)
        {
        }
        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)
        }
       }
       else if (tape.recording && tape.pausing)