fixed and enhanced screen fading and global border handling
[rocksndiamonds.git] / src / game.c
index 02861925e981cb2510b22c683f206a60cdef1afa..1f0270d9051fbd850bbae2b27fd1deb94b8b82d8 100644 (file)
@@ -974,12 +974,13 @@ static struct GamePanelControlInfo game_panel_controls[] =
 #define GAME_CTRL_ID_UNDO              3
 #define GAME_CTRL_ID_REDO              4
 #define GAME_CTRL_ID_SAVE              5
-#define GAME_CTRL_ID_LOAD              6
-#define SOUND_CTRL_ID_MUSIC            7
-#define SOUND_CTRL_ID_LOOPS            8
-#define SOUND_CTRL_ID_SIMPLE           9
+#define GAME_CTRL_ID_PAUSE2            6
+#define GAME_CTRL_ID_LOAD              7
+#define SOUND_CTRL_ID_MUSIC            8
+#define SOUND_CTRL_ID_LOOPS            9
+#define SOUND_CTRL_ID_SIMPLE           10
 
-#define NUM_GAME_BUTTONS               10
+#define NUM_GAME_BUTTONS               11
 
 
 /* forward declaration for internal use */
@@ -3039,9 +3040,11 @@ static void InitGameEngine()
   for (i = 0; i < MAX_PLAYERS; i++)
     game.snapshot.last_action[i] = 0;
   game.snapshot.changed_action = FALSE;
-  game.snapshot.mode = SNAPSHOT_MODE_MOVE;
-
-  FreeEngineSnapshotList();
+  game.snapshot.mode =
+    (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
+     SNAPSHOT_MODE_EVERY_STEP :
+     strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
+     SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
 }
 
 int get_num_special_action(int element, int action_first, int action_last)
@@ -3080,6 +3083,7 @@ 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 */
@@ -3094,15 +3098,33 @@ void InitGame()
   if (!game.restart_level)
     CloseDoor(DOOR_CLOSE_1);
 
+#if 1
+  /* needed if different viewport properties defined for playing */
+  ChangeViewportPropertiesIfNeeded();
+#endif
+
   if (level_editor_test_game)
     FadeSkipNextFadeIn();
   else
     FadeSetEnterScreen();
 
-  FadeOut(REDRAW_FIELD);
+  if (CheckIfRedrawGlobalBorderIsNeeded())
+    fade_mask = REDRAW_ALL;
 
+#if 0
+  printf("::: %d\n", (fade_mask == REDRAW_ALL ? 1 : 0));
+#endif
+
+  FadeOut(fade_mask);
+
+#if 0
   /* needed if different viewport properties defined for playing */
   ChangeViewportPropertiesIfNeeded();
+#endif
+
+#if 1
+  ClearField();
+#endif
 
   DrawCompleteVideoDisplay();
 
@@ -3914,11 +3936,9 @@ void InitGame()
 
   /* blit playfield from scroll buffer to normal back buffer for fading in */
   BlitScreenToBitmap(backbuffer);
-
-  redraw_mask |= REDRAW_FROM_BACKBUFFER;
   /* !!! FIX THIS (END) !!! */
 
-  FadeIn(REDRAW_FIELD);
+  FadeIn(fade_mask);
 
 #if 1
   // full screen redraw is required at this point in the following cases:
@@ -4003,7 +4023,7 @@ void InitGame()
 
   game.restart_level = FALSE;
 
-  SaveEngineSnapshotToList();
+  SaveEngineSnapshotToListInitial();
 }
 
 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
@@ -4390,13 +4410,16 @@ void GameEnd()
 
   local_player->LevelSolved_GameEnd = TRUE;
 
-  CloseDoor(DOOR_CLOSE_1);
+  if (!global.use_envelope_request)
+    CloseDoor(DOOR_CLOSE_1);
 
   if (local_player->LevelSolved_SaveTape)
   {
     SaveTapeChecked(tape.level_nr);    /* ask to save tape */
   }
 
+  CloseDoor(DOOR_CLOSE_ALL);
+
   if (level_editor_test_game)
   {
     game_status = GAME_MODE_MAIN;
@@ -4431,6 +4454,9 @@ void GameEnd()
   {
     game_status = GAME_MODE_SCORES;
 
+    /* needed if different viewport properties defined for scores */
+    ChangeViewportPropertiesIfNeeded();
+
     DrawHallOfFame(hi_pos);
 
     if (raise_level)
@@ -11050,9 +11076,18 @@ void GameActions()
   if (tape.playing && tape.warp_forward && !tape.pausing)
     game_frame_delay_value = 0;
 
+#if 0
+  /* ---------- main game synchronization point ---------- */
+
+  int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+
+  printf("::: skip == %d\n", skip);
+
+#else
   /* ---------- main game synchronization point ---------- */
 
   WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+#endif
 
   if (network_playing && !network_player_action_received)
   {
@@ -11186,7 +11221,32 @@ void GameActions()
   }
   else
   {
-    GameActions_RND();
+    GameActions_RND_Main();
+  }
+
+  BlitScreenToBitmap(backbuffer);
+
+  CheckLevelTime();
+
+  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
+
+  if (options.debug)                   /* calculate frames per second */
+  {
+    static unsigned int fps_counter = 0;
+    static int fps_frames = 0;
+    unsigned int fps_delay_ms = Counter() - fps_counter;
+
+    fps_frames++;
+
+    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();
+    }
+
+    redraw_mask |= REDRAW_FPS;
   }
 }
 
@@ -11200,10 +11260,6 @@ void GameActions_EM_Main()
     effective_action[i] = stored_player[i].effective_action;
 
   GameActions_EM(effective_action, warp_mode);
-
-  CheckLevelTime();
-
-  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
 }
 
 void GameActions_SP_Main()
@@ -11216,10 +11272,11 @@ void GameActions_SP_Main()
     effective_action[i] = stored_player[i].effective_action;
 
   GameActions_SP(effective_action, warp_mode);
+}
 
-  CheckLevelTime();
-
-  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
+void GameActions_RND_Main()
+{
+  GameActions_RND();
 }
 
 void GameActions_RND()
@@ -11721,32 +11778,9 @@ void GameActions_RND()
   }
 #endif
 
-  CheckLevelTime();
-
   DrawAllPlayers();
   PlayAllPlayersSound();
 
-  if (options.debug)                   /* calculate frames per second */
-  {
-    static unsigned int fps_counter = 0;
-    static int fps_frames = 0;
-    unsigned int fps_delay_ms = Counter() - fps_counter;
-
-    fps_frames++;
-
-    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();
-    }
-
-    redraw_mask |= REDRAW_FPS;
-  }
-
-  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
-
   if (local_player->show_envelope != 0 && local_player->MovPos == 0)
   {
     ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
@@ -11800,16 +11834,16 @@ static boolean AllPlayersInVisibleScreen()
 
 void ScrollLevel(int dx, int dy)
 {
-  int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX_VAR : 0);
+  int scroll_offset = 2 * TILEX_VAR;
   int x, y;
 
   BlitBitmap(drawto_field, drawto_field,
-            FX + TILEX_VAR * (dx == -1) - softscroll_offset,
-            FY + TILEY_VAR * (dy == -1) - softscroll_offset,
-            SXSIZE - TILEX_VAR * (dx != 0) + 2 * softscroll_offset,
-            SYSIZE - TILEY_VAR * (dy != 0) + 2 * softscroll_offset,
-            FX + TILEX_VAR * (dx == 1) - softscroll_offset,
-            FY + TILEY_VAR * (dy == 1) - softscroll_offset);
+            FX + TILEX_VAR * (dx == -1) - scroll_offset,
+            FY + TILEY_VAR * (dy == -1) - scroll_offset,
+            SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
+            SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
+            FX + TILEX_VAR * (dx == 1) - scroll_offset,
+            FY + TILEY_VAR * (dy == 1) - scroll_offset);
 
   if (dx != 0)
   {
@@ -14718,11 +14752,6 @@ ListNode *SaveEngineSnapshotBuffers()
   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
 
-  /* save level identification information */
-
-  setString(&snapshot_level_identifier, leveldir_current->identifier);
-  snapshot_level_nr = level_nr;
-
 #if 0
   ListNode *node = engine_snapshot_list_rnd;
   int num_bytes = 0;
@@ -14746,19 +14775,25 @@ void SaveEngineSnapshotSingle()
 
   /* finally save all snapshot buffers to single snapshot */
   SaveSnapshotSingle(buffers);
+
+  /* save level identification information */
+  setString(&snapshot_level_identifier, leveldir_current->identifier);
+  snapshot_level_nr = level_nr;
 }
 
-boolean SaveEngineSnapshotToList()
+static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
 {
   boolean save_snapshot =
-    (FrameCounter == 0 ||
-     (game.snapshot.mode == SNAPSHOT_MODE_STEP) ||
-     (game.snapshot.mode == SNAPSHOT_MODE_MOVE &&
+    (initial_snapshot ||
+     (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
+     (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
       game.snapshot.changed_action));
 
   game.snapshot.changed_action = FALSE;
 
-  if (!save_snapshot)
+  if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
+      tape.quick_resume ||
+      !save_snapshot)
     return FALSE;
 
   ListNode *buffers = SaveEngineSnapshotBuffers();
@@ -14769,6 +14804,18 @@ boolean SaveEngineSnapshotToList()
   return TRUE;
 }
 
+boolean SaveEngineSnapshotToList()
+{
+  return SaveEngineSnapshotToListExt(FALSE);
+}
+
+void SaveEngineSnapshotToListInitial()
+{
+  FreeEngineSnapshotList();
+
+  SaveEngineSnapshotToListExt(TRUE);
+}
+
 void LoadEngineSnapshotValues()
 {
   /* restore special values from snapshot structure */
@@ -14802,12 +14849,17 @@ void LoadEngineSnapshot_Redo(int steps)
   LoadEngineSnapshotValues();
 }
 
-boolean CheckEngineSnapshot()
+boolean CheckEngineSnapshotSingle()
 {
   return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
          snapshot_level_nr == level_nr);
 }
 
+boolean CheckEngineSnapshotList()
+{
+  return CheckSnapshotList();
+}
+
 
 /* ---------- new game button stuff ---------------------------------------- */
 
@@ -14843,6 +14895,10 @@ static struct
     IMG_GAME_BUTTON_GFX_SAVE,          &game.button.save,
     GAME_CTRL_ID_SAVE,                 "save game"
   },
+  {
+    IMG_GAME_BUTTON_GFX_PAUSE2,                &game.button.pause2,
+    GAME_CTRL_ID_PAUSE2,               "pause game"
+  },
   {
     IMG_GAME_BUTTON_GFX_LOAD,          &game.button.load,
     GAME_CTRL_ID_LOAD,                 "load game"
@@ -14893,7 +14949,6 @@ void CreateGameButtons()
     }
 
     if (id == GAME_CTRL_ID_STOP ||
-       id == GAME_CTRL_ID_PAUSE ||
        id == GAME_CTRL_ID_PLAY ||
        id == GAME_CTRL_ID_SAVE ||
        id == GAME_CTRL_ID_LOAD)
@@ -14952,24 +15007,46 @@ void FreeGameButtons()
     FreeGadget(game_gadget[i]);
 }
 
-void MapStopPlayButtons()
+static void MapGameButtonsAtSamePosition(int id)
 {
-  UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
-  UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
+  int i;
 
-  MapGadget(game_gadget[GAME_CTRL_ID_STOP]);
-  MapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
+    if (i != id &&
+       gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
+       gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
+      MapGadget(game_gadget[i]);
+}
+
+static void UnmapGameButtonsAtSamePosition(int id)
+{
+  int i;
+
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
+    if (i != id &&
+       gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
+       gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
+      UnmapGadget(game_gadget[i]);
 }
 
 void MapUndoRedoButtons()
 {
-  UnmapGadget(game_gadget[GAME_CTRL_ID_STOP]);
-  UnmapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
+  UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
+  UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
 
   MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
   MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
 }
 
+void UnmapUndoRedoButtons()
+{
+  UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
+  UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
+
+  MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
+  MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+}
+
 void MapGameButtons()
 {
   int i;
@@ -14978,6 +15055,21 @@ void MapGameButtons()
     if (i != GAME_CTRL_ID_UNDO &&
        i != GAME_CTRL_ID_REDO)
       MapGadget(game_gadget[i]);
+
+  if (setup.show_snapshot_buttons)
+  {
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
+  }
+  else
+  {
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
+  }
+
+  RedrawGameButtons();
 }
 
 void UnmapGameButtons()
@@ -15011,13 +15103,15 @@ void GameUndoRedoExt()
   DrawCompleteVideoDisplay();
   DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
   DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
+  DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
+                   VIDEO_STATE_1STEP_OFF), 0);
 
   BackToFront();
 }
 
 void GameUndo(int steps)
 {
-  if (!CheckEngineSnapshot())
+  if (!CheckEngineSnapshotList())
     return;
 
   LoadEngineSnapshot_Undo(steps);
@@ -15027,7 +15121,7 @@ void GameUndo(int steps)
 
 void GameRedo(int steps)
 {
-  if (!CheckEngineSnapshot())
+  if (!CheckEngineSnapshotList())
     return;
 
   LoadEngineSnapshot_Redo(steps);
@@ -15059,6 +15153,7 @@ static void HandleGameButtonsExt(int id, int button)
       break;
 
     case GAME_CTRL_ID_PAUSE:
+    case GAME_CTRL_ID_PAUSE2:
       if (options.network && game_status == GAME_MODE_PLAYING)
       {
 #if defined(NETWORK_AVALIABLE)
@@ -15084,10 +15179,7 @@ static void HandleGameButtonsExt(int id, int button)
          SendToServer_ContinuePlaying();
        else
 #endif
-       {
-         tape.pausing = FALSE;
-         DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
-       }
+         TapeTogglePause(TAPE_TOGGLE_MANUAL);
       }
       break;