updated contact info in source file headers
[rocksndiamonds.git] / src / game.c
index 172b4073c3d2364e5a5aa5b5d9463fc5981a7e20..28905e562b1ef07e942ca56e23be27b128cfade2 100644 (file)
@@ -1,15 +1,13 @@
-/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back!               *
-*----------------------------------------------------------*
-* (c) 1995-2006 Artsoft Entertainment                      *
-*               Holger Schemel                             *
-*               Detmolder Strasse 189                      *
-*               33604 Bielefeld                            *
-*               Germany                                    *
-*               e-mail: info@artsoft.org                   *
-*----------------------------------------------------------*
-* game.c                                                   *
-***********************************************************/
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+//                         Holger Schemel
+//                 info@artsoft.org
+//                 http://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// game.c
+// ============================================================================
 
 #include "libgame/libgame.h"
 
@@ -3520,6 +3518,9 @@ int get_num_special_action(int element, int action_first, int action_last)
 
 void InitGame()
 {
+  int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
+  int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
+
   boolean emulate_bd = TRUE;   /* unless non-BOULDERDASH elements found */
   boolean emulate_sb = TRUE;   /* unless non-SOKOBAN     elements found */
   boolean emulate_sp = TRUE;   /* unless non-SUPAPLEX    elements found */
@@ -3533,6 +3534,10 @@ void InitGame()
 #endif
   int i, j, x, y;
 
+#if 1
+  game_status = GAME_MODE_PLAYING;
+#endif
+
 #if 1
 
   StopAnimation();
@@ -3561,7 +3566,14 @@ void InitGame()
 
 #endif
 
+#if 0
+  printf("::: FADING OUT: DONE\n");
+  Delay(1000);
+#endif
+
+#if 0
   game_status = GAME_MODE_PLAYING;
+#endif
 
 #if 1
   /* needed if different viewport properties defined for playing */
@@ -4290,16 +4302,44 @@ void InitGame()
 
 #if NEW_TILESIZE
 
+  // printf("::: START-0: %d, %d\n", lev_fieldx, SCR_FIELDX);
+  // printf("::: START-1: %d, %d\n", SBX_Left, SBX_Right);
+
+#if 1
+  if (full_lev_fieldx <= SCR_FIELDX)
+    SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
+
+  if (full_lev_fieldy <= SCR_FIELDY)
+    SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+#else
   if (lev_fieldx + (SBX_Left < 0 ? 2 : 0) <= SCR_FIELDX)
     SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
 
   if (lev_fieldy + (SBY_Upper < 0 ? 2 : 0) <= SCR_FIELDY)
     SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+#endif
 
+  /*
+  printf("::: START-2: %d, %d (%d)\n", SBX_Left, SBX_Right,
+        SBX_Right - SBX_Left + 1);
+  */
+
+#if 1
+  if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
+    SBX_Left--;
+  if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
+    SBY_Upper--;
+#else
   if (EVEN(SCR_FIELDX))
     SBX_Left--;
   if (EVEN(SCR_FIELDY))
     SBY_Upper--;
+#endif
+
+#if 0
+  printf("::: START-3: %d, %d\n", SBX_Left, SBX_Right);
+  printf("\n");
+#endif
 
 #else
 
@@ -4465,35 +4505,49 @@ void InitGame()
   {
     InitGameEngine_EM();
 
+#if 0
     /* blit playfield from scroll buffer to normal back buffer for fading in */
     BlitScreenToBitmap_EM(backbuffer);
+#endif
   }
   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
   {
     InitGameEngine_SP();
 
+#if 0
     /* blit playfield from scroll buffer to normal back buffer for fading in */
     BlitScreenToBitmap_SP(backbuffer);
+#endif
   }
   else
   {
-    DrawLevel();
+    DrawLevel(REDRAW_FIELD);
     DrawAllPlayers();
 
     /* after drawing the level, correct some elements */
     if (game.timegate_time_left == 0)
       CloseAllOpenTimegates();
 
+#if 0
+    /* blit playfield from scroll buffer to normal back buffer for fading in */
 #if NEW_TILESIZE
     BlitScreenToBitmap(backbuffer);
 #else
-    /* blit playfield from scroll buffer to normal back buffer for fading in */
     if (setup.soft_scrolling)
       BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
 #endif
+#endif
 
+#if 0
     redraw_mask |= REDRAW_FROM_BACKBUFFER;
+#endif
   }
+#if 1
+  /* blit playfield from scroll buffer to normal back buffer for fading in */
+  BlitScreenToBitmap(backbuffer);
+
+  redraw_mask |= REDRAW_FROM_BACKBUFFER;
+#endif
   /* !!! FIX THIS (END) !!! */
 
 #if 1
@@ -16686,6 +16740,14 @@ static void LoadEngineSnapshotValues_RND()
   }
 }
 
+void FreeEngineSnapshot()
+{
+  FreeEngineSnapshotBuffers();
+
+  setString(&snapshot_level_identifier, NULL);
+  snapshot_level_nr = -1;
+}
+
 void SaveEngineSnapshot()
 {
   /* do not save snapshots from editor */
@@ -16695,6 +16757,25 @@ void SaveEngineSnapshot()
   /* free previous snapshot buffers, if needed */
   FreeEngineSnapshotBuffers();
 
+#if 1
+  /* copy some special values to a structure better suited for the snapshot */
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    SaveEngineSnapshotValues_RND();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    SaveEngineSnapshotValues_EM();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    SaveEngineSnapshotValues_SP();
+
+  /* save values stored in special snapshot structure */
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
+#else
   /* copy some special values to a structure better suited for the snapshot */
 
   SaveEngineSnapshotValues_RND();
@@ -16706,6 +16787,7 @@ void SaveEngineSnapshot()
   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
+#endif
 
   /* save further RND engine values */
 
@@ -16801,9 +16883,40 @@ void LoadEngineSnapshot()
 
   /* restore special values from snapshot structure */
 
+#if 1
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    LoadEngineSnapshotValues_RND();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    LoadEngineSnapshotValues_EM();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    LoadEngineSnapshotValues_SP();
+#else
   LoadEngineSnapshotValues_RND();
   LoadEngineSnapshotValues_EM();
   LoadEngineSnapshotValues_SP();
+#endif
+
+#if 0
+  printf("::: %d, %d (LoadEngineSnapshot / 1)\n", scroll_x, scroll_y);
+#endif
+
+#if 0
+  // needed if tile size was different when saving and loading engine snapshot
+  if (local_player->present)
+  {
+    scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+               local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+               local_player->jx - MIDPOSX);
+
+    scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+               local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+               local_player->jy - MIDPOSY);
+  }
+#endif
+
+#if 0
+  printf("::: %d, %d (LoadEngineSnapshot / 1)\n", scroll_x, scroll_y);
+#endif
 }
 
 boolean CheckEngineSnapshot()
@@ -16963,6 +17076,9 @@ void RedrawGameButtons()
 
   for (i = 0; i < NUM_GAME_BUTTONS; i++)
     RedrawGadget(game_gadget[i]);
+
+  // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
+  redraw_mask &= ~REDRAW_ALL;
 }
 
 static void HandleGameButtonsExt(int id)