updated contact info in source file headers
[rocksndiamonds.git] / src / game.c
index 8b9d1132f23e7588ac0c6bb68ebabf0bc4ed58d2..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"
 
@@ -4338,10 +4336,10 @@ void InitGame()
     SBY_Upper--;
 #endif
 
-  /*
+#if 0
   printf("::: START-3: %d, %d\n", SBX_Left, SBX_Right);
   printf("\n");
-  */
+#endif
 
 #else
 
@@ -4507,35 +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
@@ -16728,6 +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 */
@@ -16737,6 +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();
@@ -16748,6 +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 */
 
@@ -16843,9 +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()
@@ -17005,6 +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)