-/***********************************************************
-* 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"
SBY_Upper--;
#endif
- /*
+#if 0
printf("::: START-3: %d, %d\n", SBX_Left, SBX_Right);
printf("\n");
- */
+#endif
#else
{
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
}
}
+void FreeEngineSnapshot()
+{
+ FreeEngineSnapshotBuffers();
+
+ setString(&snapshot_level_identifier, NULL);
+ snapshot_level_nr = -1;
+}
+
void SaveEngineSnapshot()
{
/* do not save snapshots from editor */
/* 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();
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 */
/* 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()
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)