added support for style value for key arrangement on game panel
[rocksndiamonds.git] / src / game.c
index 47fa48ad60b63225d2e8579b86fd7c7c627d07f0..8de889ac5cf4757c8433e4b3ec10ce8a20b76bbb 100644 (file)
@@ -2147,8 +2147,9 @@ static void InitGameControlValues(void)
 
     if (nr != i)
     {
-      Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
-      Error(ERR_EXIT, "this should not happen -- please debug");
+      Error("'game_panel_controls' structure corrupted at %d", i);
+
+      Fail("this should not happen -- please debug");
     }
 
     // force update of game controls after initialization
@@ -2250,6 +2251,7 @@ static void UpdateGameControlValues(void)
                level.game_engine_type == GAME_ENGINE_TYPE_MM ?
                MM_HEALTH(game_mm.laser_overload_value) :
                game.health);
+  int sync_random_frame = INIT_GFX_RANDOM();   // random, but synchronized
 
   UpdatePlayfieldElementCount();
 
@@ -2324,6 +2326,71 @@ static void UpdateGameControlValues(void)
       stored_player[player_nr].num_white_keys;
   }
 
+  // move keys to leftmost position in game panel, if defined by style settings
+  for (i = 0; i < MAX_NUM_KEYS + 1; i++)       // all normal keys + white key
+  {
+    int nr = GAME_PANEL_KEY_1 + i;
+    struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+    struct TextPosInfo *pos = gpc->pos;
+
+    if (gpc->value == EL_EMPTY)
+      continue;
+
+    if (pos->style != STYLE_LEFTMOST_POSITION)
+      continue;
+
+    // check previous key positions (left from current key)
+    for (k = 0; k < i; k++)
+    {
+      int nr_new = GAME_PANEL_KEY_1 + k;
+
+      if (game_panel_controls[nr_new].value == EL_EMPTY)
+      {
+       game_panel_controls[nr_new].value = gpc->value;
+       gpc->value = EL_EMPTY;
+
+       break;
+      }
+    }
+  }
+
+  // try to display as many collected keys as possible in the default game panel
+  for (i = STD_NUM_KEYS; i < MAX_NUM_KEYS + 1; i++)    // EMC keys + white key
+  {
+    int nr = GAME_PANEL_KEY_1 + i;
+    int emc_key = get_key_element_from_nr(i);
+    int element = (i < MAX_NUM_KEYS ? emc_key : EL_DC_KEY_WHITE);
+    struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+    struct TextPosInfo *pos = gpc->pos;
+
+    // check if panel position is undefined for a certain EMC key or white key
+    if (gpc->value != EL_EMPTY && pos->x == -1 && pos->y == -1)
+    {
+      int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
+
+      // 1st try: display key at the same position as normal or EM keys
+      if (game_panel_controls[nr_new].value == EL_EMPTY)
+      {
+       game_panel_controls[nr_new].value = element;
+      }
+      else
+      {
+       // 2nd try: display key at the next free position in the key panel
+       for (k = 0; k < STD_NUM_KEYS; k++)
+       {
+         nr_new = GAME_PANEL_KEY_1 + k;
+
+         if (game_panel_controls[nr_new].value == EL_EMPTY)
+         {
+           game_panel_controls[nr_new].value = element;
+
+           break;
+         }
+       }
+      }
+    }
+  }
+
   for (i = 0; i < NUM_PANEL_INVENTORY; i++)
   {
     game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
@@ -2477,11 +2544,13 @@ static void UpdateGameControlValues(void)
        int last_anim_random_frame = gfx.anim_random_frame;
        int element = gpc->value;
        int graphic = el2panelimg(element);
+       int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
+                              sync_random_frame : INIT_GFX_RANDOM());
 
        if (gpc->value != gpc->last_value)
        {
          gpc->gfx_frame = 0;
-         gpc->gfx_random = INIT_GFX_RANDOM();
+         gpc->gfx_random = init_gfx_random;
        }
        else
        {
@@ -2489,7 +2558,7 @@ static void UpdateGameControlValues(void)
 
          if (ANIM_MODE(graphic) == ANIM_RANDOM &&
              IS_NEXT_FRAME(gpc->gfx_frame, graphic))
-           gpc->gfx_random = INIT_GFX_RANDOM();
+           gpc->gfx_random = init_gfx_random;
        }
 
        if (ANIM_MODE(graphic) == ANIM_RANDOM)
@@ -2498,8 +2567,7 @@ static void UpdateGameControlValues(void)
        if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
          gpc->gfx_frame = element_info[element].collect_score;
 
-       gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
-                                             gpc->gfx_frame);
+       gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
 
        if (ANIM_MODE(graphic) == ANIM_RANDOM)
          gfx.anim_random_frame = last_anim_random_frame;
@@ -2511,11 +2579,13 @@ static void UpdateGameControlValues(void)
       {
        int last_anim_random_frame = gfx.anim_random_frame;
        int graphic = gpc->graphic;
+       int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
+                              sync_random_frame : INIT_GFX_RANDOM());
 
        if (gpc->value != gpc->last_value)
        {
          gpc->gfx_frame = 0;
-         gpc->gfx_random = INIT_GFX_RANDOM();
+         gpc->gfx_random = init_gfx_random;
        }
        else
        {
@@ -2523,7 +2593,7 @@ static void UpdateGameControlValues(void)
 
          if (ANIM_MODE(graphic) == ANIM_RANDOM &&
              IS_NEXT_FRAME(gpc->gfx_frame, graphic))
-           gpc->gfx_random = INIT_GFX_RANDOM();
+           gpc->gfx_random = init_gfx_random;
        }
 
        if (ANIM_MODE(graphic) == ANIM_RANDOM)
@@ -2588,6 +2658,10 @@ static void DisplayGameControlValues(void)
     if (PANEL_DEACTIVATED(pos))
       continue;
 
+    if (pos->class == get_hash_from_key("extra_panel_items") &&
+       !setup.prefer_extra_panel_items)
+      continue;
+
     gpc->last_value = value;
     gpc->last_frame = frame;
 
@@ -11199,6 +11273,15 @@ static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
     if (!player->is_dropping)
       player->was_dropping = FALSE;
   }
+
+  static struct MouseActionInfo mouse_action_last = { 0 };
+  struct MouseActionInfo mouse_action = player->effective_mouse_action;
+  boolean new_released = (!mouse_action.button && mouse_action_last.button);
+
+  if (new_released)
+    CheckSaveEngineSnapshotToList();
+
+  mouse_action_last = mouse_action;
 }
 
 static void CheckSingleStepMode(struct PlayerInfo *player)
@@ -11209,7 +11292,8 @@ static void CheckSingleStepMode(struct PlayerInfo *player)
        player stopped moving after one tile (or never starts moving at all) */
     if (!player->is_moving &&
        !player->is_pushing &&
-       !player->is_dropping_pressed)
+       !player->is_dropping_pressed &&
+       !player->effective_mouse_action.button)
       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
   }
 
@@ -11660,9 +11744,8 @@ static void GameActionsExt(void)
     byte mapped_action[MAX_PLAYERS];
 
 #if DEBUG_PLAYER_ACTIONS
-    Print(":::");
     for (i = 0; i < MAX_PLAYERS; i++)
-      Print(" %d, ", stored_player[i].effective_action);
+      DebugContinued("", "%d, ", stored_player[i].effective_action);
 #endif
 
     for (i = 0; i < MAX_PLAYERS; i++)
@@ -11672,19 +11755,18 @@ static void GameActionsExt(void)
       stored_player[i].effective_action = mapped_action[i];
 
 #if DEBUG_PLAYER_ACTIONS
-    Print(" =>");
+    DebugContinued("", "=> ");
     for (i = 0; i < MAX_PLAYERS; i++)
-      Print(" %d, ", stored_player[i].effective_action);
-    Print("\n");
+      DebugContinued("", "%d, ", stored_player[i].effective_action);
+    DebugContinued("game:playing:player", "\n");
 #endif
   }
 #if DEBUG_PLAYER_ACTIONS
   else
   {
-    Print(":::");
     for (i = 0; i < MAX_PLAYERS; i++)
-      Print(" %d, ", stored_player[i].effective_action);
-    Print("\n");
+      DebugContinued("", "%d, ", stored_player[i].effective_action);
+    DebugContinued("game:playing:player", "\n");
   }
 #endif
 #endif
@@ -13988,6 +14070,10 @@ static int DigField(struct PlayerInfo *player,
     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
                                        player->index_bit, dig_side);
 
+    // if digging triggered player relocation, finish digging tile
+    if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
+      setFieldForSnapping(x, y, element, move_direction);
+
     if (mode == DF_SNAP)
     {
       if (level.block_snap_field)
@@ -14109,9 +14195,15 @@ static int DigField(struct PlayerInfo *player,
     PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
 
     if (is_player)
+    {
       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
                                          player->index_bit, dig_side);
 
+      // if collecting triggered player relocation, finish collecting tile
+      if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
+       setFieldForSnapping(x, y, element, move_direction);
+    }
+
     if (mode == DF_SNAP)
     {
       if (level.block_snap_field)
@@ -15233,6 +15325,9 @@ void RequestRestartGame(char *message)
   }
   else
   {
+    // needed in case of envelope request to close game panel
+    CloseDoor(DOOR_CLOSE_1);
+
     SetGameStatus(GAME_MODE_MAIN);
 
     DrawMainMenu();
@@ -15424,10 +15519,11 @@ static void LoadEngineSnapshotValues_RND(void)
 
   if (game.num_random_calls != num_random_calls)
   {
-    Error(ERR_INFO, "number of random calls out of sync");
-    Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
-    Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
-    Error(ERR_EXIT, "this should not happen -- please debug");
+    Error("number of random calls out of sync");
+    Error("number of random calls should be %d", num_random_calls);
+    Error("number of random calls is %d", game.num_random_calls);
+
+    Fail("this should not happen -- please debug");
   }
 }