replaced stop/play buttons in game panel with save/load buttons
[rocksndiamonds.git] / src / game.c
index c0153bdf452c0cdc55ada397285bbd9bd3681481..ee52b55f5eb6f4b7395fa2724b2e022809d95484 100644 (file)
@@ -3035,7 +3035,15 @@ static void InitGameEngine()
   game.scroll_delay_value =
     MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
 
-  FreeEngineSnapshotList();
+  /* ---------- initialize game engine snapshots ---------------------------- */
+  for (i = 0; i < MAX_PLAYERS; i++)
+    game.snapshot.last_action[i] = 0;
+  game.snapshot.changed_action = FALSE;
+  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)
@@ -3997,7 +4005,7 @@ void InitGame()
 
   game.restart_level = FALSE;
 
-  SaveEngineSnapshotToList();
+  SaveEngineSnapshotToListInitial();
 }
 
 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
@@ -10681,15 +10689,13 @@ static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
   static boolean player_was_snapping = FALSE;
   static boolean player_was_dropping = FALSE;
 
-  if (!tape.recording)
-    return;
-
   if ((!player->is_moving  && player_was_moving) ||
       (player->MovPos == 0 && player_was_moving) ||
       (player->is_snapping && !player_was_snapping) ||
       (player->is_dropping && !player_was_dropping))
   {
-    SaveEngineSnapshotToList();
+    if (!SaveEngineSnapshotToList())
+      return;
 
     player_was_moving = FALSE;
     player_was_snapping = TRUE;
@@ -10958,6 +10964,23 @@ void GameActions()
   byte tape_action[MAX_PLAYERS];
   int i;
 
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
+
+    // allow engine snapshot if movement attempt was stopped
+    if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
+       (player->action & KEY_MOTION) == 0)
+      game.snapshot.changed_action = TRUE;
+
+    // allow engine snapshot in case of snapping/dropping attempt
+    if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
+       (player->action & KEY_BUTTON) != 0)
+      game.snapshot.changed_action = TRUE;
+
+    game.snapshot.last_action[i] = player->action;
+  }
+
   /* detect endless loops, caused by custom element programming */
   if (recursion_loop_detected && recursion_loop_depth == 0)
   {
@@ -14613,10 +14636,6 @@ ListNode *SaveEngineSnapshotBuffers()
 {
   ListNode *buffers = NULL;
 
-  /* do not save snapshots from editor */
-  if (level_editor_test_game)
-    return NULL;
-
   /* copy some special values to a structure better suited for the snapshot */
 
   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
@@ -14701,11 +14720,6 @@ 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;
@@ -14729,14 +14743,45 @@ 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;
 }
 
-void SaveEngineSnapshotToList()
+static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
 {
+  boolean save_snapshot =
+    (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 (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
+      tape.quick_resume ||
+      !save_snapshot)
+    return FALSE;
+
   ListNode *buffers = SaveEngineSnapshotBuffers();
 
   /* finally save all snapshot buffers to snapshot list */
   SaveSnapshotToList(buffers);
+
+  return TRUE;
+}
+
+boolean SaveEngineSnapshotToList()
+{
+  return SaveEngineSnapshotToListExt(FALSE);
+}
+
+void SaveEngineSnapshotToListInitial()
+{
+  FreeEngineSnapshotList();
+
+  SaveEngineSnapshotToListExt(TRUE);
 }
 
 void LoadEngineSnapshotValues()
@@ -14758,26 +14803,31 @@ void LoadEngineSnapshotSingle()
   LoadEngineSnapshotValues();
 }
 
-void LoadEngineSnapshot_Undo()
+void LoadEngineSnapshot_Undo(int steps)
 {
-  LoadSnapshotFromList_Older();
+  LoadSnapshotFromList_Older(steps);
 
   LoadEngineSnapshotValues();
 }
 
-void LoadEngineSnapshot_Redo()
+void LoadEngineSnapshot_Redo(int steps)
 {
-  LoadSnapshotFromList_Newer();
+  LoadSnapshotFromList_Newer(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 ---------------------------------------- */
 
@@ -14922,24 +14972,46 @@ 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;
@@ -14978,34 +15050,38 @@ void GameUndoRedoExt()
   RedrawPlayfield();
   UpdateAndDisplayGameControlValues();
 
+  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()
+void GameUndo(int steps)
 {
-  if (!CheckEngineSnapshot())
+  if (!CheckEngineSnapshotList())
     return;
 
-  LoadEngineSnapshot_Undo();
+  LoadEngineSnapshot_Undo(steps);
 
   GameUndoRedoExt();
 }
 
-void GameRedo()
+void GameRedo(int steps)
 {
-  if (!CheckEngineSnapshot())
+  if (!CheckEngineSnapshotList())
     return;
 
-  LoadEngineSnapshot_Redo();
+  LoadEngineSnapshot_Redo(steps);
 
   GameUndoRedoExt();
 }
 
-static void HandleGameButtonsExt(int id)
+static void HandleGameButtonsExt(int id, int button)
 {
+  int steps = BUTTON_STEPSIZE(button);
   boolean handle_game_buttons =
     (game_status == GAME_MODE_PLAYING ||
      (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
@@ -15060,11 +15136,11 @@ static void HandleGameButtonsExt(int id)
       break;
 
     case GAME_CTRL_ID_UNDO:
-      GameUndo();
+      GameUndo(steps);
       break;
 
     case GAME_CTRL_ID_REDO:
-      GameRedo();
+      GameRedo(steps);
       break;
 
     case GAME_CTRL_ID_SAVE:
@@ -15121,7 +15197,7 @@ static void HandleGameButtonsExt(int id)
 
 static void HandleGameButtons(struct GadgetInfo *gi)
 {
-  HandleGameButtonsExt(gi->custom_id);
+  HandleGameButtonsExt(gi->custom_id, gi->event.button);
 }
 
 void HandleSoundButtonKeys(Key key)