fixed single-step mode for wrap-around levels in EM engine
[rocksndiamonds.git] / src / game_em / game.c
index 2d11170dc6b392e22443a55949b65a83237f59a6..8443ff0535dede2d67982d5150138b042a72ec00 100644 (file)
@@ -75,6 +75,8 @@ void InitGameEngine_EM(void)
 {
   prepare_em_level();
 
+  logic_init();
+
   game_initscreen();
 
   RedrawPlayfield_EM(FALSE);
@@ -92,7 +94,10 @@ void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
   for (i = 0; i < MAX_PLAYERS; i++)
     readjoy(action[i], &ply[i]);
 
-  UpdateEngineValues(screen_x / TILEX, screen_y / TILEY, ply[0].x, ply[0].y);
+  UpdateEngineValues(CAVE_POS_X(screen_x / TILEX),
+                    CAVE_POS_Y(screen_y / TILEY),
+                    CAVE_POS_X(ply[0].x),
+                    CAVE_POS_Y(ply[0].y));
 
   logic();
 
@@ -103,8 +108,13 @@ void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
        ply[i].dynamite_cnt < 5)
       any_player_dropping = TRUE;
 
-  CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
-                        game_em.any_player_snapping, any_player_dropping);
+  boolean single_step_mode_paused =
+    CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
+                          game_em.any_player_snapping, any_player_dropping);
+
+  // draw wrapping around before going to single step pause mode
+  if (single_step_mode_paused && logic_check_wrap())
+    logic_move();
 
   RedrawPlayfield_EM(FALSE);
 }