X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=15cd41222e7e30e58cba6adf857a1dc87e3c06cc;hp=b843cbe7eba99fdda77cd76442011d9834d84221;hb=a48a472e7e5b2e30f48a4cf29c2bf98c7de1b5af;hpb=92a9de4ba59b13c63dafe19f4bf49aa10cd9e4d5 diff --git a/src/game.c b/src/game.c index b843cbe7..15cd4122 100644 --- a/src/game.c +++ b/src/game.c @@ -3354,7 +3354,7 @@ void InitGame(void) SetGameStatus(GAME_MODE_PLAYING); if (level_editor_test_game) - FadeSkipNextFadeIn(); + FadeSkipNextFadeOut(); else FadeSetEnterScreen(); @@ -3365,8 +3365,10 @@ void InitGame(void) ExpireSoundLoops(TRUE); - if (!level_editor_test_game) - FadeOut(fade_mask); + FadeOut(fade_mask); + + if (level_editor_test_game) + FadeSkipNextFadeIn(); // needed if different viewport properties defined for playing ChangeViewportPropertiesIfNeeded(); @@ -5273,11 +5275,8 @@ static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, while (scroll_x != new_scroll_x || scroll_y != new_scroll_y) { - int dx = 0, dy = 0; - int fx = FX, fy = FY; - - dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0); - dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0); + int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0); + int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0); if (dx == 0 && dy == 0) // no scrolling needed at all break; @@ -5285,14 +5284,19 @@ static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, scroll_x -= dx; scroll_y -= dy; - fx += dx * TILEX / 2; - fy += dy * TILEY / 2; + // set values for horizontal/vertical screen scrolling (half tile size) + int dir_x = (dx != 0 ? MV_HORIZONTAL : 0); + int dir_y = (dy != 0 ? MV_VERTICAL : 0); + int pos_x = dx * TILEX / 2; + int pos_y = dy * TILEY / 2; + int fx = getFieldbufferOffsetX_RND(dir_x, pos_x); + int fy = getFieldbufferOffsetY_RND(dir_y, pos_y); ScrollLevel(dx, dy); DrawAllPlayers(); // scroll in two steps of half tile size to make things smoother - BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + BlitScreenToBitmapExt_RND(window, fx, fy); // scroll second step to align at full tile size BlitScreenToBitmap(window); @@ -11463,13 +11467,14 @@ static void GameActionsExt(void) stored_player[map_player_action[local_player->index_nr]].effective_action = summarized_player_action; + // summarize all actions at centered player in local team mode if (tape.recording && - setup.team_mode && + setup.team_mode && !network.enabled && setup.input_on_focus && game.centered_player_nr != -1) { for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].effective_action = + stored_player[map_player_action[i]].effective_action = (i == game.centered_player_nr ? summarized_player_action : 0); } @@ -12177,12 +12182,17 @@ void GameActions_RND(void) DrawAllPlayers(); PlayAllPlayersSound(); - if (local_player->show_envelope != 0 && (!local_player->active || - local_player->MovPos == 0)) + for (i = 0; i < MAX_PLAYERS; i++) { - ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); + struct PlayerInfo *player = &stored_player[i]; + + if (player->show_envelope != 0 && (!player->active || + player->MovPos == 0)) + { + ShowEnvelope(player->show_envelope - EL_ENVELOPE_1); - local_player->show_envelope = 0; + player->show_envelope = 0; + } } // use random number generator in every frame to make it less predictable @@ -12524,10 +12534,11 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) } else { - int offset = game.scroll_delay_value; + int offset_raw = game.scroll_delay_value; if (jx != old_jx) // player has moved horizontally { + int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2); int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1); int new_scroll_x = jx - MIDPOSX + offset_x; @@ -12548,6 +12559,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) } else // player has moved vertically { + int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2); int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1); int new_scroll_y = jy - MIDPOSY + offset_y; @@ -15699,8 +15711,6 @@ void MapUndoRedoButtons(void) MapGadget(game_gadget[GAME_CTRL_ID_UNDO]); MapGadget(game_gadget[GAME_CTRL_ID_REDO]); - - ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END); } void UnmapUndoRedoButtons(void) @@ -15710,8 +15720,21 @@ void UnmapUndoRedoButtons(void) MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO); MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO); +} - ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END); +void ModifyPauseButtons(void) +{ + static int ids[] = + { + GAME_CTRL_ID_PAUSE, + GAME_CTRL_ID_PAUSE2, + GAME_CTRL_ID_PANEL_PAUSE, + -1 + }; + int i; + + for (i = 0; ids[i] > -1; i++) + ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END); } static void MapGameButtonsExt(boolean on_tape) @@ -15745,9 +15768,6 @@ static void RedrawGameButtonsExt(boolean on_tape) for (i = 0; i < NUM_GAME_BUTTONS; i++) if (!on_tape || gamebutton_info[i].allowed_on_tape) RedrawGadget(game_gadget[i]); - - // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area - redraw_mask &= ~REDRAW_ALL; } static void SetGadgetState(struct GadgetInfo *gi, boolean state)