X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=3d2f055f27c88415dccb499d83d65932ad8a5f1e;hp=028e9f4ef91da6b372e5b9547d6f4d822c436c38;hb=567cfcb396e3fc031a25362b747dd0a5a096b4ec;hpb=11bd782b9345d3bec0ed2f6b2ed1bb310f365c4f diff --git a/src/game.c b/src/game.c index 028e9f4e..3d2f055f 100644 --- a/src/game.c +++ b/src/game.c @@ -19,6 +19,7 @@ #include "files.h" #include "tape.h" #include "network.h" +#include "anim.h" /* DEBUG SETTINGS */ @@ -2446,7 +2447,7 @@ void DisplayGameControlValues() /* redraw game control buttons */ RedrawGameButtons(); - game_status = GAME_MODE_PSEUDO_PANEL; + SetGameStatus(GAME_MODE_PSEUDO_PANEL); for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++) { @@ -2574,7 +2575,7 @@ void DisplayGameControlValues() redraw_mask |= REDRAW_DOOR_1; } - game_status = GAME_MODE_PLAYING; + SetGameStatus(GAME_MODE_PLAYING); } void UpdateAndDisplayGameControlValues() @@ -3040,11 +3041,15 @@ static void InitGameEngine() for (i = 0; i < MAX_PLAYERS; i++) game.snapshot.last_action[i] = 0; game.snapshot.changed_action = FALSE; + game.snapshot.collected_item = 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); + SNAPSHOT_MODE_EVERY_MOVE : + strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ? + SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF); + game.snapshot.save_snapshot = FALSE; } int get_num_special_action(int element, int action_first, int action_last) @@ -3094,13 +3099,10 @@ void InitGame() // required here to update video display before fading (FIX THIS) DrawMaskedBorder(REDRAW_DOOR_2); - game_status = GAME_MODE_PLAYING; - if (!game.restart_level) CloseDoor(DOOR_CLOSE_1); - /* needed if different viewport properties defined for playing */ - ChangeViewportPropertiesIfNeeded(); + SetGameStatus(GAME_MODE_PLAYING); if (level_editor_test_game) FadeSkipNextFadeIn(); @@ -3110,12 +3112,19 @@ void InitGame() if (CheckIfGlobalBorderHasChanged()) fade_mask = REDRAW_ALL; + FadeSoundsAndMusic(); + + ExpireSoundLoops(TRUE); + FadeOut(fade_mask); - OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW); + /* needed if different viewport properties defined for playing */ + ChangeViewportPropertiesIfNeeded(); ClearField(); + OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW); + DrawCompleteVideoDisplay(); InitGameEngine(); @@ -3204,6 +3213,11 @@ void InitGame() player->is_bored = FALSE; player->is_sleeping = FALSE; + player->was_waiting = TRUE; + player->was_moving = FALSE; + player->was_snapping = FALSE; + player->was_dropping = FALSE; + player->frame_counter_bored = -1; player->frame_counter_sleeping = -1; @@ -4023,13 +4037,24 @@ void InitGame() SaveEngineSnapshotToListInitial(); } -void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) +void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y, + int actual_player_x, int actual_player_y) { /* this is used for non-R'n'D game engines to update certain engine values */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + actual_player_x = correctLevelPosX_EM(actual_player_x); + actual_player_y = correctLevelPosY_EM(actual_player_y); + } + /* needed to determine if sounds are played within the visible screen area */ scroll_x = actual_scroll_x; scroll_y = actual_scroll_y; + + /* needed to get player position for "follow finger" playing input method */ + local_player->jx = actual_player_x; + local_player->jy = actual_player_y; } void InitMovDir(int x, int y) @@ -4419,7 +4444,7 @@ void GameEnd() if (level_editor_test_game) { - game_status = GAME_MODE_MAIN; + SetGameStatus(GAME_MODE_MAIN); DrawMainMenu(); @@ -4428,9 +4453,7 @@ void GameEnd() if (!local_player->LevelSolved_SaveScore) { - FadeOut(REDRAW_FIELD); - - game_status = GAME_MODE_MAIN; + SetGameStatus(GAME_MODE_MAIN); DrawMainMenu(); @@ -4449,7 +4472,7 @@ void GameEnd() if ((hi_pos = NewHiScore()) >= 0) { - game_status = GAME_MODE_SCORES; + SetGameStatus(GAME_MODE_SCORES); DrawHallOfFame(hi_pos); @@ -4461,9 +4484,7 @@ void GameEnd() } else { - FadeOut(REDRAW_FIELD); - - game_status = GAME_MODE_MAIN; + SetGameStatus(GAME_MODE_MAIN); if (raise_level) { @@ -4891,168 +4912,107 @@ static void setScreenCenteredToAllPlayers(int *sx, int *sy) void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, boolean center_screen, boolean quick_relocation) { + unsigned int frame_delay_value_old = GetVideoFrameDelay(); boolean ffwd_delay = (tape.playing && tape.fast_forward); boolean no_delay = (tape.warp_forward); int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int new_scroll_x, new_scroll_y; - if (quick_relocation) + if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y))) { - if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen) - { - if (!level.shifted_relocation || center_screen) - { - /* quick relocation (without scrolling), with centering of screen */ + /* case 1: quick relocation inside visible screen (without scrolling) */ - scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : - x > SBX_Right + MIDPOSX ? SBX_Right : - x - MIDPOSX); - - scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper : - y > SBY_Lower + MIDPOSY ? SBY_Lower : - y - MIDPOSY); - } - else - { - /* quick relocation (without scrolling), but do not center screen */ - - int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left : - old_x > SBX_Right + MIDPOSX ? SBX_Right : - old_x - MIDPOSX); - - int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper : - old_y > SBY_Lower + MIDPOSY ? SBY_Lower : - old_y - MIDPOSY); - - int offset_x = x + (scroll_x - center_scroll_x); - int offset_y = y + (scroll_y - center_scroll_y); + RedrawPlayfield(); - scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left : - offset_x > SBX_Right + MIDPOSX ? SBX_Right : - offset_x - MIDPOSX); + return; + } - scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper : - offset_y > SBY_Lower + MIDPOSY ? SBY_Lower : - offset_y - MIDPOSY); - } - } - else - { - if (!level.shifted_relocation || center_screen) - { - /* quick relocation (without scrolling), with centering of screen */ + if (!level.shifted_relocation || center_screen) + { + /* relocation _with_ centering of screen */ - scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : + new_scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : x > SBX_Right + MIDPOSX ? SBX_Right : x - MIDPOSX); - scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper : + new_scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper : y > SBY_Lower + MIDPOSY ? SBY_Lower : y - MIDPOSY); - } - else - { - /* quick relocation (without scrolling), but do not center screen */ + } + else + { + /* relocation _without_ centering of screen */ - int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left : - old_x > SBX_Right + MIDPOSX ? SBX_Right : - old_x - MIDPOSX); + int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left : + old_x > SBX_Right + MIDPOSX ? SBX_Right : + old_x - MIDPOSX); - int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper : - old_y > SBY_Lower + MIDPOSY ? SBY_Lower : - old_y - MIDPOSY); + int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper : + old_y > SBY_Lower + MIDPOSY ? SBY_Lower : + old_y - MIDPOSY); - int offset_x = x + (scroll_x - center_scroll_x); - int offset_y = y + (scroll_y - center_scroll_y); + int offset_x = x + (scroll_x - center_scroll_x); + int offset_y = y + (scroll_y - center_scroll_y); - scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left : + new_scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left : offset_x > SBX_Right + MIDPOSX ? SBX_Right : offset_x - MIDPOSX); - scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper : + new_scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper : offset_y > SBY_Lower + MIDPOSY ? SBY_Lower : offset_y - MIDPOSY); - } - } - - RedrawPlayfield(); } - else - { - int scroll_xx, scroll_yy; - - if (!level.shifted_relocation || center_screen) - { - /* visible relocation (with scrolling), with centering of screen */ - - scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left : - x > SBX_Right + MIDPOSX ? SBX_Right : - x - MIDPOSX); - scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper : - y > SBY_Lower + MIDPOSY ? SBY_Lower : - y - MIDPOSY); - } - else - { - /* visible relocation (with scrolling), but do not center screen */ + if (quick_relocation) + { + /* case 2: quick relocation (redraw without visible scrolling) */ - int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left : - old_x > SBX_Right + MIDPOSX ? SBX_Right : - old_x - MIDPOSX); + scroll_x = new_scroll_x; + scroll_y = new_scroll_y; - int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper : - old_y > SBY_Lower + MIDPOSY ? SBY_Lower : - old_y - MIDPOSY); + RedrawPlayfield(); - int offset_x = x + (scroll_x - center_scroll_x); - int offset_y = y + (scroll_y - center_scroll_y); + return; + } - scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left : - offset_x > SBX_Right + MIDPOSX ? SBX_Right : - offset_x - MIDPOSX); + /* case 3: visible relocation (with scrolling to new position) */ - scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper : - offset_y > SBY_Lower + MIDPOSY ? SBY_Lower : - offset_y - MIDPOSY); - } + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + SetVideoFrameDelay(wait_delay_value); - ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + while (scroll_x != new_scroll_x || scroll_y != new_scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; - while (scroll_x != scroll_xx || scroll_y != scroll_yy) - { - 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); - dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); - dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; - if (dx == 0 && dy == 0) /* no scrolling needed at all */ - break; + scroll_x -= dx; + scroll_y -= dy; - scroll_x -= dx; - scroll_y -= dy; + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; - fx += dx * TILEX / 2; - fy += dy * TILEY / 2; + ScrollLevel(dx, dy); + DrawAllPlayers(); - 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); - /* scroll in two steps of half tile size to make things smoother */ - BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); - Delay(wait_delay_value); + /* scroll second step to align at full tile size */ + BlitScreenToBitmap(window); + } - /* scroll second step to align at full tile size */ - BackToFront(); - Delay(wait_delay_value); - } + DrawAllPlayers(); + BackToFront(); - DrawAllPlayers(); - BackToFront(); - Delay(wait_delay_value); - } + SetVideoFrameDelay(frame_delay_value_old); } void RelocatePlayer(int jx, int jy, int el_player_raw) @@ -5102,8 +5062,7 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) DrawPlayer(player); - BackToFront(); - Delay(wait_delay_value); + BackToFront_WithFrameDelay(wait_delay_value); } DrawPlayer(player); /* needed here only to cleanup last field */ @@ -9561,6 +9520,8 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) { local_player->gems_still_needed = action_arg_number_new; + game.snapshot.collected_item = TRUE; + game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed; @@ -10249,9 +10210,50 @@ static void HandleElementChange(int x, int y, int page) { /* !!! not clear why graphic animation should be reset at all here !!! */ /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */ + /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */ + + /* + GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION: + + When using an animation frame delay of 1 (this only happens with + "sp_zonk.moving.left/right" in the classic graphics), the default + (non-moving) animation shows wrong animation frames (while the + moving animation, like "sp_zonk.moving.left/right", is correct, + so this graphical bug never shows up with the classic graphics). + For an animation with 4 frames, this causes wrong frames 0,0,1,2 + be drawn instead of the correct frames 0,1,2,3. This is caused by + "GfxFrame[][]" being reset *twice* (in two successive frames) after + an element change: First when the change delay ("ChangeDelay[][]") + counter has reached zero after decrementing, then a second time in + the next frame (after "GfxFrame[][]" was already incremented) when + "ChangeDelay[][]" is reset to the initial delay value again. + + This causes frame 0 to be drawn twice, while the last frame won't + be drawn anymore, resulting in the wrong frame sequence 0,0,1,2. + + As some animations may already be cleverly designed around this bug + (at least the "Snake Bite" snake tail animation does this), it cannot + simply be fixed here without breaking such existing animations. + Unfortunately, it cannot easily be detected if a graphics set was + designed "before" or "after" the bug was fixed. As a workaround, + a new graphics set option "game.graphics_engine_version" was added + to be able to specify the game's major release version for which the + graphics set was designed, which can then be used to decide if the + bugfix should be used (version 4 and above) or not (version 3 or + below, or if no version was specified at all, as with old sets). + + (The wrong/fixed animation frames can be tested with the test level set + "test_gfxframe" and level "000", which contains a specially prepared + custom element at level position (x/y) == (11/9) which uses the zonk + animation mentioned above. Using "game.graphics_engine_version: 4" + fixes the wrong animation frames, showing the correct frames 0,1,2,3. + This can also be seen from the debug output for this test element.) + */ + /* when a custom element is about to change (for example by change delay), do not reset graphic animation when the custom element is moving */ - if (!IS_MOVING(x, y)) + if (game.graphics_engine_version < 4 && + !IS_MOVING(x, y)) { ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); @@ -10703,32 +10705,28 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) static void CheckSaveEngineSnapshot(struct PlayerInfo *player) { - static boolean player_was_moving = FALSE; - static boolean player_was_snapping = FALSE; - static boolean player_was_dropping = FALSE; - - 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)) + 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)) { - if (!SaveEngineSnapshotToList()) + if (!CheckSaveEngineSnapshotToList()) return; - player_was_moving = FALSE; - player_was_snapping = TRUE; - player_was_dropping = TRUE; + player->was_moving = FALSE; + player->was_snapping = TRUE; + player->was_dropping = TRUE; } else { if (player->is_moving) - player_was_moving = TRUE; + player->was_moving = TRUE; if (!player->is_snapping) - player_was_snapping = FALSE; + player->was_snapping = FALSE; if (!player->is_dropping) - player_was_dropping = FALSE; + player->was_dropping = FALSE; } } @@ -10973,9 +10971,11 @@ void StartGameActions(boolean init_network_game, boolean record_tape, InitGame(); } -void GameActions() +void GameActionsExt() { +#if 0 static unsigned int game_frame_delay = 0; +#endif unsigned int game_frame_delay_value; byte *recorded_player_action; byte summarized_player_action = 0; @@ -11053,6 +11053,9 @@ void GameActions() if (tape.playing && tape.warp_forward && !tape.pausing) game_frame_delay_value = 0; + SetVideoFrameDelay(game_frame_delay_value); + +#if 0 #if 0 /* ---------- main game synchronization point ---------- */ @@ -11064,6 +11067,7 @@ void GameActions() /* ---------- main game synchronization point ---------- */ WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); +#endif #endif if (network_playing && !network_player_action_received) @@ -11118,8 +11122,11 @@ void GameActions() SendToServer_MovePlayer(summarized_player_action); #endif + // summarize all actions at local players mapped input device position + // (this allows using different input devices in single player mode) if (!options.network && !game.team_mode) - local_player->effective_action = summarized_player_action; + stored_player[map_player_action[local_player->index_nr]].effective_action = + summarized_player_action; if (tape.recording && setup.team_mode && @@ -11155,6 +11162,7 @@ void GameActions() #if USE_NEW_PLAYER_ASSIGNMENTS // !!! also map player actions in single player mode !!! // if (game.team_mode) + if (1) { byte mapped_action[MAX_PLAYERS]; @@ -11242,6 +11250,24 @@ void GameActions() } } +static void GameActions_CheckSaveEngineSnapshot() +{ + if (!game.snapshot.save_snapshot) + return; + + // clear flag for saving snapshot _before_ saving snapshot + game.snapshot.save_snapshot = FALSE; + + SaveEngineSnapshotToList(); +} + +void GameActions() +{ + GameActionsExt(); + + GameActions_CheckSaveEngineSnapshot(); +} + void GameActions_EM_Main() { byte effective_action[MAX_PLAYERS]; @@ -12072,7 +12098,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) AdvanceFrameAndPlayerCounters(player->index_nr); DrawAllPlayers(); - BackToFront(); + BackToFront_WithFrameDelay(0); } player->move_delay_value = original_move_delay_value; @@ -13484,6 +13510,8 @@ static int DigField(struct PlayerInfo *player, if (local_player->gems_still_needed < 0) local_player->gems_still_needed = 0; + game.snapshot.collected_item = TRUE; + game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed; DisplayGameControlValues(); @@ -13682,9 +13710,16 @@ static int DigField(struct PlayerInfo *player, SCAN_PLAYFIELD(xx, yy) { if (Feld[xx][yy] == EL_SP_DISK_YELLOW) + { Bang(xx, yy); + } else if (Feld[xx][yy] == EL_SP_TERMINAL) + { Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE; + + ResetGfxAnimation(xx, yy); + TEST_DrawLevelField(xx, yy); + } } } else if (IS_BELT_SWITCH(element)) @@ -14476,19 +14511,11 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message) #endif { if (quick_quit) - { FadeSkipNextFadeIn(); - game_status = GAME_MODE_MAIN; + SetGameStatus(GAME_MODE_MAIN); - DrawMainMenu(); - } - else - { - game_status = GAME_MODE_MAIN; - - DrawMainMenu(); - } + DrawMainMenu(); } } else /* continue playing the game */ @@ -14773,39 +14800,39 @@ void SaveEngineSnapshotSingle() snapshot_level_nr = level_nr; } -static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot) +boolean CheckSaveEngineSnapshotToList() { boolean save_snapshot = - (initial_snapshot || - (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) || + ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) || (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE && - game.snapshot.changed_action)); + game.snapshot.changed_action) || + (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT && + game.snapshot.collected_item)); game.snapshot.changed_action = FALSE; + game.snapshot.collected_item = FALSE; + game.snapshot.save_snapshot = save_snapshot; + return save_snapshot; +} + +void SaveEngineSnapshotToList() +{ if (game.snapshot.mode == SNAPSHOT_MODE_OFF || - tape.quick_resume || - !save_snapshot) - return FALSE; + tape.quick_resume) + return; 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); + SaveEngineSnapshotToList(); } void LoadEngineSnapshotValues() @@ -14864,47 +14891,47 @@ static struct } gamebutton_info[NUM_GAME_BUTTONS] = { { - IMG_GAME_BUTTON_GFX_STOP, &game.button.stop, + IMG_GFX_GAME_BUTTON_STOP, &game.button.stop, GAME_CTRL_ID_STOP, "stop game" }, { - IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause, + IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause, GAME_CTRL_ID_PAUSE, "pause game" }, { - IMG_GAME_BUTTON_GFX_PLAY, &game.button.play, + IMG_GFX_GAME_BUTTON_PLAY, &game.button.play, GAME_CTRL_ID_PLAY, "play game" }, { - IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo, + IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo, GAME_CTRL_ID_UNDO, "undo step" }, { - IMG_GAME_BUTTON_GFX_REDO, &game.button.redo, + IMG_GFX_GAME_BUTTON_REDO, &game.button.redo, GAME_CTRL_ID_REDO, "redo step" }, { - IMG_GAME_BUTTON_GFX_SAVE, &game.button.save, + IMG_GFX_GAME_BUTTON_SAVE, &game.button.save, GAME_CTRL_ID_SAVE, "save game" }, { - IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2, + IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2, GAME_CTRL_ID_PAUSE2, "pause game" }, { - IMG_GAME_BUTTON_GFX_LOAD, &game.button.load, + IMG_GFX_GAME_BUTTON_LOAD, &game.button.load, GAME_CTRL_ID_LOAD, "load game" }, { - IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music, + IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music, SOUND_CTRL_ID_MUSIC, "background music on/off" }, { - IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops, + IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops, SOUND_CTRL_ID_LOOPS, "sound loops on/off" }, { - IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple, + IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple, SOUND_CTRL_ID_SIMPLE, "normal sounds on/off" } }; @@ -14999,7 +15026,7 @@ void FreeGameButtons() FreeGadget(game_gadget[i]); } -static void MapGameButtonsAtSamePosition(int id) +static void UnmapGameButtonsAtSamePosition(int id) { int i; @@ -15007,10 +15034,26 @@ static void MapGameButtonsAtSamePosition(int id) 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]); + UnmapGadget(game_gadget[i]); } -static void UnmapGameButtonsAtSamePosition(int id) +static void UnmapGameButtonsAtSamePosition_All() +{ + if (setup.show_snapshot_buttons) + { + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD); + } + else + { + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY); + } +} + +static void MapGameButtonsAtSamePosition(int id) { int i; @@ -15018,7 +15061,9 @@ static void UnmapGameButtonsAtSamePosition(int id) 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]); + MapGadget(game_gadget[i]); + + UnmapGameButtonsAtSamePosition_All(); } void MapUndoRedoButtons() @@ -15028,6 +15073,8 @@ void MapUndoRedoButtons() 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() @@ -15037,6 +15084,8 @@ void UnmapUndoRedoButtons() MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO); MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO); + + ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END); } void MapGameButtons() @@ -15048,18 +15097,7 @@ void MapGameButtons() i != GAME_CTRL_ID_REDO) MapGadget(game_gadget[i]); - if (setup.show_snapshot_buttons) - { - UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE); - UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2); - UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD); - } - else - { - UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP); - UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE); - UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY); - } + UnmapGameButtonsAtSamePosition_All(); RedrawGameButtons(); } @@ -15095,8 +15133,7 @@ void GameUndoRedoExt() 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); + DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0); BackToFront(); } @@ -15123,6 +15160,7 @@ void GameRedo(int steps) static void HandleGameButtonsExt(int id, int button) { + static boolean game_undo_executed = FALSE; int steps = BUTTON_STEPSIZE(button); boolean handle_game_buttons = (game_status == GAME_MODE_PLAYING || @@ -15157,6 +15195,9 @@ static void HandleGameButtonsExt(int id, int button) } else TapeTogglePause(TAPE_TOGGLE_MANUAL); + + game_undo_executed = FALSE; + break; case GAME_CTRL_ID_PLAY: @@ -15171,11 +15212,22 @@ static void HandleGameButtonsExt(int id, int button) SendToServer_ContinuePlaying(); else #endif - TapeTogglePause(TAPE_TOGGLE_MANUAL); + TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE); } break; case GAME_CTRL_ID_UNDO: + // Important: When using "save snapshot when collecting an item" mode, + // load last (current) snapshot for first "undo" after pressing "pause" + // (else the last-but-one snapshot would be loaded, because the snapshot + // pointer already points to the last snapshot when pressing "pause", + // which is fine for "every step/move" mode, but not for "every collect") + if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT && + !game_undo_executed) + steps--; + + game_undo_executed = TRUE; + GameUndo(steps); break;