X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=41add9e6745afd10fb6ad28fafe4e438d6aa7e9e;hp=82931d3f3bc55fb9888fbc314604685c6ae700f9;hb=1afe0b4fb9e16c78f2bb810c1225098f5d77e2d3;hpb=9fa601d400aa71f38fcdc19eaf107f42e0d2a2a3 diff --git a/src/game.c b/src/game.c index 82931d3f..41add9e6 100644 --- a/src/game.c +++ b/src/game.c @@ -974,12 +974,13 @@ static struct GamePanelControlInfo game_panel_controls[] = #define GAME_CTRL_ID_UNDO 3 #define GAME_CTRL_ID_REDO 4 #define GAME_CTRL_ID_SAVE 5 -#define GAME_CTRL_ID_LOAD 6 -#define SOUND_CTRL_ID_MUSIC 7 -#define SOUND_CTRL_ID_LOOPS 8 -#define SOUND_CTRL_ID_SIMPLE 9 +#define GAME_CTRL_ID_PAUSE2 6 +#define GAME_CTRL_ID_LOAD 7 +#define SOUND_CTRL_ID_MUSIC 8 +#define SOUND_CTRL_ID_LOOPS 9 +#define SOUND_CTRL_ID_SIMPLE 10 -#define NUM_GAME_BUTTONS 10 +#define NUM_GAME_BUTTONS 11 /* forward declaration for internal use */ @@ -1948,7 +1949,7 @@ static void InitField(int x, int y, boolean init_game) CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X); } -static inline void InitField_WithBug1(int x, int y, boolean init_game) +inline static void InitField_WithBug1(int x, int y, boolean init_game) { InitField(x, y, init_game); @@ -1958,7 +1959,7 @@ static inline void InitField_WithBug1(int x, int y, boolean init_game) InitMovDir(x, y); } -static inline void InitField_WithBug2(int x, int y, boolean init_game) +inline static void InitField_WithBug2(int x, int y, boolean init_game) { int old_element = Feld[x][y]; @@ -3044,8 +3045,6 @@ static void InitGameEngine() SNAPSHOT_MODE_EVERY_STEP : strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ? SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF); - - FreeEngineSnapshotList(); } int get_num_special_action(int element, int action_first, int action_last) @@ -3084,6 +3083,7 @@ void InitGame() { int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0); int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0); + int fade_mask = REDRAW_FIELD; boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ @@ -3091,22 +3091,30 @@ void InitGame() int initial_move_dir = MV_DOWN; int i, j, x, y; - game_status = GAME_MODE_PLAYING; + // required here to update video display before fading (FIX THIS) + DrawMaskedBorder(REDRAW_DOOR_2); - StopAnimation(); + game_status = GAME_MODE_PLAYING; if (!game.restart_level) CloseDoor(DOOR_CLOSE_1); + /* needed if different viewport properties defined for playing */ + ChangeViewportPropertiesIfNeeded(); + if (level_editor_test_game) FadeSkipNextFadeIn(); else FadeSetEnterScreen(); - FadeOut(REDRAW_FIELD); + if (CheckIfGlobalBorderHasChanged()) + fade_mask = REDRAW_ALL; - /* needed if different viewport properties defined for playing */ - ChangeViewportPropertiesIfNeeded(); + FadeOut(fade_mask); + + OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW); + + ClearField(); DrawCompleteVideoDisplay(); @@ -3918,11 +3926,11 @@ void InitGame() /* blit playfield from scroll buffer to normal back buffer for fading in */ BlitScreenToBitmap(backbuffer); - - redraw_mask |= REDRAW_FROM_BACKBUFFER; /* !!! FIX THIS (END) !!! */ - FadeIn(REDRAW_FIELD); + DrawMaskedBorder(fade_mask); + + FadeIn(fade_mask); #if 1 // full screen redraw is required at this point in the following cases: @@ -3951,9 +3959,14 @@ void InitGame() { UnmapGameButtons(); UnmapTapeButtons(); + + FreeGameButtons(); + CreateGameButtons(); + game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; + MapGameButtons(); MapTapeButtons(); @@ -4007,7 +4020,7 @@ void InitGame() game.restart_level = FALSE; - SaveEngineSnapshotToList(); + SaveEngineSnapshotToListInitial(); } void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) @@ -4394,18 +4407,21 @@ void GameEnd() local_player->LevelSolved_GameEnd = TRUE; - CloseDoor(DOOR_CLOSE_1); + if (!global.use_envelope_request) + CloseDoor(DOOR_CLOSE_1); if (local_player->LevelSolved_SaveTape) { SaveTapeChecked(tape.level_nr); /* ask to save tape */ } + CloseDoor(DOOR_CLOSE_ALL); + if (level_editor_test_game) { game_status = GAME_MODE_MAIN; - DrawAndFadeInMainMenu(REDRAW_FIELD); + DrawMainMenu(); return; } @@ -4416,7 +4432,7 @@ void GameEnd() game_status = GAME_MODE_MAIN; - DrawAndFadeInMainMenu(REDRAW_FIELD); + DrawMainMenu(); return; } @@ -4455,7 +4471,7 @@ void GameEnd() TapeErase(); } - DrawAndFadeInMainMenu(REDRAW_FIELD); + DrawMainMenu(); } } @@ -4880,7 +4896,11 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); int wait_delay_value = (no_delay ? 0 : frame_delay_value); - if (quick_relocation) + if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y))) + { + RedrawPlayfield(); + } + else if (quick_relocation) { if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen) { @@ -4959,7 +4979,7 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, } } - RedrawPlayfield(TRUE, 0,0,0,0); + RedrawPlayfield(); } else { @@ -5001,7 +5021,6 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, offset_y - MIDPOSY); } - ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ while (scroll_x != scroll_xx || scroll_y != scroll_yy) @@ -10233,9 +10252,50 @@ 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); @@ -10966,23 +11026,6 @@ 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) { @@ -11054,9 +11097,18 @@ void GameActions() if (tape.playing && tape.warp_forward && !tape.pausing) game_frame_delay_value = 0; +#if 0 + /* ---------- main game synchronization point ---------- */ + + int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); + + printf("::: skip == %d\n", skip); + +#else /* ---------- main game synchronization point ---------- */ WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); +#endif if (network_playing && !network_player_action_received) { @@ -11180,6 +11232,21 @@ void GameActions() #endif #endif + for (i = 0; i < MAX_PLAYERS; i++) + { + // allow engine snapshot in case of changed movement attempt + if ((game.snapshot.last_action[i] & KEY_MOTION) != + (stored_player[i].effective_action & KEY_MOTION)) + game.snapshot.changed_action = TRUE; + + // allow engine snapshot in case of snapping/dropping attempt + if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 && + (stored_player[i].effective_action & KEY_BUTTON) != 0) + game.snapshot.changed_action = TRUE; + + game.snapshot.last_action[i] = stored_player[i].effective_action; + } + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { GameActions_EM_Main(); @@ -11190,7 +11257,32 @@ void GameActions() } else { - GameActions_RND(); + GameActions_RND_Main(); + } + + BlitScreenToBitmap(backbuffer); + + CheckLevelTime(); + + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ + + if (options.debug) /* calculate frames per second */ + { + static unsigned int fps_counter = 0; + static int fps_frames = 0; + unsigned int fps_delay_ms = Counter() - fps_counter; + + fps_frames++; + + if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */ + { + global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; + + fps_frames = 0; + fps_counter = Counter(); + } + + redraw_mask |= REDRAW_FPS; } } @@ -11204,10 +11296,6 @@ void GameActions_EM_Main() effective_action[i] = stored_player[i].effective_action; GameActions_EM(effective_action, warp_mode); - - CheckLevelTime(); - - AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ } void GameActions_SP_Main() @@ -11220,10 +11308,11 @@ void GameActions_SP_Main() effective_action[i] = stored_player[i].effective_action; GameActions_SP(effective_action, warp_mode); +} - CheckLevelTime(); - - AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ +void GameActions_RND_Main() +{ + GameActions_RND(); } void GameActions_RND() @@ -11725,32 +11814,9 @@ void GameActions_RND() } #endif - CheckLevelTime(); - DrawAllPlayers(); PlayAllPlayersSound(); - if (options.debug) /* calculate frames per second */ - { - static unsigned int fps_counter = 0; - static int fps_frames = 0; - unsigned int fps_delay_ms = Counter() - fps_counter; - - fps_frames++; - - if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */ - { - global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; - - fps_frames = 0; - fps_counter = Counter(); - } - - redraw_mask |= REDRAW_FPS; - } - - AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ - if (local_player->show_envelope != 0 && local_player->MovPos == 0) { ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); @@ -11804,16 +11870,16 @@ static boolean AllPlayersInVisibleScreen() void ScrollLevel(int dx, int dy) { - int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX_VAR : 0); + int scroll_offset = 2 * TILEX_VAR; int x, y; BlitBitmap(drawto_field, drawto_field, - FX + TILEX_VAR * (dx == -1) - softscroll_offset, - FY + TILEY_VAR * (dy == -1) - softscroll_offset, - SXSIZE - TILEX_VAR * (dx != 0) + 2 * softscroll_offset, - SYSIZE - TILEY_VAR * (dy != 0) + 2 * softscroll_offset, - FX + TILEX_VAR * (dx == 1) - softscroll_offset, - FY + TILEY_VAR * (dy == 1) - softscroll_offset); + FX + TILEX_VAR * (dx == -1) - scroll_offset, + FY + TILEY_VAR * (dy == -1) - scroll_offset, + SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset, + SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset, + FX + TILEX_VAR * (dx == 1) - scroll_offset, + FY + TILEY_VAR * (dy == 1) - scroll_offset); if (dx != 0) { @@ -14459,13 +14525,13 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message) game_status = GAME_MODE_MAIN; - DrawAndFadeInMainMenu(REDRAW_FIELD); + DrawMainMenu(); } else { game_status = GAME_MODE_MAIN; - DrawAndFadeInMainMenu(REDRAW_FIELD); + DrawMainMenu(); } } } @@ -14722,11 +14788,6 @@ 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; @@ -14750,19 +14811,25 @@ 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; } -boolean SaveEngineSnapshotToList() +static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot) { boolean save_snapshot = - (FrameCounter == 0 || + (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 || !save_snapshot) + if (game.snapshot.mode == SNAPSHOT_MODE_OFF || + tape.quick_resume || + !save_snapshot) return FALSE; ListNode *buffers = SaveEngineSnapshotBuffers(); @@ -14773,6 +14840,18 @@ boolean SaveEngineSnapshotToList() return TRUE; } +boolean SaveEngineSnapshotToList() +{ + return SaveEngineSnapshotToListExt(FALSE); +} + +void SaveEngineSnapshotToListInitial() +{ + FreeEngineSnapshotList(); + + SaveEngineSnapshotToListExt(TRUE); +} + void LoadEngineSnapshotValues() { /* restore special values from snapshot structure */ @@ -14852,6 +14931,10 @@ static struct IMG_GAME_BUTTON_GFX_SAVE, &game.button.save, GAME_CTRL_ID_SAVE, "save game" }, + { + IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2, + GAME_CTRL_ID_PAUSE2, "pause game" + }, { IMG_GAME_BUTTON_GFX_LOAD, &game.button.load, GAME_CTRL_ID_LOAD, "load game" @@ -14902,7 +14985,6 @@ void CreateGameButtons() } if (id == GAME_CTRL_ID_STOP || - id == GAME_CTRL_ID_PAUSE || id == GAME_CTRL_ID_PLAY || id == GAME_CTRL_ID_SAVE || id == GAME_CTRL_ID_LOAD) @@ -14961,24 +15043,46 @@ 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; @@ -14987,6 +15091,21 @@ void MapGameButtons() if (i != GAME_CTRL_ID_UNDO && 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); + } + + RedrawGameButtons(); } void UnmapGameButtons() @@ -15070,6 +15189,7 @@ static void HandleGameButtonsExt(int id, int button) break; case GAME_CTRL_ID_PAUSE: + case GAME_CTRL_ID_PAUSE2: if (options.network && game_status == GAME_MODE_PLAYING) { #if defined(NETWORK_AVALIABLE) @@ -15095,10 +15215,7 @@ static void HandleGameButtonsExt(int id, int button) SendToServer_ContinuePlaying(); else #endif - { - tape.pausing = FALSE; - DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0); - } + TapeTogglePause(TAPE_TOGGLE_MANUAL); } break;