X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=7f98027c8fd1eab482f50346680d6d6fc4ddebbc;hp=63eb94115bb5224ca532217187b45d973b69041a;hb=f78f30b84a0345ea31b30c5bd95e338c9d9ebd4b;hpb=4b722be68436ced0b7bb3eff61ed14d6c66df949 diff --git a/src/game.c b/src/game.c index 63eb9411..7f98027c 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]; @@ -3035,7 +3036,18 @@ 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.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 : + strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ? + SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF); } int get_num_special_action(int element, int action_first, int action_last) @@ -3074,6 +3086,7 @@ 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 */ @@ -3081,22 +3094,30 @@ 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(); @@ -3908,11 +3929,11 @@ 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: @@ -3941,9 +3962,14 @@ 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(); @@ -3997,7 +4023,7 @@ void InitGame() game.restart_level = FALSE; - SaveEngineSnapshotToList(); + SaveEngineSnapshotToListInitial(); } void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) @@ -4384,29 +4410,30 @@ 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; } if (!local_player->LevelSolved_SaveScore) { - FadeOut(REDRAW_FIELD); - game_status = GAME_MODE_MAIN; - DrawAndFadeInMainMenu(REDRAW_FIELD); + DrawMainMenu(); return; } @@ -4435,8 +4462,6 @@ void GameEnd() } else { - FadeOut(REDRAW_FIELD); - game_status = GAME_MODE_MAIN; if (raise_level) @@ -4445,7 +4470,7 @@ void GameEnd() TapeErase(); } - DrawAndFadeInMainMenu(REDRAW_FIELD); + DrawMainMenu(); } } @@ -4869,164 +4894,101 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, 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); + RedrawPlayfield(); - 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); - - 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(TRUE, 0,0,0,0); } - 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 */ - - 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); + if (quick_relocation) + { + /* case 2: quick relocation (redraw without visible scrolling) */ - scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left : - offset_x > SBX_Right + MIDPOSX ? SBX_Right : - offset_x - MIDPOSX); + scroll_x = new_scroll_x; + scroll_y = new_scroll_y; - scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper : - offset_y > SBY_Lower + MIDPOSY ? SBY_Lower : - offset_y - MIDPOSY); - } + RedrawPlayfield(); + return; + } - ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + /* case 3: visible relocation (with scrolling to new position) */ - while (scroll_x != scroll_xx || scroll_y != scroll_yy) - { - int dx = 0, dy = 0; - int fx = FX, fy = FY; + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ - dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); - dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + while (scroll_x != new_scroll_x || scroll_y != new_scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; - if (dx == 0 && dy == 0) /* no scrolling needed at all */ - break; + 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); - scroll_x -= dx; - scroll_y -= dy; + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; - fx += dx * TILEX / 2; - fy += dy * TILEY / 2; + scroll_x -= dx; + scroll_y -= dy; - ScrollLevel(dx, dy); - DrawAllPlayers(); + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; - /* 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); + ScrollLevel(dx, dy); + DrawAllPlayers(); - /* scroll second step to align at full tile size */ - BackToFront(); - Delay(wait_delay_value); - } + /* 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); - DrawAllPlayers(); + /* scroll second step to align at full tile size */ BackToFront(); Delay(wait_delay_value); } + + DrawAllPlayers(); + BackToFront(); + Delay(wait_delay_value); } void RelocatePlayer(int jx, int jy, int el_player_raw) @@ -9535,6 +9497,8 @@ 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; @@ -10223,9 +10187,50 @@ 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); @@ -10686,7 +10691,8 @@ static void CheckSaveEngineSnapshot(struct PlayerInfo *player) (player->is_snapping && !player_was_snapping) || (player->is_dropping && !player_was_dropping)) { - SaveEngineSnapshotToList(); + if (!SaveEngineSnapshotToList()) + return; player_was_moving = FALSE; player_was_snapping = TRUE; @@ -11026,9 +11032,18 @@ 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) { @@ -11152,6 +11167,21 @@ 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(); @@ -11162,7 +11192,32 @@ 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; } } @@ -11176,10 +11231,6 @@ 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() @@ -11192,10 +11243,11 @@ 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() @@ -11697,32 +11749,9 @@ 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); @@ -11776,16 +11805,16 @@ 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) { @@ -13434,6 +13463,8 @@ 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(); @@ -13632,9 +13663,16 @@ 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)) @@ -14426,19 +14464,11 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message) #endif { if (quick_quit) - { FadeSkipNextFadeIn(); - game_status = GAME_MODE_MAIN; - - DrawAndFadeInMainMenu(REDRAW_FIELD); - } - else - { - game_status = GAME_MODE_MAIN; + game_status = GAME_MODE_MAIN; - DrawAndFadeInMainMenu(REDRAW_FIELD); - } + DrawMainMenu(); } } else /* continue playing the game */ @@ -14610,10 +14640,6 @@ 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) @@ -14698,11 +14724,6 @@ 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; @@ -14726,14 +14747,48 @@ 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.mode == SNAPSHOT_MODE_EVERY_COLLECT && + game.snapshot.collected_item)); + + game.snapshot.changed_action = FALSE; + game.snapshot.collected_item = 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() @@ -14769,12 +14824,17 @@ void LoadEngineSnapshot_Redo(int 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 ---------------------------------------- */ @@ -14810,6 +14870,10 @@ 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" @@ -14860,7 +14924,6 @@ 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) @@ -14919,24 +14982,46 @@ 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; @@ -14945,6 +15030,21 @@ 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() @@ -14975,15 +15075,18 @@ 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(int steps) { - if (!CheckEngineSnapshot()) + if (!CheckEngineSnapshotList()) return; LoadEngineSnapshot_Undo(steps); @@ -14993,7 +15096,7 @@ void GameUndo(int steps) void GameRedo(int steps) { - if (!CheckEngineSnapshot()) + if (!CheckEngineSnapshotList()) return; LoadEngineSnapshot_Redo(steps); @@ -15003,6 +15106,7 @@ 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 || @@ -15025,6 +15129,7 @@ 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) @@ -15036,6 +15141,9 @@ static void HandleGameButtonsExt(int id, int button) } else TapeTogglePause(TAPE_TOGGLE_MANUAL); + + game_undo_executed = FALSE; + break; case GAME_CTRL_ID_PLAY: @@ -15050,14 +15158,22 @@ 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; 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;