X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=cc6bcdfc33e33cedb876ec0bd0cb63d3f821c5b1;hp=028e9f4ef91da6b372e5b9547d6f4d822c436c38;hb=4c97b1045b53135f75e9324747abb5e9286b813d;hpb=11bd782b9345d3bec0ed2f6b2ed1bb310f365c4f diff --git a/src/game.c b/src/game.c index 028e9f4e..cc6bcdfc 100644 --- a/src/game.c +++ b/src/game.c @@ -3040,11 +3040,14 @@ 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); } int get_num_special_action(int element, int action_first, int action_last) @@ -4428,8 +4431,6 @@ void GameEnd() if (!local_player->LevelSolved_SaveScore) { - FadeOut(REDRAW_FIELD); - game_status = GAME_MODE_MAIN; DrawMainMenu(); @@ -4461,8 +4462,6 @@ void GameEnd() } else { - FadeOut(REDRAW_FIELD); - game_status = GAME_MODE_MAIN; if (raise_level) @@ -4895,164 +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 */ - - scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : - x > SBX_Right + MIDPOSX ? SBX_Right : - x - MIDPOSX); + /* case 1: quick relocation inside visible screen (without scrolling) */ - 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 */ - 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) @@ -9561,6 +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; @@ -10249,9 +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); @@ -11118,8 +11097,11 @@ 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 +11137,7 @@ 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]; @@ -13484,6 +13467,8 @@ 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 +13667,16 @@ 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 +14468,11 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message) #endif { if (quick_quit) - { FadeSkipNextFadeIn(); - game_status = GAME_MODE_MAIN; - - DrawMainMenu(); - } - else - { - game_status = GAME_MODE_MAIN; + game_status = GAME_MODE_MAIN; - DrawMainMenu(); - } + DrawMainMenu(); } } else /* continue playing the game */ @@ -14779,9 +14763,12 @@ static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot) (initial_snapshot || (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; if (game.snapshot.mode == SNAPSHOT_MODE_OFF || tape.quick_resume || @@ -15123,6 +15110,7 @@ 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 +15145,9 @@ static void HandleGameButtonsExt(int id, int button) } else TapeTogglePause(TAPE_TOGGLE_MANUAL); + + game_undo_executed = FALSE; + break; case GAME_CTRL_ID_PLAY: @@ -15176,6 +15167,17 @@ static void HandleGameButtonsExt(int id, int button) 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;