fixed and improved single step mode for all game engines
authorHolger Schemel <info@artsoft.org>
Sat, 23 Sep 2017 21:27:20 +0000 (23:27 +0200)
committerHolger Schemel <info@artsoft.org>
Sat, 23 Sep 2017 21:27:20 +0000 (23:27 +0200)
src/events.c
src/game.c
src/game.h
src/tools.c

index b450c2b..5b1e577 100644 (file)
@@ -1554,10 +1554,7 @@ void HandleKey(Key key, int key_status)
   if (game_status == GAME_MODE_PLAYING)
   {
     /* only needed for single-step tape recording mode */
-    static boolean clear_snap_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
-    static boolean clear_drop_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
-    static boolean element_snapped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
-    static boolean element_dropped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
+    static boolean has_snapped[MAX_PLAYERS] = { FALSE, FALSE, FALSE, FALSE };
     int pnr;
 
     for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
@@ -1583,22 +1580,6 @@ void HandleKey(Key key, int key_status)
            key_action |= key_info[i].action | JOY_BUTTON_SNAP;
       }
 
-      /* clear delayed snap and drop actions in single step mode (see below) */
-      if (tape.single_step)
-      {
-       if (clear_snap_button[pnr])
-       {
-         stored_player[pnr].action &= ~KEY_BUTTON_SNAP;
-         clear_snap_button[pnr] = FALSE;
-       }
-
-       if (clear_drop_button[pnr])
-       {
-         stored_player[pnr].action &= ~KEY_BUTTON_DROP;
-         clear_drop_button[pnr] = FALSE;
-       }
-      }
-
       if (key_status == KEY_PRESSED)
        stored_player[pnr].action |= key_action;
       else
@@ -1610,62 +1591,29 @@ void HandleKey(Key key, int key_status)
        {
          TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
 
-         /* if snap key already pressed, don't snap when releasing (below) */
+         /* if snap key already pressed, keep pause mode when releasing */
          if (stored_player[pnr].action & KEY_BUTTON_SNAP)
-           element_snapped[pnr] = TRUE;
-
-         /* if drop key already pressed, don't drop when releasing (below) */
-         if (stored_player[pnr].action & KEY_BUTTON_DROP)
-           element_dropped[pnr] = TRUE;
+           has_snapped[pnr] = TRUE;
        }
        else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP)
        {
-         if (level.game_engine_type == GAME_ENGINE_TYPE_EM ||
-             level.game_engine_type == GAME_ENGINE_TYPE_SP)
-         {
-           if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
-               getRedDiskReleaseFlag_SP() == 0)
-             stored_player[pnr].action &= ~KEY_BUTTON_DROP;
+         TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
 
-           TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+         if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
+             getRedDiskReleaseFlag_SP() == 0)
+         {
+           /* add a single inactive frame before dropping starts */
+           stored_player[pnr].action &= ~KEY_BUTTON_DROP;
+           stored_player[pnr].force_dropping = TRUE;
          }
        }
-       else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON)
+       else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON_SNAP)
        {
-         if (key_action & KEY_BUTTON_SNAP)
-         {
-           /* if snap key was released without moving (see above), snap now */
-           if (!element_snapped[pnr])
-           {
-             TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-
-             stored_player[pnr].action |= KEY_BUTTON_SNAP;
-
-             /* clear delayed snap button on next event */
-             clear_snap_button[pnr] = TRUE;
-           }
-
-           element_snapped[pnr] = FALSE;
-         }
-
-         if (key_action & KEY_BUTTON_DROP &&
-             level.game_engine_type == GAME_ENGINE_TYPE_RND)
-         {
-           /* if drop key was released without moving (see above), drop now */
-           if (!element_dropped[pnr])
-           {
-             TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-
-             if (level.game_engine_type != GAME_ENGINE_TYPE_SP ||
-                 getRedDiskReleaseFlag_SP() != 0)
-               stored_player[pnr].action |= KEY_BUTTON_DROP;
-
-             /* clear delayed drop button on next event */
-             clear_drop_button[pnr] = TRUE;
-           }
+         /* if snap key was pressed without direction, leave pause mode */
+         if (!has_snapped[pnr])
+           TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
 
-           element_dropped[pnr] = FALSE;
-         }
+         has_snapped[pnr] = FALSE;
        }
       }
       else if (tape.recording && tape.pausing)
index 8ef02b4..8978e70 100644 (file)
@@ -3224,6 +3224,8 @@ void InitGame()
     player->was_snapping = FALSE;
     player->was_dropping = FALSE;
 
+    player->force_dropping = FALSE;
+
     player->frame_counter_bored = -1;
     player->frame_counter_sleeping = -1;
 
@@ -10714,7 +10716,9 @@ static void CheckSingleStepMode(struct PlayerInfo *player)
   {
     /* as it is called "single step mode", just return to pause mode when the
        player stopped moving after one tile (or never starts moving at all) */
-    if (!player->is_moving && !player->is_pushing)
+    if (!player->is_moving &&
+       !player->is_pushing &&
+       !player->is_dropping_pressed)
     {
       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
       SnapField(player, 0, 0);                 /* stop snapping */
@@ -11268,6 +11272,14 @@ void GameActions_SP_Main()
     effective_action[i] = stored_player[i].effective_action;
 
   GameActions_SP(effective_action, warp_mode);
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    if (stored_player[i].force_dropping)
+      stored_player[i].action |= KEY_BUTTON_DROP;
+
+    stored_player[i].force_dropping = FALSE;
+  }
 }
 
 void GameActions_RND_Main()
@@ -13979,8 +13991,6 @@ static boolean DropElement(struct PlayerInfo *player)
   int drop_side = drop_direction;
   int drop_element = get_next_dropped_element(player);
 
-  player->is_dropping_pressed = TRUE;
-
   /* do not drop an element on top of another element; when holding drop key
      pressed without moving, dropped element must move away before the next
      element can be dropped (this is especially important if the next element
@@ -14008,6 +14018,9 @@ static boolean DropElement(struct PlayerInfo *player)
   if (new_element == EL_UNDEFINED)
     return FALSE;
 
+  /* only set if player has anything that can be dropped */
+  player->is_dropping_pressed = TRUE;
+
   /* check if drop key was pressed long enough for EM style dynamite */
   if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
     return FALSE;
index 7bf665e..70df8a2 100644 (file)
@@ -281,6 +281,8 @@ struct PlayerInfo
 
   boolean cannot_move;
 
+  boolean force_dropping;      /* needed for single step mode */
+
   int frame_counter_bored;
   int frame_counter_sleeping;
 
index 31ae317..d15f800 100644 (file)
@@ -8370,8 +8370,15 @@ void CheckSingleStepMode_EM(byte action[MAX_PLAYERS], int frame,
 void CheckSingleStepMode_SP(boolean murphy_is_waiting,
                            boolean murphy_is_dropping)
 {
+  boolean murphy_starts_dropping = FALSE;
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    if (stored_player[i].force_dropping)
+      murphy_starts_dropping = TRUE;
+
   if (tape.single_step && tape.recording && !tape.pausing)
-    if (murphy_is_waiting)
+    if (murphy_is_waiting && !murphy_starts_dropping)
       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
 
   CheckSaveEngineSnapshot_SP(murphy_is_waiting, murphy_is_dropping);