From: Holger Schemel Date: Thu, 15 Oct 2015 00:00:00 +0000 (+0200) Subject: added workaround for 'wrong animation frames' bug (with debug output) X-Git-Tag: 4.0.0.0-rc1~143 X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=commitdiff_plain;h=e20eec573781b34a21a17f87f03abb43f3814715 added workaround for 'wrong animation frames' bug (with debug output) --- diff --git a/src/game.c b/src/game.c index cea1b769..f17eb323 100644 --- a/src/game.c +++ b/src/game.c @@ -25,6 +25,10 @@ #define DEBUG_INIT_PLAYER 1 #define DEBUG_PLAYER_ACTIONS 0 +// test element position in level set "test_gfxframe" / level "000" +#define DEBUG_GFXFRAME_X 11 +#define DEBUG_GFXFRAME_Y 9 + /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE @@ -3091,6 +3095,11 @@ void InitGame() int initial_move_dir = MV_DOWN; int i, j, x, y; +#if 1 + printf("::: game.graphics_engine_version == %d\n", + game.graphics_engine_version); +#endif + // required here to update video display before fading (FIX THIS) DrawMaskedBorder(REDRAW_DOOR_2); @@ -3386,6 +3395,10 @@ void InitGame() GfxRedraw[x][y] = GFX_REDRAW_NONE; } +#if 1 + printf("::: INIT GAME"); +#endif + SCAN_PLAYFIELD(x, y) { if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y])) @@ -3400,6 +3413,10 @@ void InitGame() ResetGfxAnimation(x, y); } +#if 1 + printf(" -> %d\n", GfxFrame[DEBUG_GFXFRAME_X][DEBUG_GFXFRAME_Y]); +#endif + InitBeltMovement(); for (i = 0; i < MAX_PLAYERS; i++) @@ -4599,6 +4616,11 @@ static void ResetGfxAnimation(int x, int y) GfxFrame[x][y] = 0; ResetGfxFrame(x, y, FALSE); + +#if 1 + if (x == DEBUG_GFXFRAME_X && y == DEBUG_GFXFRAME_Y) + printf(" (RESET_GFX_ANIM)"); +#endif } static void ResetRandomAnimationValue(int x, int y) @@ -9996,6 +10018,11 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change) ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); +#if 0 + if (x == DEBUG_GFXFRAME_X && y == DEBUG_GFXFRAME_Y) + printf(" (RESET X)"); +#endif + TEST_DrawLevelField(x, y); if (GFX_CRUMBLED(new_element)) @@ -10252,12 +10279,60 @@ 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 (see "RESET 1" below), + then a second time in the next frame (after "GfxFrame[][]" was + already incremented) when "ChangeDelay[][]" is reset to the initial + delay value again (see "RESET 2" below). + + 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); + +#if 1 + if (x == DEBUG_GFXFRAME_X && y == DEBUG_GFXFRAME_Y) + printf(" (RESET 2)"); +#endif + } if (change->pre_change_function) @@ -10312,6 +10387,12 @@ static void HandleElementChange(int x, int y, int page) if (change->post_change_function) change->post_change_function(x, y); } + +#if 1 + if (x == DEBUG_GFXFRAME_X && y == DEBUG_GFXFRAME_Y) + printf(" (RESET 1)"); +#endif + } if (change->has_action && !handle_action_before_change) @@ -11388,6 +11469,10 @@ void GameActions_RND() } } +#if 1 + printf("::: %d", GfxFrame[DEBUG_GFXFRAME_X][DEBUG_GFXFRAME_Y]); +#endif + SCAN_PLAYFIELD(x, y) { ChangeCount[x][y] = 0; @@ -11460,6 +11545,10 @@ void GameActions_RND() #endif } +#if 1 + printf(" -> %d", GfxFrame[DEBUG_GFXFRAME_X][DEBUG_GFXFRAME_Y]); +#endif + SCAN_PLAYFIELD(x, y) { element = Feld[x][y]; @@ -11602,6 +11691,10 @@ void GameActions_RND() } } +#if 1 + printf(" -> %d\n", GfxFrame[DEBUG_GFXFRAME_X][DEBUG_GFXFRAME_Y]); +#endif + #if USE_NEW_AMOEBA_CODE /* new experimental amoeba growth stuff */ if (!(FrameCounter % 8))