From 47da774c66f9325f9d27cddb5a697514154e2de9 Mon Sep 17 00:00:00 2001 From: Holger Schemel Date: Sat, 23 Sep 2017 23:27:20 +0200 Subject: [PATCH] fixed and improved single step mode for all game engines --- src/events.c | 82 ++++++++++------------------------------------------ src/game.c | 19 ++++++++++-- src/game.h | 2 ++ src/tools.c | 9 +++++- 4 files changed, 41 insertions(+), 71 deletions(-) diff --git a/src/events.c b/src/events.c index b450c2b0..5b1e5771 100644 --- a/src/events.c +++ b/src/events.c @@ -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) diff --git a/src/game.c b/src/game.c index 8ef02b4f..8978e707 100644 --- a/src/game.c +++ b/src/game.c @@ -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; diff --git a/src/game.h b/src/game.h index 7bf665e8..70df8a25 100644 --- a/src/game.h +++ b/src/game.h @@ -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; diff --git a/src/tools.c b/src/tools.c index 31ae317a..d15f800e 100644 --- a/src/tools.c +++ b/src/tools.c @@ -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); -- 2.34.1