int y1 = y;
int x2 = x + SIGN(dx);
int y2 = y + SIGN(dy);
+#if 0
+ /* !!! DOES NOT WORK FOR SLOW MOVEMENT !!! */
+ int sync_frame = GfxFrame[LEVELX(x)][LEVELY(y)];
+#else
+ /* movement with two-tile animations must be sync'ed with movement position,
+ not with current GfxFrame (which can be higher when using slow movement) */
+ int anim_pos = (dx ? ABS(dx) : ABS(dy));
int anim_frames = graphic_info[graphic].anim_frames;
- int sync_frame = (dx ? ABS(dx) : ABS(dy)) * anim_frames / TILESIZE;
+#if 1
+ /* (we also need anim_delay here for movement animations with less frames) */
+ int anim_delay = graphic_info[graphic].anim_delay;
+ int sync_frame = anim_pos * anim_frames * anim_delay / TILESIZE;
+#else
+ int sync_frame = anim_pos * anim_frames / TILESIZE;
+#endif
+#endif
boolean draw_start_tile = (cut_mode != CUT_ABOVE); /* only for falling! */
boolean draw_end_tile = (cut_mode != CUT_BELOW); /* only for falling! */
/* re-calculate animation frame for two-tile movement animation */
frame = getGraphicAnimationFrame(graphic, sync_frame);
+#if 0
+#if 0
+ printf("::: %d, %d, %d => %d [%d]\n",
+ anim_pos, anim_frames, anim_delay, sync_frame, graphic);
+#else
+ printf("::: %d, %d => %d\n",
+ anim_pos, anim_frames, sync_frame);
+#endif
+#endif
+
+#if 0
+ printf("::: %d [%d, %d] [%d] [%d]\n", frame, sync_frame, dy,
+ GfxFrame[LEVELX(x)][LEVELY(y)], mask_mode);
+#endif
+
/* check if movement start graphic inside screen area and should be drawn */
if (draw_start_tile && IN_SCR_FIELD(x1, y1))
{
DrawPlayer(PLAYERINFO(x, y));
}
+#define DRAW_PLAYER_OVER_PUSHED_ELEMENT 1
+
void DrawPlayer(struct PlayerInfo *player)
{
int jx = player->jx;
}
}
+#if !DRAW_PLAYER_OVER_PUSHED_ELEMENT
/* ----------------------------------------------------------------------- */
/* draw player himself */
/* ----------------------------------------------------------------------- */
DrawGraphicShiftedThruMask(sx, sy, sxx, syy, graphic, frame, NO_CUTTING);
}
+#endif
+
+#if DRAW_PLAYER_OVER_PUSHED_ELEMENT
+ if (player->GfxPos)
+ {
+ if (move_dir == MV_LEFT || move_dir == MV_RIGHT)
+ sxx = player->GfxPos;
+ else
+ syy = player->GfxPos;
+ }
+#endif
/* ----------------------------------------------------------------------- */
/* draw things the player is pushing, if needed */
if (Back[next_jx][next_jy])
DrawLevelElement(next_jx, next_jy, Back[next_jx][next_jy]);
+#if 0
+ printf("::: %d, %d, %d, %d [%d] [%d, %d, %d] [%d] [%d, %d] [%d, %d]\n",
+ jx, px, player->GfxPos, player->StepFrame,
+ player->is_pushing,
+ dx, sxx, pxx,
+ IS_MOVING(jx, jy),
+ graphic, frame,
+ GfxFrame[jx][jy], GfxFrame[next_jx][next_jy]);
+#endif
+
+#if 1
+ /* do not draw (EM style) pushing animation when pushing is finished */
+ /* (two-tile animations usually do not contain start and end frame) */
+ if (graphic_info[graphic].double_movement && !IS_MOVING(jx, jy))
+ DrawLevelElement(next_jx, next_jy, Feld[next_jx][next_jy]);
+ else
+ DrawGraphicShiftedThruMask(px, py, pxx, pyy, graphic, frame, NO_CUTTING);
+#else
/* masked drawing is needed for EMC style (double) movement graphics */
+ /* !!! (ONLY WHEN DRAWING PUSHED ELEMENT OVER THE PLAYER) !!! */
DrawGraphicShiftedThruMask(px, py, pxx, pyy, graphic, frame, NO_CUTTING);
+#endif
+ }
+#endif
+
+#if DRAW_PLAYER_OVER_PUSHED_ELEMENT
+ /* ----------------------------------------------------------------------- */
+ /* draw player himself */
+ /* ----------------------------------------------------------------------- */
+
+ graphic = getPlayerGraphic(player, move_dir);
+
+ /* in the case of changed player action or direction, prevent the current
+ animation frame from being restarted for identical animations */
+ if (player->Frame == 0 && equalGraphics(graphic, last_player_graphic))
+ player->Frame = last_player_frame;
+
+ frame = getGraphicAnimationFrame(graphic, player->Frame);
+
+ if (player->GfxPos)
+ {
+ if (move_dir == MV_LEFT || move_dir == MV_RIGHT)
+ sxx = player->GfxPos;
+ else
+ syy = player->GfxPos;
+ }
+
+ if (!setup.soft_scrolling && ScreenMovPos)
+ sxx = syy = 0;
+
+ if (player_is_opaque)
+ DrawGraphicShifted(sx, sy, sxx, syy, graphic, frame,NO_CUTTING,NO_MASKING);
+ else
+ DrawGraphicShiftedThruMask(sx, sy, sxx, syy, graphic, frame, NO_CUTTING);
+
+ if (SHIELD_ON(player))
+ {
+ int graphic = (player->shield_deadly_time_left ? IMG_SHIELD_DEADLY_ACTIVE :
+ IMG_SHIELD_NORMAL_ACTIVE);
+ int frame = getGraphicAnimationFrame(graphic, -1);
+
+ DrawGraphicShiftedThruMask(sx, sy, sxx, syy, graphic, frame, NO_CUTTING);
}
#endif