player->anim_delay_counter = 0;
player->post_delay_counter = 0;
+ player->action_waiting = ACTION_DEFAULT;
player->special_action_bored = ACTION_DEFAULT;
player->special_action_sleeping = ACTION_DEFAULT;
CheckElementSideChange(newx, newy, Feld[newx][newy],
direction, CE_COLLISION_ACTIVE, -1);
+#if 0
if (IN_LEV_FIELD(nextx, nexty))
{
static int opposite_directions[] =
}
}
}
+#endif
}
TestIfPlayerTouchesCustomElement(newx, newy);
return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
}
+int GetPlayerAction(struct PlayerInfo *player, int move_dir)
+{
+ int jx = player->jx, jy = player->jy;
+ int element = player->element_nr;
+ int action = (player->is_pushing ? ACTION_PUSHING :
+ player->is_digging ? ACTION_DIGGING :
+ player->is_collecting ? ACTION_COLLECTING :
+ player->is_moving ? ACTION_MOVING :
+ player->is_snapping ? ACTION_SNAPPING :
+ player->is_sleeping ? ACTION_SLEEPING :
+ player->is_bored ? ACTION_BORING :
+ player->is_waiting ? ACTION_WAITING : ACTION_DEFAULT);
+
+ if (player->is_sleeping)
+ {
+ if (player->num_special_action_sleeping > 0)
+ {
+ int last_action = player->action_waiting;
+
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int last_special_action = player->special_action_sleeping;
+ int num_special_action = player->num_special_action_sleeping;
+ int special_action =
+ (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
+ last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
+ last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
+ last_special_action + 1 : ACTION_SLEEPING);
+ int special_graphic =
+ el_act_dir2img(player->element_nr, special_action, move_dir);
+
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+ player->special_action_sleeping = special_action;
+ }
+
+ if (player->anim_delay_counter > 0)
+ {
+ action = player->special_action_sleeping;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
+
+ player->action_waiting = action;
+
+ if (last_action != action)
+ PlayLevelSoundElementAction(jx, jy, element, action);
+ else
+ PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
+ }
+ }
+ else if (player->is_bored)
+ {
+ if (player->num_special_action_bored > 0)
+ {
+ int last_action = player->action_waiting;
+
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int special_action =
+ ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
+ int special_graphic =
+ el_act_dir2img(player->element_nr, special_action, move_dir);
+
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+ player->special_action_bored = special_action;
+ }
+
+ if (player->anim_delay_counter > 0)
+ {
+ action = player->special_action_bored;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
+
+ player->action_waiting = action;
+
+ if (last_action != action)
+ PlayLevelSoundElementAction(jx, jy, element, action);
+ else
+ PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
+ }
+ }
+
+ return action;
+}
+
static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
{
int jx = player->jx, jy = player->jy;
if (is_waiting)
{
- int action;
+ int last_action, action;
+ boolean play_sound;
+
+ last_action = (player->is_sleeping ? ACTION_SLEEPING :
+ player->is_bored ? ACTION_BORING : ACTION_WAITING);
if (!was_waiting) /* not waiting -> waiting */
{
InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
}
- if (game.player_sleeping_delay_fixed != -1 &&
- game.player_sleeping_delay_random != -1 &&
+ if (game.player_sleeping_delay_fixed +
+ game.player_sleeping_delay_random > 0 &&
player->anim_delay_counter == 0 &&
player->post_delay_counter == 0 &&
FrameCounter >= player->frame_counter_sleeping)
player->is_sleeping = TRUE;
- else if (game.player_boring_delay_fixed != -1 &&
- game.player_boring_delay_random != -1 &&
+ else if (game.player_boring_delay_fixed +
+ game.player_boring_delay_random > 0 &&
FrameCounter >= player->frame_counter_bored)
player->is_bored = TRUE;
action = (player->is_sleeping ? ACTION_SLEEPING :
player->is_bored ? ACTION_BORING : ACTION_WAITING);
- if (!was_waiting)
+ play_sound =
+ ((player->is_sleeping && player->num_special_action_sleeping == 0) ||
+ (player->is_bored && player->num_special_action_bored == 0) ||
+ (player->is_waiting && !player->is_sleeping && !player->is_bored));
+
+ if (play_sound && action != last_action)
PlayLevelSoundElementAction(jx, jy, element, action);
else
PlayLevelSoundElementActionIfLoop(jx, jy, element, action);