DrawLevelFieldCrumbledSand(x, y);
}
+static int getPlayerAction(struct PlayerInfo *player, int move_dir)
+{
+ 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)
+ {
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int special_action =
+ ACTION_BORING_1 + SimpleRND(player->num_special_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--;
+ }
+ }
+ }
+ else if (player->is_bored)
+ {
+ if (player->num_special_action_bored > 0)
+ {
+ 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--;
+ }
+ }
+ }
+
+ return action;
+}
+
static int getPlayerGraphic(struct PlayerInfo *player, int move_dir)
{
if (player->use_murphy_graphic)
if (element == EL_EXPLOSION)
return;
+#if 1
+
+ action = getPlayerAction(player, move_dir);
+
+#else
+
action = (player->is_pushing ? ACTION_PUSHING :
player->is_digging ? ACTION_DIGGING :
player->is_collecting ? ACTION_COLLECTING :
player->is_bored ? ACTION_BORING :
player->is_waiting ? ACTION_WAITING : ACTION_DEFAULT);
- if (player->is_bored || player->is_sleeping)
+ if (player->is_bored && player->num_special_action_bored > 0)
{
- /* ... */
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int graphic_waiting;
+
+ action = ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
+ special_graphic = el_act_dir2img(EL_SP_MURPHY, 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 = action;
+ }
+
+ if (player->anim_delay_counter > 0)
+ {
+ action = player->special_action_bored;
+ player->anim_delay_counter--;
+ }
+
+ if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
}
+#endif
#if 0
printf("::: '%s'\n", element_action_info[action].suffix);