#define NUM_TOOL_BUTTONS 7
/* forward declaration for internal use */
+static int getGraphicAnimationPhase(int, int, int);
static void UnmapToolButtons();
static void HandleToolButtons(struct GadgetInfo *);
int next_jx = jx + (jx - last_jx), next_jy = jy + (jy - last_jy);
int sx = SCREENX(jx), sy = SCREENY(jy);
int sxx = 0, syy = 0;
- int element = Feld[jx][jy];
+ int element = Feld[jx][jy], last_element = Feld[last_jx][last_jy];
int graphic, phase;
+ boolean player_is_moving = (last_jx != jx || last_jy != jy ? TRUE : FALSE);
if (!player->active || player->gone ||
!IN_SCR_FIELD(SCREENX(last_jx), SCREENY(last_jy)))
/* draw things in the field the player is leaving, if needed */
+ /*
if (last_jx != jx || last_jy != jy)
+ */
+
+ if (player_is_moving)
{
- if (Store[last_jx][last_jy])
+ if (Store[last_jx][last_jy] && IS_DRAWABLE(last_element))
{
DrawLevelElement(last_jx, last_jy, Store[last_jx][last_jy]);
DrawLevelFieldThruMask(last_jx, last_jy);
}
- else if (Feld[last_jx][last_jy] == EL_DYNAMIT)
+ else if (last_element == EL_DYNAMIT)
DrawDynamite(last_jx, last_jy);
else
DrawLevelField(last_jx, last_jy);
if (game_emulation == EMU_SUPAPLEX)
{
-#if 0
- if (player->MovDir == MV_LEFT)
- graphic =
- (player->Pushing ? GFX_MURPHY_PUSH_LEFT : GFX_MURPHY_LEFT);
- else if (player->MovDir == MV_RIGHT)
- graphic =
- (player->Pushing ? GFX_MURPHY_PUSH_RIGHT : GFX_MURPHY_RIGHT);
- else if (player->MovDir == MV_UP)
- graphic = GFX_MURPHY_UP;
- else if (player->MovDir == MV_DOWN)
- graphic = GFX_MURPHY_DOWN;
- else /* MV_NO_MOVING */
- graphic = GFX_SP_MURPHY;
-
+ static int last_dir = MV_LEFT;
+ boolean action_moving =
+ (player_is_moving ||
+ ((player->action & (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)) &&
+ !(player->action & ~(MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN))));
- /*
- if (player->snapped)
- graphic = GFX_SPIELER1_PUSH_LEFT;
- else
- graphic = GFX_SPIELER1_PUSH_RIGHT;
- */
-#endif
-
- static last_dir = MV_LEFT;
+ graphic = GFX_SP_MURPHY;
if (player->Pushing)
{
graphic = GFX_MURPHY_PUSH_LEFT;
else if (player->MovDir == MV_RIGHT)
graphic = GFX_MURPHY_PUSH_RIGHT;
- else if (last_dir == MV_LEFT)
- graphic = GFX_MURPHY_ANY_LEFT;
- else if (last_dir == MV_RIGHT)
- graphic = GFX_MURPHY_ANY_RIGHT;
- else
- graphic = GFX_SP_MURPHY;
+ else if (player->MovDir & (MV_UP | MV_DOWN) && last_dir == MV_LEFT)
+ graphic = GFX_MURPHY_PUSH_LEFT;
+ else if (player->MovDir & (MV_UP | MV_DOWN) && last_dir == MV_RIGHT)
+ graphic = GFX_MURPHY_PUSH_RIGHT;
}
else if (player->snapped)
{
graphic = GFX_MURPHY_SNAP_UP;
else if (player->MovDir == MV_DOWN)
graphic = GFX_MURPHY_SNAP_DOWN;
- else
- graphic = GFX_SP_MURPHY;
}
- else
+ else if (action_moving)
{
if (player->MovDir == MV_LEFT)
- graphic = GFX_MURPHY_ANY_LEFT;
+ graphic = GFX_MURPHY_GO_LEFT;
else if (player->MovDir == MV_RIGHT)
- graphic = GFX_MURPHY_ANY_RIGHT;
- else if (last_dir == MV_LEFT)
- graphic = GFX_MURPHY_ANY_LEFT;
- else if (last_dir == MV_RIGHT)
- graphic = GFX_MURPHY_ANY_RIGHT;
- else
- graphic = GFX_SP_MURPHY;
+ graphic = GFX_MURPHY_GO_RIGHT;
+ else if (player->MovDir & (MV_UP | MV_DOWN) && last_dir == MV_LEFT)
+ graphic = GFX_MURPHY_GO_LEFT;
+ else if (player->MovDir & (MV_UP | MV_DOWN) && last_dir == MV_RIGHT)
+ graphic = GFX_MURPHY_GO_RIGHT;
+
+ graphic += getGraphicAnimationPhase(3, 2, ANIM_OSCILLATE);
}
if (player->MovDir == MV_LEFT || player->MovDir == MV_RIGHT)
last_dir = player->MovDir;
-
- if (!player->Pushing && !player->snapped && player->MovDir != MV_NO_MOVING)
- graphic -= player->Frame % 2;
}
else
{
{
int px = SCREENX(next_jx), py = SCREENY(next_jy);
- if (Feld[jx][jy] == EL_SOKOBAN_FELD_LEER ||
+ if (element == EL_SOKOBAN_FELD_LEER ||
Feld[next_jx][next_jy] == EL_SOKOBAN_FELD_VOLL)
DrawGraphicShiftedThruMask(px, py, sxx, syy, GFX_SOKOBAN_OBJEKT,
NO_CUTTING);
int element = Feld[next_jx][next_jy];
int graphic = el2gfx(element);
- if (element == EL_FELSBROCKEN && sxx)
+ if ((element == EL_FELSBROCKEN || element == EL_SP_ZONK) && sxx)
{
- int phase = (player->GfxPos / (TILEX/4));
+ int phase = (player->GfxPos / (TILEX / 4));
if (player->MovDir == MV_LEFT)
graphic += phase;
else
- graphic += (phase+4)%4;
+ graphic += (phase + 4) % 4;
}
DrawGraphicShifted(px, py, sxx, syy, graphic, NO_CUTTING, NO_MASKING);
}
}
- /* draw things in front of player (EL_DYNAMIT || EL_DYNABOMB) */
+ /* draw things in front of player (EL_DYNAMIT or EL_DYNABOMB) */
if (element == EL_DYNAMIT || element == EL_DYNABOMB)
{
DrawGraphicThruMask(sx, sy, graphic + phase);
}
- if ((last_jx != jx || last_jy != jy) &&
- Feld[last_jx][last_jy] == EL_EXPLODING)
+ /*
+ if ((last_jx != jx || last_jy != jy) && last_element == EL_EXPLODING)
+ */
+
+ if (player_is_moving && last_element == EL_EXPLODING)
{
int phase = Frame[last_jx][last_jy];
int delay = 2;
GFX_EXPLOSION + ((phase - 1) / delay - 1));
}
+ /* draw elements that stay over the player */
+ /* handle the field the player is leaving ... */
+ if (player_is_moving && IS_OVER_PLAYER(last_element))
+ DrawLevelField(last_jx, last_jy);
+ /* ... and the field the player is entering */
+ if (IS_OVER_PLAYER(element))
+ DrawLevelField(jx, jy);
+
if (setup.direct_draw)
{
int dest_x = SX + SCREENX(MIN(jx, last_jx)) * TILEX;
Pixmap src_pixmap;
GC drawing_gc;
+ if (graphic == GFX_LEERRAUM)
+ return;
+
getGraphicSource(graphic, &pixmap_nr, &src_x, &src_y);
src_pixmap = pix[pixmap_nr];
drawing_gc = clip_gc[pixmap_nr];
else if (graphic >= GFX_START_ROCKSMORE && graphic <= GFX_END_ROCKSMORE)
{
graphic -= GFX_START_ROCKSMORE;
+ graphic -= ((graphic / MORE_PER_LINE) * MORE_PER_LINE) / 2;
*pixmap = pix[PIX_MORE];
*x = MINI_MORE_STARTX + (graphic % MINI_MORE_PER_LINE) * MINI_TILEX;
*y = MINI_MORE_STARTY + (graphic / MINI_MORE_PER_LINE) * MINI_TILEY;
{
graphic += !phase2;
}
- else if ((element == EL_FELSBROCKEN || IS_GEM(element)) && !cut_mode)
+ else if ((element == EL_FELSBROCKEN || element == EL_SP_ZONK ||
+ IS_GEM(element)) && !cut_mode)
{
- if (element != EL_SP_INFOTRON)
+ if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
+ {
+ if (dir == MV_LEFT)
+ graphic += (4 - phase4) % 4;
+ else if (dir == MV_RIGHT)
+ graphic += phase4;
+ else
+ graphic += phase2 * 2;
+ }
+ else if (element != EL_SP_INFOTRON)
+ graphic += phase2;
+
+ /*
+ if (element == EL_SP_ZONK)
+ {
+ if (dir == MV_LEFT)
+ graphic += (4 - phase4) % 4;
+ else if (dir == MV_RIGHT)
+ graphic += phase4;
+ else
+ graphic += phase2 * 2;
+ }
+ else if (element != EL_SP_INFOTRON)
graphic += phase2 * (element == EL_FELSBROCKEN ? 2 : 1);
+ */
+
}
else if (element == EL_SIEB_LEER || element == EL_SIEB2_LEER ||
element == EL_SIEB_VOLL || element == EL_SIEB2_VOLL)
if (graphic >= GFX_START_ROCKSMORE && graphic <= GFX_END_ROCKSMORE)
{
graphic -= GFX_START_ROCKSMORE;
+ graphic -= ((graphic / MORE_PER_LINE) * MORE_PER_LINE) / 2;
XCopyArea(display, pix[PIX_MORE], drawto, gc,
MICRO_MORE_STARTX + (graphic % MICRO_MORE_PER_LINE) *MICRO_TILEX,
MICRO_MORE_STARTY + (graphic / MICRO_MORE_PER_LINE) *MICRO_TILEY,
for (i=0; i<NUM_TOOL_BUTTONS; i++)
{
Pixmap gd_pixmap = pix[PIX_DOOR];
- Pixmap deco_pixmap = 0;
- int deco_x, deco_y, deco_xpos, deco_ypos;
+ Pixmap deco_pixmap = None;
+ int deco_x = 0, deco_y = 0, deco_xpos = 0, deco_ypos = 0;
struct GadgetInfo *gi;
unsigned long event_mask;
int gd_xoffset, gd_yoffset;
case EL_SPEED_PILL: return GFX_SPEED_PILL;
case EL_SP_TERMINAL_ACTIVE: return GFX_SP_TERMINAL;
case EL_SP_BUG_ACTIVE: return GFX_SP_BUG_ACTIVE;
+ case EL_SP_ZONK: return GFX_SP_ZONK;
+ /* ^^^^^^^^^^ non-standard position in supaplex graphic set! */
case EL_INVISIBLE_STEEL: return GFX_INVISIBLE_STEEL;
+ case EL_BLACK_ORB: return GFX_BLACK_ORB;
+ case EL_EM_GATE_1: return GFX_EM_GATE_1;
+ case EL_EM_GATE_2: return GFX_EM_GATE_2;
+ case EL_EM_GATE_3: return GFX_EM_GATE_3;
+ case EL_EM_GATE_4: return GFX_EM_GATE_4;
+ case EL_EM_GATE_1X: return GFX_EM_GATE_1X;
+ case EL_EM_GATE_2X: return GFX_EM_GATE_2X;
+ case EL_EM_GATE_3X: return GFX_EM_GATE_3X;
+ case EL_EM_GATE_4X: return GFX_EM_GATE_4X;
+ case EL_EM_KEY_1_FILE: return GFX_EM_KEY_1;
+ case EL_EM_KEY_2_FILE: return GFX_EM_KEY_2;
+ case EL_EM_KEY_3_FILE: return GFX_EM_KEY_3;
+ case EL_EM_KEY_4_FILE: return GFX_EM_KEY_4;
+ case EL_EM_KEY_1: return GFX_EM_KEY_1;
+ case EL_EM_KEY_2: return GFX_EM_KEY_2;
+ case EL_EM_KEY_3: return GFX_EM_KEY_3;
+ case EL_EM_KEY_4: return GFX_EM_KEY_4;
default:
{