RND(element_info[e].push_delay_random))
#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
RND(element_info[e].move_delay_random))
+#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
+ (element_info[e].move_delay_random))
#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
case EL_PIG:
case EL_DRAGON:
- MovDir[x][y] = 1 << RND(4);
+ GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
break;
#if 0
ExplodeField[x][y] = EX_NO_EXPLOSION;
GfxFrame[x][y] = 0;
- GfxAction[x][y] = ACTION_DEFAULT;
GfxRandom[x][y] = INIT_GFX_RANDOM();
GfxElement[x][y] = EL_UNDEFINED;
+ GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MV_NO_MOVING;
}
}
}
break;
}
+
+ GfxDir[x][y] = MovDir[x][y];
}
void InitAmoebaNr(int x, int y)
{
GfxFrame[x][y] = 0;
GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MovDir[x][y];
}
void InitMovingField(int x, int y, int direction)
ResetGfxAnimation(x, y);
MovDir[newx][newy] = MovDir[x][y] = direction;
+ GfxDir[x][y] = direction;
if (Feld[newx][newy] == EL_EMPTY)
Feld[newx][newy] = EL_BLOCKED;
GfxAction[x][y] = ACTION_MOVING;
GfxFrame[newx][newy] = GfxFrame[x][y];
- GfxAction[newx][newy] = GfxAction[x][y];
GfxRandom[newx][newy] = GfxRandom[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y];
+ GfxDir[newx][newy] = GfxDir[x][y];
}
void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MV_NO_MOVING;
}
void RemoveMovingField(int x, int y)
RemoveField(x, y);
#else
MovDir[x][y] = MovPos[x][y] = 0;
+ GfxDir[x][y] = MovDir[x][y];
AmoebaNr[x][y] = 0;
#endif
#endif
Back[x][y] = 0;
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+ GfxDir[x][y] = MV_NO_MOVING;
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
}
-void TurnRound(int x, int y)
+inline static void TurnRoundExt(int x, int y)
{
static struct
{
}
}
+static void TurnRound(int x, int y)
+{
+ int direction = MovDir[x][y];
+
+#if 1
+ GfxDir[x][y] = MovDir[x][y];
+#endif
+
+ TurnRoundExt(x, y);
+
+#if 0
+ GfxDir[x][y] = MovDir[x][y];
+#endif
+
+ if (direction != MovDir[x][y])
+ GfxFrame[x][y] = 0;
+
+#if 0
+ if (MovDelay[x][y])
+ GfxAction[x][y] = ACTION_XXX_LEFT + MV_DIR_BIT(direction);
+#else
+ if (MovDelay[x][y])
+ GfxAction[x][y] = ACTION_WAITING;
+#endif
+}
+
static boolean JustBeingPushed(int x, int y)
{
int i;
if (Stop[x][y])
return;
+#if 1
+ /* !!! this should be handled more generic (not only for mole) !!! */
+ if (MovDelay[x][y] == 0)
+ GfxAction[x][y] = ACTION_DEFAULT;
+#else
/* !!! this should be handled more generic (not only for mole) !!! */
if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
GfxAction[x][y] = ACTION_DEFAULT;
+#endif
if (CAN_FALL(element) && y < lev_fieldy - 1)
{
/* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
ResetGfxAnimation(x, y);
#endif
+
+#if 0
+ if (GfxAction[x][y] != ACTION_WAITING)
+ printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
+
GfxAction[x][y] = ACTION_WAITING;
+#endif
}
if (element == EL_ROBOT ||
return;
}
+#if 0
/* special case of "moving" animation of waiting elements (FIX THIS !!!);
for all other elements GfxAction will be set by InitMovingField() */
if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
GfxAction[x][y] = ACTION_MOVING;
+#endif
}
/* now make next step */
if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
DrawLevelField(newx, newy);
else
- MovDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
}
else if (!IS_FREE(newx, newy))
{
/* copy animation control values to new field */
GfxFrame[newx][newy] = GfxFrame[x][y];
- GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
+ GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
+ GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
Pushed[x][y] = Pushed[newx][newy] = FALSE;
if (!CAN_MOVE(element) ||
(CAN_FALL(element) && direction == MV_DOWN))
- MovDir[newx][newy] = 0;
+ GfxDir[x][y] = MovDir[newx][newy] = 0;
#endif
#endif
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
- int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
+ int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
- MovDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
DrawLevelField(x, y);
}
}
{
Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
Store[ax][ay-1] = element;
- MovDir[ax][ay-1] = MV_UP;
+ GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
IMG_EXPANDABLE_WALL_GROWING_UP, 0);
{
Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
Store[ax][ay+1] = element;
- MovDir[ax][ay+1] = MV_DOWN;
+ GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
{
Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
Store[ax-1][ay] = element;
- MovDir[ax-1][ay] = MV_LEFT;
+ GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
{
Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
Store[ax+1][ay] = element;
- MovDir[ax+1][ay] = MV_RIGHT;
+ GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
if (ChangeDelay[x][y] != 0) /* continue element change */
{
- int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
{
element = Feld[x][y];
#if 1
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
#else
graphic = el2img(element);
#endif
#if 1
/* this may take place after moving, so 'element' may have changed */
+#if 0
if (IS_CHANGING(x, y))
+#else
+ if (IS_CHANGING(x, y) &&
+ (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
+#endif
{
#if 0
ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
#endif
element = Feld[x][y];
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
}
#endif
StartMoving(x, y);
#if 1
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
#if 0
if (element == EL_MOLE)
printf("::: %d, %d, %d [%d]\n",
!(element == EL_SPRING && use_spring_bug))
return MF_NO_ACTION;
+#if 1
+ if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
+ ((move_direction & MV_VERTICAL &&
+ ((element_info[element].move_pattern & MV_LEFT &&
+ IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
+ (element_info[element].move_pattern & MV_RIGHT &&
+ IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
+ (move_direction & MV_HORIZONTAL &&
+ ((element_info[element].move_pattern & MV_UP &&
+ IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
+ (element_info[element].move_pattern & MV_DOWN &&
+ IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
+ return MF_NO_ACTION;
+#endif
+
#if 1
/* do not push elements already moving away faster than player */
if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&