#define USE_UFAST_PLAYER_EXIT_BUGFIX (USE_NEW_STUFF * 1)
+#define USE_GFX_RESET_ONLY_WHEN_MOVING (USE_NEW_STUFF * 1)
+#define USE_GFX_RESET_PLAYER_ARTWORK (USE_NEW_STUFF * 1)
+
+#define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
+
/* for DigField() */
#define DF_NO_PUSH 0
player->drop_delay = 0;
player->drop_pressed_delay = 0;
- player->last_jx = player->last_jy = 0;
- player->jx = player->jy = 0;
+ player->last_jx = -1;
+ player->last_jy = -1;
+ player->jx = -1;
+ player->jy = -1;
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
TapeStop();
#endif
+#if 1
+ SaveTapeChecked(tape.level_nr); /* ask to save tape */
+#else
SaveTape(tape.level_nr); /* ask to save tape */
+#endif
}
if (level_editor_test_game)
return position;
}
-inline static int getElementMoveStepsize(int x, int y)
+inline static int getElementMoveStepsizeExt(int x, int y, int direction)
{
int element = Feld[x][y];
- int direction = MovDir[x][y];
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
int horiz_move = (dx != 0);
return step;
}
+inline static int getElementMoveStepsize(int x, int y)
+{
+ return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
+}
+
void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
{
if (player->GfxAction != action || player->GfxDir != dir)
int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
int newx = x + dx;
int newy = y + dy;
+ boolean is_moving_before, is_moving_after;
+#if 0
+ boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
+#endif
- if (!WasJustMoving[x][y] || direction != MovDir[x][y])
+ /* check if element was/is moving or being moved before/after mode change */
+#if 1
+ is_moving_before = WasJustMoving[x][y];
+#else
+ is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
+#endif
+ is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
+
+ /* reset animation only for moving elements which change direction of moving
+ or which just started or stopped moving
+ (else CEs with property "can move" / "not moving" are reset each frame) */
+#if USE_GFX_RESET_ONLY_WHEN_MOVING
+#if 1
+ if (is_moving_before != is_moving_after ||
+ direction != MovDir[x][y])
+ ResetGfxAnimation(x, y);
+#else
+ if ((is_moving_before || is_moving_after) && !continues_moving)
ResetGfxAnimation(x, y);
+#endif
+#else
+ if (!continues_moving)
+ ResetGfxAnimation(x, y);
+#endif
MovDir[x][y] = direction;
GfxDir[x][y] = direction;
+
+#if USE_GFX_RESET_ONLY_WHEN_MOVING
+ GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
+ direction == MV_DOWN && CAN_FALL(element) ?
+ ACTION_FALLING : ACTION_MOVING);
+#else
GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
ACTION_FALLING : ACTION_MOVING);
+#endif
/* this is needed for CEs with property "can move" / "not moving" */
- if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
+ if (is_moving_after)
{
if (Feld[newx][newy] == EL_EMPTY)
Feld[newx][newy] = EL_BLOCKED;
}
}
-void EdelsteinFunkeln(int x, int y)
+void DrawTwinkleOnField(int x, int y)
{
if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
return;
(level.use_artwork_element[i] ? level.artwork_element[i] :
stored_player[i].element_nr);
+#if USE_GFX_RESET_PLAYER_ARTWORK
+ if (stored_player[i].artwork_element != artwork_element)
+ stored_player[i].Frame = 0;
+#endif
+
stored_player[i].artwork_element = artwork_element;
SetPlayerWaiting(&stored_player[i], FALSE);
#if USE_NEW_CUSTOM_VALUE
int last_ce_value = CustomValue[x][y];
#endif
+ boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
boolean add_player_onto_element = (new_element_is_player &&
#if USE_CODE_THAT_BREAKS_SNAKE_BITE
/* check if element under the player changes from accessible to unaccessible
(needed for special case of dropping element which then changes) */
/* (must be checked after creating new element for walkable group elements) */
+#if USE_FIX_KILLED_BY_NON_WALKABLE
+ if (IS_PLAYER(x, y) && !player_explosion_protected &&
+ IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
+ {
+ Bang(x, y);
+
+ return;
+ }
+#else
if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
{
return;
}
+#endif
#endif
/* "ChangeCount" not set yet to allow "entered by player" change one time */
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
if (IS_GEM(element) || element == EL_SP_INFOTRON)
- EdelsteinFunkeln(x, y);
+ DrawTwinkleOnField(x, y);
}
else if ((element == EL_ACID ||
element == EL_EXIT_OPEN ||