renamed preprocessor constant
[rocksndiamonds.git] / src / game_bd / bd_cave.c
index a115cb00111e0266a596c33320086bd6bc687a7d..d946bac4c203a3decaa24f2304211802e40a217c 100644 (file)
@@ -1316,7 +1316,8 @@ void gd_cave_count_diamonds(GdCave *cave)
   if a cell is changed, it is flagged with GD_REDRAW; the flag can be cleared
   by the caller.
 */
-void gd_drawcave_game(const GdCave *cave, int **element_buffer, int **gfx_buffer,
+void gd_drawcave_game(const GdCave *cave,
+                     int **element_buffer, int **last_element_buffer, int **gfx_buffer,
                      boolean bonus_life_flash, int animcycle, boolean hate_invisible_outbox)
 {
   static int player_blinking = 0;
@@ -1454,6 +1455,16 @@ void gd_drawcave_game(const GdCave *cave, int **element_buffer, int **gfx_buffer
       draw = gd_elements[O_PLAYER].image_game;
     }
   }
+  else if (cave->last_direction == GD_MV_UP && use_bd_up_down_graphics())
+  {
+    map = O_PLAYER_UP;
+    draw = gd_elements[O_PLAYER_UP].image_game;
+  }
+  else if (cave->last_direction == GD_MV_DOWN && use_bd_up_down_graphics())
+  {
+    map = O_PLAYER_DOWN;
+    draw = gd_elements[O_PLAYER_DOWN].image_game;
+  }
   else if (cave->last_horizontal_direction == GD_MV_LEFT)
   {
     map = O_PLAYER_LEFT;
@@ -1511,8 +1522,8 @@ void gd_drawcave_game(const GdCave *cave, int **element_buffer, int **gfx_buffer
   // change only graphically
   if (hate_invisible_outbox)
   {
-    elemmapping[O_PRE_INVIS_OUTBOX] = O_PRE_OUTBOX;
-    elemmapping[O_INVIS_OUTBOX] = O_OUTBOX;
+    elemmapping[O_PRE_INVIS_OUTBOX] = elemmapping[O_PRE_OUTBOX];
+    elemmapping[O_INVIS_OUTBOX] = elemmapping[O_OUTBOX];
   }
 
   if (hate_invisible_outbox)
@@ -1539,6 +1550,28 @@ void gd_drawcave_game(const GdCave *cave, int **element_buffer, int **gfx_buffer
       else
        draw = elemdrawing[actual];
 
+      // draw special graphics if player is pushing something
+      if (use_bd_pushing_graphics() &&
+         (cave->last_direction == GD_MV_LEFT || cave->last_direction == GD_MV_RIGHT) &&
+         is_player(cave, x, y) && can_be_pushed_dir(cave, x, y, cave->last_direction))
+      {
+       // special check needed when smooth game element movements selected in setup menu:
+       // last element must either be player (before pushing) or pushable element (while pushing)
+       // (extra check needed to prevent pushing animation when moving towards pushable element)
+       if (!use_bd_smooth_movements() || last_element_buffer[y][x] != O_SPACE)
+       {
+         if (cave->last_direction == GD_MV_LEFT)
+           map = O_PLAYER_PUSH_LEFT;
+         else
+           map = O_PLAYER_PUSH_RIGHT;
+
+         if (cave->last_direction == GD_MV_LEFT)
+           draw = elemdrawing[O_PLAYER_PUSH_LEFT];
+         else
+           draw = elemdrawing[O_PLAYER_PUSH_RIGHT];
+       }
+      }
+
       // if negative, animated.
       if (draw < 0)
        draw = -draw + animcycle;