removed unused array for SDL key state
[rocksndiamonds.git] / src / game_bd / bd_cave.c
index 8cc703a493a7022241d47e4e63467cd7e95fc06d..d946bac4c203a3decaa24f2304211802e40a217c 100644 (file)
@@ -1455,6 +1455,16 @@ void gd_drawcave_game(const GdCave *cave,
       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;
@@ -1512,8 +1522,8 @@ void gd_drawcave_game(const GdCave *cave,
   // 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)
@@ -1541,7 +1551,8 @@ void gd_drawcave_game(const GdCave *cave,
        draw = elemdrawing[actual];
 
       // draw special graphics if player is pushing something
-      if ((cave->last_direction == GD_MV_LEFT || cave->last_direction == GD_MV_RIGHT) &&
+      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: