};
#endif
- int i, j, k;
+ int i, act, dir;
- /* always start with reliable default values */
+ /* set values to -1 to identify later as "uninitialized" values */
for(i=0; i<MAX_ELEMENTS; i++)
{
- for(j=0; j<NUM_GFX_ACTIONS_MAPPED; j++)
+ for(act=0; act<NUM_GFX_ACTIONS_MAPPED; act++)
{
- element_info[i].graphic[j] = -1; /* use default */
+ element_info[i].graphic[act] = -1;
- for(k=0; k<NUM_MV_DIRECTIONS; k++)
- element_info[i].direction_graphic[j][k] = -1; /* use default */
+ for(dir=0; dir<NUM_MV_DIRECTIONS; dir++)
+ element_info[i].direction_graphic[act][dir] = -1;
}
}
+#if 0
for (i=EL_CHAR_START; i<=EL_CHAR_END; i++)
element_info[i].graphic[GFX_ACTION_DEFAULT] =
GFX_CHAR_START + (i - EL_CHAR_START);
+#else
+ for (i=EL_CHAR_START; i<=EL_CHAR_END; i++)
+ element_info[i].graphic[GFX_ACTION_DEFAULT] =
+ IMG_CHAR_START + (i - EL_CHAR_START);
+#endif
+#if 0
for (i=EL_SP_START; i<=EL_SP_END; i++)
{
int nr_element = i - EL_SP_START;
element_info[i].graphic[GFX_ACTION_DEFAULT] =
GFX_START_ROCKSSP + nr_graphic;
}
+#endif
#if 0
/* this overrides some of the above default settings (GFX_SP_ZONK etc.) */
i++;
}
- /* now set all '-1' values with element specific default values */
+ /* now set all '-1' values to element specific default values */
for(i=0; i<MAX_ELEMENTS; i++)
{
int default_action_graphic = element_info[i].graphic[GFX_ACTION_DEFAULT];
int default_action_direction_graphic[NUM_MV_DIRECTIONS];
if (default_action_graphic == -1)
- default_action_graphic = EL_CHAR_QUESTION;
-
- for(k=0; k<NUM_MV_DIRECTIONS; k++)
- default_action_direction_graphic[k] =
- element_info[i].direction_graphic[GFX_ACTION_DEFAULT][k];
+ default_action_graphic = IMG_CHAR_QUESTION;
- for(j=0; j<NUM_GFX_ACTIONS_MAPPED; j++)
+ for(dir=0; dir<NUM_MV_DIRECTIONS; dir++)
{
- /* no graphic for this specific action -- use default action graphic */
- if (element_info[i].graphic[j] == -1)
- element_info[i].graphic[j] = default_action_graphic;
+ default_action_direction_graphic[dir] =
+ element_info[i].direction_graphic[GFX_ACTION_DEFAULT][dir];
+
+ if (default_action_direction_graphic[dir] == -1)
+ default_action_direction_graphic[dir] = default_action_graphic;
+ }
- for(k=0; k<NUM_MV_DIRECTIONS; k++)
+ for(act=0; act<NUM_GFX_ACTIONS_MAPPED; act++)
+ {
+ for(dir=0; dir<NUM_MV_DIRECTIONS; dir++)
{
- int default_direction_graphic = default_action_direction_graphic[k];
+ int default_direction_graphic = element_info[i].graphic[act];
- /* no default direction graphic -- use graphic for current action */
+ /* no graphic for current action -- use default direction graphic */
if (default_direction_graphic == -1)
- default_direction_graphic = element_info[i].graphic[j];
+ default_direction_graphic = default_action_direction_graphic[dir];
- if (element_info[i].direction_graphic[j][k] == -1)
- element_info[i].direction_graphic[j][k] = default_direction_graphic;
+ if (element_info[i].direction_graphic[act][dir] == -1)
+ element_info[i].direction_graphic[act][dir] =
+ default_direction_graphic;
}
+
+ /* no graphic for this specific action -- use default action graphic */
+ if (element_info[i].graphic[act] == -1)
+ element_info[i].graphic[act] = default_action_graphic;
}
}
{
int *parameter = image_files[i].parameter;
- /* always start with reliable default values */
new_graphic_info[i].bitmap = getBitmapFromImageID(i);
+
new_graphic_info[i].src_x = parameter[GFX_ARG_XPOS] * TILEX;
new_graphic_info[i].src_y = parameter[GFX_ARG_YPOS] * TILEY;
+ new_graphic_info[i].offset_x = parameter[GFX_ARG_OFFSET];
+ new_graphic_info[i].offset_y = 0;
+
+ /* animation frames are ordered vertically instead of horizontally */
+ if (parameter[GFX_ARG_VERTICAL])
+ {
+ new_graphic_info[i].offset_x = 0;
+ new_graphic_info[i].offset_y = parameter[GFX_ARG_OFFSET];
+ }
new_graphic_info[i].anim_frames = parameter[GFX_ARG_FRAMES];
if (new_graphic_info[i].anim_delay == 0) /* delay must be at least 1 */
new_graphic_info[i].anim_delay = 1;
- /* basically, animation can be either normal or reverse direction */
- if (parameter[GFX_ARG_REVERSE])
- new_graphic_info[i].anim_mode = ANIM_REVERSE;
+ /* set mode for animation frame order */
+ if (parameter[GFX_ARG_MODE_LOOP])
+ new_graphic_info[i].anim_mode = ANIM_LOOP;
+ else if (parameter[GFX_ARG_MODE_LINEAR])
+ new_graphic_info[i].anim_mode = ANIM_LINEAR;
+ else if (parameter[GFX_ARG_MODE_PINGPONG])
+ new_graphic_info[i].anim_mode = ANIM_PINGPONG;
+ else if (parameter[GFX_ARG_MODE_PINGPONG2])
+ new_graphic_info[i].anim_mode = ANIM_PINGPONG2;
+ else if (parameter[GFX_ARG_FRAMES] > 1)
+ new_graphic_info[i].anim_mode = ANIM_LOOP;
else
- new_graphic_info[i].anim_mode = ANIM_NORMAL;
+ new_graphic_info[i].anim_mode = ANIM_NONE;
- /* additionally, animation can be either pingpong or pingpong2 layout */
- if (parameter[GFX_ARG_PINGPONG])
- new_graphic_info[i].anim_mode |= ANIM_PINGPONG;
- else if (parameter[GFX_ARG_PINGPONG2])
- new_graphic_info[i].anim_mode |= ANIM_PINGPONG2;
+ /* set additional flag to play animation frames in reverse order */
+ if (parameter[GFX_ARG_MODE_REVERSE])
+ new_graphic_info[i].anim_mode |= ANIM_REVERSE;
/* animation synchronized with global frame counter, not move position */
new_graphic_info[i].anim_global_sync = parameter[GFX_ARG_GLOBAL_SYNC];
-
- new_graphic_info[i].anim_vertical = parameter[GFX_ARG_VERTICAL];
}
#if 0