if (setup.direct_draw)
SetDrawtoField(DRAW_BACKBUFFER);
- for(xx=BX1; xx<=BX2; xx++)
- for(yy=BY1; yy<=BY2; yy++)
+ for (xx = BX1; xx <= BX2; xx++)
+ for (yy = BY1; yy <= BY2; yy++)
if (xx >= x1 && xx <= x2 && yy >= y1 && yy <= y2)
DrawScreenField(xx, yy);
DrawAllPlayers();
if (redraw_mask & REDRAW_TILES)
{
- for(x=0; x<SCR_FIELDX; x++)
- for(y=0; y<SCR_FIELDY; y++)
+ for (x = 0; x < SCR_FIELDX; x++)
+ for (y =0 ; y < SCR_FIELDY; y++)
if (redraw[redraw_x1 + x][redraw_y1 + y])
BlitBitmap(buffer, window,
FX + x * TILEX, FX + y * TILEY, TILEX, TILEY,
FlushDisplay();
- for(x=0; x<MAX_BUF_XSIZE; x++)
- for(y=0; y<MAX_BUF_YSIZE; y++)
+ for (x = 0; x < MAX_BUF_XSIZE; x++)
+ for (y = 0; y < MAX_BUF_YSIZE; y++)
redraw[x][y] = 0;
redraw_tiles = 0;
redraw_mask = REDRAW_NONE;
ClearRectangle(window, REAL_SX,REAL_SY,FULL_SXSIZE,FULL_SYSIZE);
FlushDisplay();
- for(i=0;i<2*FULL_SYSIZE;i++)
+ for (i = 0; i < 2 * FULL_SYSIZE; i++)
{
- for(y=0;y<FULL_SYSIZE;y++)
+ for (y = 0; y < FULL_SYSIZE; y++)
{
BlitBitmap(backbuffer, window,
REAL_SX,REAL_SY+i, FULL_SXSIZE,1, REAL_SX,REAL_SY+i);
#endif
#if 0
- for(i=1;i<FULL_SYSIZE;i+=2)
+ for (i = 1; i < FULL_SYSIZE; i+=2)
BlitBitmap(backbuffer, window,
REAL_SX,REAL_SY+i, FULL_SXSIZE,1, REAL_SX,REAL_SY+i);
FlushDisplay();
BorderElement = EL_EMPTY;
- for(y=0; y<lev_fieldy && BorderElement == EL_EMPTY; y++)
+ for (y = 0; y < lev_fieldy && BorderElement == EL_EMPTY; y++)
{
- for(x=0; x<lev_fieldx; x++)
+ for (x = 0; x < lev_fieldx; x++)
{
if (!IS_INDESTRUCTIBLE(Feld[x][y]))
BorderElement = EL_STEELWALL;
void DrawLevelElementAnimation(int x, int y, int element)
{
#if 1
- int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
#else
if (!IN_LEV_FIELD(x, y) || !IN_SCR_FIELD(sx, sy))
return;
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
if (!IS_NEW_FRAME(GfxFrame[x][y], graphic))
return;
DrawLevelFieldCrumbledSand(x, y);
}
+static int getPlayerAction(struct PlayerInfo *player, int move_dir)
+{
+ int action = (player->is_pushing ? ACTION_PUSHING :
+ player->is_digging ? ACTION_DIGGING :
+ player->is_collecting ? ACTION_COLLECTING :
+ player->is_moving ? ACTION_MOVING :
+ player->is_snapping ? ACTION_SNAPPING :
+ player->is_sleeping ? ACTION_SLEEPING :
+ player->is_bored ? ACTION_BORING :
+ player->is_waiting ? ACTION_WAITING : ACTION_DEFAULT);
+
+ if (player->is_sleeping)
+ {
+ if (player->num_special_action_sleeping > 0)
+ {
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int last_special_action = player->special_action_sleeping;
+ int num_special_action = player->num_special_action_sleeping;
+ int special_action =
+ (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
+ last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
+ last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
+ last_special_action + 1 : ACTION_SLEEPING);
+ int special_graphic =
+ el_act_dir2img(player->element_nr, special_action, move_dir);
+
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+ player->special_action_sleeping = special_action;
+ }
+
+ if (player->anim_delay_counter > 0)
+ {
+ action = player->special_action_sleeping;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
+ }
+ }
+ else if (player->is_bored)
+ {
+ if (player->num_special_action_bored > 0)
+ {
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int special_action =
+ ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
+ int special_graphic =
+ el_act_dir2img(player->element_nr, special_action, move_dir);
+
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+ player->special_action_bored = special_action;
+ }
+
+ if (player->anim_delay_counter > 0)
+ {
+ action = player->special_action_bored;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
+ }
+ }
+
+ return action;
+}
+
+static int getPlayerGraphic(struct PlayerInfo *player, int move_dir)
+{
+ if (player->use_murphy_graphic)
+ {
+ /* this works only because currently only one player can be "murphy" ... */
+ static int last_horizontal_dir = MV_LEFT;
+ int graphic = el_act_dir2img(EL_SP_MURPHY, player->GfxAction, move_dir);
+
+ if (move_dir == MV_LEFT || move_dir == MV_RIGHT)
+ last_horizontal_dir = move_dir;
+
+ if (graphic == IMG_SP_MURPHY) /* undefined => use special graphic */
+ {
+ int direction = (player->is_snapping ? move_dir : last_horizontal_dir);
+
+ graphic = el_act_dir2img(EL_SP_MURPHY, player->GfxAction, direction);
+ }
+
+ return graphic;
+ }
+ else
+ return el_act_dir2img(player->element_nr, player->GfxAction, move_dir);
+}
+
+static boolean equalGraphics(int graphic1, int graphic2)
+{
+ struct GraphicInfo *g1 = &graphic_info[graphic1];
+ struct GraphicInfo *g2 = &graphic_info[graphic2];
+
+ return (g1->bitmap == g2->bitmap &&
+ g1->src_x == g2->src_x &&
+ g1->src_y == g2->src_y &&
+ g1->anim_frames == g2->anim_frames &&
+ g1->anim_delay == g2->anim_delay &&
+ g1->anim_mode == g2->anim_mode);
+}
+
void DrawAllPlayers()
{
int i;
- for(i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].active)
DrawPlayer(&stored_player[i]);
}
void DrawPlayer(struct PlayerInfo *player)
{
+ int jx = player->jx;
+ int jy = player->jy;
+ int move_dir = player->MovDir;
#if 0
- int jx = player->jx, jy = player->jy;
- int last_jx = player->last_jx, last_jy = player->last_jy;
- int next_jx = jx + (jx - last_jx), next_jy = jy + (jy - last_jy);
- int sx = SCREENX(jx), sy = SCREENY(jy);
- int sxx = 0, syy = 0;
- int element = Feld[jx][jy], last_element = Feld[last_jx][last_jy];
- int graphic;
- int frame = 0;
+ int last_jx = player->last_jx;
+ int last_jy = player->last_jy;
+ int next_jx = jx + (jx - last_jx);
+ int next_jy = jy + (jy - last_jy);
boolean player_is_moving = (last_jx != jx || last_jy != jy ? TRUE : FALSE);
- int move_dir = player->MovDir;
- int action = ACTION_DEFAULT;
#else
- int jx = player->jx, jy = player->jy;
- int move_dir = player->MovDir;
int dx = (move_dir == MV_LEFT ? -1 : move_dir == MV_RIGHT ? +1 : 0);
int dy = (move_dir == MV_UP ? -1 : move_dir == MV_DOWN ? +1 : 0);
int last_jx = (player->is_moving ? jx - dx : jx);
int last_jy = (player->is_moving ? jy - dy : jy);
int next_jx = jx + dx;
int next_jy = jy + dy;
+ boolean player_is_moving = (player->MovPos ? TRUE : FALSE);
+#endif
int sx = SCREENX(jx), sy = SCREENY(jy);
int sxx = 0, syy = 0;
int element = Feld[jx][jy], last_element = Feld[last_jx][last_jy];
int graphic;
- int frame = 0;
- boolean player_is_moving = (player->MovPos ? TRUE : FALSE);
int action = ACTION_DEFAULT;
-#endif
+ int last_player_graphic = getPlayerGraphic(player, move_dir);
+ int last_player_frame = player->Frame;
+ int frame = 0;
if (!player->active || !IN_SCR_FIELD(SCREENX(last_jx), SCREENY(last_jy)))
return;
#if DEBUG
- if (!IN_LEV_FIELD(jx,jy))
+ if (!IN_LEV_FIELD(jx, jy))
{
printf("DrawPlayerField(): x = %d, y = %d\n",jx,jy);
printf("DrawPlayerField(): sx = %d, sy = %d\n",sx,sy);
if (element == EL_EXPLOSION)
return;
- action = (player->Pushing ? ACTION_PUSHING :
- player->is_digging ? ACTION_DIGGING :
+#if 1
+
+ action = getPlayerAction(player, move_dir);
+
+#else
+
+ action = (player->is_pushing ? ACTION_PUSHING :
+ player->is_digging ? ACTION_DIGGING :
player->is_collecting ? ACTION_COLLECTING :
- player->is_moving ? ACTION_MOVING :
- player->snapped ? ACTION_SNAPPING : ACTION_DEFAULT);
+ player->is_moving ? ACTION_MOVING :
+ player->is_snapping ? ACTION_SNAPPING :
+ player->is_sleeping ? ACTION_SLEEPING :
+ player->is_bored ? ACTION_BORING :
+ player->is_waiting ? ACTION_WAITING : ACTION_DEFAULT);
+
+ if (player->is_bored && player->num_special_action_bored > 0)
+ {
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int graphic_waiting;
+
+ action = ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
+ special_graphic = el_act_dir2img(EL_SP_MURPHY, action, move_dir);
+
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].post_delay_random);
+ player->special_action_bored = action;
+ }
+
+ if (player->anim_delay_counter > 0)
+ {
+ action = player->special_action_bored;
+ player->anim_delay_counter--;
+ }
+
+ if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
+ }
+#endif
#if 0
printf("::: '%s'\n", element_action_info[action].suffix);
else
DrawLevelField(last_jx, last_jy);
- if (player->Pushing && IN_SCR_FIELD(SCREENX(next_jx), SCREENY(next_jy)))
- {
-#if 1
-#if 1
+ if (player->is_pushing && IN_SCR_FIELD(SCREENX(next_jx), SCREENY(next_jy)))
DrawLevelElement(next_jx, next_jy, EL_EMPTY);
-#else
- if (player->GfxPos)
- {
- if (Feld[next_jx][next_jy] == EL_SOKOBAN_FIELD_FULL)
- DrawLevelElement(next_jx, next_jy, EL_SOKOBAN_FIELD_EMPTY);
- else
- DrawLevelElement(next_jx, next_jy, EL_EMPTY);
- }
- else
- DrawLevelField(next_jx, next_jy);
-#endif
-#endif
- }
}
if (!IN_SCR_FIELD(sx, sy))
{
if (player_is_moving && GfxElement[jx][jy] != EL_UNDEFINED)
{
-#if 1
if (GFX_CRUMBLED(GfxElement[jx][jy]))
DrawLevelFieldCrumbledSandDigging(jx, jy, move_dir, player->StepFrame);
-#else
- if (GfxElement[jx][jy] == EL_SAND)
- DrawLevelFieldCrumbledSandDigging(jx, jy, move_dir, player->StepFrame);
-#endif
else
{
int old_element = GfxElement[jx][jy];
/* draw player himself */
/* ----------------------------------------------------------------------- */
+#if 1
+
+ graphic = getPlayerGraphic(player, move_dir);
+
+ /* in the case of changed player action or direction, prevent the current
+ animation frame from being restarted for identical animations */
+ if (player->Frame == 0 && equalGraphics(graphic, last_player_graphic))
+ player->Frame = last_player_frame;
+
+#else
+
if (player->use_murphy_graphic)
{
static int last_horizontal_dir = MV_LEFT;
- int direction;
if (move_dir == MV_LEFT || move_dir == MV_RIGHT)
last_horizontal_dir = move_dir;
- direction = (player->snapped ? move_dir : last_horizontal_dir);
+ graphic = el_act_dir2img(EL_SP_MURPHY, player->GfxAction, move_dir);
- graphic = el_act_dir2img(EL_SP_MURPHY, player->GfxAction, direction);
+ if (graphic == IMG_SP_MURPHY) /* undefined => use special graphic */
+ {
+ int direction = (player->is_snapping ? move_dir : last_horizontal_dir);
+
+ graphic = el_act_dir2img(EL_SP_MURPHY, player->GfxAction, direction);
+ }
}
else
graphic = el_act_dir2img(player->element_nr, player->GfxAction, move_dir);
+#endif
+
frame = getGraphicAnimationFrame(graphic, player->Frame);
if (player->GfxPos)
#if 0
printf("::: %d, %d [%d, %d] [%d]\n",
- player->Pushing, player_is_moving, player->GfxAction,
+ player->is_pushing, player_is_moving, player->GfxAction,
player->is_moving, player_is_moving);
#endif
#if 1
- if (player->Pushing && player->is_moving)
+ if (player->is_pushing && player->is_moving)
#else
- if (player->Pushing && player_is_moving)
+ if (player->is_pushing && player_is_moving)
#endif
{
int px = SCREENX(next_jx), py = SCREENY(next_jy);
if (Back[next_jx][next_jy])
DrawLevelElement(next_jx, next_jy, Back[next_jx][next_jy]);
-#if 1
if ((sxx || syy) && element == EL_SOKOBAN_OBJECT)
DrawGraphicShiftedThruMask(px, py, sxx, syy, IMG_SOKOBAN_OBJECT, 0,
NO_CUTTING);
-#else
- if ((sxx || syy) &&
- (element == EL_SOKOBAN_FIELD_EMPTY ||
- Feld[next_jx][next_jy] == EL_SOKOBAN_FIELD_FULL))
- DrawGraphicShiftedThruMask(px, py, sxx, syy, IMG_SOKOBAN_OBJECT, 0,
- NO_CUTTING);
-#endif
else
{
-#if 1
int element = MovingOrBlocked2Element(next_jx, next_jy);
-#else
+ int graphic = el_act_dir2img(element, ACTION_PUSHING, move_dir);
#if 1
- int element = Feld[jx][jy];
+ int frame = getGraphicAnimationFrame(graphic, player->StepFrame);
#else
- int element = Feld[next_jx][next_jy];
-#endif
-#endif
-
-#if 1
- int graphic = el2img(element);
- int frame = 0;
-
-#if 0
- if ((sxx || syy) && IS_PUSHABLE(element))
-#endif
- {
- graphic = el_act_dir2img(element, ACTION_PUSHING, move_dir);
- frame = getGraphicAnimationFrame(graphic, player->Frame);
- }
-
-#if 0
- printf("::: pushing %d: %d ...\n", sxx, frame);
+ int frame = getGraphicAnimationFrame(graphic, player->Frame);
#endif
DrawGraphicShifted(px, py, sxx, syy, graphic, frame,
NO_CUTTING, NO_MASKING);
-#endif
}
}
if (player_is_moving && last_element == EL_EXPLOSION)
{
-#if 1
int graphic = el_act2img(GfxElement[last_jx][last_jy], ACTION_EXPLODING);
-#else
- int stored = Store[last_jx][last_jy];
- int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
- stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
- IMG_SP_EXPLOSION);
-#endif
int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
int phase = ExplodePhase[last_jx][last_jy] - 1;
int frame = getGraphicAnimationFrame(graphic, phase - delay);
{
SetRandomAnimationValue(lx, ly);
- graphic = el_act_dir2img(element, GfxAction[lx][ly], MovDir[lx][ly]);
+ graphic = el_act_dir2img(element, GfxAction[lx][ly], GfxDir[lx][ly]);
frame = getGraphicAnimationFrame(graphic, GfxFrame[lx][ly]);
}
else /* border element */
getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
- for(i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
int xx = x + xy[i][0];
int yy = y + xy[i][1];
getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
#endif
- for(i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
int xx = x + xy[i][0];
int yy = y + xy[i][1];
};
int i;
- for(i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
int xx = x + xy[i][0];
int yy = y + xy[i][1];
{
int font_width = getFontWidth(font_nr);
int font_height = getFontHeight(font_nr);
- int graphic = IMG_GAME_ENVELOPE_1_BACKGROUND + envelope_nr;
+ int graphic = IMG_BACKGROUND_ENVELOPE_1 + envelope_nr;
Bitmap *src_bitmap;
int src_x, src_y;
int dst_x = SX + startx + x * font_width;
dst_x, dst_y);
}
-#if 1
-
-void AnimateEnvelope(int envelope_nr)
-{
-}
-
-void ShowEnvelope(int envelope_nr)
+void AnimateEnvelope(int envelope_nr, int anim_mode, int action)
{
- int element = EL_ENVELOPE_1 + envelope_nr;
- int graphic = IMG_GAME_ENVELOPE_1_BACKGROUND + envelope_nr;
- int sound_opening = element_info[element].sound[ACTION_OPENING];
- int sound_closing = element_info[element].sound[ACTION_CLOSING];
+ int graphic = IMG_BACKGROUND_ENVELOPE_1 + envelope_nr;
boolean draw_masked = graphic_info[graphic].draw_masked;
- int anim_mode = graphic_info[graphic].anim_mode;
int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_ON_BACKGROUND);
- int font_nr = FONT_TEXT_1 + envelope_nr;
- int font_width = getFontWidth(font_nr);
- int font_height = getFontHeight(font_nr);
boolean ffwd_delay = (tape.playing && tape.fast_forward);
unsigned long anim_delay = 0;
int anim_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
- int wait_delay_value = (ffwd_delay ? 500 : 1000);
- int start_pos_vertically = 0;
- int i, x, y;
-
- game.envelope_active = TRUE;
-
- if (anim_mode != ANIM_NONE)
- PlaySoundStereo(sound_opening, SOUND_MIDDLE);
-
- if (anim_mode == ANIM_DEFAULT)
- {
- /* open envelope window horizontally */
- for (i = 0; i <= level.envelope_xsize[envelope_nr]; i++)
- {
- int xsize = i + 2;
- int ysize = 2;
- int startx = (SXSIZE - xsize * font_width) / 2;
- int starty = (SYSIZE - ysize * font_height) / 2;
-
- SetDrawtoField(DRAW_BUFFERED);
-
- BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
-
- SetDrawtoField(DRAW_BACKBUFFER);
-
- for (y=0; y < ysize; y++) for (x=0; x < xsize; x++)
- DrawEnvelopeBackground(envelope_nr, startx, starty, x, y, xsize, ysize,
- font_nr);
-
- redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
- BackToFront();
-
- WaitUntilDelayReached(&anim_delay, anim_delay_value / 2);
- }
- }
-
- if (anim_mode == ANIM_NONE)
- start_pos_vertically = level.envelope_ysize[envelope_nr];
+ int font_nr = FONT_ENVELOPE_1 + envelope_nr;
+ int font_width = getFontWidth(font_nr);
+ int font_height = getFontHeight(font_nr);
+ int max_xsize = level.envelope_xsize[envelope_nr];
+ int max_ysize = level.envelope_ysize[envelope_nr];
+ int xstart = (anim_mode & ANIM_VERTICAL ? max_xsize : 0);
+ int ystart = (anim_mode & ANIM_HORIZONTAL ? max_ysize : 0);
+ int xend = max_xsize;
+ int yend = (anim_mode != ANIM_DEFAULT ? max_ysize : 0);
+ int xstep = (xstart < xend ? 1 : 0);
+ int ystep = (ystart < yend || xstep == 0 ? 1 : 0);
+ int x, y;
- /* open envelope window vertically */
- for (i = start_pos_vertically; i <= level.envelope_ysize[envelope_nr]; i++)
+ for (x = xstart, y = ystart; x <= xend && y <= yend; x += xstep, y += ystep)
{
- int xsize = level.envelope_xsize[envelope_nr] + 2;
- int ysize = i + 2;
- int startx = (SXSIZE - xsize * font_width) / 2;
- int starty = (SYSIZE - ysize * font_height) / 2;
+ int xsize = (action == ACTION_CLOSING ? xend - (x - xstart) : x) + 2;
+ int ysize = (action == ACTION_CLOSING ? yend - (y - ystart) : y) + 2;
+ int sx = (SXSIZE - xsize * font_width) / 2;
+ int sy = (SYSIZE - ysize * font_height) / 2;
+ int xx, yy;
SetDrawtoField(DRAW_BUFFERED);
SetDrawtoField(DRAW_BACKBUFFER);
- for (y=0; y < ysize; y++) for (x=0; x < xsize; x++)
- DrawEnvelopeBackground(envelope_nr, startx, starty, x, y, xsize, ysize,
- font_nr);
+ for (yy = 0; yy < ysize; yy++) for (xx = 0; xx < xsize; xx++)
+ DrawEnvelopeBackground(envelope_nr, sx,sy, xx,yy, xsize, ysize, font_nr);
- DrawTextToTextArea(SX + startx + font_width, SY + starty + font_height,
- level.envelope_text[envelope_nr], font_nr,
- level.envelope_xsize[envelope_nr], i, mask_mode);
+ DrawTextToTextArea(SX + sx + font_width, SY + sy + font_height,
+ level.envelope_text[envelope_nr], font_nr, max_xsize,
+ xsize - 2, ysize - 2, mask_mode);
redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
BackToFront();
- WaitUntilDelayReached(&anim_delay, anim_delay_value);
- }
-
- if (tape.playing)
- Delay(wait_delay_value);
- else
- WaitForEventToContinue();
-
- if (anim_mode != ANIM_NONE)
- PlaySoundStereo(sound_closing, SOUND_MIDDLE);
-
- if (anim_mode != ANIM_NONE)
- {
- /* close envelope window vertically */
- for (i = level.envelope_ysize[envelope_nr]; i >= 0; i--)
- {
- int xsize = level.envelope_xsize[envelope_nr] + 2;
- int ysize = i + 2;
- int startx = (SXSIZE - xsize * font_width) / 2;
- int starty = (SYSIZE - ysize * font_height) / 2;
-
- SetDrawtoField(DRAW_BUFFERED);
-
- BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
-
- SetDrawtoField(DRAW_BACKBUFFER);
-
- for (y=0; y < ysize; y++) for (x=0; x < xsize; x++)
- DrawEnvelopeBackground(envelope_nr, startx, starty, x, y, xsize, ysize,
- font_nr);
-
- DrawTextToTextArea(SX + startx + font_width, SY + starty + font_height,
- level.envelope_text[envelope_nr], font_nr,
- level.envelope_xsize[envelope_nr], i, mask_mode);
-
- redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
- BackToFront();
-
- WaitUntilDelayReached(&anim_delay, anim_delay_value);
- }
+ WaitUntilDelayReached(&anim_delay, anim_delay_value / 2);
}
-
- if (anim_mode == ANIM_DEFAULT)
- {
- /* close envelope window horizontally */
- for (i = level.envelope_xsize[envelope_nr]; i >= 0; i--)
- {
- int xsize = i + 2;
- int ysize = 2;
- int startx = (SXSIZE - xsize * font_width) / 2;
- int starty = (SYSIZE - ysize * font_height) / 2;
-
- SetDrawtoField(DRAW_BUFFERED);
-
- BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
-
- SetDrawtoField(DRAW_BACKBUFFER);
-
- for (y=0; y < ysize; y++) for (x=0; x < xsize; x++)
- DrawEnvelopeBackground(envelope_nr, startx, starty, x, y, xsize, ysize,
- font_nr);
-
- redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
- BackToFront();
-
- WaitUntilDelayReached(&anim_delay, anim_delay_value / 2);
- }
- }
-
- game.envelope_active = FALSE;
-
- SetDrawtoField(DRAW_BUFFERED);
-
- redraw_mask |= REDRAW_FIELD;
- BackToFront();
}
-#else
-
void ShowEnvelope(int envelope_nr)
{
int element = EL_ENVELOPE_1 + envelope_nr;
- int graphic = IMG_GAME_ENVELOPE_1_BACKGROUND + envelope_nr;
+ int graphic = IMG_BACKGROUND_ENVELOPE_1 + envelope_nr;
int sound_opening = element_info[element].sound[ACTION_OPENING];
int sound_closing = element_info[element].sound[ACTION_CLOSING];
- boolean draw_masked = graphic_info[graphic].draw_masked;
- int anim_mode = graphic_info[graphic].anim_mode;
- int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_ON_BACKGROUND);
- int font_nr = FONT_TEXT_1;
- int font_width = getFontWidth(font_nr);
- int font_height = getFontHeight(font_nr);
boolean ffwd_delay = (tape.playing && tape.fast_forward);
- unsigned long anim_delay = 0;
- int anim_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
int wait_delay_value = (ffwd_delay ? 500 : 1000);
- int start_pos_vertically = 0;
- int i, x, y;
+ int anim_mode = graphic_info[graphic].anim_mode;
+ int main_anim_mode = (anim_mode == ANIM_NONE ? ANIM_VERTICAL|ANIM_HORIZONTAL:
+ anim_mode == ANIM_DEFAULT ? ANIM_VERTICAL : anim_mode);
- game.envelope_active = TRUE;
+ game.envelope_active = TRUE; /* needed for RedrawPlayfield() events */
- if (anim_mode != ANIM_NONE)
- PlaySoundStereo(sound_opening, SOUND_MIDDLE);
+ PlaySoundStereo(sound_opening, SOUND_MIDDLE);
if (anim_mode == ANIM_DEFAULT)
- {
- /* open envelope window horizontally */
- for (i = 0; i <= level.envelope_xsize[envelope_nr]; i++)
- {
- int xsize = i + 2;
- int ysize = 2;
- int startx = (SXSIZE - xsize * font_width) / 2;
- int starty = (SYSIZE - ysize * font_height) / 2;
-
- SetDrawtoField(DRAW_BUFFERED);
-
- BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
-
- SetDrawtoField(DRAW_BACKBUFFER);
-
- for (y=0; y < ysize; y++) for (x=0; x < xsize; x++)
- DrawEnvelopeBackground(envelope_nr, startx, starty, x, y, xsize, ysize,
- font_nr);
-
- redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
- BackToFront();
-
- WaitUntilDelayReached(&anim_delay, anim_delay_value / 2);
- }
- }
-
- if (anim_mode == ANIM_NONE)
- start_pos_vertically = level.envelope_ysize[envelope_nr];
-
- /* open envelope window vertically */
- for (i = start_pos_vertically; i <= level.envelope_ysize[envelope_nr]; i++)
- {
- int xsize = level.envelope_xsize[envelope_nr] + 2;
- int ysize = i + 2;
- int startx = (SXSIZE - xsize * font_width) / 2;
- int starty = (SYSIZE - ysize * font_height) / 2;
-
- SetDrawtoField(DRAW_BUFFERED);
-
- BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
-
- SetDrawtoField(DRAW_BACKBUFFER);
+ AnimateEnvelope(envelope_nr, ANIM_DEFAULT, ACTION_OPENING);
- for (y=0; y < ysize; y++) for (x=0; x < xsize; x++)
- DrawEnvelopeBackground(envelope_nr, startx, starty, x, y, xsize, ysize,
- font_nr);
-
- DrawTextToTextArea(SX + startx + font_width, SY + starty + font_height,
- level.envelope_text[envelope_nr], FONT_TEXT_1,
- level.envelope_xsize[envelope_nr], i, mask_mode);
-
- redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
- BackToFront();
-
- WaitUntilDelayReached(&anim_delay, anim_delay_value);
- }
+ AnimateEnvelope(envelope_nr, main_anim_mode, ACTION_OPENING);
if (tape.playing)
Delay(wait_delay_value);
else
WaitForEventToContinue();
- if (anim_mode != ANIM_NONE)
- PlaySoundStereo(sound_closing, SOUND_MIDDLE);
+ PlaySoundStereo(sound_closing, SOUND_MIDDLE);
if (anim_mode != ANIM_NONE)
- {
- /* close envelope window vertically */
- for (i = level.envelope_ysize[envelope_nr]; i >= 0; i--)
- {
- int xsize = level.envelope_xsize[envelope_nr] + 2;
- int ysize = i + 2;
- int startx = (SXSIZE - xsize * font_width) / 2;
- int starty = (SYSIZE - ysize * font_height) / 2;
-
- SetDrawtoField(DRAW_BUFFERED);
-
- BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
-
- SetDrawtoField(DRAW_BACKBUFFER);
-
- for (y=0; y < ysize; y++) for (x=0; x < xsize; x++)
- DrawEnvelopeBackground(envelope_nr, startx, starty, x, y, xsize, ysize,
- font_nr);
-
- DrawTextToTextArea(SX + startx + font_width, SY + starty + font_height,
- level.envelope_text[envelope_nr], FONT_TEXT_1,
- level.envelope_xsize[envelope_nr], i, mask_mode);
-
- redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
- BackToFront();
-
- WaitUntilDelayReached(&anim_delay, anim_delay_value);
- }
- }
+ AnimateEnvelope(envelope_nr, main_anim_mode, ACTION_CLOSING);
if (anim_mode == ANIM_DEFAULT)
- {
- /* close envelope window horizontally */
- for (i = level.envelope_xsize[envelope_nr]; i >= 0; i--)
- {
- int xsize = i + 2;
- int ysize = 2;
- int startx = (SXSIZE - xsize * font_width) / 2;
- int starty = (SYSIZE - ysize * font_height) / 2;
-
- SetDrawtoField(DRAW_BUFFERED);
-
- BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
-
- SetDrawtoField(DRAW_BACKBUFFER);
-
- for (y=0; y < ysize; y++) for (x=0; x < xsize; x++)
- DrawEnvelopeBackground(envelope_nr, startx, starty, x, y, xsize, ysize,
- font_nr);
-
- redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
- BackToFront();
-
- WaitUntilDelayReached(&anim_delay, anim_delay_value / 2);
- }
- }
+ AnimateEnvelope(envelope_nr, ANIM_DEFAULT, ACTION_CLOSING);
game.envelope_active = FALSE;
BackToFront();
}
-#endif
-
void getMicroGraphicSource(int graphic, Bitmap **bitmap, int *x, int *y)
{
Bitmap *src_bitmap = graphic_info[graphic].bitmap;
SetDrawBackgroundMask(REDRAW_NONE);
ClearWindow();
- for(x=BX1; x<=BX2; x++)
- for(y=BY1; y<=BY2; y++)
+ for (x = BX1; x <= BX2; x++)
+ for (y = BY1; y <= BY2; y++)
DrawScreenField(x, y);
redraw_mask |= REDRAW_FIELD;
{
int x,y;
- for(x=0; x<size_x; x++)
- for(y=0; y<size_y; y++)
+ for (x = 0; x < size_x; x++)
+ for (y = 0; y < size_y; y++)
DrawMiniElementOrWall(x, y, scroll_x, scroll_y);
redraw_mask |= REDRAW_FIELD;
xpos += MICRO_TILEX;
ypos += MICRO_TILEY;
- for(x=-1; x<=STD_LEV_FIELDX; x++)
+ for (x = -1; x <= STD_LEV_FIELDX; x++)
{
- for(y=-1; y<=STD_LEV_FIELDY; y++)
+ for (y = -1; y <= STD_LEV_FIELDY; y++)
{
int lx = from_x + x, ly = from_y + y;
game_status = GAME_MODE_PSEUDO_DOOR;
/* write text for request */
- for(ty=0; ty < MAX_REQUEST_LINES; ty++)
+ for (ty = 0; ty < MAX_REQUEST_LINES; ty++)
{
char text_line[MAX_REQUEST_LINE_LEN + 1];
int tx, tl, tc;
if (!*text)
break;
- for(tl=0,tx=0; tx < MAX_REQUEST_LINE_LEN; tl++,tx++)
+ for (tl = 0, tx = 0; tx < MAX_REQUEST_LINE_LEN; tl++, tx++)
{
tc = *(text + tx);
if (!tc || tc == ' ')
SetMouseCursor(CURSOR_DEFAULT);
#endif
- while(result < 0)
+ while (result < 0)
{
if (PendingEvent())
{
PlaySoundStereo(SND_DOOR_CLOSING, SOUND_MIDDLE);
}
- for(x = start; x <= end && !(door_1_done && door_2_done); x += stepsize)
+ for (x = start; x <= end && !(door_1_done && door_2_done); x += stepsize)
{
Bitmap *bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
GC gc = bitmap->stored_clip_gc;
{
int i;
- for (i=0; i<NUM_TOOL_BUTTONS; i++)
+ for (i = 0; i < NUM_TOOL_BUTTONS; i++)
{
Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
Bitmap *deco_bitmap = None;
{
int i;
- for (i=0; i<NUM_TOOL_BUTTONS; i++)
+ for (i = 0; i < NUM_TOOL_BUTTONS; i++)
FreeGadget(tool_gadget[i]);
}
{
int i;
- for (i=0; i<NUM_TOOL_BUTTONS; i++)
+ for (i = 0; i < NUM_TOOL_BUTTONS; i++)
UnmapGadget(tool_gadget[i]);
}