void RedrawPlayfield(boolean force_redraw, int x, int y, int width, int height)
{
- if (game_status == PLAYING)
+ if (game_status == GAME_MODE_PLAYING)
{
if (force_redraw)
{
int x,y;
DrawBuffer *buffer = (drawto_field == window ? backbuffer : drawto_field);
- if (setup.direct_draw && game_status == PLAYING)
+ if (setup.direct_draw && game_status == GAME_MODE_PLAYING)
redraw_mask &= ~REDRAW_MAIN;
if (redraw_mask & REDRAW_TILES && redraw_tiles > REDRAWTILES_THRESHOLD)
if (redraw_mask == REDRAW_NONE)
return;
- if (global.fps_slowdown && game_status == PLAYING)
+ if (global.fps_slowdown && game_status == GAME_MODE_PLAYING)
{
static boolean last_frame_skipped = FALSE;
boolean skip_even_when_not_scrolling = TRUE;
if (redraw_mask & REDRAW_FIELD)
{
- if (game_status != PLAYING || redraw_mask & REDRAW_FROM_BACKBUFFER)
+ if (game_status != GAME_MODE_PLAYING ||
+ redraw_mask & REDRAW_FROM_BACKBUFFER)
{
BlitBitmap(backbuffer, window,
REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE, REAL_SX, REAL_SY);
{
DrawBackground(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE);
- if (setup.soft_scrolling && game_status == PLAYING)
+ if (setup.soft_scrolling && game_status == GAME_MODE_PLAYING)
{
ClearRectangle(fieldbuffer, 0, 0, FXSIZE, FYSIZE);
SetDrawtoField(DRAW_BUFFERED);
else
SetDrawtoField(DRAW_BACKBUFFER);
- if (setup.direct_draw && game_status == PLAYING)
+ if (setup.direct_draw && game_status == GAME_MODE_PLAYING)
{
ClearRectangle(window, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE);
SetDrawtoField(DRAW_DIRECT);
void DrawLevelElementAnimation(int x, int y, int element)
{
+#if 1
+ int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+#else
DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(element));
+#endif
}
inline void DrawLevelGraphicAnimationIfNeeded(int x, int y, int graphic)
if (player_is_moving)
{
- if (Store[last_jx][last_jy] && IS_DRAWABLE(last_element))
+ if (Back[last_jx][last_jy] && IS_DRAWABLE(last_element))
{
- DrawLevelElement(last_jx, last_jy, Store[last_jx][last_jy]);
+ DrawLevelElement(last_jx, last_jy, Back[last_jx][last_jy]);
if (last_element == EL_DYNAMITE_ACTIVE ||
last_element == EL_SP_DISK_RED_ACTIVE)
/* draw things behind the player, if needed */
/* ----------------------------------------------------------------------- */
- if (Store[jx][jy])
- DrawLevelElement(jx, jy, Store[jx][jy]);
+ if (Back[jx][jy])
+ DrawLevelElement(jx, jy, Back[jx][jy]);
else if (IS_ACTIVE_BOMB(element))
DrawLevelElement(jx, jy, EL_EMPTY);
else
}
/* ----------------------------------------------------------------------- */
- /* draw elements that stay over the player */
+ /* draw elements the player is just walking/passing through/under */
/* ----------------------------------------------------------------------- */
/* handle the field the player is leaving ... */
- if (player_is_moving && IS_OVER_PLAYER(last_element))
+ if (player_is_moving && IS_ACCESSIBLE_INSIDE(last_element))
DrawLevelField(last_jx, last_jy);
+ else if (player_is_moving && IS_ACCESSIBLE_UNDER(last_element))
+ DrawLevelFieldThruMask(last_jx, last_jy);
/* ... and the field the player is entering */
- if (IS_OVER_PLAYER(element))
+ if (IS_ACCESSIBLE_INSIDE(element))
DrawLevelField(jx, jy);
+ else if (IS_ACCESSIBLE_UNDER(element))
+ DrawLevelFieldThruMask(jx, jy);
if (setup.direct_draw)
{
void getGraphicSource(int graphic, int frame, Bitmap **bitmap, int *x, int *y)
{
- Bitmap *src_bitmap = graphic_info[graphic].bitmap;
- int offset_x = graphic_info[graphic].offset_x;
- int offset_y = graphic_info[graphic].offset_y;
- int src_x = graphic_info[graphic].src_x + frame * offset_x;
- int src_y = graphic_info[graphic].src_y + frame * offset_y;
+ struct GraphicInfo *g = &graphic_info[graphic];
- *bitmap = src_bitmap;
- *x = src_x;
- *y = src_y;
+ *bitmap = g->bitmap;
+
+ if (g->offset_y == 0) /* frames are ordered horizontally */
+ {
+ int max_width = g->anim_frames_per_line * g->width;
+
+ *x = (g->src_x + frame * g->offset_x) % max_width;
+ *y = g->src_y + (g->src_x + frame * g->offset_x) / max_width * g->height;
+ }
+ else if (g->offset_x == 0) /* frames are ordered vertically */
+ {
+ int max_height = g->anim_frames_per_line * g->height;
+
+ *x = g->src_x + (g->src_y + frame * g->offset_y) / max_height * g->width;
+ *y = (g->src_y + frame * g->offset_y) % max_height;
+ }
+ else /* frames are ordered diagonally */
+ {
+ *x = g->src_x + frame * g->offset_x;
+ *y = g->src_y + frame * g->offset_y;
+ }
}
void DrawGraphic(int x, int y, int graphic, int frame)
void getMiniGraphicSource(int graphic, Bitmap **bitmap, int *x, int *y)
{
- Bitmap *src_bitmap = graphic_info[graphic].bitmap;
+ struct GraphicInfo *g = &graphic_info[graphic];
int mini_startx = 0;
- int mini_starty = src_bitmap->height * 2 / 3;
- int src_x = mini_startx + graphic_info[graphic].src_x / 2;
- int src_y = mini_starty + graphic_info[graphic].src_y / 2;
-
-#if 0
- /* !!! not needed anymore, because of automatically created mini graphics */
- if (src_x + MINI_TILEX > src_bitmap->width ||
- src_y + MINI_TILEY > src_bitmap->height)
- {
- /* graphic of desired size seems not to be contained in this image;
- dirty workaround: get it from the middle of the normal sized image */
-
- printf("::: using dirty workaround for %d (%d, %d)\n",
- graphic, src_bitmap->width, src_bitmap->height);
+ int mini_starty = g->bitmap->height * 2 / 3;
- getGraphicSource(graphic, 0, &src_bitmap, &src_x, &src_y);
- src_x += (TILEX / 2 - MINI_TILEX / 2);
- src_y += (TILEY / 2 - MINI_TILEY / 2);
- }
-#endif
-
- *bitmap = src_bitmap;
- *x = src_x;
- *y = src_y;
+ *bitmap = g->bitmap;
+ *x = mini_startx + g->src_x / 2;
+ *y = mini_starty + g->src_y / 2;
}
void DrawMiniGraphicExt(DrawBuffer *d, int x, int y, int graphic)
{
Bitmap *src_bitmap;
GC drawing_gc;
- int src_x;
- int src_y;
- int offset_x;
- int offset_y;
-
+ int src_x, src_y;
int width = TILEX, height = TILEY;
int cx = 0, cy = 0;
int dest_x, dest_y;
MarkTileDirty(x, y + SIGN(dy));
}
+#if 1
+ getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
+#else
src_bitmap = graphic_info[graphic].bitmap;
src_x = graphic_info[graphic].src_x;
src_y = graphic_info[graphic].src_y;
offset_x = graphic_info[graphic].offset_x;
offset_y = graphic_info[graphic].offset_y;
- drawing_gc = src_bitmap->stored_clip_gc;
-
src_x += frame * offset_x;
src_y += frame * offset_y;
+#endif
+
+ drawing_gc = src_bitmap->stored_clip_gc;
src_x += cx;
src_y += cy;
{
boolean left_stopped = FALSE, right_stopped = FALSE;
- if (!IN_LEV_FIELD(lx - 1, ly) || IS_MAUER(Feld[lx - 1][ly]))
+ if (!IN_LEV_FIELD(lx - 1, ly) || IS_WALL(Feld[lx - 1][ly]))
left_stopped = TRUE;
- if (!IN_LEV_FIELD(lx + 1, ly) || IS_MAUER(Feld[lx + 1][ly]))
+ if (!IN_LEV_FIELD(lx + 1, ly) || IS_WALL(Feld[lx + 1][ly]))
right_stopped = TRUE;
if (left_stopped && right_stopped)
element = (GfxElement[x][y] != EL_UNDEFINED ? GfxElement[x][y] : Feld[x][y]);
/* crumble field itself */
- if (CAN_BE_CRUMBLED(element))
+ if (CAN_BE_CRUMBLED(element) && !IS_MOVING(x, y))
{
if (!IN_SCR_FIELD(sx, sy))
return;
element = (IN_LEV_FIELD(xx, yy) ? Feld[xx][yy] : EL_STEELWALL);
- if (CAN_BE_CRUMBLED(element)) /* neighbour is of same type */
+ /* check if neighbour field is of same type */
+ if (CAN_BE_CRUMBLED(element) && !IS_MOVING(xx, yy))
continue;
if (i == 1 || i == 2)
if (!IN_LEV_FIELD(xx, yy) ||
!IN_SCR_FIELD(sxx, syy) ||
- !CAN_BE_CRUMBLED(Feld[xx][yy]))
+ !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
+ IS_MOVING(xx, yy))
continue;
if (i == 1 || i == 2)
int src_x = mini_startx + graphic_info[graphic].src_x / 8;
int src_y = mini_starty + graphic_info[graphic].src_y / 8;
+#if 0
if (src_x + MICRO_TILEX > src_bitmap->width ||
src_y + MICRO_TILEY > src_bitmap->height)
{
src_x += (TILEX / 2 - MICRO_TILEX / 2);
src_y += (TILEY / 2 - MICRO_TILEY / 2);
}
+#endif
*bitmap = src_bitmap;
*x = src_x;
static int label_state, label_counter;
int last_game_status = game_status; /* save current game status */
- game_status = PSEUDO_PREVIEW; /* force PREVIEW font on preview level */
+ /* force PREVIEW font on preview level */
+ game_status = GAME_MODE_PSEUDO_PREVIEW;
if (restart)
{
#if defined(PLATFORM_UNIX)
/* pause network game while waiting for request to answer */
if (options.network &&
- game_status == PLAYING &&
+ game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR)
SendToServer_PausePlaying();
#endif
/* clear door drawing field */
DrawBackground(DX, DY, DXSIZE, DYSIZE);
- game_status = PSEUDO_DOOR; /* force DOOR font on preview level */
+ /* force DOOR font on preview level */
+ game_status = GAME_MODE_PSEUDO_DOOR;
/* write text for request */
for(ty=0; ty < MAX_REQUEST_LINES; ty++)
return FALSE;
}
- if (game_status != MAINMENU)
+ if (game_status != GAME_MODE_MAIN)
InitAnimation();
button_status = MB_RELEASED;
Delay(10);
}
- if (game_status != MAINMENU)
+ if (game_status != GAME_MODE_MAIN)
StopAnimation();
UnmapToolButtons();
#if defined(PLATFORM_UNIX)
/* continue network game after request */
if (options.network &&
- game_status == PLAYING &&
+ game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR)
SendToServer_ContinuePlaying();
#endif
static int door1 = DOOR_OPEN_1;
static int door2 = DOOR_CLOSE_2;
static unsigned long door_delay = 0;
- int x, start, stepsize = global.door_step_offset;
- unsigned long door_delay_value = global.door_step_delay;
+ int x, start, stepsize = door.step_offset;
+ unsigned long door_delay_value = door.step_delay;
if (door_state == DOOR_GET_STATE)
return(door1 | door2);
BackToFront();
- if (game_status == MAINMENU)
+ if (game_status == GAME_MODE_MAIN)
DoAnimation();
}
}
int el_act_dir2img(int element, int action, int direction)
{
+ element = GFX_ELEMENT(element);
direction = MV_DIR_BIT(direction);
return element_info[element].direction_graphic[action][direction];
int el_act2img(int element, int action)
{
+ element = GFX_ELEMENT(element);
+
return element_info[element].graphic[action];
}
int el_dir2img(int element, int direction)
{
+ element = GFX_ELEMENT(element);
+
return el_act_dir2img(element, ACTION_DEFAULT, direction);
}
int el2img(int element)
{
+ element = GFX_ELEMENT(element);
+
return element_info[element].graphic[ACTION_DEFAULT];
}
int el2edimg(int element)
{
+ element = GFX_ELEMENT(element);
+
return element_info[element].special_graphic[GFX_SPECIAL_ARG_EDITOR];
}
int el2preimg(int element)
{
+ element = GFX_ELEMENT(element);
+
return element_info[element].special_graphic[GFX_SPECIAL_ARG_PREVIEW];
}