int sx = SCREENX(x);
int sy = SCREENY(y);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ x--;
+ y--;
+ }
+
printf_line("-", 79);
printf("Field Info: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y);
printf_line("-", 79);
DrawLevelElementExt(x, y, 0, 0, Feld[x][y], NO_CUTTING, USE_MASKING);
}
-#define TILE_GFX_ELEMENT(x, y) \
- (GfxElement[x][y] != EL_UNDEFINED && Feld[x][y] != EL_EXPLOSION ? \
- GfxElement[x][y] : Feld[x][y])
-
static void DrawLevelFieldCrumbledSandExt(int x, int y, int graphic, int frame)
{
Bitmap *src_bitmap;
return;
#if 1
+ /*
+ if (Feld[x][y] == EL_ELEMENT_SNAPPING &&
+ GFX_CRUMBLED(GfxElement[x][y]))
+ */
+
if (Feld[x][y] == EL_ELEMENT_SNAPPING &&
+ GfxElement[x][y] != EL_UNDEFINED &&
GFX_CRUMBLED(GfxElement[x][y]))
{
DrawLevelFieldCrumbledSandDigging(x, y, GfxDir[x][y], GfxFrame[x][y]);
+
return;
}
#endif
int next_jx = jx + dx;
int next_jy = jy + dy;
boolean player_is_moving = (player->MovPos ? TRUE : FALSE);
+ boolean player_is_opaque = FALSE;
int sx = SCREENX(jx), sy = SCREENY(jy);
int sxx = 0, syy = 0;
int element = Feld[jx][jy], last_element = Feld[last_jx][last_jy];
player->is_dropping ? ACTION_DROPPING :
player->is_waiting ? player->action_waiting : ACTION_DEFAULT);
+#if 1
+ if (player->is_waiting)
+ move_dir = player->dir_waiting;
+#endif
+
InitPlayerGfxAnimation(player, action, move_dir);
/* ----------------------------------------------------------------------- */
{
if (player_is_moving && GfxElement[jx][jy] != EL_UNDEFINED)
{
- if (GFX_CRUMBLED(GfxElement[jx][jy]))
+ int old_element = GfxElement[jx][jy];
+ int old_graphic = el_act_dir2img(old_element, action, move_dir);
+ int frame = getGraphicAnimationFrame(old_graphic, player->StepFrame);
+
+ if (GFX_CRUMBLED(old_element))
DrawLevelFieldCrumbledSandDigging(jx, jy, move_dir, player->StepFrame);
else
- {
- int old_element = GfxElement[jx][jy];
- int old_graphic = el_act_dir2img(old_element, action, move_dir);
- int frame = getGraphicAnimationFrame(old_graphic, player->StepFrame);
-
DrawGraphic(sx, sy, old_graphic, frame);
- }
+
+ if (graphic_info[old_graphic].anim_mode & ANIM_OPAQUE_PLAYER)
+ player_is_opaque = TRUE;
}
else
{
if (!setup.soft_scrolling && ScreenMovPos)
sxx = syy = 0;
- DrawGraphicShiftedThruMask(sx, sy, sxx, syy, graphic, frame, NO_CUTTING);
+ if (player_is_opaque)
+ DrawGraphicShifted(sx, sy, sxx, syy, graphic, frame,NO_CUTTING,NO_MASKING);
+ else
+ DrawGraphicShiftedThruMask(sx, sy, sxx, syy, graphic, frame, NO_CUTTING);
if (SHIELD_ON(player))
{
if (player_is_moving && last_element == EL_EXPLOSION)
{
- int graphic = el_act2img(GfxElement[last_jx][last_jy], ACTION_EXPLODING);
+ int element = (GfxElement[last_jx][last_jy] != EL_UNDEFINED ?
+ GfxElement[last_jx][last_jy] : EL_EMPTY);
+ int graphic = el_act2img(element, ACTION_EXPLODING);
int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
int phase = ExplodePhase[last_jx][last_jy] - 1;
int frame = getGraphicAnimationFrame(graphic, phase - delay);
},
{
Xeater_n, TRUE, FALSE,
- EL_YAMYAM, -1, -1
+ EL_YAMYAM_UP, -1, -1
},
{
- Xeater_e, FALSE, FALSE,
- EL_YAMYAM, -1, -1
+ Xeater_e, TRUE, FALSE,
+ EL_YAMYAM_RIGHT, -1, -1
},
{
- Xeater_w, FALSE, FALSE,
- EL_YAMYAM, -1, -1
+ Xeater_w, TRUE, FALSE,
+ EL_YAMYAM_LEFT, -1, -1
},
{
- Xeater_s, FALSE, FALSE,
- EL_YAMYAM, -1, -1
+ Xeater_s, TRUE, FALSE,
+ EL_YAMYAM_DOWN, -1, -1
},
{
Yeater_n, FALSE, FALSE,
Xalpha_copyr, TRUE, FALSE,
EL_CHAR('©'), -1, -1
},
- {
- Xalpha_copyr, TRUE, FALSE,
- EL_CHAR('©'), -1, -1
- },
{
Xboom_bug, FALSE, FALSE,
return font_info[font_nr].special_graphic[GFX_SPECIAL_ARG_DEFAULT];
}
+#if 0
+void setCenteredPlayerNr_EM(int centered_player_nr)
+{
+ game.centered_player_nr = game.centered_player_nr_next = centered_player_nr;
+}
+
+int getCenteredPlayerNr_EM()
+{
+#if 0
+ if (game.centered_player_nr_next >= 0 &&
+ !native_em_level.ply[game.centered_player_nr_next]->alive)
+ game.centered_player_nr_next = game.centered_player_nr;
+#endif
+
+ if (game.centered_player_nr != game.centered_player_nr_next)
+ game.centered_player_nr = game.centered_player_nr_next;
+
+ return game.centered_player_nr;
+}
+
+void setSetCenteredPlayer_EM(boolean set_centered_player)
+{
+ game.set_centered_player = set_centered_player;
+}
+
+boolean getSetCenteredPlayer_EM()
+{
+ return game.set_centered_player;
+}
+#endif
+
+int getNumActivePlayers_EM()
+{
+ int num_players = 0;
+ int i;
+
+ if (!tape.playing)
+ return -1;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (tape.player_participates[i])
+ num_players++;
+
+ return num_players;
+}
+
+#if 1
int getGameFrameDelay_EM(int native_em_game_frame_delay)
{
int game_frame_delay_value;
return game_frame_delay_value;
}
-
-int getCenteredPlayer_EM()
-{
- if (game.centered_to_player != game.centered_to_player_next)
- game.centered_to_player = game.centered_to_player_next;
-
- return game.centered_to_player;
-}
+#endif
unsigned int InitRND(long seed)
{