int graphic;
int frame = 0;
boolean player_is_moving = (last_jx != jx || last_jy != jy ? TRUE : FALSE);
+ int current_action = ACTION_DEFAULT;
if (!player->active || !IN_SCR_FIELD(SCREENX(last_jx), SCREENY(last_jy)))
return;
if (element == EL_EXPLOSION)
return;
+ current_action = (player->Pushing ? ACTION_PUSHING :
+ player->is_digging ? ACTION_DIGGING :
+ player->is_moving ? ACTION_MOVING :
+ player->snapped ? ACTION_SNAPPING : ACTION_DEFAULT);
+
+ InitPlayerGfxAnimation(player, current_action, player->MovDir);
+
/* ----------------------------------------------------------------------- */
/* draw things in the field the player is leaving, if needed */
/* ----------------------------------------------------------------------- */
if (Store[jx][jy])
DrawLevelElement(jx, jy, Store[jx][jy]);
- else if (!IS_ACTIVE_BOMB(element))
- DrawLevelField(jx, jy);
- else
+ else if (IS_ACTIVE_BOMB(element))
DrawLevelElement(jx, jy, EL_EMPTY);
+ else
+ {
+ if (player_is_moving && GfxElement[jx][jy] != EL_UNDEFINED)
+ {
+ int old_element = GfxElement[jx][jy];
+ int old_graphic =
+ el_act_dir2img(old_element, ACTION_DIGGING, player->MovDir);
+ int frame = getGraphicAnimationFrame(old_graphic, player->StepFrame);
+
+#if 0
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+ int width = TILEX, height = TILEY;
+ int cx = 0, cy = 0;
+
+ if (player->MovDir == MV_UP)
+ {
+ cy = player->GfxPos;
+ height -= cy;
+ }
+ else if (player->MovDir == MV_DOWN)
+ {
+ cy = 0;
+ height = TILEY - player->GfxPos;
+ }
+ else if (player->MovDir == MV_LEFT)
+ {
+ cx = player->GfxPos;
+ width -= cx;
+ }
+ else if (player->MovDir == MV_RIGHT)
+ {
+ cx = 0;
+ width = TILEX - player->GfxPos;
+ }
+
+ getGraphicSource(old_graphic, frame, &src_bitmap, &src_x, &src_y);
+
+ BlitBitmap(src_bitmap, drawto_field, src_x + cx, src_y + cy,
+ width, height, FX + sx * TILEX + cx, FY + sy * TILEY + cy);
+#else
+#if 0
+ printf("::: %d, %d, %d, %d => %d, %d [%d, %d, %d]\n",
+ old_element, ACTION_DIGGING, player->MovDir, player->Frame,
+ old_graphic, frame,
+ player->MovPos, player->GfxPos, player->StepFrame);
+#endif
+
+ DrawGraphic(sx, sy, old_graphic, frame);
+#endif
+ }
+ else
+ {
+ GfxElement[jx][jy] = EL_UNDEFINED;
+
+ DrawLevelField(jx, jy);
+ }
+ }
/* ----------------------------------------------------------------------- */
/* draw player himself */
/* ----------------------------------------------------------------------- */
- player->GfxAction = (player->Pushing ? ACTION_PUSHING :
- player->is_digging ? ACTION_DIGGING :
- player->is_moving ? ACTION_MOVING :
- player->snapped ? ACTION_SNAPPING : ACTION_DEFAULT);
-
if (player->use_murphy_graphic)
{
static int last_horizontal_dir = MV_LEFT;
frame = getGraphicAnimationFrame(graphic, -1);
}
- if (element == EL_WALL_GROWING)
+ if (element == EL_EXPANDABLE_WALL)
{
boolean left_stopped = FALSE, right_stopped = FALSE;
graphic = IMG_WALL;
else if (left_stopped)
{
- graphic = IMG_WALL_GROWING_ACTIVE_RIGHT;
+ graphic = IMG_EXPANDABLE_WALL_GROWING_RIGHT;
frame = graphic_info[graphic].anim_frames - 1;
}
else if (right_stopped)
{
- graphic = IMG_WALL_GROWING_ACTIVE_LEFT;
+ graphic = IMG_EXPANDABLE_WALL_GROWING_LEFT;
frame = graphic_info[graphic].anim_frames - 1;
}
}
#if 0
- else if (IS_AMOEBOID(element) || element == EL_AMOEBA_DRIPPING)
+ else if (IS_AMOEBOID(element) || element == EL_AMOEBA_DROPPING)
{
graphic = (element == EL_BD_AMOEBA ? IMG_BD_AMOEBA_PART1 :
element == EL_AMOEBA_WET ? IMG_AMOEBA_WET_PART1 :
#endif
#if 0
- if (IS_AMOEBOID(element) || element == EL_AMOEBA_DRIPPING)
+ if (IS_AMOEBOID(element) || element == EL_AMOEBA_DROPPING)
{
- if (Feld[lx][ly] == EL_AMOEBA_DRIPPING)
+ if (Feld[lx][ly] == EL_AMOEBA_DROPPING)
printf("---> %d -> %d / %d [%d]\n",
element, graphic, frame, GfxRandom[lx][ly]);
}
element = Feld[lx][ly];
if (element == EL_SAND ||
+#if 1
+ (element == EL_EMPTY_SPACE && GfxElement[lx][ly] == EL_SAND) ||
+#endif
element == EL_LANDMINE ||
element == EL_TRAP ||
element == EL_TRAP_ACTIVE)
element = Feld[lxx][lyy];
if (element == EL_SAND ||
+#if 1
+ (element == EL_EMPTY_SPACE && GfxElement[lxx][lyy] == EL_SAND) ||
+#endif
element == EL_LANDMINE ||
element == EL_TRAP ||
element == EL_TRAP_ACTIVE)
if (!IN_LEV_FIELD(lxx, lyy) ||
(Feld[lxx][lyy] != EL_SAND &&
+#if 1
+ !(Feld[lxx][lyy] == EL_EMPTY_SPACE && GfxElement[lxx][lyy] == EL_SAND) &&
+#endif
Feld[lxx][lyy] != EL_LANDMINE &&
Feld[lxx][lyy] != EL_TRAP &&
Feld[lxx][lyy] != EL_TRAP_ACTIVE) ||
if (element == EL_QUICKSAND_EMPTYING ||
element == EL_MAGIC_WALL_EMPTYING ||
element == EL_BD_MAGIC_WALL_EMPTYING ||
- element == EL_AMOEBA_DRIPPING)
+ element == EL_AMOEBA_DROPPING)
cut_mode = CUT_ABOVE;
else if (element == EL_QUICKSAND_FILLING ||
element == EL_MAGIC_WALL_FILLING ||
if (element_old == EL_QUICKSAND_EMPTYING ||
element_old == EL_MAGIC_WALL_EMPTYING ||
element_old == EL_BD_MAGIC_WALL_EMPTYING ||
- element_old == EL_AMOEBA_DRIPPING)
+ element_old == EL_AMOEBA_DROPPING)
cut_mode = CUT_ABOVE;
DrawScreenElement(x, y, EL_EMPTY);
static int door1 = DOOR_OPEN_1;
static int door2 = DOOR_CLOSE_2;
static unsigned long door_delay = 0;
- int x, start, stepsize = 2;
- unsigned long door_delay_value = stepsize * 5;
+ int x, start, stepsize = global.door_step_offset;
+ unsigned long door_delay_value = global.door_step_delay;
if (door_state == DOOR_GET_STATE)
return(door1 | door2);
{
int player_nr = id - TOOL_CTRL_ID_PLAYER_1;
- getMiniGraphicSource(PLAYER_NR_GFX(IMG_PLAYER1, player_nr),
+ getMiniGraphicSource(PLAYER_NR_GFX(IMG_PLAYER_1, player_nr),
&deco_bitmap, &deco_x, &deco_y);
deco_xpos = (toolbutton_info[i].width - MINI_TILEX) / 2;
deco_ypos = (toolbutton_info[i].height - MINI_TILEY) / 2;
case EL_MAGIC_WALL_EMPTYING: return EL_MAGIC_WALL_ACTIVE;
case EL_BD_MAGIC_WALL_FILLING: return EL_BD_MAGIC_WALL_FULL;
case EL_BD_MAGIC_WALL_EMPTYING: return EL_BD_MAGIC_WALL_ACTIVE;
- case EL_AMOEBA_DRIPPING: return EL_AMOEBA_WET;
+ case EL_AMOEBA_DROPPING: return EL_AMOEBA_WET;
default: return element;
}