void DrawPlayer(struct PlayerInfo *player)
{
+#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);
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;
+ 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
if (!player->active || !IN_SCR_FIELD(SCREENX(last_jx), SCREENY(last_jy)))
return;
/* draw things in the field the player is leaving, if needed */
/* ----------------------------------------------------------------------- */
+#if 1
+ if (player->is_moving)
+#else
if (player_is_moving)
+#endif
{
if (Back[last_jx][last_jy] && IS_DRAWABLE(last_element))
{
if (player->Pushing && IN_SCR_FIELD(SCREENX(next_jx), SCREENY(next_jy)))
{
+#if 1
#if 1
DrawLevelElement(next_jx, next_jy, EL_EMPTY);
#else
}
else
DrawLevelField(next_jx, next_jy);
+#endif
#endif
}
}
/* draw things the player is pushing, if needed */
/* ----------------------------------------------------------------------- */
+#if 0
+ printf("::: %d, %d [%d, %d] [%d]\n",
+ player->Pushing, player_is_moving, player->GfxAction,
+ player->is_moving, player_is_moving);
+#endif
+
+#if 1
+ if (player->Pushing && player->is_moving)
+#else
if (player->Pushing && player_is_moving)
+#endif
{
int px = SCREENX(next_jx), py = SCREENY(next_jy);
#endif
else
{
+#if 1
+ int element = MovingOrBlocked2Element(next_jx, next_jy);
+#else
#if 1
int element = Feld[jx][jy];
#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_MOVING, move_dir);
+ graphic = el_act_dir2img(element, ACTION_PUSHING, move_dir);
frame = getGraphicAnimationFrame(graphic, player->Frame);
}
+#if 0
+ printf("::: pushing %d: %d ...\n", sxx, frame);
+#endif
+
DrawGraphicShifted(px, py, sxx, syy, graphic, frame,
NO_CUTTING, NO_MASKING);
+#endif
}
}
if (!IN_LEV_FIELD(x, y))
return;
- element = (GfxElement[x][y] != EL_UNDEFINED ? GfxElement[x][y] : Feld[x][y]);
+ element = (GfxElement[x][y] != EL_UNDEFINED && Feld[x][y] != EL_EXPLOSION ?
+ GfxElement[x][y] : Feld[x][y]);
/* crumble field itself */
if (CAN_BE_CRUMBLED(element) && !IS_MOVING(x, y))
if (CAN_BE_CRUMBLED(element) && !IS_MOVING(xx, yy))
continue;
+#if 0
+ if (Feld[x][y] == EL_CUSTOM_START + 123)
+ printf("::: crumble [%d] THE CHAOS ENGINE (%d, %d): %d, %d\n",
+ i, Feld[x][y], element,
+ CAN_BE_CRUMBLED(element), IS_MOVING(x, y));
+#endif
+
if (i == 1 || i == 2)
{
width = snip;