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
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);
return font_info[font_nr].special_graphic[GFX_SPECIAL_ARG_DEFAULT];
}
-int getGameFrameDelay_EM(int native_em_game_frame_delay)
+void setCenteredPlayerNr_EM(int centered_player_nr)
{
- int game_frame_delay_value;
-
- game_frame_delay_value =
- (tape.playing && tape.fast_forward ? FfwdFrameDelay :
- GameFrameDelay == GAME_FRAME_DELAY ? native_em_game_frame_delay :
- GameFrameDelay);
-
- if (tape.playing && tape.warp_forward && !tape.pausing)
- game_frame_delay_value = 0;
-
- return game_frame_delay_value;
+ game.centered_player_nr = game.centered_player_nr_next = centered_player_nr;
}
int getCenteredPlayerNr_EM()
return game.centered_player_nr;
}
+int getActivePlayers_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;
+}
+
+int getGameFrameDelay_EM(int native_em_game_frame_delay)
+{
+ int game_frame_delay_value;
+
+ game_frame_delay_value =
+ (tape.playing && tape.fast_forward ? FfwdFrameDelay :
+ GameFrameDelay == GAME_FRAME_DELAY ? native_em_game_frame_delay :
+ GameFrameDelay);
+
+ if (tape.playing && tape.warp_forward && !tape.pausing)
+ game_frame_delay_value = 0;
+
+ return game_frame_delay_value;
+}
+
unsigned int InitRND(long seed)
{
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)