void DrawLevelElementAnimation(int x, int y, int element)
{
#if 1
- int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
#else
if (!IN_LEV_FIELD(x, y) || !IN_SCR_FIELD(sx, sy))
return;
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
if (!IS_NEW_FRAME(GfxFrame[x][y], graphic))
return;
DrawLevelFieldCrumbledSand(x, y);
}
+static int getPlayerGraphic(struct PlayerInfo *player, int move_dir)
+{
+ if (player->use_murphy_graphic)
+ {
+ /* this works only because currently only one player can be "murphy" ... */
+ static int last_horizontal_dir = MV_LEFT;
+ int graphic = el_act_dir2img(EL_SP_MURPHY, player->GfxAction, move_dir);
+
+ if (move_dir == MV_LEFT || move_dir == MV_RIGHT)
+ last_horizontal_dir = move_dir;
+
+ if (graphic == IMG_SP_MURPHY) /* undefined => use special graphic */
+ {
+ int direction = (player->is_snapping ? move_dir : last_horizontal_dir);
+
+ graphic = el_act_dir2img(EL_SP_MURPHY, player->GfxAction, direction);
+ }
+
+ return graphic;
+ }
+ else
+ return el_act_dir2img(player->element_nr, player->GfxAction, move_dir);
+}
+
void DrawAllPlayers()
{
int i;
void DrawPlayer(struct PlayerInfo *player)
{
+ int jx = player->jx;
+ int jy = player->jy;
+ int move_dir = player->MovDir;
#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);
- 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;
+ int last_jx = player->last_jx;
+ int last_jy = player->last_jy;
+ int next_jx = jx + (jx - last_jx);
+ int 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;
+ boolean player_is_moving = (player->MovPos ? TRUE : FALSE);
+#endif
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
+ int last_player_graphic = getPlayerGraphic(player, move_dir);
+ int last_player_frame = player->Frame;
+ int frame = 0;
if (!player->active || !IN_SCR_FIELD(SCREENX(last_jx), SCREENY(last_jy)))
return;
#if DEBUG
- if (!IN_LEV_FIELD(jx,jy))
+ if (!IN_LEV_FIELD(jx, jy))
{
printf("DrawPlayerField(): x = %d, y = %d\n",jx,jy);
printf("DrawPlayerField(): sx = %d, sy = %d\n",sx,sy);
if (element == EL_EXPLOSION)
return;
- action = (player->Pushing ? ACTION_PUSHING :
- player->is_digging ? ACTION_DIGGING :
+ action = (player->is_pushing ? ACTION_PUSHING :
+ player->is_digging ? ACTION_DIGGING :
player->is_collecting ? ACTION_COLLECTING :
- player->is_moving ? ACTION_MOVING :
- player->snapped ? ACTION_SNAPPING : ACTION_DEFAULT);
+ player->is_moving ? ACTION_MOVING :
+ player->is_snapping ? ACTION_SNAPPING : ACTION_DEFAULT);
#if 0
printf("::: '%s'\n", element_action_info[action].suffix);
else
DrawLevelField(last_jx, last_jy);
- if (player->Pushing && IN_SCR_FIELD(SCREENX(next_jx), SCREENY(next_jy)))
- {
-#if 1
-#if 1
+ if (player->is_pushing && IN_SCR_FIELD(SCREENX(next_jx), SCREENY(next_jy)))
DrawLevelElement(next_jx, next_jy, EL_EMPTY);
-#else
- if (player->GfxPos)
- {
- if (Feld[next_jx][next_jy] == EL_SOKOBAN_FIELD_FULL)
- DrawLevelElement(next_jx, next_jy, EL_SOKOBAN_FIELD_EMPTY);
- else
- DrawLevelElement(next_jx, next_jy, EL_EMPTY);
- }
- else
- DrawLevelField(next_jx, next_jy);
-#endif
-#endif
- }
}
if (!IN_SCR_FIELD(sx, sy))
{
if (player_is_moving && GfxElement[jx][jy] != EL_UNDEFINED)
{
-#if 1
if (GFX_CRUMBLED(GfxElement[jx][jy]))
DrawLevelFieldCrumbledSandDigging(jx, jy, move_dir, player->StepFrame);
-#else
- if (GfxElement[jx][jy] == EL_SAND)
- DrawLevelFieldCrumbledSandDigging(jx, jy, move_dir, player->StepFrame);
-#endif
else
{
int old_element = GfxElement[jx][jy];
/* draw player himself */
/* ----------------------------------------------------------------------- */
+#if 1
+
+ graphic = getPlayerGraphic(player, move_dir);
+
+ /* in the case of changed player action or direction, prevent the current
+ animation frame from being restarted for identical animations */
+ if (player->Frame == 0 &&
+ graphic_info[graphic].bitmap == graphic_info[last_player_graphic].bitmap)
+ player->Frame = last_player_frame;
+
+#else
+
if (player->use_murphy_graphic)
{
static int last_horizontal_dir = MV_LEFT;
- int direction;
if (move_dir == MV_LEFT || move_dir == MV_RIGHT)
last_horizontal_dir = move_dir;
- direction = (player->snapped ? move_dir : last_horizontal_dir);
+ graphic = el_act_dir2img(EL_SP_MURPHY, player->GfxAction, move_dir);
- graphic = el_act_dir2img(EL_SP_MURPHY, player->GfxAction, direction);
+ if (graphic == IMG_SP_MURPHY) /* undefined => use special graphic */
+ {
+ int direction = (player->is_snapping ? move_dir : last_horizontal_dir);
+
+ graphic = el_act_dir2img(EL_SP_MURPHY, player->GfxAction, direction);
+ }
}
else
graphic = el_act_dir2img(player->element_nr, player->GfxAction, move_dir);
+#endif
+
frame = getGraphicAnimationFrame(graphic, player->Frame);
if (player->GfxPos)
#if 0
printf("::: %d, %d [%d, %d] [%d]\n",
- player->Pushing, player_is_moving, player->GfxAction,
+ player->is_pushing, player_is_moving, player->GfxAction,
player->is_moving, player_is_moving);
#endif
#if 1
- if (player->Pushing && player->is_moving)
+ if (player->is_pushing && player->is_moving)
#else
- if (player->Pushing && player_is_moving)
+ if (player->is_pushing && player_is_moving)
#endif
{
int px = SCREENX(next_jx), py = SCREENY(next_jy);
if (Back[next_jx][next_jy])
DrawLevelElement(next_jx, next_jy, Back[next_jx][next_jy]);
-#if 1
if ((sxx || syy) && element == EL_SOKOBAN_OBJECT)
DrawGraphicShiftedThruMask(px, py, sxx, syy, IMG_SOKOBAN_OBJECT, 0,
NO_CUTTING);
-#else
- if ((sxx || syy) &&
- (element == EL_SOKOBAN_FIELD_EMPTY ||
- Feld[next_jx][next_jy] == EL_SOKOBAN_FIELD_FULL))
- DrawGraphicShiftedThruMask(px, py, sxx, syy, IMG_SOKOBAN_OBJECT, 0,
- NO_CUTTING);
-#endif
else
{
-#if 1
int element = MovingOrBlocked2Element(next_jx, next_jy);
-#else
+ int graphic = el_act_dir2img(element, ACTION_PUSHING, move_dir);
#if 1
- int element = Feld[jx][jy];
+ int frame = getGraphicAnimationFrame(graphic, player->StepFrame);
#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_PUSHING, move_dir);
- frame = getGraphicAnimationFrame(graphic, player->Frame);
- }
-
-#if 0
- printf("::: pushing %d: %d ...\n", sxx, frame);
+ int frame = getGraphicAnimationFrame(graphic, player->Frame);
#endif
DrawGraphicShifted(px, py, sxx, syy, graphic, frame,
NO_CUTTING, NO_MASKING);
-#endif
}
}
if (player_is_moving && last_element == EL_EXPLOSION)
{
-#if 1
int graphic = el_act2img(GfxElement[last_jx][last_jy], ACTION_EXPLODING);
-#else
- int stored = Store[last_jx][last_jy];
- int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
- stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
- IMG_SP_EXPLOSION);
-#endif
int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
int phase = ExplodePhase[last_jx][last_jy] - 1;
int frame = getGraphicAnimationFrame(graphic, phase - delay);
{
SetRandomAnimationValue(lx, ly);
- graphic = el_act_dir2img(element, GfxAction[lx][ly], MovDir[lx][ly]);
+ graphic = el_act_dir2img(element, GfxAction[lx][ly], GfxDir[lx][ly]);
frame = getGraphicAnimationFrame(graphic, GfxFrame[lx][ly]);
}
else /* border element */