X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=d4c0402560342f08c47abe16dcef0883906d35f3;hb=5bed0c59a91d32e2e82def3a95625b26bb8610a4;hp=efc81e4e56214c58ac33a36004e828df3303d4e9;hpb=0c8ca57132eb4cfa4a941409e55aabe5c49ebe15;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index efc81e4e..d4c04025 100644 --- a/src/game.c +++ b/src/game.c @@ -3878,6 +3878,7 @@ void InitGame(void) GfxFrame[x][y] = 0; GfxRandom[x][y] = INIT_GFX_RANDOM(); + GfxRandomStatic[x][y] = INIT_GFX_RANDOM(); GfxElement[x][y] = EL_UNDEFINED; GfxAction[x][y] = ACTION_DEFAULT; GfxDir[x][y] = MV_NONE; @@ -4479,6 +4480,8 @@ void InitGame(void) if (setup.sound_music) PlayLevelMusic(); } + + SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions); } void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y, @@ -5473,7 +5476,7 @@ void DrawDynamite(int x, int y) else if (game.use_masked_elements) DrawLevelElement(x, y, EL_EMPTY); - frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + frame = getGraphicAnimationFrameXY(graphic, x, y); if (Back[x][y] || Store[x][y] || game.use_masked_elements) DrawGraphicThruMask(sx, sy, graphic, frame); @@ -6032,7 +6035,7 @@ static void Explode(int ex, int ey, int phase, int mode) else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING); - int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + int frame = getGraphicAnimationFrameXY(graphic, x, y); if (phase == delay) TEST_DrawLevelFieldCrumbled(x, y); @@ -8221,7 +8224,7 @@ static void StartMoving(int x, int y) dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT : dir == MV_UP ? IMG_FLAMES_1_UP : dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY); - int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + int frame = getGraphicAnimationFrameXY(graphic, x, y); GfxAction[x][y] = ACTION_ATTACKING; @@ -15966,6 +15969,7 @@ static ListNode *SaveEngineSnapshotBuffers(void) SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame)); SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic)); SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement)); SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction)); SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));