#define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1)
#define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1)
#define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1)
+#define USE_FIXED_BORDER_RUNNING_GFX (USE_NEW_STUFF * 1)
#define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
player->last_move_dir = MV_NONE;
+ player->is_active = FALSE;
+
player->is_waiting = FALSE;
player->is_moving = FALSE;
player->is_auto_moving = FALSE;
player->move_delay_value = original_move_delay_value;
}
+ player->is_active = FALSE;
+
if (player->last_move_dir & MV_HORIZONTAL)
{
if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
}
+#if USE_FIXED_BORDER_RUNNING_GFX
+ if (!moved && !player->is_active)
+ {
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ player->is_snapping = FALSE;
+ player->is_pushing = FALSE;
+ }
+#endif
+
jx = player->jx;
jy = player->jy;
}
player->is_pushing = TRUE;
+ player->is_active = TRUE;
if (!(IN_LEV_FIELD(nextx, nexty) &&
(IS_FREE(nextx, nexty) ||
if (is_player) /* function can also be called by EL_PENGUIN */
{
if (Feld[x][y] != element) /* really digged/collected something */
+ {
player->is_collecting = !player->is_digging;
+ player->is_active = TRUE;
+ }
}
return MP_MOVING;
return FALSE;
player->is_snapping = TRUE;
+ player->is_active = TRUE;
if (player->MovPos == 0)
{
IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e))
#define EL_NAME(e) ((e) >= 0 ? element_info[e].token_name : "(?)")
+#define MV_TEXT(d) ((d) == MV_NONE ? "MV_NONE" : \
+ (d) == MV_LEFT ? "MV_LEFT" : \
+ (d) == MV_RIGHT ? "MV_RIGHT" : \
+ (d) == MV_UP ? "MV_UP" : \
+ (d) == MV_DOWN ? "MV_DOWN" : "(various)")
/* fundamental game speed values */
#define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */