rnd-20030313-1-src
[rocksndiamonds.git] / src / tools.c
index a58a51c22bfa466675615c2d8e25321fe80f04f0..4a97ee8ede78654d89c1978f2cea293521c4f806 100644 (file)
@@ -542,6 +542,7 @@ void DrawPlayer(struct PlayerInfo *player)
   int graphic;
   int frame = 0;
   boolean player_is_moving = (last_jx != jx || last_jy != jy ? TRUE : FALSE);
+  int current_action = ACTION_DEFAULT;
 
   if (!player->active || !IN_SCR_FIELD(SCREENX(last_jx), SCREENY(last_jy)))
     return;
@@ -559,6 +560,14 @@ void DrawPlayer(struct PlayerInfo *player)
   if (element == EL_EXPLOSION)
     return;
 
+  current_action = (player->Pushing ? ACTION_PUSHING :
+                   player->is_digging ? ACTION_DIGGING :
+                   player->is_collecting ? ACTION_COLLECTING :
+                   player->is_moving ? ACTION_MOVING :
+                   player->snapped ? ACTION_SNAPPING : ACTION_DEFAULT);
+
+  InitPlayerGfxAnimation(player, current_action, player->MovDir);
+
   /* ----------------------------------------------------------------------- */
   /* draw things in the field the player is leaving, if needed               */
   /* ----------------------------------------------------------------------- */
@@ -607,20 +616,71 @@ void DrawPlayer(struct PlayerInfo *player)
 
   if (Store[jx][jy])
     DrawLevelElement(jx, jy, Store[jx][jy]);
-  else if (!IS_ACTIVE_BOMB(element))
-    DrawLevelField(jx, jy);
-  else
+  else if (IS_ACTIVE_BOMB(element))
     DrawLevelElement(jx, jy, EL_EMPTY);
+  else
+  {
+    if (player_is_moving && GfxElement[jx][jy] != EL_UNDEFINED)
+    {
+      int old_element = GfxElement[jx][jy];
+      int old_graphic =
+       el_act_dir2img(old_element, ACTION_DIGGING, player->MovDir);
+      int frame = getGraphicAnimationFrame(old_graphic, player->StepFrame);
+
+#if 0
+      Bitmap *src_bitmap;
+      int src_x, src_y;
+      int width = TILEX, height = TILEY;
+      int cx = 0, cy = 0;
+
+      if (player->MovDir == MV_UP)
+      {
+       cy = player->GfxPos;
+       height -= cy;
+      }
+      else if (player->MovDir == MV_DOWN)
+      {
+       cy = 0;
+       height = TILEY - player->GfxPos;
+      }
+      else if (player->MovDir == MV_LEFT)
+      {
+       cx = player->GfxPos;
+       width -= cx;
+      }
+      else if (player->MovDir == MV_RIGHT)
+      {
+       cx = 0;
+       width = TILEX - player->GfxPos;
+      }
+
+      getGraphicSource(old_graphic, frame, &src_bitmap, &src_x, &src_y);
+
+      BlitBitmap(src_bitmap, drawto_field, src_x + cx, src_y + cy,
+                width, height, FX + sx * TILEX + cx, FY + sy * TILEY + cy);
+#else
+#if 0
+      printf("::: %d, %d, %d, %d => %d, %d [%d, %d, %d]\n",
+            old_element, ACTION_DIGGING, player->MovDir, player->Frame,
+            old_graphic, frame,
+            player->MovPos, player->GfxPos, player->StepFrame);
+#endif
+
+      DrawGraphic(sx, sy, old_graphic, frame);
+#endif
+    }
+    else
+    {
+      GfxElement[jx][jy] = EL_UNDEFINED;
+
+      DrawLevelField(jx, jy);
+    }
+  }
 
   /* ----------------------------------------------------------------------- */
   /* draw player himself                                                     */
   /* ----------------------------------------------------------------------- */
 
-  player->GfxAction = (player->Pushing ? ACTION_PUSHING :
-                      player->is_digging ? ACTION_DIGGING :
-                      player->is_moving ? ACTION_MOVING :
-                      player->snapped ? ACTION_SNAPPING : ACTION_DEFAULT);
-
   if (player->use_murphy_graphic)
   {
     static int last_horizontal_dir = MV_LEFT;
@@ -1161,6 +1221,9 @@ void DrawCrumbledSand(int x, int y)
   element = Feld[lx][ly];
 
   if (element == EL_SAND ||
+#if 1
+      (element == EL_EMPTY_SPACE && GfxElement[lx][ly] == EL_SAND) ||
+#endif
       element == EL_LANDMINE ||
       element == EL_TRAP ||
       element == EL_TRAP_ACTIVE)
@@ -1186,6 +1249,9 @@ void DrawCrumbledSand(int x, int y)
        element = Feld[lxx][lyy];
 
       if (element == EL_SAND ||
+#if 1
+         (element == EL_EMPTY_SPACE && GfxElement[lxx][lyy] == EL_SAND) ||
+#endif
          element == EL_LANDMINE ||
          element == EL_TRAP ||
          element == EL_TRAP_ACTIVE)
@@ -1231,6 +1297,9 @@ void DrawCrumbledSand(int x, int y)
 
       if (!IN_LEV_FIELD(lxx, lyy) ||
          (Feld[lxx][lyy] != EL_SAND &&
+#if 1
+          !(Feld[lxx][lyy] == EL_EMPTY_SPACE && GfxElement[lxx][lyy] == EL_SAND) &&
+#endif
           Feld[lxx][lyy] != EL_LANDMINE &&
           Feld[lxx][lyy] != EL_TRAP &&
           Feld[lxx][lyy] != EL_TRAP_ACTIVE) ||
@@ -1988,8 +2057,8 @@ unsigned int MoveDoor(unsigned int door_state)
   static int door1 = DOOR_OPEN_1;
   static int door2 = DOOR_CLOSE_2;
   static unsigned long door_delay = 0;
-  int x, start, stepsize = 2;
-  unsigned long door_delay_value = stepsize * 5;
+  int x, start, stepsize = global.door_step_offset;
+  unsigned long door_delay_value = global.door_step_delay;
 
   if (door_state == DOOR_GET_STATE)
     return(door1 | door2);
@@ -2018,8 +2087,8 @@ unsigned int MoveDoor(unsigned int door_state)
     stepsize = 20;
     door_delay_value = 0;
 
-    StopSound(SND_MENU_DOOR_OPENING);
-    StopSound(SND_MENU_DOOR_CLOSING);
+    StopSound(SND_DOOR_OPENING);
+    StopSound(SND_DOOR_CLOSING);
   }
 
   if (global.autoplay_leveldir)
@@ -2034,9 +2103,9 @@ unsigned int MoveDoor(unsigned int door_state)
     {
       /* opening door sound has priority over simultaneously closing door */
       if (door_state & (DOOR_OPEN_1 | DOOR_OPEN_2))
-       PlaySoundStereo(SND_MENU_DOOR_OPENING, SOUND_MAX_RIGHT);
+       PlaySoundStereo(SND_DOOR_OPENING, SOUND_MIDDLE);
       else if (door_state & (DOOR_CLOSE_1 | DOOR_CLOSE_2))
-       PlaySoundStereo(SND_MENU_DOOR_CLOSING, SOUND_MAX_RIGHT);
+       PlaySoundStereo(SND_DOOR_CLOSING, SOUND_MIDDLE);
     }
 
     start = ((door_state & DOOR_NO_DELAY) ? DXSIZE : 0);
@@ -2134,8 +2203,8 @@ unsigned int MoveDoor(unsigned int door_state)
 
   if (setup.quick_doors)
   {
-    StopSound(SND_MENU_DOOR_OPENING);
-    StopSound(SND_MENU_DOOR_CLOSING);
+    StopSound(SND_DOOR_OPENING);
+    StopSound(SND_DOOR_CLOSING);
   }
 
   if (door_state & DOOR_ACTION_1)