rnd-20031124-1-src
[rocksndiamonds.git] / src / tools.c
index a2d051fb1a87df424f3e5f704248e13110296684..e28f068e467df5a93d88eb2f8f06fd53d67be701 100644 (file)
@@ -486,7 +486,7 @@ void DrawLevelGraphicAnimation(int x, int y, int graphic)
 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
@@ -518,7 +518,7 @@ void DrawLevelElementAnimationIfNeeded(int x, int y, int element)
   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;
@@ -529,6 +529,43 @@ void DrawLevelElementAnimationIfNeeded(int x, int y, int element)
     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);
+}
+
+static boolean equalGraphics(int graphic1, int graphic2)
+{
+  struct GraphicInfo *g1 = &graphic_info[graphic1];
+  struct GraphicInfo *g2 = &graphic_info[graphic2];
+
+  return (g1->bitmap      == g2->bitmap &&
+         g1->src_x       == g2->src_x &&
+         g1->src_y       == g2->src_y &&
+         g1->anim_frames == g2->anim_frames &&
+         g1->anim_delay  == g2->anim_delay &&
+         g1->anim_mode   == g2->anim_mode);
+}
+
 void DrawAllPlayers()
 {
   int i;
@@ -548,41 +585,38 @@ void DrawPlayerField(int x, int y)
 
 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);
@@ -594,11 +628,19 @@ void DrawPlayer(struct PlayerInfo *player)
   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   :
+           player->is_sleeping   ? ACTION_SLEEPING   :
+           player->is_bored      ? ACTION_BORING     :
+           player->is_waiting    ? ACTION_WAITING    : ACTION_DEFAULT);
+
+  if (player->is_bored || player->is_sleeping)
+  {
+    /* ... */
+  }
 
 #if 0
   printf("::: '%s'\n", element_action_info[action].suffix);
@@ -632,24 +674,8 @@ void DrawPlayer(struct PlayerInfo *player)
     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))
@@ -670,13 +696,8 @@ void DrawPlayer(struct PlayerInfo *player)
   {
     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];
@@ -698,21 +719,38 @@ void DrawPlayer(struct PlayerInfo *player)
   /* 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 && equalGraphics(graphic, last_player_graphic))
+    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);
+
+    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);
+      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)
@@ -743,14 +781,14 @@ void DrawPlayer(struct PlayerInfo *player)
 
 #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);
@@ -758,48 +796,21 @@ void DrawPlayer(struct PlayerInfo *player)
     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
     }
   }
 
@@ -820,14 +831,7 @@ void DrawPlayer(struct PlayerInfo *player)
 
   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);
@@ -1128,7 +1132,7 @@ void DrawScreenElementExt(int x, int y, int dx, int dy, int element,
   {
     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 */