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];
+ int element = Feld[jx][jy], last_element = Feld[last_jx][last_jy];
int graphic, phase;
+ boolean player_is_moving = (last_jx != jx || last_jy != jy ? TRUE : FALSE);
if (!player->active || player->gone ||
!IN_SCR_FIELD(SCREENX(last_jx), SCREENY(last_jy)))
/* draw things in the field the player is leaving, if needed */
+ /*
if (last_jx != jx || last_jy != jy)
+ */
+
+ if (player_is_moving)
{
- if (Store[last_jx][last_jy] && IS_DRAWABLE(Feld[last_jx][last_jy]))
+ if (Store[last_jx][last_jy] && IS_DRAWABLE(last_element))
{
DrawLevelElement(last_jx, last_jy, Store[last_jx][last_jy]);
DrawLevelFieldThruMask(last_jx, last_jy);
}
- else if (Feld[last_jx][last_jy] == EL_DYNAMIT)
+ else if (last_element == EL_DYNAMIT)
DrawDynamite(last_jx, last_jy);
else
DrawLevelField(last_jx, last_jy);
{
static int last_dir = MV_LEFT;
boolean action_moving =
- ((player->action & (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)) &&
- !(player->action & ~(MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)));
+ (player_is_moving ||
+ ((player->action & (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)) &&
+ !(player->action & ~(MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN))));
graphic = GFX_SP_MURPHY;
{
int px = SCREENX(next_jx), py = SCREENY(next_jy);
- if (Feld[jx][jy] == EL_SOKOBAN_FELD_LEER ||
+ if (element == EL_SOKOBAN_FELD_LEER ||
Feld[next_jx][next_jy] == EL_SOKOBAN_FELD_VOLL)
DrawGraphicShiftedThruMask(px, py, sxx, syy, GFX_SOKOBAN_OBJEKT,
NO_CUTTING);
}
}
- /* draw things in front of player (EL_DYNAMIT || EL_DYNABOMB) */
+ /* draw things in front of player (EL_DYNAMIT or EL_DYNABOMB) */
if (element == EL_DYNAMIT || element == EL_DYNABOMB)
{
DrawGraphicThruMask(sx, sy, graphic + phase);
}
- if ((last_jx != jx || last_jy != jy) &&
- Feld[last_jx][last_jy] == EL_EXPLODING)
+ /*
+ if ((last_jx != jx || last_jy != jy) && last_element == EL_EXPLODING)
+ */
+
+ if (player_is_moving && last_element == EL_EXPLODING)
{
int phase = Frame[last_jx][last_jy];
int delay = 2;
GFX_EXPLOSION + ((phase - 1) / delay - 1));
}
+ /* draw elements that stay over the player */
+ /* handle the field the player is leaving ... */
+ if (player_is_moving && IS_OVER_PLAYER(last_element))
+ DrawLevelField(last_jx, last_jy);
+ /* ... and the field the player is entering */
+ if (IS_OVER_PLAYER(element))
+ DrawLevelField(jx, jy);
+
if (setup.direct_draw)
{
int dest_x = SX + SCREENX(MIN(jx, last_jx)) * TILEX;
else if (graphic >= GFX_START_ROCKSMORE && graphic <= GFX_END_ROCKSMORE)
{
graphic -= GFX_START_ROCKSMORE;
+ graphic -= ((graphic / MORE_PER_LINE) * MORE_PER_LINE) / 2;
*pixmap = pix[PIX_MORE];
*x = MINI_MORE_STARTX + (graphic % MINI_MORE_PER_LINE) * MINI_TILEX;
*y = MINI_MORE_STARTY + (graphic / MINI_MORE_PER_LINE) * MINI_TILEY;
if (graphic >= GFX_START_ROCKSMORE && graphic <= GFX_END_ROCKSMORE)
{
graphic -= GFX_START_ROCKSMORE;
+ graphic -= ((graphic / MORE_PER_LINE) * MORE_PER_LINE) / 2;
XCopyArea(display, pix[PIX_MORE], drawto, gc,
MICRO_MORE_STARTX + (graphic % MICRO_MORE_PER_LINE) *MICRO_TILEX,
MICRO_MORE_STARTY + (graphic / MICRO_MORE_PER_LINE) *MICRO_TILEY,
/* ^^^^^^^^^^ non-standard position in supaplex graphic set! */
case EL_INVISIBLE_STEEL: return GFX_INVISIBLE_STEEL;
case EL_BLACK_ORB: return GFX_BLACK_ORB;
+ case EL_EM_GATE_1: return GFX_EM_GATE_1;
+ case EL_EM_GATE_2: return GFX_EM_GATE_2;
+ case EL_EM_GATE_3: return GFX_EM_GATE_3;
+ case EL_EM_GATE_4: return GFX_EM_GATE_4;
+ case EL_EM_GATE_1X: return GFX_EM_GATE_1X;
+ case EL_EM_GATE_2X: return GFX_EM_GATE_2X;
+ case EL_EM_GATE_3X: return GFX_EM_GATE_3X;
+ case EL_EM_GATE_4X: return GFX_EM_GATE_4X;
default:
{