X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=7930740727592e7928e5ca9d175d3929b837f09c;hp=3d2f055f27c88415dccb499d83d65932ad8a5f1e;hb=a6efe2588be311465fcaaf00ecb84c8e8e25f26f;hpb=567cfcb396e3fc031a25362b747dd0a5a096b4ec diff --git a/src/game.c b/src/game.c index 3d2f055f..79307407 100644 --- a/src/game.c +++ b/src/game.c @@ -2050,6 +2050,16 @@ static int compareGamePanelOrderInfo(const void *object1, const void *object2) return compare_result; } +int getPlayerInventorySize(int player_nr) +{ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + return level.native_em_level->ply[player_nr]->dynamite; + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + return level.native_sp_level->game_sp->red_disk_count; + else + return stored_player[player_nr].inventory_size; +} + void InitGameControlValues() { int i; @@ -2187,15 +2197,8 @@ void UpdateGameControlValues() get_key_element_from_nr(k); } - if (level.game_engine_type == GAME_ENGINE_TYPE_EM) - game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += - level.native_em_level->ply[i]->dynamite; - else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) - game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += - level.native_sp_level->game_sp->red_disk_count; - else - game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += - stored_player[i].inventory_size; + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + getPlayerInventorySize(i); if (stored_player[i].num_white_keys > 0) game_panel_controls[GAME_PANEL_KEY_WHITE].value = @@ -2222,15 +2225,8 @@ void UpdateGameControlValues() get_key_element_from_nr(k); } - if (level.game_engine_type == GAME_ENGINE_TYPE_EM) - game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += - level.native_em_level->ply[player_nr]->dynamite; - else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) - game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += - level.native_sp_level->game_sp->red_disk_count; - else - game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += - stored_player[player_nr].inventory_size; + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + getPlayerInventorySize(player_nr); if (stored_player[player_nr].num_white_keys > 0) game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE; @@ -4594,11 +4590,10 @@ void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) } } -static void ResetGfxFrame(int x, int y, boolean redraw) +static void ResetGfxFrame(int x, int y) { int element = Feld[x][y]; int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); - int last_gfx_frame = GfxFrame[x][y]; if (graphic_info[graphic].anim_global_sync) GfxFrame[x][y] = FrameCounter; @@ -4608,9 +4603,6 @@ static void ResetGfxFrame(int x, int y, boolean redraw) GfxFrame[x][y] = element_info[element].collect_score; else if (ANIM_MODE(graphic) == ANIM_CE_DELAY) GfxFrame[x][y] = ChangeDelay[x][y]; - - if (redraw && GfxFrame[x][y] != last_gfx_frame) - DrawLevelGraphicAnimation(x, y, graphic); } static void ResetGfxAnimation(int x, int y) @@ -4619,7 +4611,7 @@ static void ResetGfxAnimation(int x, int y) GfxDir[x][y] = MovDir[x][y]; GfxFrame[x][y] = 0; - ResetGfxFrame(x, y, FALSE); + ResetGfxFrame(x, y); } static void ResetRandomAnimationValue(int x, int y) @@ -7080,7 +7072,7 @@ static void TurnRound(int x, int y) if (MovDelay[x][y]) GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction); - ResetGfxFrame(x, y, FALSE); + ResetGfxFrame(x, y); } static boolean JustBeingPushed(int x, int y) @@ -11300,7 +11292,7 @@ void GameActions_RND_Main() void GameActions_RND() { int magic_wall_x = 0, magic_wall_y = 0; - int i, x, y, element, graphic; + int i, x, y, element, graphic, last_gfx_frame; InitPlayfieldScanModeVars(); @@ -11487,8 +11479,12 @@ void GameActions_RND() { element = Feld[x][y]; graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + last_gfx_frame = GfxFrame[x][y]; + + ResetGfxFrame(x, y); - ResetGfxFrame(x, y, TRUE); + if (GfxFrame[x][y] != last_gfx_frame) + DrawLevelGraphicAnimation(x, y, graphic); if (ANIM_MODE(graphic) == ANIM_RANDOM && IS_NEXT_FRAME(GfxFrame[x][y], graphic))