rnd-20021004-1-src
[rocksndiamonds.git] / src / game.c
index 8e4d256cec8291d724a499a630b71a2e5b89eb19..05e83995548a9a5947ef6398e9f0df55238e2027 100644 (file)
@@ -1732,6 +1732,7 @@ void Explode(int ex, int ey, int phase, int mode)
   }
   else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
   {
+#if 0
     int graphic = GFX_EXPLOSION;
 
     if (game.emulation == EMU_SUPAPLEX)
@@ -1739,18 +1740,35 @@ void Explode(int ex, int ey, int phase, int mode)
                 GFX_SP_EXPLODE_INFOTRON :
                 GFX_SP_EXPLODE_EMPTY);
 
+    graphic += (phase / delay - 1);
+#else
+    int graphic = IMG_EXPLOSION;
+    int frame = (phase / delay - 1);
+
+    if (game.emulation == EMU_SUPAPLEX)
+      graphic = (Store[x][y] == EL_SP_INFOTRON ?
+                IMG_SP_EXPLOSION_INFOTRON :
+                IMG_SP_EXPLOSION);
+#endif
+
     if (phase == delay)
       ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
 
-    graphic += (phase / delay - 1);
-
     if (IS_PFORTE(Store[x][y]))
     {
       DrawNewLevelElement(x, y, Store[x][y]);
+#if 0
       DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
+#else
+      DrawNewGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
+#endif
     }
     else
+#if 0
       DrawGraphic(SCREENX(x), SCREENY(y), graphic);
+#else
+      DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+#endif
   }
 }
 
@@ -1880,8 +1898,14 @@ void Blurb(int x, int y)
   }
   else                                                         /* go on */
   {
+#if 0
     int graphic =
       (element == EL_ACID_SPLASHING_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
+#else
+    int graphic = (element == EL_ACID_SPLASHING_LEFT ?
+                  IMG_ACID_SPLASHING_LEFT :
+                  IMG_ACID_SPLASHING_RIGHT);
+#endif
 
     if (!MovDelay[x][y])       /* initialize animation counter */
       MovDelay[x][y] = 9;
@@ -1890,12 +1914,20 @@ void Blurb(int x, int y)
     {
       MovDelay[x][y]--;
       if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
        DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
+#else
+      {
+       int frame = getNewGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
+
+        DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      }
+#endif
 
       if (!MovDelay[x][y])
       {
        Feld[x][y] = EL_EMPTY;
-       DrawLevelField(x, y);
+       DrawNewLevelField(x, y);
       }
     }
   }
@@ -1960,7 +1992,7 @@ static void ToggleBeltSwitch(int x, int y)
        if (e_belt_nr == belt_nr)
        {
          Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
-         DrawLevelField(xx, yy);
+         DrawNewLevelField(xx, yy);
        }
       }
       else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
@@ -1972,7 +2004,7 @@ static void ToggleBeltSwitch(int x, int y)
          int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
 
          Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
-         DrawLevelField(xx, yy);
+         DrawNewLevelField(xx, yy);
        }
       }
       else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
@@ -1984,7 +2016,7 @@ static void ToggleBeltSwitch(int x, int y)
          int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
 
          Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
-         DrawLevelField(xx, yy);
+         DrawNewLevelField(xx, yy);
        }
       }
     }
@@ -2007,7 +2039,7 @@ static void ToggleSwitchgateSwitch(int x, int y)
          element == EL_SWITCHGATE_SWITCH_DOWN)
       {
        Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
-       DrawLevelField(xx, yy);
+       DrawNewLevelField(xx, yy);
       }
       else if (element == EL_SWITCHGATE_OPEN ||
               element == EL_SWITCHGATE_OPENING)
@@ -2053,13 +2085,13 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
          game.light_time_left > 0)
       {
        Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
-       DrawLevelField(x, y);
+       DrawNewLevelField(x, y);
       }
       else if (element == EL_LIGHT_SWITCH_ACTIVE &&
               game.light_time_left == 0)
       {
        Feld[x][y] = EL_LIGHT_SWITCH;
-       DrawLevelField(x, y);
+       DrawNewLevelField(x, y);
       }
       else if (element == EL_INVISIBLE_STEELWALL ||
               element == EL_INVISIBLE_WALL ||
@@ -2068,7 +2100,7 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
        if (game.light_time_left > 0)
          Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
 
-       DrawLevelField(x, y);
+       DrawNewLevelField(x, y);
       }
       else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
               element == EL_INVISIBLE_WALL_ACTIVE ||
@@ -2077,7 +2109,7 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
        if (game.light_time_left == 0)
          Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
 
-       DrawLevelField(x, y);
+       DrawNewLevelField(x, y);
       }
     }
   }
@@ -2965,7 +2997,16 @@ void StartMoving(int x, int y)
          phase = 7 - phase;
 
        if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
          DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
+#else
+       {
+         int graphic = el2img(element);
+         int frame = getNewGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
+
+         DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+       }
+#endif
 
        if (MovDelay[x][y] % 4 == 3)
        {
@@ -2976,23 +3017,36 @@ void StartMoving(int x, int y)
        }
       }
       else if (element == EL_SP_ELECTRON)
+#if 0
        DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_LOOP);
+#else
+       DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
+#endif
       else if (element == EL_DRAGON)
       {
        int i;
        int dir = MovDir[x][y];
        int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
        int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
+#if 0
        int graphic = (dir == MV_LEFT   ? GFX_FLAMMEN_LEFT :
                       dir == MV_RIGHT  ? GFX_FLAMMEN_RIGHT :
                       dir == MV_UP     ? GFX_FLAMMEN_UP :
                       dir == MV_DOWN   ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
        int phase = FrameCounter % 2;
+#else
+       int graphic = (dir == MV_LEFT   ? IMG_FLAMES_LEFT1 :
+                      dir == MV_RIGHT  ? IMG_FLAMES_RIGHT1 :
+                      dir == MV_UP     ? IMG_FLAMES_UP1 :
+                      dir == MV_DOWN   ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
+       int frame = getNewGraphicAnimationFrame(graphic, -1);
+#endif
 
        for (i=1; i<=3; i++)
        {
          int xx = x + i*dx, yy = y + i*dy;
          int sx = SCREENX(xx), sy = SCREENY(yy);
+         int flame_graphic = graphic + (i - 1);
 
          if (!IN_LEV_FIELD(xx, yy) ||
              IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
@@ -3009,13 +3063,17 @@ void StartMoving(int x, int y)
 
            Feld[xx][yy] = EL_FLAMES;
            if (IN_SCR_FIELD(sx, sy))
+#if 0
              DrawGraphic(sx, sy, graphic + phase*3 + i-1);
+#else
+             DrawNewGraphic(sx, sy, flame_graphic, frame);
+#endif
          }
          else
          {
            if (Feld[xx][yy] == EL_FLAMES)
              Feld[xx][yy] = EL_EMPTY;
-           DrawLevelField(xx, yy);
+           DrawNewLevelField(xx, yy);
          }
        }
       }