static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
-#define IS_ANIMATED(g) (new_graphic_info[g].anim_frames > 1)
+#define IS_ANIMATED(g) (graphic_info[g].anim_frames > 1)
/* ------------------------------------------------------------------------- */
FadeToFront();
/* copy default game door content to main double buffer */
- BlitBitmap(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+ BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
if (level_nr < 100)
int graphic = el2img(element);
if (game.belt_dir[i] == MV_LEFT)
- new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
else
- new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ graphic_info[graphic].anim_mode |= ANIM_REVERSE;
}
}
int graphic = el2img(element);
if (belt_dir == MV_LEFT)
- new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
else
- new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ graphic_info[graphic].anim_mode |= ANIM_REVERSE;
}
for (yy=0; yy<lev_fieldy; yy++)
}
#if 1
-static void CheckBuggyBase(int x, int y)
+void CheckBuggyBase(int x, int y)
{
int element = Feld[x][y];
}
#if 1
-static void CheckTrap(int x, int y)
+void CheckTrap(int x, int y)
{
int element = Feld[x][y];
element == EL_SP_BUGGY_BASE_ACTIVATING ||
element == EL_SP_BUGGY_BASE_ACTIVE)
CheckBuggyBase(x, y);
-#endif
-#if 0
else if (element == EL_TRAP ||
element == EL_TRAP_ACTIVE)
CheckTrap(x, y);
-#endif
-#if 0
- else if (element == EL_TRAP)
- CheckTrap(x, y);
-#endif
-#if 0
- else if (element == EL_TRAP_ACTIVE)
- CheckTrap(x, y);
-#endif
-#if 0
else if (IS_BELT_ACTIVE(element))
DrawBeltAnimation(x, y, element);
else if (element == EL_SWITCHGATE_OPENING)
for (i=0; i<NUM_GAME_BUTTONS; i++)
{
- Bitmap *gd_bitmap = new_graphic_info[IMG_GLOBAL_DOOR].bitmap;
+ Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
struct GadgetInfo *gi;
int button_type;
boolean checked;