{
int special = -1;
- if (game_status >= GAME_MODE_MAIN && game_status <= GAME_MODE_PSEUDO_PREVIEW)
+ if (game_status >= GAME_MODE_TITLE && game_status <= GAME_MODE_PSEUDO_PREVIEW)
special = game_status;
else if (game_status == GAME_MODE_PSEUDO_TYPENAME)
special = GFX_SPECIAL_ARG_MAIN;
IMG_BACKGROUND,
IMG_BACKGROUND_TITLE,
+ IMG_BACKGROUND_MESSAGE,
IMG_BACKGROUND_MAIN,
IMG_BACKGROUND_LEVELS,
IMG_BACKGROUND_SCORES,
EL_SIGN_STOP,
EL_SIGN_WHEELCHAIR,
EL_SIGN_PARKING,
- EL_SIGN_ONEWAY,
+ EL_SIGN_NO_ENTRY,
+ EL_SIGN_UNUSED_1,
+ EL_SIGN_GIVE_WAY,
+ EL_SIGN_ENTRY_FORBIDDEN,
+ EL_SIGN_EMERGENCY_EXIT,
+ EL_SIGN_YIN_YANG,
+ EL_SIGN_UNUSED_2,
+ EL_SIGN_SPERMS,
+ EL_SIGN_BULLET,
EL_SIGN_HEART,
- EL_SIGN_TRIANGLE,
- EL_SIGN_ROUND,
- EL_SIGN_EXIT,
- EL_SIGN_YINYANG,
- EL_SIGN_OTHER,
+ EL_SIGN_CROSS,
+ EL_SIGN_FRANKIE,
+ EL_STEEL_EXIT_CLOSED,
+ EL_STEEL_EXIT_OPEN,
EL_STEELWALL_SLIPPERY,
EL_EMC_STEELWALL_1,
EL_EMC_STEELWALL_2,
EL_SIGN_STOP,
EL_SIGN_WHEELCHAIR,
EL_SIGN_PARKING,
- EL_SIGN_ONEWAY,
+ EL_SIGN_NO_ENTRY,
+ EL_SIGN_UNUSED_1,
+ EL_SIGN_GIVE_WAY,
+ EL_SIGN_ENTRY_FORBIDDEN,
+ EL_SIGN_EMERGENCY_EXIT,
+ EL_SIGN_YIN_YANG,
+ EL_SIGN_UNUSED_2,
+ EL_SIGN_SPERMS,
+ EL_SIGN_BULLET,
EL_SIGN_HEART,
- EL_SIGN_TRIANGLE,
- EL_SIGN_ROUND,
- EL_SIGN_EXIT,
- EL_SIGN_YINYANG,
- EL_SIGN_OTHER,
+ EL_SIGN_CROSS,
+ EL_SIGN_FRANKIE,
+ EL_STEEL_EXIT_CLOSED,
+ EL_STEEL_EXIT_OPEN,
EL_STEELWALL_SLIPPERY,
EL_EMC_STEELWALL_1,
EL_EMC_STEELWALL_2,
EL_SIGN_STOP,
EL_SIGN_WHEELCHAIR,
EL_SIGN_PARKING,
- EL_SIGN_ONEWAY,
+ EL_SIGN_NO_ENTRY,
+ EL_SIGN_UNUSED_1,
+ EL_SIGN_GIVE_WAY,
+ EL_SIGN_ENTRY_FORBIDDEN,
+ EL_SIGN_EMERGENCY_EXIT,
+ EL_SIGN_YIN_YANG,
+ EL_SIGN_UNUSED_2,
+ EL_SIGN_SPERMS,
+ EL_SIGN_BULLET,
EL_SIGN_HEART,
- EL_SIGN_TRIANGLE,
- EL_SIGN_ROUND,
- EL_SIGN_EXIT,
- EL_SIGN_YINYANG,
- EL_SIGN_OTHER,
+ EL_SIGN_CROSS,
+ EL_SIGN_FRANKIE,
EL_STEELWALL_SLIPPERY,
EL_EMC_STEELWALL_1,
EL_EMC_STEELWALL_2,
EL_INTERNAL_CASCADE_DC_ACTIVE,
EL_INTERNAL_CASCADE_DX_ACTIVE,
EL_INTERNAL_CASCADE_CHARS_ACTIVE,
+ EL_INTERNAL_CASCADE_STEELCHARS_ACTIVE,
EL_INTERNAL_CASCADE_CE_ACTIVE,
EL_INTERNAL_CASCADE_GE_ACTIVE,
EL_INTERNAL_CASCADE_REF_ACTIVE,
EL_INTERNAL_CASCADE_DC,
EL_INTERNAL_CASCADE_DX,
EL_INTERNAL_CASCADE_CHARS,
+ EL_INTERNAL_CASCADE_STEELCHARS,
EL_INTERNAL_CASCADE_CE,
EL_INTERNAL_CASCADE_GE,
EL_INTERNAL_CASCADE_REF,
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
/* ---------- INACTIVE ------------------------------------------------- */
- SET_PROPERTY(i, EP_INACTIVE, (i >= EL_CHAR_START && i <= EL_CHAR_END));
+ SET_PROPERTY(i, EP_INACTIVE, ((i >= EL_CHAR_START &&
+ i <= EL_CHAR_END) ||
+ (i >= EL_STEELCHAR_START &&
+ i <= EL_STEELCHAR_END)));
+
+ /* ---------- INDESTRUCTIBLE -------------------------------------------- */
+ if (i >= EL_STEELCHAR_START && i <= EL_STEELCHAR_END)
+ SET_PROPERTY(i, EP_INDESTRUCTIBLE, TRUE);
/* ---------- WALKABLE, PASSABLE, ACCESSIBLE --------------------------- */
SET_PROPERTY(i, EP_WALKABLE, (IS_WALKABLE_OVER(i) ||
!IS_COLLECTIBLE(i)));
/* ---------- DRAGONFIRE_PROOF ----------------------------------------- */
-
if (IS_HISTORIC_SOLID(i) || i == EL_EXPLOSION)
SET_PROPERTY(i, EP_DRAGONFIRE_PROOF, TRUE);
else
element_info[i].token_name = element_name_info[i].token_name;
element_info[i].class_name = element_name_info[i].class_name;
element_info[i].editor_description=element_name_info[i].editor_description;
+
+#if 0
+ printf("%04d: %s\n", i, element_name_info[i].token_name);
+#endif
}
global.autoplay_leveldir = NULL;