InitJoysticks();
}
-static int getBeltNrFromElement(int element)
+static int getBeltNrFromBeltElement(int element)
{
return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
element < EL_CONVEYOR_BELT3_LEFT ? 1 :
element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
}
-static int getBeltNrFromSwitchElement(int element)
+static int getBeltNrFromBeltActiveElement(int element)
+{
+ return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
+ element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
+ element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
+}
+
+static int getBeltNrFromBeltSwitchElement(int element)
{
return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
}
-static int getBeltDirNrFromSwitchElement(int element)
+static int getBeltDirNrFromBeltSwitchElement(int element)
{
static int belt_base_element[4] =
{
EL_CONVEYOR_BELT4_SWITCH_LEFT
};
- int belt_nr = getBeltNrFromSwitchElement(element);
+ int belt_nr = getBeltNrFromBeltSwitchElement(element);
int belt_dir_nr = element - belt_base_element[belt_nr];
return (belt_dir_nr % 3);
}
-static int getBeltDirFromSwitchElement(int element)
+static int getBeltDirFromBeltSwitchElement(int element)
{
static int belt_move_dir[3] =
{
MV_RIGHT
};
- int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
+ int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
return belt_move_dir[belt_dir_nr];
}
}
}
/* no break! */
- case EL_PLAYER:
- if (init_game)
- Feld[x][y] = EL_PLAYER1;
- /* no break! */
case EL_PLAYER1:
case EL_PLAYER2:
case EL_PLAYER3:
case EL_SPACESHIP_LEFT:
case EL_SPACESHIP_DOWN:
case EL_SPACESHIP:
- case EL_BUTTERFLY_RIGHT:
- case EL_BUTTERFLY_UP:
- case EL_BUTTERFLY_LEFT:
- case EL_BUTTERFLY_DOWN:
- case EL_BUTTERFLY:
- case EL_FIREFLY_RIGHT:
- case EL_FIREFLY_UP:
- case EL_FIREFLY_LEFT:
- case EL_FIREFLY_DOWN:
- case EL_FIREFLY:
+ case EL_BD_BUTTERFLY_RIGHT:
+ case EL_BD_BUTTERFLY_UP:
+ case EL_BD_BUTTERFLY_LEFT:
+ case EL_BD_BUTTERFLY_DOWN:
+ case EL_BD_BUTTERFLY:
+ case EL_BD_FIREFLY_RIGHT:
+ case EL_BD_FIREFLY_UP:
+ case EL_BD_FIREFLY_LEFT:
+ case EL_BD_FIREFLY_DOWN:
+ case EL_BD_FIREFLY:
case EL_PACMAN_RIGHT:
case EL_PACMAN_UP:
case EL_PACMAN_LEFT:
case EL_AMOEBA_DROP:
if (y == lev_fieldy - 1)
{
- Feld[x][y] = EL_AMOEBING;
+ Feld[x][y] = EL_AMOEBA_CREATING;
Store[x][y] = EL_AMOEBA_WET;
}
break;
local_player->lights_still_needed++;
break;
- case EL_SOKOBAN_FELD_LEER:
+ case EL_SOKOBAN_FIELD_EMPTY:
local_player->sokobanfields_still_needed++;
break;
case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
if (init_game)
{
- int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
- int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
- int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
+ int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
+ int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
+ int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
{
~EP_BIT_EM_SLIPPERY_WALL;
}
- /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
+ /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
- Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL;
+ Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
else
- Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
+ Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
}
}
MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
break;
- case EL_BUTTERFLY_RIGHT:
- case EL_BUTTERFLY_UP:
- case EL_BUTTERFLY_LEFT:
- case EL_BUTTERFLY_DOWN:
- Feld[x][y] = EL_BUTTERFLY;
- MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
+ case EL_BD_BUTTERFLY_RIGHT:
+ case EL_BD_BUTTERFLY_UP:
+ case EL_BD_BUTTERFLY_LEFT:
+ case EL_BD_BUTTERFLY_DOWN:
+ Feld[x][y] = EL_BD_BUTTERFLY;
+ MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
break;
- case EL_FIREFLY_RIGHT:
- case EL_FIREFLY_UP:
- case EL_FIREFLY_LEFT:
- case EL_FIREFLY_DOWN:
- Feld[x][y] = EL_FIREFLY;
- MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
+ case EL_BD_FIREFLY_RIGHT:
+ case EL_BD_FIREFLY_UP:
+ case EL_BD_FIREFLY_LEFT:
+ case EL_BD_FIREFLY_DOWN:
+ Feld[x][y] = EL_BD_FIREFLY;
+ MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
break;
case EL_PACMAN_RIGHT:
MovDir[x][y] = 1 << RND(4);
if (element != EL_BUG &&
element != EL_SPACESHIP &&
- element != EL_BUTTERFLY &&
- element != EL_FIREFLY)
+ element != EL_BD_BUTTERFLY &&
+ element != EL_BD_FIREFLY)
break;
for (i=0; i<4; i++)
if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
{
- if (element == EL_BUG || element == EL_BUTTERFLY)
+ if (element == EL_BUG || element == EL_BD_BUTTERFLY)
{
MovDir[x][y] = direction[0][i];
break;
}
- else if (element == EL_SPACESHIP || element == EL_FIREFLY ||
+ else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
{
MovDir[x][y] = direction[1][i];
if (Feld[x][y] == EL_BLOCKED &&
(Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
- Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
+ Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
else
RemoveMovingField(x, y);
}
- if (IS_MASSIVE(element) || element == EL_BURNING)
+ if (IS_MASSIVE(element) || element == EL_FLAMES)
continue;
if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
continue;
}
- if (element == EL_EXPLODING)
+ if (element == EL_EXPLOSION)
element = Store2[x][y];
if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
Store[x][y] = EL_EMERALD_PURPLE;
else if (center_element == EL_BUG)
Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
- else if (center_element == EL_BUTTERFLY)
+ else if (center_element == EL_BD_BUTTERFLY)
Store[x][y] = EL_BD_DIAMOND;
else if (center_element == EL_SP_ELECTRON)
Store[x][y] = EL_SP_INFOTRON;
if (AmoebaNr[x][y] &&
(element == EL_AMOEBA_FULL ||
element == EL_BD_AMOEBA ||
- element == EL_AMOEBING))
+ element == EL_AMOEBA_CREATING))
{
AmoebaCnt[AmoebaNr[x][y]]--;
AmoebaCnt2[AmoebaNr[x][y]]--;
}
- Feld[x][y] = EL_EXPLODING;
+ Feld[x][y] = EL_EXPLOSION;
MovDir[x][y] = MovPos[x][y] = 0;
AmoebaNr[x][y] = 0;
Frame[x][y] = 1;
if (IS_ACTIVE_BOMB(Feld[ex][ey]))
{
- player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
+ player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
dynabomb_size = player->dynabomb_size;
dynabomb_xl = player->dynabomb_xl;
player->dynabombs_left++;
element = Feld[x][y];
/* do not restart explosions of fields with active bombs */
- if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
+ if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
continue;
Explode(x, y, EX_PHASE_START, EX_BORDER);
if (element != EL_EMPTY &&
element != EL_SAND &&
- element != EL_EXPLODING &&
+ element != EL_EXPLOSION &&
!dynabomb_xl)
break;
}
{
case EL_BUG:
case EL_SPACESHIP:
- case EL_BUTTERFLY:
- case EL_FIREFLY:
+ case EL_BD_BUTTERFLY:
+ case EL_BD_FIREFLY:
case EL_YAMYAM:
case EL_DARK_YAMYAM:
case EL_ROBOT:
RaiseScoreElement(element);
Explode(x, y, EX_PHASE_START, EX_NORMAL);
break;
- case EL_DYNABOMB_ACTIVE_1:
- case EL_DYNABOMB_ACTIVE_2:
- case EL_DYNABOMB_ACTIVE_3:
- case EL_DYNABOMB_ACTIVE_4:
+ case EL_DYNABOMB_PLAYER1_ACTIVE:
+ case EL_DYNABOMB_PLAYER2_ACTIVE:
+ case EL_DYNABOMB_PLAYER3_ACTIVE:
+ case EL_DYNABOMB_PLAYER4_ACTIVE:
case EL_DYNABOMB_NR:
case EL_DYNABOMB_SZ:
case EL_DYNABOMB_XL:
{
int element = Feld[x][y];
- if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
+ if (element != EL_ACID_SPLASHING_LEFT &&
+ element != EL_ACID_SPLASHING_RIGHT) /* start */
{
PlaySoundLevel(x, y, SND_ACID_SPLASHING);
if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
(!IN_LEV_FIELD(x-1, y-1) ||
!CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
{
- Feld[x-1][y] = EL_BLURB_LEFT;
+ Feld[x-1][y] = EL_ACID_SPLASHING_LEFT;
}
if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
(!IN_LEV_FIELD(x+1, y-1) ||
!CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
{
- Feld[x+1][y] = EL_BLURB_RIGHT;
+ Feld[x+1][y] = EL_ACID_SPLASHING_RIGHT;
}
}
else /* go on */
{
- int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
+ int graphic =
+ (element == EL_ACID_SPLASHING_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
if (!MovDelay[x][y]) /* initialize animation counter */
MovDelay[x][y] = 9;
static void ToggleBeltSwitch(int x, int y)
{
static int belt_base_element[4] =
+ {
+ EL_CONVEYOR_BELT1_LEFT,
+ EL_CONVEYOR_BELT2_LEFT,
+ EL_CONVEYOR_BELT3_LEFT,
+ EL_CONVEYOR_BELT4_LEFT
+ };
+ static int belt_base_active_element[4] =
+ {
+ EL_CONVEYOR_BELT1_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT2_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT3_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT4_LEFT_ACTIVE
+ };
+ static int belt_base_switch_element[4] =
{
EL_CONVEYOR_BELT1_SWITCH_LEFT,
EL_CONVEYOR_BELT2_SWITCH_LEFT,
};
int element = Feld[x][y];
- int belt_nr = getBeltNrFromSwitchElement(element);
+ int belt_nr = getBeltNrFromBeltSwitchElement(element);
int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
int belt_dir = belt_move_dir[belt_dir_nr];
int xx, yy;
if (IS_BELT_SWITCH(element))
{
- int e_belt_nr = getBeltNrFromSwitchElement(element);
+ int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
+
+ if (e_belt_nr == belt_nr)
+ {
+ Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+ DrawLevelField(xx, yy);
+ }
+ }
+ else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
+ {
+ int e_belt_nr = getBeltNrFromBeltElement(element);
if (e_belt_nr == belt_nr)
{
- Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
+ 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);
}
}
- else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
+ else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
{
- int e_belt_nr = getBeltNrFromElement(element);
+ int e_belt_nr = getBeltNrFromBeltActiveElement(element);
if (e_belt_nr == belt_nr)
- DrawLevelField(xx, yy); /* set belt to parking position */
+ {
+ 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);
+ }
}
}
}
}
}
+static int getInvisibleActiveFromInvisibleElement(int element)
+{
+ return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
+ element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
+ EL_INVISIBLE_SAND_ACTIVE);
+}
+
+static int getInvisibleFromInvisibleActiveElement(int element)
+{
+ return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
+ element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
+ EL_INVISIBLE_SAND);
+}
+
static void RedrawAllLightSwitchesAndInvisibleElements()
{
int x, y;
Feld[x][y] = EL_LIGHT_SWITCH;
DrawLevelField(x, y);
}
+ else if (element == EL_INVISIBLE_STEELWALL ||
+ element == EL_INVISIBLE_WALL ||
+ element == EL_INVISIBLE_SAND)
+ {
+ if (game.light_time_left > 0)
+ Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+ element == EL_INVISIBLE_WALL_ACTIVE ||
+ element == EL_INVISIBLE_SAND_ACTIVE)
+ {
+ if (game.light_time_left == 0)
+ Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
- if (element == EL_INVISIBLE_STEELWALL ||
- element == EL_INVISIBLE_WALL ||
- element == EL_SAND_INVISIBLE)
DrawLevelField(x, y);
+ }
}
}
}
}
/*
- else if (element == EL_TIMEGATE_SWITCH_ON)
+ else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
{
- Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
+ Feld[xx][yy] = EL_TIMEGATE_SWITCH;
DrawLevelField(xx, yy);
}
*/
}
}
- Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
+ Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
}
void Impact(int x, int y)
Bang(x, y+1);
else
{
- Feld[x][y] = EL_AMOEBING;
+ Feld[x][y] = EL_AMOEBA_CREATING;
Store[x][y] = EL_AMOEBA_WET;
}
return;
if (!lastline && object_hit) /* check which object was hit */
{
if (CAN_CHANGE(element) &&
- (smashed == EL_MAGIC_WALL || smashed == EL_MAGIC_WALL_BD_OFF))
+ (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
{
int xx, yy;
int activated_magic_wall =
- (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_EMPTY :
- EL_MAGIC_WALL_BD_EMPTY);
+ (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
+ EL_BD_MAGIC_WALL_ACTIVE);
/* activate magic wall / mill */
for (yy=0; yy<lev_fieldy; yy++)
/* play sound of magic wall / mill */
if (!lastline &&
- (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
- Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
+ (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
{
- if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
+ if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
- else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
+ else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
return;
int right_x = x+right_dx, right_y = y+right_dy;
int move_x = x+move_dx, move_y = y+move_dy;
- if (element == EL_BUG || element == EL_BUTTERFLY)
+ if (element == EL_BUG || element == EL_BD_BUTTERFLY)
{
TestIfBadThingTouchesOtherBadThing(x, y);
if (element == EL_BUG && MovDir[x][y] != old_move_dir)
MovDelay[x][y] = 9;
- else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
+ else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
MovDelay[x][y] = 1;
}
- else if (element == EL_SPACESHIP || element == EL_FIREFLY ||
+ else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
{
TestIfBadThingTouchesOtherBadThing(x, y);
element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
&& MovDir[x][y] != old_move_dir)
MovDelay[x][y] = 9;
- else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
+ else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
MovDelay[x][y] = 1;
}
else if (element == EL_YAMYAM)
if (IN_LEV_FIELD(move_x, move_y) &&
(IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
- Feld[move_x][move_y] == EL_DEAMOEBING))
+ Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
can_move_on = TRUE;
if (!can_move_on)
Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
Store[x][y] = EL_CHANGED(Store[x][y]);
}
- else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
+ else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY/4 + 1;
return;
}
- Feld[x][y] = EL_MAGIC_WALL_EMPTY;
+ Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
Feld[x][y+1] = EL_MAGIC_WALL_FULL;
Store[x][y+1] = EL_CHANGED(Store[x][y]);
Store[x][y] = 0;
}
}
- else if (element == EL_MAGIC_WALL_BD_FULL)
+ else if (element == EL_BD_MAGIC_WALL_FULL)
{
if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
- Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
+ Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
Store[x][y] = EL_CHANGED2(Store[x][y]);
}
- else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
+ else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY/4 + 1;
return;
}
- Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
- Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
+ Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
+ Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
Store[x][y+1] = EL_CHANGED2(Store[x][y]);
Store[x][y] = 0;
}
}
else if (CAN_CHANGE(element) &&
- (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
- Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
+ (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
{
InitMovingField(x, y, MV_DOWN);
Feld[x][y] =
- (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
- EL_MAGIC_WALL_BD_FILLING);
+ (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+ EL_BD_MAGIC_WALL_FILLING);
Store[x][y] = element;
}
else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
}
else if (element == EL_AMOEBA_DROP)
{
- Feld[x][y] = EL_AMOEBING;
+ Feld[x][y] = EL_AMOEBA_CREATING;
Store[x][y] = EL_AMOEBA_WET;
}
/* Store[x][y+1] must be zero, because:
InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
}
}
- else if (IS_BELT(Feld[x][y+1]))
+ else if (IS_BELT_ACTIVE(Feld[x][y+1]))
{
boolean left_is_free = (x>0 && IS_FREE(x-1, y));
boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
- int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
+ int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
int belt_dir = game.belt_dir[belt_nr];
if ((belt_dir == MV_LEFT && left_is_free) ||
int sx = SCREENX(xx), sy = SCREENY(yy);
if (!IN_LEV_FIELD(xx, yy) ||
- IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
+ IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
break;
if (MovDelay[x][y])
else
RemoveMovingField(xx, yy);
- Feld[xx][yy] = EL_BURNING;
+ Feld[xx][yy] = EL_FLAMES;
if (IN_SCR_FIELD(sx, sy))
DrawGraphic(sx, sy, graphic + phase*3 + i-1);
}
else
{
- if (Feld[xx][yy] == EL_BURNING)
+ if (Feld[xx][yy] == EL_FLAMES)
Feld[xx][yy] = EL_EMPTY;
DrawLevelField(xx, yy);
}
if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
element1 != EL_DRAGON && element2 != EL_DRAGON &&
- element1 != EL_BURNING && element2 != EL_BURNING)
+ element1 != EL_FLAMES && element2 != EL_FLAMES)
{
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
MovDelay[x][y] = 50;
- Feld[newx][newy] = EL_BURNING;
+ Feld[newx][newy] = EL_FLAMES;
if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
- Feld[newx1][newy1] = EL_BURNING;
+ Feld[newx1][newy1] = EL_FLAMES;
if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
- Feld[newx2][newy2] = EL_BURNING;
+ Feld[newx2][newy2] = EL_FLAMES;
return;
}
}
if (element == EL_MOLE)
{
- Feld[newx][newy] = EL_DEAMOEBING;
+ Feld[newx][newy] = EL_AMOEBA_SHRINKING;
PlaySoundLevel(x, y, SND_MOLE_EATING);
MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
return; /* wait for shrinking amoeba */
}
}
else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
- (Feld[newx][newy] == EL_DEAMOEBING ||
+ (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
(Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
{
/* wait for shrinking amoeba to completely disappear */
#else
DrawNewLevelField(x, y);
#endif
- else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
+ else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
#if 0
DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
#else
element == EL_QUICKSAND_EMPTYING)
step /= 4;
else if (element == EL_MAGIC_WALL_FILLING ||
- element == EL_MAGIC_WALL_BD_FILLING ||
+ element == EL_BD_MAGIC_WALL_FILLING ||
element == EL_MAGIC_WALL_EMPTYING ||
- element == EL_MAGIC_WALL_BD_EMPTYING)
+ element == EL_BD_MAGIC_WALL_EMPTYING)
step /= 2;
else if (CAN_FALL(element) && horiz_move &&
- y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
+ y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
step /= 2;
else if (element == EL_SPRING_MOVING)
step*=2;
Feld[x][y] = EL_MAGIC_WALL_DEAD;
element = Feld[newx][newy] = Store[x][y];
}
- else if (element == EL_MAGIC_WALL_BD_FILLING)
+ else if (element == EL_BD_MAGIC_WALL_FILLING)
{
element = Feld[newx][newy] = get_next_element(element);
if (!game.magic_wall_active)
- element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
+ element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
Store[newx][newy] = Store[x][y];
}
- else if (element == EL_MAGIC_WALL_BD_EMPTYING)
+ else if (element == EL_BD_MAGIC_WALL_EMPTYING)
{
Feld[x][y] = get_next_element(element);
if (!game.magic_wall_active)
- Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
+ Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
element = Feld[newx][newy] = Store[x][y];
}
else if (element == EL_AMOEBA_DRIPPING)
if (AmoebaNr[x][y] == group_nr &&
(Feld[x][y] == EL_AMOEBA_DEAD ||
Feld[x][y] == EL_BD_AMOEBA ||
- Feld[x][y] == EL_AMOEBING))
+ Feld[x][y] == EL_AMOEBA_CREATING))
{
AmoebaNr[x][y] = 0;
Feld[x][y] = new_element;
if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
(neway == lev_fieldy - 1 && newax != ax))
{
- Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
+ Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
Store[newax][neway] = element;
}
else if (neway == ay)
{
- Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left or right from amoeba */
+ Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
}
else
{
- InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
+ InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
Feld[ax][ay] = EL_AMOEBA_DRIPPING;
Store[ax][ay] = EL_AMOEBA_DROP;
ContinueMoving(ax, ay);
DrawGraphic(SCREENX(x), SCREENY(y),
GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
if (!(MovDelay[x][y]%4))
- PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVE);
+ PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
return;
}
}
- Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
+ Feld[x][y] = EL_TIMEGATE_SWITCH;
DrawLevelField(x, y);
if (ZX == x && ZY == y)
ZX = ZY = -1;
local_player->lights_still_needed > 0)
return;
- Feld[x][y] = EL_AUSGANG_ACT;
+ Feld[x][y] = EL_EXIT_OPENING;
PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
(x > LEVELX(BX2) ? LEVELX(BX2) : x),
{
if (oben_frei)
{
- Feld[ax][ay-1] = EL_MAUERND;
+ Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
Store[ax][ay-1] = element;
MovDir[ax][ay-1] = MV_UP;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
}
if (unten_frei)
{
- Feld[ax][ay+1] = EL_MAUERND;
+ Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
Store[ax][ay+1] = element;
MovDir[ax][ay+1] = MV_DOWN;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
{
if (links_frei)
{
- Feld[ax-1][ay] = EL_MAUERND;
+ Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
Store[ax-1][ay] = element;
MovDir[ax-1][ay] = MV_LEFT;
if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
if (rechts_frei)
{
- Feld[ax+1][ay] = EL_MAUERND;
+ Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
Store[ax+1][ay] = element;
MovDir[ax+1][ay] = MV_RIGHT;
if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
if (IN_LEV_FIELD(xx, yy) &&
- (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRAGON))
+ (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
{
if (Feld[xx][yy] == EL_DRAGON)
dragon_found = TRUE;
{
int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
- if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
+ if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
{
Feld[xx][yy] = EL_EMPTY;
DrawLevelField(xx, yy);
{
int element = Feld[x][y];
- if (element == EL_SP_BUG)
+ if (element == EL_SP_BUGGY_BASE)
{
if (!MovDelay[x][y]) /* wait some time before activating base */
MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
if (MovDelay[x][y])
return;
- Feld[x][y] = EL_SP_BUG_ACTIVE;
+ Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
}
}
- else if (element == EL_SP_BUG_ACTIVE)
+ else if (element == EL_SP_BUGGY_BASE_ACTIVE)
{
if (!MovDelay[x][y]) /* start activating buggy base */
MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
if (IS_PLAYER(xx, yy))
{
- PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
+ PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
break;
}
}
return;
}
- Feld[x][y] = EL_SP_BUG;
+ Feld[x][y] = EL_SP_BUGGY_BASE;
DrawLevelField(x, y);
}
}
{
int element = Feld[x][y];
- if (element == EL_TRAP_INACTIVE)
+ if (element == EL_TRAP)
{
if (!MovDelay[x][y]) /* wait some time before activating trap */
MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
return;
}
- Feld[x][y] = EL_TRAP_INACTIVE;
+ Feld[x][y] = EL_TRAP;
DrawLevelField(x, y);
}
}
static void DrawBeltAnimation(int x, int y, int element)
{
- int belt_nr = getBeltNrFromElement(element);
+ int belt_nr = getBeltNrFromBeltActiveElement(element);
int belt_dir = game.belt_dir[belt_nr];
if (belt_dir != MV_NO_MOVING)
else if (IS_ACTIVE_BOMB(element))
CheckDynamite(x, y);
#if 0
- else if (element == EL_EXPLODING && !game.explosions_delayed)
+ else if (element == EL_EXPLOSION && !game.explosions_delayed)
Explode(x, y, Frame[x][y], EX_NORMAL);
#endif
- else if (element == EL_AMOEBING)
+ else if (element == EL_AMOEBA_CREATING)
AmoebeWaechst(x, y);
- else if (element == EL_DEAMOEBING)
+ else if (element == EL_AMOEBA_SHRINKING)
AmoebaDisappearing(x, y);
#if !USE_NEW_AMOEBA_CODE
Life(x, y);
else if (element == EL_ROBOT_WHEEL_ACTIVE)
RobotWheel(x, y);
- else if (element == EL_TIMEGATE_SWITCH_ON)
+ else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
TimegateWheel(x, y);
else if (element == EL_ACID)
Blubber(x, y);
- else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
+ else if (element == EL_ACID_SPLASHING_LEFT ||
+ element == EL_ACID_SPLASHING_RIGHT)
Blurb(x, y);
else if (element == EL_CRACKINGNUT)
NussKnacken(x, y);
AusgangstuerPruefen(x, y);
else if (element == EL_SP_EXIT_CLOSED)
AusgangstuerPruefen_SP(x, y);
- else if (element == EL_AUSGANG_ACT)
+ else if (element == EL_EXIT_OPENING)
AusgangstuerOeffnen(x, y);
else if (element == EL_EXIT_OPEN)
AusgangstuerBlinken(x, y);
else if (element == EL_SP_EXIT_OPEN)
; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
- else if (element == EL_MAUERND)
+ else if (element == EL_WALL_GROWING_ACTIVE)
MauerWaechst(x, y);
else if (element == EL_WALL_GROWING ||
element == EL_WALL_GROWING_X ||
element == EL_WALL_GROWING_Y ||
element == EL_WALL_GROWING_XY)
MauerAbleger(x, y);
- else if (element == EL_BURNING)
+ else if (element == EL_FLAMES)
CheckForDragon(x, y);
- else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
+ else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
CheckBuggyBase(x, y);
- else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
+ else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
CheckTrap(x, y);
else if (element == EL_SP_TERMINAL)
DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
#endif
}
- else if (IS_BELT(element))
+ else if (IS_BELT_ACTIVE(element))
DrawBeltAnimation(x, y, element);
else if (element == EL_SWITCHGATE_OPENING)
OpenSwitchgate(x, y);
PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
#endif
}
- else if (element == EL_SHIELD_ACTIVE)
+ else if (element == EL_SHIELD_DEADLY)
{
DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
#if 0
int jx = local_player->jx, jy = local_player->jy;
if (element == EL_MAGIC_WALL_FULL ||
- element == EL_MAGIC_WALL_EMPTY ||
+ element == EL_MAGIC_WALL_ACTIVE ||
element == EL_MAGIC_WALL_EMPTYING)
{
SiebAktivieren(x, y, 1);
sieb = TRUE;
}
- else if (element == EL_MAGIC_WALL_BD_FULL ||
- element == EL_MAGIC_WALL_BD_EMPTY ||
- element == EL_MAGIC_WALL_BD_EMPTYING)
+ else if (element == EL_BD_MAGIC_WALL_FULL ||
+ element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_EMPTYING)
{
SiebAktivieren(x, y, 2);
sieb = TRUE;
(element == EL_EMPTY ||
element == EL_SAND ||
element == EL_QUICKSAND_EMPTY ||
- element == EL_BLURB_LEFT ||
- element == EL_BLURB_RIGHT))
+ element == EL_ACID_SPLASHING_LEFT ||
+ element == EL_ACID_SPLASHING_RIGHT))
{
if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
(IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
if (ExplodeField[x][y])
Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
- else if (element == EL_EXPLODING)
+ else if (element == EL_EXPLOSION)
Explode(x, y, Frame[x][y], EX_NORMAL);
ExplodeField[x][y] = EX_NO_EXPLOSION;
{
int element = Feld[sieb_x][sieb_y];
- if (element == EL_MAGIC_WALL_BD_FULL ||
- element == EL_MAGIC_WALL_BD_EMPTY ||
- element == EL_MAGIC_WALL_BD_EMPTYING)
+ if (element == EL_BD_MAGIC_WALL_FULL ||
+ element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_EMPTYING)
PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
else
PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
{
element = Feld[x][y];
- if (element == EL_MAGIC_WALL_EMPTY ||
+ if (element == EL_MAGIC_WALL_ACTIVE ||
element == EL_MAGIC_WALL_FULL)
{
Feld[x][y] = EL_MAGIC_WALL_DEAD;
DrawLevelField(x, y);
}
- else if (element == EL_MAGIC_WALL_BD_EMPTY ||
- element == EL_MAGIC_WALL_BD_FULL)
+ else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_FULL)
{
- Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
+ Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
DrawLevelField(x, y);
}
}
game.light_time_left--;
if (game.light_time_left == 0)
- {
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
- {
- element = Feld[x][y];
-
- if (element == EL_LIGHT_SWITCH_ACTIVE)
- {
- Feld[x][y] = EL_LIGHT_SWITCH;
- DrawLevelField(x, y);
- }
- else if (element == EL_INVISIBLE_STEELWALL ||
- element == EL_INVISIBLE_WALL ||
- element == EL_SAND_INVISIBLE)
- DrawLevelField(x, y);
- }
- }
+ RedrawAllLightSwitchesAndInvisibleElements();
}
if (game.timegate_time_left > 0)
if (element == EL_ACID && dx == 0 && dy == 1)
{
Blurb(jx, jy);
- Feld[jx][jy] = EL_PLAYER;
+ Feld[jx][jy] = EL_PLAYER1;
InitMovingField(jx, jy, MV_DOWN);
Store[jx][jy] = EL_ACID;
ContinueMoving(jx, jy);
MV_DOWN
};
- if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
+ if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
return;
for (i=0; i<4; i++)
element = Feld[x][y];
if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
- element == EL_AMOEBING || element == EL_AMOEBA_DROP)
+ element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
{
kill_x = x;
kill_y = y;
int i = 0;
int tube_leave_directions[][2] =
{
- { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
- { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
- { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
- { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
- { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
- { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
- { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
- { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
- { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
+ { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
+ { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
+ { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
+ { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
+ { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
+ { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
+ { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
};
while (tube_leave_directions[i][0] != Feld[jx][jy])
{
case EL_EMPTY:
case EL_SAND:
- case EL_SAND_INVISIBLE:
- case EL_TRAP_INACTIVE:
+ case EL_INVISIBLE_SAND:
+ case EL_INVISIBLE_SAND_ACTIVE:
+ case EL_TRAP:
case EL_SP_BASE:
- case EL_SP_BUG:
+ case EL_SP_BUGGY_BASE:
RemoveField(x, y);
PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
break;
PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
break;
- case EL_SHIELD_ACTIVE:
+ case EL_SHIELD_DEADLY:
RemoveField(x, y);
player->shield_passive_time_left += 10;
player->shield_active_time_left += 10;
RemoveField(x, y);
player->key[key_nr] = TRUE;
- RaiseScoreElement(EL_KEY);
+ RaiseScoreElement(element);
DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
GFX_SCHLUESSEL1 + key_nr);
DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
RemoveField(x, y);
player->key[key_nr] = TRUE;
- RaiseScoreElement(EL_KEY);
+ RaiseScoreElement(element);
DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
GFX_SCHLUESSEL1 + key_nr);
DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
return MF_ACTION;
break;
- case EL_TIMEGATE_SWITCH_OFF:
+ case EL_TIMEGATE_SWITCH:
ActivateTimegateSwitch(x, y);
- PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
+ PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
return MF_ACTION;
break;
case EL_BALLOON_SEND_RIGHT:
case EL_BALLOON_SEND_UP:
case EL_BALLOON_SEND_DOWN:
- case EL_BALLOON_SEND_ANY:
- if (element == EL_BALLOON_SEND_ANY)
+ case EL_BALLOON_SEND_ANY_DIRECTION:
+ if (element == EL_BALLOON_SEND_ANY_DIRECTION)
game.balloon_dir = move_direction;
else
game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
break;
- case EL_TUBE_CROSS:
+ case EL_TUBE_ALL:
case EL_TUBE_VERTICAL:
case EL_TUBE_HORIZONTAL:
- case EL_TUBE_VERT_LEFT:
- case EL_TUBE_VERT_RIGHT:
- case EL_TUBE_HORIZ_UP:
- case EL_TUBE_HORIZ_DOWN:
+ case EL_TUBE_VERTICAL_LEFT:
+ case EL_TUBE_VERTICAL_RIGHT:
+ case EL_TUBE_HORIZONTAL_UP:
+ case EL_TUBE_HORIZONTAL_DOWN:
case EL_TUBE_LEFT_UP:
case EL_TUBE_LEFT_DOWN:
case EL_TUBE_RIGHT_UP:
int i = 0;
int tube_enter_directions[][2] =
{
- { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
- { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
- { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
- { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
- { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
- { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
- { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
- { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
- { -1, MV_NO_MOVING }
+ { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
+ { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
+ { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
+ { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
+ { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
+ { -1, MV_NO_MOVING }
};
while (tube_enter_directions[i][0] != element)
case EL_EXIT_CLOSED:
case EL_SP_EXIT_CLOSED:
- case EL_AUSGANG_ACT:
+ case EL_EXIT_OPENING:
return MF_NO_ACTION;
break;
return MF_ACTION;
break;
- case EL_SOKOBAN_FELD_LEER:
+ case EL_SOKOBAN_FIELD_EMPTY:
break;
- case EL_SOKOBAN_OBJEKT:
- case EL_SOKOBAN_FELD_VOLL:
+ case EL_SOKOBAN_OBJECT:
+ case EL_SOKOBAN_FIELD_FULL:
case EL_SATELLITE:
case EL_SP_DISK_YELLOW:
case EL_BALLOON:
if (!IN_LEV_FIELD(x+dx, y+dy)
|| (!IS_FREE(x+dx, y+dy)
- && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
+ && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
|| !IS_SB_ELEMENT(element))))
return MF_NO_ACTION;
if (IS_SB_ELEMENT(element))
{
- if (element == EL_SOKOBAN_FELD_VOLL)
+ if (element == EL_SOKOBAN_FIELD_FULL)
{
- Feld[x][y] = EL_SOKOBAN_FELD_LEER;
+ Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
local_player->sokobanfields_still_needed++;
}
else
RemoveField(x, y);
- if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
+ if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
{
- Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
+ Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
local_player->sokobanfields_still_needed--;
- if (element == EL_SOKOBAN_OBJEKT)
+ if (element == EL_SOKOBAN_OBJECT)
PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
else
PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
}
else
{
- Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
- if (element == EL_SOKOBAN_FELD_VOLL)
+ Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
+ if (element == EL_SOKOBAN_FIELD_FULL)
PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
else
PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
element = Feld[jx][jy];
if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
- IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
+ IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
return FALSE;
if (element != EL_EMPTY)
}
else
{
- Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_PLAYER1);
+ Feld[jx][jy] =
+ EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
MovDelay[jx][jy] = 96;
player->dynabombs_left--;
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
RaiseScore(level.score[SC_DIAMANT]);
break;
case EL_BUG:
- case EL_BUTTERFLY:
+ case EL_BD_BUTTERFLY:
RaiseScore(level.score[SC_KAEFER]);
break;
case EL_SPACESHIP:
- case EL_FIREFLY:
+ case EL_BD_FIREFLY:
RaiseScore(level.score[SC_FLIEGER]);
break;
case EL_YAMYAM:
case EL_DYNAMITE:
RaiseScore(level.score[SC_DYNAMIT]);
break;
- case EL_KEY:
+ case EL_KEY1:
+ case EL_KEY2:
+ case EL_KEY3:
+ case EL_KEY4:
RaiseScore(level.score[SC_SCHLUESSEL]);
break;
default: