Feld[x][y] = EL_SP_MURPHY_CLONE;
break;
}
+
+ Feld[x][y] = EL_PLAYER1;
}
/* no break! */
case EL_PLAYER1:
player->last_jx = player->last_jy = 0;
player->jx = player->jy = 0;
- player->shield_passive_time_left = 0;
- player->shield_active_time_left = 0;
+ player->shield_normal_time_left = 0;
+ player->shield_deadly_time_left = 0;
DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
redraw_mask |= REDRAW_FROM_BACKBUFFER;
/* copy default game door content to main double buffer */
- BlitBitmap(pix[PIX_DOOR], drawto,
+ BlitBitmap(new_graphic_info[IMG_MENU_DOOR].bitmap, drawto,
DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
if (level_nr < 100)
MapTapeButtons();
/* copy actual game door content to door double buffer for OpenDoor() */
- BlitBitmap(drawto, pix[PIX_DB_DOOR],
+ BlitBitmap(drawto, bitmap_db_door,
DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
OpenDoor(DOOR_OPEN_ALL);
#endif
/* Hero disappears */
- DrawNewLevelField(ExitX, ExitY);
+ DrawLevelField(ExitX, ExitY);
BackToFront();
if (tape.playing)
void InitMovingField(int x, int y, int direction)
{
+ int element = Feld[x][y];
int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
if (Feld[newx][newy] == EL_EMPTY)
Feld[newx][newy] = EL_BLOCKED;
- GfxAction[x][y] = GFX_ACTION_MOVING;
+ if (direction == MV_DOWN && CAN_FALL(element))
+ GfxAction[x][y] = GFX_ACTION_FALLING;
+ else
+ GfxAction[x][y] = GFX_ACTION_MOVING;
}
void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
- DrawNewLevelField(oldx, oldy);
- DrawNewLevelField(newx, newy);
+ DrawLevelField(oldx, oldy);
+ DrawLevelField(newx, newy);
}
void DrawDynamite(int x, int y)
{
int sx = SCREENX(x), sy = SCREENY(y);
-#if 0
- int graphic = el2gfx(Feld[x][y]);
-#else
int graphic = el2img(Feld[x][y]);
-#endif
int frame;
if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
return;
if (Store[x][y])
-#if 0
- DrawGraphic(sx, sy, el2gfx(Store[x][y]));
-#else
- DrawNewGraphic(sx, sy, el2img(Store[x][y]), 0);
-#endif
-
- if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
- {
- if ((frame = (96 - MovDelay[x][y]) / 12) > 6)
- frame = 6;
- }
- else
- {
- if ((frame = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
- frame = 7 - frame;
- }
+ DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
-#if 1
- frame = getNewGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
-#endif
+ frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
/*
printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
*/
-#if 0
- if (game.emulation == EMU_SUPAPLEX)
- DrawGraphic(sx, sy, GFX_SP_DISK_RED);
- else if (Store[x][y])
- DrawGraphicThruMask(sx, sy, graphic + frame);
- else
- DrawGraphic(sx, sy, graphic + frame);
-#else
if (game.emulation == EMU_SUPAPLEX)
- DrawNewGraphic(sx, sy, IMG_SP_DISK_RED, 0);
+ DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0);
else if (Store[x][y])
- DrawNewGraphicThruMask(sx, sy, graphic, frame);
+ DrawGraphicThruMask(sx, sy, graphic, frame);
else
- DrawNewGraphic(sx, sy, graphic, frame);
-#endif
+ DrawGraphic(sx, sy, graphic, frame);
}
void CheckDynamite(int x, int y)
InitField(x, y, FALSE);
if (CAN_MOVE(element) || COULD_MOVE(element))
InitMovDir(x, y);
- DrawNewLevelField(x, y);
+ DrawLevelField(x, y);
if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
StorePlayer[x][y] = 0;
}
- else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
-#if 0
- int graphic = GFX_EXPLOSION;
-
- if (game.emulation == EMU_SUPAPLEX)
- graphic = (Store[x][y] == EL_SP_INFOTRON ?
- 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
+ int stored = Store[x][y];
+ int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
+ stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
+ IMG_SP_EXPLOSION);
+ int frame = getGraphicAnimationFrame(graphic, phase - delay);
if (phase == delay)
- ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
+ DrawCrumbledSand(SCREENX(x), SCREENY(y));
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
+ DrawLevelElement(x, y, Store[x][y]);
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
}
else
-#if 0
- DrawGraphic(SCREENX(x), SCREENY(y), graphic);
-#else
- DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
-#endif
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
}
}
{
int element = Feld[x][y];
- if (element != EL_ACID_SPLASHING_LEFT &&
- element != EL_ACID_SPLASHING_RIGHT) /* start */
+ if (element != EL_ACID_SPLASH_LEFT &&
+ element != EL_ACID_SPLASH_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_ACID_SPLASHING_LEFT;
+ Feld[x-1][y] = EL_ACID_SPLASH_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_ACID_SPLASHING_RIGHT;
+ Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
}
}
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
+ int graphic = (element == EL_ACID_SPLASH_LEFT ?
+ IMG_ACID_SPLASH_LEFT :
+ IMG_ACID_SPLASH_RIGHT);
if (!MovDelay[x][y]) /* initialize animation counter */
MovDelay[x][y] = 9;
{
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]);
+ int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
- DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
}
-#endif
if (!MovDelay[x][y])
{
Feld[x][y] = EL_EMPTY;
- DrawNewLevelField(x, y);
+ DrawLevelField(x, y);
}
}
}
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;
+ int xx, yy, i;
if (!IS_BELT_SWITCH(element))
return;
if (belt_dir_nr == 3)
belt_dir_nr = 1;
+ /* set frame order for belt animation graphic according to belt direction */
+ for (i=0; i<3; i++)
+ {
+ int element = belt_base_active_element[belt_nr] + i;
+ int graphic = el2img(element);
+
+ if (belt_dir == MV_LEFT)
+ new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ else
+ new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ }
+
for (yy=0; yy<lev_fieldy; yy++)
{
for (xx=0; xx<lev_fieldx; xx++)
if (e_belt_nr == belt_nr)
{
Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
- DrawNewLevelField(xx, yy);
+ DrawLevelField(xx, yy);
}
}
else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
- DrawNewLevelField(xx, yy);
+ DrawLevelField(xx, yy);
}
}
else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
- DrawNewLevelField(xx, yy);
+ DrawLevelField(xx, yy);
}
}
}
element == EL_SWITCHGATE_SWITCH_DOWN)
{
Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
- DrawNewLevelField(xx, yy);
+ DrawLevelField(xx, yy);
}
else if (element == EL_SWITCHGATE_OPEN ||
element == EL_SWITCHGATE_OPENING)
game.light_time_left > 0)
{
Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
- DrawNewLevelField(x, y);
+ DrawLevelField(x, y);
}
else if (element == EL_LIGHT_SWITCH_ACTIVE &&
game.light_time_left == 0)
{
Feld[x][y] = EL_LIGHT_SWITCH;
- DrawNewLevelField(x, y);
+ DrawLevelField(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL ||
element == EL_INVISIBLE_WALL ||
if (game.light_time_left > 0)
Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
- DrawNewLevelField(x, y);
+ DrawLevelField(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
element == EL_INVISIBLE_WALL_ACTIVE ||
if (game.light_time_left == 0)
Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
- DrawNewLevelField(x, y);
+ DrawLevelField(x, y);
}
}
}
}
else if (smashed == EL_NUT)
{
- Feld[x][y+1] = EL_CRACKINGNUT;
+ Feld[x][y+1] = EL_NUT_CRACKING;
PlaySoundLevel(x, y, SND_NUT_CRACKING);
RaiseScoreElement(EL_NUT);
return;
int element = Feld[x][y];
int old_move_dir = MovDir[x][y];
- int left_dir = turn[old_move_dir].left;
+ int left_dir = turn[old_move_dir].left;
int right_dir = turn[old_move_dir].right;
- int back_dir = turn[old_move_dir].back;
+ int back_dir = turn[old_move_dir].back;
- int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
- int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
- int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
- int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
+ int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
+ int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
+ int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
+ int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
- int left_x = x+left_dx, left_y = y+left_dy;
- int right_x = x+right_dx, right_y = y+right_dy;
- int move_x = x+move_dx, move_y = y+move_dy;
+ int left_x = x + left_dx, left_y = y + left_dy;
+ 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_BD_BUTTERFLY)
{
MovDir[x][y] = game.balloon_dir;
MovDelay[x][y] = 0;
}
- else if (element == EL_SPRING_MOVING)
+ else if (element == EL_SPRING)
{
- if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
- (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
- {
- Feld[x][y] = EL_SPRING;
+ if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
+ (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
+ (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
MovDir[x][y] = MV_NO_MOVING;
- }
+
MovDelay[x][y] = 0;
}
- else if (element == EL_ROBOT || element == EL_SATELLITE || element == EL_PENGUIN)
+ else if (element == EL_ROBOT ||
+ element == EL_SATELLITE ||
+ element == EL_PENGUIN)
{
int attr_x = -1, attr_y = -1;
if ((belt_dir == MV_LEFT && left_is_free) ||
(belt_dir == MV_RIGHT && right_is_free))
+ {
InitMovingField(x, y, belt_dir);
+ GfxAction[x][y] = GFX_ACTION_DEFAULT;
+ }
}
}
- else if (CAN_MOVE(element))
+
+ if (CAN_MOVE(element)) /* not "else if" because of EL_SPRING */
{
int newx, newy;
- if ((element == EL_SATELLITE || element == EL_BALLOON ||
- element == EL_SPRING_MOVING)
+ if ((element == EL_SATELLITE ||
+ element == EL_BALLOON ||
+ element == EL_SPRING)
&& JustBeingPushed(x, y))
return;
+ if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
+ Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
+
if (!MovDelay[x][y]) /* start new movement phase */
{
/* all objects that can change their move direction after each step */
/* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
- if (element!=EL_YAMYAM && element!=EL_DARK_YAMYAM && element!=EL_PACMAN)
+ if (element != EL_YAMYAM &&
+ element != EL_DARK_YAMYAM &&
+ element != EL_PACMAN)
{
+#if 0
+ if (element == EL_SPRING)
+ printf("1--> %d\n", MovDir[x][y]);
+#endif
TurnRound(x, y);
-
+#if 0
+ if (element == EL_SPRING)
+ printf("2--> %d\n", MovDir[x][y]);
+#endif
if (MovDelay[x][y] && (element == EL_BUG ||
element == EL_SPACESHIP ||
element == EL_SP_SNIKSNAK ||
element == EL_SP_ELECTRON ||
element == EL_MOLE))
- DrawNewLevelField(x, y);
+ DrawLevelField(x, y);
}
}
if (element == EL_ROBOT ||
element == EL_YAMYAM || element == EL_DARK_YAMYAM)
{
- int phase = MovDelay[x][y] % 8;
-
- if (phase > 3)
- 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);
+ int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
- DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
}
-#endif
if (MovDelay[x][y] % 4 == 3)
{
}
}
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
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
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
+ int frame = getGraphicAnimationFrame(graphic, -1);
for (i=1; i<=3; i++)
{
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
+ DrawGraphic(sx, sy, flame_graphic, frame);
}
else
{
if (Feld[xx][yy] == EL_FLAMES)
Feld[xx][yy] = EL_EMPTY;
- DrawNewLevelField(xx, yy);
+ DrawLevelField(xx, yy);
}
}
}
if (Feld[newx][newy] == EL_EXIT_OPEN)
{
Feld[x][y] = EL_EMPTY;
- DrawNewLevelField(x, y);
+ DrawLevelField(x, y);
PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
- DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
+ DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
local_player->friends_still_needed--;
if (!local_player->friends_still_needed &&
else if (IS_MAMPF3(Feld[newx][newy]))
{
if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
- DrawNewLevelField(newx, newy);
+ DrawLevelField(newx, newy);
else
MovDir[x][y] = MV_NO_MOVING;
}
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawNewLevelField(x, y);
+ DrawLevelField(x, y);
return;
}
}
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawNewLevelField(newx, newy);
+ DrawLevelField(newx, newy);
}
PlaySoundLevel(x, y, SND_PIG_EATING);
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawNewLevelField(x, y);
+ DrawLevelField(x, y);
return;
}
}
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawNewLevelField(x, y);
+ DrawLevelField(x, y);
return;
}
else
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawNewLevelField(x, y);
+ DrawLevelField(x, y);
PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawNewLevelField(newx, newy);
+ DrawLevelField(newx, newy);
}
PlaySoundLevel(x, y, SND_YAMYAM_EATING);
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawNewLevelField(newx, newy);
+ DrawLevelField(newx, newy);
}
PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
else /* element == EL_PACMAN */
{
Feld[newx][newy] = EL_EMPTY;
- DrawNewLevelField(newx, newy);
+ DrawLevelField(newx, newy);
PlaySoundLevel(x, y, SND_PACMAN_EATING);
}
}
if (element == EL_BUG || element == EL_SPACESHIP ||
element == EL_SP_SNIKSNAK)
-#if 0
DrawLevelField(x, y);
-#else
- DrawNewLevelField(x, y);
-#endif
else if (element == EL_BUG || element == EL_SPACESHIP ||
element == EL_SP_SNIKSNAK || element == EL_MOLE)
-#if 0
DrawLevelField(x, y);
-#else
- DrawNewLevelField(x, y);
-#endif
else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
-#if 0
- DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_LOOP);
-#else
- DrawNewGraphicAnimation(x, y, el2img(element));
-#endif
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(element));
else if (element == EL_SATELLITE)
-#if 0
- DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_LOOP);
-#else
- DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
-#endif
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SATELLITE);
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
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
if (DONT_TOUCH(element))
TestIfBadThingTouchesHero(x, y);
int direction = MovDir[x][y];
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
- int horiz_move = (dx!=0);
+ int horiz_move = (dx != 0);
int newx = x + dx, newy = y + dy;
int step = (horiz_move ? dx : dy) * TILEX / 8;
else if (CAN_FALL(element) && horiz_move &&
y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
step /= 2;
- else if (element == EL_SPRING_MOVING)
- step*=2;
+ else if (element == EL_SPRING && horiz_move)
+ step *= 2;
#if OLD_GAME_BEHAVIOUR
else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
};
Feld[x][y] = EL_SAND;
- DrawNewLevelField(x, y);
+ DrawLevelField(x, y);
for(i=0; i<4; i++)
{
yy = y + xy[i][1];
if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
- DrawNewLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
+ DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
}
}
GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
GfxAction[x][y] = GFX_ACTION_DEFAULT;
+#if 0
if (!CAN_MOVE(element))
MovDir[newx][newy] = 0;
+#else
+ /*
+ if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
+ MovDir[newx][newy] = 0;
+ */
+
+ if (!CAN_MOVE(element) ||
+ (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+ MovDir[newx][newy] = 0;
+#endif
- DrawNewLevelField(x, y);
- DrawNewLevelField(newx, newy);
+ DrawLevelField(x, y);
+ DrawLevelField(newx, newy);
Stop[newx][newy] = TRUE;
JustStopped[newx][newy] = 3;
}
else /* still moving on */
{
+#if 0
if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
+ {
+ printf("reset GfxAction...\n");
+
GfxAction[x][y] = GFX_ACTION_MOVING;
+ }
+#endif
- DrawNewLevelField(x, y);
+ DrawLevelField(x, y);
}
}
{
MovDelay[x][y]--;
if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
+ {
+ int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
+ 6 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
+ }
if (!MovDelay[x][y])
{
{
MovDelay[x][y]--;
if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
+ {
+ int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
+ 6 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+ }
if (!MovDelay[x][y])
{
if (MovDelay[x][y])
{
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
- if (!(MovDelay[x][y]%4))
- PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
+ {
+ int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
+ }
+
+ PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
+
return;
}
}
Feld[x][y] = EL_ROBOT_WHEEL;
DrawLevelField(x, y);
+
if (ZX == x && ZY == y)
ZX = ZY = -1;
}
if (MovDelay[x][y])
{
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y),
- GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
- if (!(MovDelay[x][y]%4))
- PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+ {
+ int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
+ }
+
+ PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+
return;
}
}
Feld[x][y] = EL_TIMEGATE_SWITCH;
DrawLevelField(x, y);
+
+ /* !!! THIS LOOKS WRONG !!! */
if (ZX == x && ZY == y)
ZX = ZY = -1;
}
-void Blubber(int x, int y)
-{
- if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
- DrawLevelField(x, y-1);
- else
- DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_LOOP);
-}
-
void NussKnacken(int x, int y)
{
if (!MovDelay[x][y]) /* next animation frame */
if (MovDelay[x][y]) /* wait some time before next frame */
{
MovDelay[x][y]--;
- if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y),
- GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
-
- if (!MovDelay[x][y])
+ if (MovDelay[x][y])
{
- Feld[x][y] = EL_EMERALD;
- DrawLevelField(x, y);
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
+ 6 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
+ }
+
+ return;
}
}
+
+ Feld[x][y] = EL_EMERALD;
+ DrawLevelField(x, y);
}
void BreakingPearl(int x, int y)
if (MovDelay[x][y]) /* wait some time before next frame */
{
MovDelay[x][y]--;
- if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y),
- GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
-
- if (!MovDelay[x][y])
+ if (MovDelay[x][y])
{
- Feld[x][y] = EL_EMPTY;
- DrawLevelField(x, y);
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
+ 8 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
+ }
+
+ return;
}
}
+
+ Feld[x][y] = EL_EMPTY;
+ DrawLevelField(x, y);
}
-void SiebAktivieren(int x, int y, int typ)
+void SiebAktivieren(int x, int y, int type)
{
- int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
+ int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
- DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
}
void AusgangstuerPruefen(int x, int y)
int delay = 6;
if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 5*delay;
+ MovDelay[x][y] = 5 * delay;
if (MovDelay[x][y]) /* wait some time before next frame */
{
int tuer;
MovDelay[x][y]--;
- tuer = MovDelay[x][y]/delay;
- if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
+ tuer = MovDelay[x][y] / delay;
- if (!MovDelay[x][y])
+ if (!(MovDelay[x][y] % delay))
{
- Feld[x][y] = EL_EXIT_OPEN;
- DrawLevelField(x, y);
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
+ 29 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
+ }
+
+ return;
}
}
-}
-void AusgangstuerBlinken(int x, int y)
-{
- DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
+ Feld[x][y] = EL_EXIT_OPEN;
+ DrawLevelField(x, y);
}
void OpenSwitchgate(int x, int y)
if (MovDelay[x][y]) /* wait some time before next frame */
{
- int phase;
-
MovDelay[x][y]--;
- phase = MovDelay[x][y] / delay;
- if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
- if (!MovDelay[x][y])
+ if (!(MovDelay[x][y] % delay))
{
- Feld[x][y] = EL_SWITCHGATE_OPEN;
- DrawLevelField(x, y);
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
+ 29 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
+ }
+
+ return;
}
}
+
+ Feld[x][y] = EL_SWITCHGATE_OPEN;
+ DrawLevelField(x, y);
}
void CloseSwitchgate(int x, int y)
if (MovDelay[x][y]) /* wait some time before next frame */
{
- int phase;
-
MovDelay[x][y]--;
- phase = MovDelay[x][y] / delay;
- if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
- if (!MovDelay[x][y])
+ if (!(MovDelay[x][y] % delay))
{
- Feld[x][y] = EL_SWITCHGATE_CLOSED;
- DrawLevelField(x, y);
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
+ 29 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
+ }
+
+ return;
}
}
+
+ Feld[x][y] = EL_SWITCHGATE_CLOSED;
+ DrawLevelField(x, y);
}
void OpenTimegate(int x, int y)
if (MovDelay[x][y]) /* wait some time before next frame */
{
- int phase;
-
MovDelay[x][y]--;
- phase = MovDelay[x][y] / delay;
- if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
- if (!MovDelay[x][y])
+ if (!(MovDelay[x][y] % delay))
{
- Feld[x][y] = EL_TIMEGATE_OPEN;
- DrawLevelField(x, y);
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
+ 29 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
+ }
+
+ return;
}
}
+
+ Feld[x][y] = EL_TIMEGATE_OPEN;
+ DrawLevelField(x, y);
}
void CloseTimegate(int x, int y)
if (MovDelay[x][y]) /* wait some time before next frame */
{
- int phase;
-
MovDelay[x][y]--;
- phase = MovDelay[x][y] / delay;
- if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
- if (!MovDelay[x][y])
+ if (!(MovDelay[x][y] % delay))
{
- Feld[x][y] = EL_TIMEGATE_CLOSED;
- DrawLevelField(x, y);
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
+ 29 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
+ }
+
+ return;
}
}
+
+ Feld[x][y] = EL_TIMEGATE_CLOSED;
+ DrawLevelField(x, y);
}
static void CloseAllOpenTimegates()
return;
if (Feld[x][y] == EL_BD_DIAMOND)
- DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_BD_DIAMOND);
else
{
if (!MovDelay[x][y]) /* next animation frame */
if (setup.direct_draw && MovDelay[x][y])
SetDrawtoField(DRAW_BUFFERED);
- DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
+#if 0
+ DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
+#else
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(Feld[x][y]));
+#endif
if (MovDelay[x][y])
{
- int phase = (MovDelay[x][y]-1)/2;
+ int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+ 10 - MovDelay[x][y]);
- if (phase > 2)
- phase = 4-phase;
-
- DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
if (setup.direct_draw)
{
int dest_x, dest_y;
- dest_x = FX + SCREENX(x)*TILEX;
- dest_y = FY + SCREENY(y)*TILEY;
+ dest_x = FX + SCREENX(x) * TILEX;
+ dest_y = FY + SCREENY(y) * TILEY;
BlitBitmap(drawto_field, window,
dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
int delay = 6;
if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 3*delay;
+ MovDelay[x][y] = 3 * delay;
if (MovDelay[x][y]) /* wait some time before next frame */
{
- int phase;
-
MovDelay[x][y]--;
- phase = 2-MovDelay[x][y]/delay;
- if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y),
- (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
- MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
- MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
- GFX_MAUER_DOWN ) + phase);
+
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
+ int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ }
if (!MovDelay[x][y])
{
if (MovDir[x][y] == MV_LEFT)
{
- if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
- DrawLevelField(x-1, y);
+ if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
+ DrawLevelField(x - 1, y);
}
else if (MovDir[x][y] == MV_RIGHT)
{
- if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
- DrawLevelField(x+1, y);
+ if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
+ DrawLevelField(x + 1, y);
}
else if (MovDir[x][y] == MV_UP)
{
- if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
- DrawLevelField(x, y-1);
+ if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
+ DrawLevelField(x, y - 1);
}
else
{
- if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
- DrawLevelField(x, y+1);
+ if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
+ DrawLevelField(x, y + 1);
}
Feld[x][y] = Store[x][y];
Store[ax][ay-1] = element;
MovDir[ax][ay-1] = MV_UP;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
- DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
+ DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+ IMG_WALL_GROWING_ACTIVE_UP, 0);
new_wall = TRUE;
}
if (unten_frei)
Store[ax][ay+1] = element;
MovDir[ax][ay+1] = MV_DOWN;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
- DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
+ DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+ IMG_WALL_GROWING_ACTIVE_DOWN, 0);
new_wall = TRUE;
}
}
Store[ax-1][ay] = element;
MovDir[ax-1][ay] = MV_LEFT;
if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
- DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
+ DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+ IMG_WALL_GROWING_ACTIVE_LEFT, 0);
new_wall = TRUE;
}
Store[ax+1][ay] = element;
MovDir[ax+1][ay] = MV_RIGHT;
if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
- DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
+ DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+ IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
new_wall = TRUE;
}
}
{
MovDelay[x][y]--;
if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0);
if (MovDelay[x][y])
return;
};
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
+ {
+ int graphic = IMG_SP_BUGGY_BASE_ACTIVE;
+ int frame = getGraphicAnimationFrame(graphic, SimpleRND(100));
+
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ }
for (i=0; i<4; i++)
{
{
if (!(MovDelay[x][y] % delay))
{
- int phase = MovDelay[x][y]/delay;
-
- if (phase >= num_frames/2)
- phase = num_frames - phase;
-
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
- DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
- ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
+ int graphic = IMG_TRAP_ACTIVE;
+ int frame = getGraphicAnimationFrame(graphic, 31 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x),SCREENY(y), graphic, frame);
+ DrawCrumbledSand(SCREENX(x), SCREENY(y));
}
}
if (belt_dir != MV_NO_MOVING)
{
- int delay = 2;
- int mode = ANIM_LOOP | (belt_dir == MV_LEFT ? 0 : ANIM_REVERSE);
- int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
+ int graphic = el2img(element);
- DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
if (!(FrameCounter % 2))
PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
*/
#endif
+ /* if the player does not move for some time, reset animation to start */
if (++player->frame_reset_delay > player->move_delay_value)
player->Frame = 0;
}
{
StartMoving(x, y);
+#if 1
+ if (Feld[x][y] == EL_EMERALD &&
+ new_graphic_info[IMG_EMERALD].anim_frames > 1 &&
+ !IS_MOVING(x, y))
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_EMERALD);
+#endif
+
if (IS_GEM(element) || element == EL_SP_INFOTRON)
EdelsteinFunkeln(x, y);
}
else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
TimegateWheel(x, y);
else if (element == EL_ACID)
- Blubber(x, y);
- else if (element == EL_ACID_SPLASHING_LEFT ||
- element == EL_ACID_SPLASHING_RIGHT)
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_ACID);
+ else if (element == EL_ACID_SPLASH_LEFT ||
+ element == EL_ACID_SPLASH_RIGHT)
Blurb(x, y);
- else if (element == EL_CRACKINGNUT)
+ else if (element == EL_NUT_CRACKING)
NussKnacken(x, y);
else if (element == EL_PEARL_BREAKING)
BreakingPearl(x, y);
else if (element == EL_EXIT_OPENING)
AusgangstuerOeffnen(x, y);
else if (element == EL_EXIT_OPEN)
- AusgangstuerBlinken(x, y);
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_EXIT_OPEN);
else if (element == EL_SP_EXIT_OPEN)
- ; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_EXIT_OPEN);
else if (element == EL_WALL_GROWING_ACTIVE)
MauerWaechst(x, y);
else if (element == EL_WALL_GROWING ||
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_LOOP);
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_TERMINAL);
else if (element == EL_SP_TERMINAL_ACTIVE)
- {
- DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_LOOP);
-#if 0
- if (!(FrameCounter % 4))
- PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
-#endif
- }
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_TERMINAL_ACTIVE);
else if (IS_BELT_ACTIVE(element))
DrawBeltAnimation(x, y, element);
else if (element == EL_SWITCHGATE_OPENING)
else if (element == EL_TIMEGATE_CLOSING)
CloseTimegate(x, y);
else if (element == EL_EXTRA_TIME)
- DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_LOOP);
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_EXTRA_TIME);
else if (element == EL_SHIELD_NORMAL)
- {
- DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_LOOP);
-#if 0
- if (!(FrameCounter % 4))
- PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
-#endif
- }
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SHIELD_NORMAL);
else if (element == EL_SHIELD_DEADLY)
- {
- DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_LOOP);
-#if 0
- if (!(FrameCounter % 4))
- PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
-#endif
- }
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SHIELD_DEADLY);
if (game.magic_wall_active)
{
(element == EL_EMPTY ||
element == EL_SAND ||
element == EL_QUICKSAND_EMPTY ||
- element == EL_ACID_SPLASHING_LEFT ||
- element == EL_ACID_SPLASHING_RIGHT))
+ element == EL_ACID_SPLASH_LEFT ||
+ element == EL_ACID_SPLASH_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 (SHIELD_ON(player))
{
- if (player->shield_active_time_left)
+ if (player->shield_deadly_time_left)
PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
- else if (player->shield_passive_time_left)
+ else if (player->shield_normal_time_left)
PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
}
}
if (SHIELD_ON(player))
{
- player->shield_passive_time_left--;
+ player->shield_normal_time_left--;
- if (player->shield_active_time_left > 0)
- player->shield_active_time_left--;
+ if (player->shield_deadly_time_left > 0)
+ player->shield_deadly_time_left--;
}
}
for (y=BY1; y<=BY2; y++)
DrawScreenField(x, y);
}
+
if (dy)
{
y = (dy == 1 ? BY1 : BY2);
if (!(moved & MF_MOVING) && !player->Pushing)
player->Frame = 0;
else
+#if 0
player->Frame = (player->Frame + 1) % 4;
+#else
+ player->Frame += 1 * 0;
+#endif
if (moved & MF_MOVING)
{
else if (old_jx == jx && old_jy != jy)
player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
- DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
+ DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
{
player->actual_frame_counter = FrameCounter;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+ if (player->Frame)
+ player->Frame += 1;
if (Feld[last_jx][last_jy] == EL_EMPTY)
Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+ player->Frame += 1;
if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
Feld[last_jx][last_jy] = EL_EMPTY;
{
struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
- if (player->shield_active_time_left > 0)
+ if (player->shield_deadly_time_left > 0)
Bang(kill_x, kill_y);
else if (!PLAYER_PROTECTED(good_x, good_y))
KillHero(player);
;
#endif
- if (player->shield_active_time_left > 0)
+ if (player->shield_deadly_time_left > 0)
Bang(bad_x, bad_y);
else if (!PLAYER_PROTECTED(kill_x, kill_y))
KillHero(player);
Feld[jx][jy] = EL_EMPTY;
/* deactivate shield (else Bang()/Explode() would not work right) */
- player->shield_passive_time_left = 0;
- player->shield_active_time_left = 0;
+ player->shield_normal_time_left = 0;
+ player->shield_deadly_time_left = 0;
Bang(jx, jy);
BuryHero(player);
case EL_SHIELD_NORMAL:
RemoveField(x, y);
- player->shield_passive_time_left += 10;
+ player->shield_normal_time_left += 10;
PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
break;
case EL_SHIELD_DEADLY:
RemoveField(x, y);
- player->shield_passive_time_left += 10;
- player->shield_active_time_left += 10;
+ player->shield_normal_time_left += 10;
+ player->shield_deadly_time_left += 10;
PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
break;
else
{
RemoveField(x, y);
- Feld[x+dx][y+dy] = element;
+ Feld[x + dx][y + dy] = element;
}
if (element == EL_SPRING)
{
- Feld[x+dx][y+dy] = EL_SPRING_MOVING;
- MovDir[x+dx][y+dy] = move_direction;
+ Feld[x + dx][y + dy] = EL_SPRING;
+ MovDir[x + dx][y + dy] = move_direction;
}
player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
- DrawLevelField(x+dx, y+dy);
+ DrawLevelField(x + dx, y + dy);
PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
break;
player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
DrawLevelField(x, y);
- DrawLevelField(x+dx, y+dy);
+ DrawLevelField(x + dx, y + dy);
if (IS_SB_ELEMENT(element) &&
local_player->sokobanfields_still_needed == 0 &&
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
{
if (game.emulation == EMU_SUPAPLEX)
- DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
+ DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
else
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
+ DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
}
PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
MovDelay[jx][jy] = 96;
player->dynabombs_left--;
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
+ DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
}
for (i=0; i<NUM_GAME_BUTTONS; i++)
{
- Bitmap *gd_bitmap = pix[PIX_DOOR];
+ Bitmap *gd_bitmap = new_graphic_info[IMG_MENU_DOOR].bitmap;
struct GadgetInfo *gi;
int button_type;
boolean checked;