changed prefix for all game elements only used by the native BD engine
[rocksndiamonds.git] / src / init.c
index 9fb4b482d66be2d9191d6f8fc7ee52e182ce384e..2529a8baba97aa4f9b16bab81a2a764ae82ff1d9 100644 (file)
@@ -244,6 +244,10 @@ static void InitElementSmallImagesScaledUp(int graphic)
 {
   struct GraphicInfo *g = &graphic_info[graphic];
 
+  // if graphic was cloned, scale cloned graphic
+  if (graphic_info[graphic].clone_from != -1)
+    graphic = graphic_info[graphic].clone_from;
+
   // create small and game tile sized bitmaps (and scale up, if needed)
   CreateImageWithSmallImages(graphic, g->scale_up_factor, g->tile_size);
 }
@@ -307,6 +311,10 @@ static void InitScaledImagesScaledUp(int graphic)
 {
   struct GraphicInfo *g = &graphic_info[graphic];
 
+  // if graphic was cloned, scale cloned graphic
+  if (graphic_info[graphic].clone_from != -1)
+    graphic = graphic_info[graphic].clone_from;
+
   ScaleImage(graphic, g->scale_up_factor);
 }
 
@@ -1147,6 +1155,8 @@ static void InitElementGraphicInfo(void)
       // look for special default action graphic (classic game specific)
       if (IS_BD_ELEMENT(i) && element_info[EL_BD_DEFAULT].graphic[act] != -1)
        default_action_graphic = element_info[EL_BD_DEFAULT].graphic[act];
+      if (IS_BDX_ELEMENT(i) && element_info[EL_BDX_DEFAULT].graphic[act] != -1)
+       default_action_graphic = element_info[EL_BDX_DEFAULT].graphic[act];
       if (IS_SP_ELEMENT(i) && element_info[EL_SP_DEFAULT].graphic[act] != -1)
        default_action_graphic = element_info[EL_SP_DEFAULT].graphic[act];
       if (IS_SB_ELEMENT(i) && element_info[EL_SB_DEFAULT].graphic[act] != -1)
@@ -1156,6 +1166,8 @@ static void InitElementGraphicInfo(void)
 
       if (IS_BD_ELEMENT(i) && element_info[EL_BD_DEFAULT].crumbled[act] != -1)
        default_action_crumbled = element_info[EL_BD_DEFAULT].crumbled[act];
+      if (IS_BDX_ELEMENT(i) && element_info[EL_BDX_DEFAULT].crumbled[act] != -1)
+       default_action_crumbled = element_info[EL_BDX_DEFAULT].crumbled[act];
       if (IS_SP_ELEMENT(i) && element_info[EL_SP_DEFAULT].crumbled[act] != -1)
        default_action_crumbled = element_info[EL_SP_DEFAULT].crumbled[act];
       if (IS_SB_ELEMENT(i) && element_info[EL_SB_DEFAULT].crumbled[act] != -1)
@@ -2158,6 +2170,8 @@ static void InitElementSoundInfo(void)
       // look for special default action sound (classic game specific)
       if (IS_BD_ELEMENT(i) && element_info[EL_BD_DEFAULT].sound[act] != -1)
        default_action_sound = element_info[EL_BD_DEFAULT].sound[act];
+      if (IS_BDX_ELEMENT(i) && element_info[EL_BDX_DEFAULT].sound[act] != -1)
+       default_action_sound = element_info[EL_BDX_DEFAULT].sound[act];
       if (IS_SP_ELEMENT(i) && element_info[EL_SP_DEFAULT].sound[act] != -1)
        default_action_sound = element_info[EL_SP_DEFAULT].sound[act];
       if (IS_SB_ELEMENT(i) && element_info[EL_SB_DEFAULT].sound[act] != -1)
@@ -4291,16 +4305,17 @@ void InitElementPropertiesStatic(void)
     EL_AMOEBA_DRY,
     EL_AMOEBA_FULL,
     EL_BD_AMOEBA,
-    EL_BD_AMOEBA_2,
-    EL_BD_SLIME,
-    EL_BD_ACID,
-    EL_BD_BITER,
-    EL_BD_BITER_RIGHT,
-    EL_BD_BITER_UP,
-    EL_BD_BITER_LEFT,
-    EL_BD_BITER_DOWN,
-    EL_BD_BLADDER,
-    EL_BD_NUT,
+    EL_BDX_AMOEBA_1,
+    EL_BDX_AMOEBA_2,
+    EL_BDX_SLIME,
+    EL_BDX_ACID,
+    EL_BDX_BITER,
+    EL_BDX_BITER_RIGHT,
+    EL_BDX_BITER_UP,
+    EL_BDX_BITER_LEFT,
+    EL_BDX_BITER_DOWN,
+    EL_BDX_BLADDER,
+    EL_BDX_NUT,
     EL_EMC_MAGIC_BALL,
     EL_EMC_ANDROID,
     EL_MM_GRAY_BALL,
@@ -4596,8 +4611,8 @@ void InitElementPropertiesStatic(void)
   static int ep_editor_cascade_active[] =
   {
     EL_INTERNAL_CASCADE_BD_ACTIVE,
-    EL_INTERNAL_CASCADE_BD_NATIVE_ACTIVE,
-    EL_INTERNAL_CASCADE_BD_EFFECTS_ACTIVE,
+    EL_INTERNAL_CASCADE_BDX_ACTIVE,
+    EL_INTERNAL_CASCADE_BDX_EFFECTS_ACTIVE,
     EL_INTERNAL_CASCADE_EM_ACTIVE,
     EL_INTERNAL_CASCADE_EMC_ACTIVE,
     EL_INTERNAL_CASCADE_RND_ACTIVE,
@@ -4622,8 +4637,8 @@ void InitElementPropertiesStatic(void)
   static int ep_editor_cascade_inactive[] =
   {
     EL_INTERNAL_CASCADE_BD,
-    EL_INTERNAL_CASCADE_BD_NATIVE,
-    EL_INTERNAL_CASCADE_BD_EFFECTS,
+    EL_INTERNAL_CASCADE_BDX,
+    EL_INTERNAL_CASCADE_BDX_EFFECTS,
     EL_INTERNAL_CASCADE_EM,
     EL_INTERNAL_CASCADE_EMC,
     EL_INTERNAL_CASCADE_RND,