special = GFX_SPECIAL_ARG_DOOR;
#endif
+#if 0
+ if (special != -1)
+ {
+ printf("%s%s\n",
+ font_info[font_nr].token_name,
+ special_suffix_info[special].suffix);
+ }
+#endif
+
if (special != -1)
return font_info[font_nr].special_bitmap_id[special];
else
EL_SOKOBAN_FIELD_EMPTY,
EL_EXIT_OPEN,
EL_EM_EXIT_OPEN,
+#if 1
+ EL_EM_EXIT_OPENING,
+#endif
EL_SP_EXIT_OPEN,
EL_SP_EXIT_OPENING,
EL_STEEL_EXIT_OPEN,
EL_EM_STEEL_EXIT_OPEN,
+#if 1
+ EL_EM_STEEL_EXIT_OPENING,
+#endif
EL_GATE_1,
EL_GATE_2,
EL_GATE_3,
-1
};
+ static int ep_em_explodes_by_fire[] =
+ {
+ EL_EM_DYNAMITE,
+ EL_EM_DYNAMITE_ACTIVE,
+ EL_MOLE,
+ -1
+ };
+
/* special EM style gems behaviour */
for (i = 0; ep_em_slippery_wall[i] != -1; i++)
SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
(level.em_slippery_gems &&
engine_version > VERSION_IDENT(2,0,1,0)));
+
+ /* special EM style explosion behaviour regarding chain reactions */
+ for (i = 0; ep_em_explodes_by_fire[i] != -1; i++)
+ SET_PROPERTY(ep_em_explodes_by_fire[i], EP_EXPLODES_BY_FIRE,
+ level.em_explodes_by_fire);
}
/* this is needed because some graphics depend on element properties */
}
}
+void InitElementPropertiesGfxElement()
+{
+ int i;
+
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ struct ElementInfo *ei = &element_info[i];
+
+ ei->gfx_element = (ei->use_gfx_element ? ei->gfx_element_initial : i);
+ }
+}
+
static void InitGlobal()
{
int graphic;
global.autoplay_leveldir = NULL;
global.convert_leveldir = NULL;
+ global.create_images_dir = NULL;
global.frames_per_second = 0;
global.fps_slowdown = FALSE;
global.convert_level_nr = atoi(str_ptr); /* get level_nr value */
}
}
+ else if (strncmp(command, "create images ", 14) == 0)
+ {
+#if defined(TARGET_SDL)
+ global.create_images_dir = getStringCopy(&command[14]);
+
+ if (access(global.create_images_dir, W_OK) != 0)
+ Error(ERR_EXIT, "image target directory '%s' not found or not writable",
+ global.create_images_dir);
+#else
+ Error(ERR_EXIT, "command only available for SDL target");
+#endif
+ }
#if DEBUG
#if defined(TARGET_SDL)
ConvertLevels();
return;
}
+ else if (global.create_images_dir)
+ {
+ CreateLevelSketchImages();
+ return;
+ }
game_status = GAME_MODE_MAIN;