void RedrawPlayfield(boolean force_redraw, int x, int y, int width, int height)
{
- if (game_status == PLAYING)
+ if (game_status == GAME_MODE_PLAYING)
{
if (force_redraw)
{
int x,y;
DrawBuffer *buffer = (drawto_field == window ? backbuffer : drawto_field);
- if (setup.direct_draw && game_status == PLAYING)
+ if (setup.direct_draw && game_status == GAME_MODE_PLAYING)
redraw_mask &= ~REDRAW_MAIN;
if (redraw_mask & REDRAW_TILES && redraw_tiles > REDRAWTILES_THRESHOLD)
if (redraw_mask == REDRAW_NONE)
return;
- if (global.fps_slowdown && game_status == PLAYING)
+ if (global.fps_slowdown && game_status == GAME_MODE_PLAYING)
{
static boolean last_frame_skipped = FALSE;
boolean skip_even_when_not_scrolling = TRUE;
if (redraw_mask & REDRAW_FIELD)
{
- if (game_status != PLAYING || redraw_mask & REDRAW_FROM_BACKBUFFER)
+ if (game_status != GAME_MODE_PLAYING ||
+ redraw_mask & REDRAW_FROM_BACKBUFFER)
{
BlitBitmap(backbuffer, window,
REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE, REAL_SX, REAL_SY);
{
DrawBackground(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE);
- if (setup.soft_scrolling && game_status == PLAYING)
+ if (setup.soft_scrolling && game_status == GAME_MODE_PLAYING)
{
ClearRectangle(fieldbuffer, 0, 0, FXSIZE, FYSIZE);
SetDrawtoField(DRAW_BUFFERED);
else
SetDrawtoField(DRAW_BACKBUFFER);
- if (setup.direct_draw && game_status == PLAYING)
+ if (setup.direct_draw && game_status == GAME_MODE_PLAYING)
{
ClearRectangle(window, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE);
SetDrawtoField(DRAW_DIRECT);
if (player_is_moving)
{
- if (Store[last_jx][last_jy] && IS_DRAWABLE(last_element))
+ if (Back[last_jx][last_jy] && IS_DRAWABLE(last_element))
{
- DrawLevelElement(last_jx, last_jy, Store[last_jx][last_jy]);
+ DrawLevelElement(last_jx, last_jy, Back[last_jx][last_jy]);
if (last_element == EL_DYNAMITE_ACTIVE ||
last_element == EL_SP_DISK_RED_ACTIVE)
/* draw things behind the player, if needed */
/* ----------------------------------------------------------------------- */
- if (Store[jx][jy])
- DrawLevelElement(jx, jy, Store[jx][jy]);
+ if (Back[jx][jy])
+ DrawLevelElement(jx, jy, Back[jx][jy]);
else if (IS_ACTIVE_BOMB(element))
DrawLevelElement(jx, jy, EL_EMPTY);
else
{
boolean left_stopped = FALSE, right_stopped = FALSE;
- if (!IN_LEV_FIELD(lx - 1, ly) || IS_MAUER(Feld[lx - 1][ly]))
+ if (!IN_LEV_FIELD(lx - 1, ly) || IS_WALL(Feld[lx - 1][ly]))
left_stopped = TRUE;
- if (!IN_LEV_FIELD(lx + 1, ly) || IS_MAUER(Feld[lx + 1][ly]))
+ if (!IN_LEV_FIELD(lx + 1, ly) || IS_WALL(Feld[lx + 1][ly]))
right_stopped = TRUE;
if (left_stopped && right_stopped)
element = (IN_LEV_FIELD(xx, yy) ? Feld[xx][yy] : EL_STEELWALL);
- if (CAN_BE_CRUMBLED(element)) /* neighbour is of same type */
+ /* check if neighbour field is of same type */
+ if (CAN_BE_CRUMBLED(element))
continue;
if (i == 1 || i == 2)
static int label_state, label_counter;
int last_game_status = game_status; /* save current game status */
- game_status = PSEUDO_PREVIEW; /* force PREVIEW font on preview level */
+ /* force PREVIEW font on preview level */
+ game_status = GAME_MODE_PSEUDO_PREVIEW;
if (restart)
{
#if defined(PLATFORM_UNIX)
/* pause network game while waiting for request to answer */
if (options.network &&
- game_status == PLAYING &&
+ game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR)
SendToServer_PausePlaying();
#endif
/* clear door drawing field */
DrawBackground(DX, DY, DXSIZE, DYSIZE);
- game_status = PSEUDO_DOOR; /* force DOOR font on preview level */
+ /* force DOOR font on preview level */
+ game_status = GAME_MODE_PSEUDO_DOOR;
/* write text for request */
for(ty=0; ty < MAX_REQUEST_LINES; ty++)
return FALSE;
}
- if (game_status != MAINMENU)
+ if (game_status != GAME_MODE_MAIN)
InitAnimation();
button_status = MB_RELEASED;
Delay(10);
}
- if (game_status != MAINMENU)
+ if (game_status != GAME_MODE_MAIN)
StopAnimation();
UnmapToolButtons();
#if defined(PLATFORM_UNIX)
/* continue network game after request */
if (options.network &&
- game_status == PLAYING &&
+ game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR)
SendToServer_ContinuePlaying();
#endif
static int door1 = DOOR_OPEN_1;
static int door2 = DOOR_CLOSE_2;
static unsigned long door_delay = 0;
- int x, start, stepsize = global.door_step_offset;
- unsigned long door_delay_value = global.door_step_delay;
+ int x, start, stepsize = door.step_offset;
+ unsigned long door_delay_value = door.step_delay;
if (door_state == DOOR_GET_STATE)
return(door1 | door2);
BackToFront();
- if (game_status == MAINMENU)
+ if (game_status == GAME_MODE_MAIN)
DoAnimation();
}
}
int el_act_dir2img(int element, int action, int direction)
{
+ element = GFX_ELEMENT(element);
direction = MV_DIR_BIT(direction);
return element_info[element].direction_graphic[action][direction];
int el_act2img(int element, int action)
{
+ element = GFX_ELEMENT(element);
+
return element_info[element].graphic[action];
}
int el_dir2img(int element, int direction)
{
+ element = GFX_ELEMENT(element);
+
return el_act_dir2img(element, ACTION_DEFAULT, direction);
}
int el2img(int element)
{
+ element = GFX_ELEMENT(element);
+
return element_info[element].graphic[ACTION_DEFAULT];
}
int el2edimg(int element)
{
+ element = GFX_ELEMENT(element);
+
return element_info[element].special_graphic[GFX_SPECIAL_ARG_EDITOR];
}
int el2preimg(int element)
{
+ element = GFX_ELEMENT(element);
+
return element_info[element].special_graphic[GFX_SPECIAL_ARG_PREVIEW];
}