else if (rechts_massiv)
graphic = GFX_MAUER_L;
}
+#if 0
else if ((element == EL_INVISIBLE_STEELWALL ||
element == EL_INVISIBLE_WALL ||
element == EL_INVISIBLE_SAND) && game.light_time_left)
element == EL_INVISIBLE_WALL ? GFX_UNSICHTBAR_ON :
GFX_SAND_INVISIBLE_ON);
}
+#endif
if (dx || dy)
DrawGraphicShifted(x, y, dx, dy, graphic, cut_mode, mask_mode);
else if (rechts_massiv)
graphic = GFX_MAUER_L;
}
+#if 0
else if ((element == EL_INVISIBLE_STEELWALL ||
element == EL_INVISIBLE_WALL ||
element == EL_INVISIBLE_SAND) && game.light_time_left)
element == EL_INVISIBLE_WALL ? GFX_UNSICHTBAR_ON :
GFX_SAND_INVISIBLE_ON);
}
+#endif
if (dx || dy)
DrawNewGraphicShifted(x, y, dx, dy, graphic, frame, cut_mode, mask_mode);
case EL_EXIT_OPENING: return GFX_AUSGANG_ACT;
case EL_EXIT_OPEN: return GFX_AUSGANG_AUF;
case EL_SP_EXIT_OPEN: return GFX_SP_EXIT;
- case EL_PLAYER: return GFX_SPIELFIGUR;
case EL_PLAYER1: return GFX_SPIELER1;
case EL_PLAYER2: return GFX_SPIELER2;
case EL_PLAYER3: return GFX_SPIELER3;
case EL_PACMAN_LEFT: return GFX_PACMAN_LEFT;
case EL_PACMAN_DOWN: return GFX_PACMAN_DOWN;
case EL_INVISIBLE_WALL: return GFX_UNSICHTBAR;
+ case EL_INVISIBLE_WALL_ACTIVE: return GFX_UNSICHTBAR_ON;
case EL_WALL_EMERALD: return GFX_ERZ_EDEL;
case EL_WALL_DIAMOND: return GFX_ERZ_DIAM;
case EL_LAMP: return GFX_BIRNE_AUS;
case EL_BD_MAGIC_WALL_EMPTYING: return GFX_MAGIC_WALL_BD_EMPTY;
case EL_BD_MAGIC_WALL_FULL: return GFX_MAGIC_WALL_BD_FULL;
case EL_BD_MAGIC_WALL_DEAD: return GFX_MAGIC_WALL_BD_DEAD;
- case EL_DYNABOMB_ACTIVE_1: return GFX_DYNABOMB;
- case EL_DYNABOMB_ACTIVE_2: return GFX_DYNABOMB;
- case EL_DYNABOMB_ACTIVE_3: return GFX_DYNABOMB;
- case EL_DYNABOMB_ACTIVE_4: return GFX_DYNABOMB;
+ case EL_DYNABOMB_PLAYER1_ACTIVE: return GFX_DYNABOMB;
+ case EL_DYNABOMB_PLAYER2_ACTIVE: return GFX_DYNABOMB;
+ case EL_DYNABOMB_PLAYER3_ACTIVE: return GFX_DYNABOMB;
+ case EL_DYNABOMB_PLAYER4_ACTIVE: return GFX_DYNABOMB;
case EL_DYNABOMB_NR: return GFX_DYNABOMB_NR;
case EL_DYNABOMB_SZ: return GFX_DYNABOMB_SZ;
case EL_DYNABOMB_XL: return GFX_DYNABOMB_XL;
case EL_SP_ZONK: return GFX_SP_ZONK;
/* ^^^^^^^^^^ non-standard position in supaplex graphic set! */
case EL_INVISIBLE_STEELWALL: return GFX_INVISIBLE_STEEL;
+ case EL_INVISIBLE_STEELWALL_ACTIVE: return GFX_INVISIBLE_STEEL_ON;
case EL_BLACK_ORB: return GFX_BLACK_ORB;
case EL_EM_GATE1: return GFX_EM_GATE_1;
case EL_EM_GATE2: return GFX_EM_GATE_2;
case EL_MOLE_DOWN: return GFX_MOLE_DOWN;
case EL_STEELWALL_SLANTED: return GFX_STEEL_SLANTED;
case EL_INVISIBLE_SAND: return GFX_SAND_INVISIBLE;
+ case EL_INVISIBLE_SAND_ACTIVE: return GFX_SAND_INVISIBLE_ON;
case EL_DX_UNKNOWN_15: return GFX_DX_UNKNOWN_15;
case EL_DX_UNKNOWN_42: return GFX_DX_UNKNOWN_42;
case EL_TIMEGATE_OPEN: return GFX_TIMEGATE_OPEN;
int el2gfx(int element)
{
+#if 1
+ int graphic_OLD = el2gfx_OLD(element);
+
+ return graphic_OLD;
+#else
+
int graphic_NEW = element_info[element].graphic[GFX_ACTION_DEFAULT];
#if DEBUG
#endif
return graphic_NEW;
+#endif
}
int el2img(int element)
{
+#if 1
+ int graphic_NEW = element_info[element].graphic[GFX_ACTION_DEFAULT];
+
+ return graphic_NEW;
+#else
+
switch(element)
{
case EL_BD_BUTTERFLY: return IMG_BD_BUTTERFLY;
}
return IMG_EMPTY_SPACE;
+#endif
}
int el_dir2img(int element, int direction)
{
- if (element_info[element].has_direction_graphic[GFX_ACTION_DEFAULT])
+ int action = GFX_ACTION_DEFAULT;
+
+ if (element_info[element].has_direction_graphic[action])
{
- int i = LOG_MV_DIR(direction);
+ int direction = MV_DIR_BIT(direction);
- return element_info[element].direction_graphic[GFX_ACTION_DEFAULT][i];
+ return element_info[element].direction_graphic[action][direction];
}
else
return el2img(element);
}
+
+int el_dir_act2img(int element, int direction, int action)
+{
+ if (element_info[element].has_direction_graphic[action])
+ {
+ int direction = MV_DIR_BIT(direction);
+
+ return element_info[element].direction_graphic[action][direction];
+ }
+ else
+ return el_dir2img(element, direction);
+}