added all BD engine elements shared with R'n'D engine as native elements
authorHolger Schemel <info@artsoft.org>
Mon, 22 Apr 2024 16:47:32 +0000 (18:47 +0200)
committerHolger Schemel <info@artsoft.org>
Sun, 28 Apr 2024 18:11:36 +0000 (20:11 +0200)
commit33aea5bc32e267538f3993b27774c636211bca1d
tree6fa5c285737ede2b1fd58b06ed71640bf6444cb9
parentee189ff557404d570a1cd9b5927a67e004efa1e9
added all BD engine elements shared with R'n'D engine as native elements

There were a number of game elements covered by the native BD engine
that already existed in the R'n'D engine for a long time. So far,
these BD style game elements were "shared" between both game engines,
which had some implications and unwanted ambiguities (like defining
explosion animations which are played with different duration in both
game engines, resulting in graphical glitches, or differences in
game element properties which also requires different descriptions in
the level editor, which would simply be impossible with "shared" game
elements).

The following game elements had to be duplicated for the BD engine:

- bd_wall         -> bd_wall_native
- bd_rock         -> bd_rock_native
- bd_diamond      -> bd_diamond_native
- bd_magic_wall   -> bd_magic_wall_native
- bd_butterfly    -> bd_butterfly_1
- bd_firefly      -> bd_firefly_1
- bd_amoeba       -> bd_amoeba_1

This change does not make game element token names for artwork config
files nicer, but makes sure that there are no unwanted side effects as
described between both game engines anymore.
src/conf_gfx.c
src/conf_snd.c
src/editor.c
src/files.c
src/game.c
src/init.c
src/main.c
src/main.h
src/tools.c