EL_BETON,
EL_BD_WALL,
- EL_SIEB2_INAKTIV,
+ EL_MAGIC_WALL_BD_OFF,
EL_AUSGANG_ZU,
EL_AUSGANG_AUF,
EL_BETON,
EL_MAUERWERK,
EL_FELSBODEN,
- EL_SIEB_INAKTIV,
+ EL_MAGIC_WALL_OFF,
EL_EDELSTEIN,
EL_DIAMANT,
{ EL_AMOEBE_NORM, &level.amoeba_speed, TEXT_SPEED },
{ EL_AMOEBE_VOLL, &level.amoeba_speed, TEXT_SPEED },
{ EL_AMOEBE_BD, &level.amoeba_speed, TEXT_SPEED },
- { EL_SIEB_INAKTIV, &level.time_magic_wall, TEXT_DURATION },
+ { EL_MAGIC_WALL_OFF,&level.time_magic_wall, TEXT_DURATION },
{ EL_ABLENK_AUS, &level.time_wheel, TEXT_DURATION },
{ -1, NULL, NULL }
};
if (Feld[x][y] == EL_BLOCKED &&
(Store[oldx][oldy] == EL_MORAST_LEER ||
- Store[oldx][oldy] == EL_SIEB_LEER ||
- Store[oldx][oldy] == EL_SIEB2_LEER ||
+ Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
+ Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY ||
Store[oldx][oldy] == EL_AMOEBE_NASS))
{
Feld[oldx][oldy] = Store[oldx][oldy];
if (!lastline && object_hit) /* check which object was hit */
{
if (CAN_CHANGE(element) &&
- (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
+ (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
{
int x, y;
int activated_magic_wall =
- (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
+ (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
+ EL_MAGIC_WALL_BD_EMPTY);
/* activate magic wall / mill */
/* play sound of magic wall / mill */
if (!lastline &&
- (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
+ (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
+ Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
{
PlaySoundLevel(x, y, SND_QUIRK);
return;
InitMovingField(x, y, MV_DOWN);
Store[x][y] = EL_MORAST_VOLL;
}
- else if (element == EL_SIEB_VOLL)
+ else if (element == EL_MAGIC_WALL_FULL)
{
if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
Feld[x][y] = EL_CHANGED(Store2[x][y]);
- Store[x][y] = EL_SIEB_LEER;
+ Store[x][y] = EL_MAGIC_WALL_EMPTY;
}
- else if (Feld[x][y+1] == EL_SIEB_LEER)
+ else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY/4 + 1;
return;
}
- Feld[x][y] = EL_SIEB_LEER;
- Feld[x][y+1] = EL_SIEB_VOLL;
+ Feld[x][y] = EL_MAGIC_WALL_EMPTY;
+ Feld[x][y+1] = EL_MAGIC_WALL_FULL;
Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
Store2[x][y] = 0;
}
}
- else if (element == EL_SIEB2_VOLL)
+ else if (element == EL_MAGIC_WALL_BD_FULL)
{
if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
Feld[x][y] = EL_CHANGED2(Store2[x][y]);
- Store[x][y] = EL_SIEB2_LEER;
+ Store[x][y] = EL_MAGIC_WALL_BD_EMPTY;
}
- else if (Feld[x][y+1] == EL_SIEB2_LEER)
+ else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY/4 + 1;
return;
}
- Feld[x][y] = EL_SIEB2_LEER;
- Feld[x][y+1] = EL_SIEB2_VOLL;
+ Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
+ Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
Store2[x][y] = 0;
}
}
else if (CAN_CHANGE(element) &&
- (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
+ (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
+ Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
{
InitMovingField(x, y, MV_DOWN);
Store[x][y] =
- (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
+ (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL :
+ EL_MAGIC_WALL_BD_FULL);
Store2[x][y+1] = element;
}
else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
Store[x][y] = 0;
Feld[x][y] = EL_MORAST_LEER;
}
- else if (Store[x][y] == EL_SIEB_VOLL)
+ else if (Store[x][y] == EL_MAGIC_WALL_FULL)
{
Store[x][y] = 0;
element = Feld[newx][newy] =
- (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
+ (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD);
}
- else if (Store[x][y] == EL_SIEB_LEER)
+ else if (Store[x][y] == EL_MAGIC_WALL_EMPTY)
{
Store[x][y] = Store2[x][y] = 0;
- Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
+ Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY :
+ EL_MAGIC_WALL_DEAD);
}
- else if (Store[x][y] == EL_SIEB2_VOLL)
+ else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL)
{
Store[x][y] = 0;
element = Feld[newx][newy] =
- (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
+ (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL :
+ EL_MAGIC_WALL_BD_DEAD);
}
- else if (Store[x][y] == EL_SIEB2_LEER)
+ else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
{
Store[x][y] = Store2[x][y] = 0;
- Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
+ Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY :
+ EL_MAGIC_WALL_BD_DEAD);
}
else if (Store[x][y] == EL_SALZSAEURE)
{
void SiebAktivieren(int x, int y, int typ)
{
- int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
+ int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
}
boolean sieb = FALSE;
int jx = local_player->jx, jy = local_player->jy;
- if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
- Store[x][y] == EL_SIEB_LEER)
+ if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL ||
+ Store[x][y] == EL_MAGIC_WALL_EMPTY)
{
SiebAktivieren(x, y, 1);
sieb = TRUE;
}
- else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
- Store[x][y] == EL_SIEB2_LEER)
+ else if (element == EL_MAGIC_WALL_BD_EMPTY ||
+ element == EL_MAGIC_WALL_BD_FULL ||
+ Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
{
SiebAktivieren(x, y, 2);
sieb = TRUE;
{
element = Feld[x][y];
- if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
+ if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL)
{
- Feld[x][y] = EL_SIEB_TOT;
+ Feld[x][y] = EL_MAGIC_WALL_DEAD;
DrawLevelField(x, y);
}
- else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
+ else if (element == EL_MAGIC_WALL_BD_EMPTY ||
+ element == EL_MAGIC_WALL_BD_FULL)
{
- Feld[x][y] = EL_SIEB2_TOT;
+ Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
DrawLevelField(x, y);
}
}
EL_AMOEBE_BD,
EL_MORAST_VOLL,
EL_MORAST_LEER,
- EL_SIEB_INAKTIV,
- EL_SIEB_LEER,
- EL_SIEB_VOLL,
- EL_SIEB_TOT,
- EL_SIEB2_INAKTIV,
- EL_SIEB2_LEER,
- EL_SIEB2_VOLL,
- EL_SIEB2_TOT,
+ EL_MAGIC_WALL_OFF,
+ EL_MAGIC_WALL_EMPTY,
+ EL_MAGIC_WALL_FULL,
+ EL_MAGIC_WALL_DEAD,
+ EL_MAGIC_WALL_BD_OFF,
+ EL_MAGIC_WALL_BD_EMPTY,
+ EL_MAGIC_WALL_BD_FULL,
+ EL_MAGIC_WALL_BD_DEAD,
EL_LIFE,
EL_LIFE_ASYNC,
EL_BADEWANNE1,
EL_KOKOSNUSS,
EL_TROPFEN,
EL_MORAST_VOLL,
- EL_SIEB_VOLL,
- EL_SIEB2_VOLL,
+ EL_MAGIC_WALL_FULL,
+ EL_MAGIC_WALL_BD_FULL,
EL_ZEIT_VOLL,
EL_ZEIT_LEER,
EL_SP_ZONK,
EL_FELSBROCKEN,
EL_BD_ROCK,
EL_EDELSTEIN_BD,
- EL_SIEB2_INAKTIV,
+ EL_MAGIC_WALL_BD_OFF,
EL_AUSGANG_ZU,
EL_AUSGANG_AUF,
EL_BETON,
EL_BADEWANNE3,
EL_BADEWANNE4,
EL_BADEWANNE5,
- EL_SIEB_INAKTIV,
- EL_SIEB_TOT,
- EL_SIEB2_INAKTIV,
- EL_SIEB2_TOT,
+ EL_MAGIC_WALL_OFF,
+ EL_MAGIC_WALL_DEAD,
+ EL_MAGIC_WALL_BD_OFF,
+ EL_MAGIC_WALL_BD_DEAD,
EL_AMOEBA2DIAM,
EL_BLOCKED,
EL_SP_EMPTY,
#define EL_MORAST_VOLL 17
#define EL_TROPFEN 18
#define EL_BOMBE 19
-#define EL_SIEB_INAKTIV 20
+#define EL_MAGIC_WALL_OFF 20
#define EL_SPEED_PILL 21
#define EL_SALZSAEURE 22
#define EL_AMOEBE_NASS 23
#define EL_ERZ_EDEL_BD 58
#define EL_ERZ_EDEL_GELB 59
#define EL_MAMPFER2 60
-#define EL_SIEB2_INAKTIV 61
+#define EL_MAGIC_WALL_BD_OFF 61
#define EL_INVISIBLE_STEEL 62
#define EL_UNUSED_63 63
/* "real" (and therefore drawable) runtime elements */
#define EL_FIRST_RUNTIME_EL 500
-#define EL_SIEB_LEER 500
-#define EL_SIEB2_LEER 501
-#define EL_SIEB_VOLL 502
-#define EL_SIEB2_VOLL 503
-#define EL_SIEB_TOT 504
-#define EL_SIEB2_TOT 505
+#define EL_MAGIC_WALL_EMPTY 500
+#define EL_MAGIC_WALL_BD_EMPTY 501
+#define EL_MAGIC_WALL_FULL 502
+#define EL_MAGIC_WALL_BD_FULL 503
+#define EL_MAGIC_WALL_DEAD 504
+#define EL_MAGIC_WALL_BD_DEAD 505
#define EL_AUSGANG_ACT 506
#define EL_SP_TERMINAL_ACTIVE 507
#define EL_SP_BUG_ACTIVE 508
#define GFX_SOKOBAN_FELD_VOLL 123
#define GFX_GEBLUBBER 124
/* Zeile 8 (128) */
-#define GFX_SIEB_INAKTIV 128
-#define GFX_SIEB_LEER GFX_SIEB_INAKTIV
-#define GFX_SIEB_VOLL GFX_SIEB_INAKTIV
-#define GFX_SIEB_TOT GFX_SIEB_INAKTIV
+#define GFX_MAGIC_WALL_OFF 128
+#define GFX_MAGIC_WALL_EMPTY GFX_MAGIC_WALL_OFF
+#define GFX_MAGIC_WALL_FULL GFX_MAGIC_WALL_OFF
+#define GFX_MAGIC_WALL_DEAD GFX_MAGIC_WALL_OFF
#define GFX_ERZ_EDEL 132
#define GFX_ERZ_DIAM 133
#define GFX_ERZ_EDEL_ROT 134
#define GFX_MAUER_L1 GFX_MAUER_LEFT
#define GFX_MAUER_L 170
#define GFX_MAUER_LEBT 171
-#define GFX_SIEB2_INAKTIV 172
-#define GFX_SIEB2_LEER GFX_SIEB2_INAKTIV
-#define GFX_SIEB2_VOLL GFX_SIEB2_INAKTIV
-#define GFX_SIEB2_TOT GFX_SIEB2_INAKTIV
+#define GFX_MAGIC_WALL_BD_OFF 172
+#define GFX_MAGIC_WALL_BD_EMPTY GFX_MAGIC_WALL_BD_OFF
+#define GFX_MAGIC_WALL_BD_FULL GFX_MAGIC_WALL_BD_OFF
+#define GFX_MAGIC_WALL_BD_DEAD GFX_MAGIC_WALL_BD_OFF
/* Zeile 11 (176) */
#define GFX_AUSGANG_ZU 176
#define GFX_AUSGANG_ACT 177
GFX_DIAMANT,1,10, HA_NEXT,
GFX_LIFE,1,100, HA_NEXT,
GFX_LIFE_ASYNC,1,100, HA_NEXT,
- GFX_SIEB_INAKTIV,4,2, HA_NEXT,
- GFX_SIEB2_INAKTIV,4,2, HA_NEXT,
+ GFX_MAGIC_WALL_OFF,4,2, HA_NEXT,
+ GFX_MAGIC_WALL_BD_OFF,4,2, HA_NEXT,
GFX_AUSGANG_ZU,1,100, GFX_AUSGANG_ACT,4,2,
GFX_AUSGANG_AUF+0,4,2, GFX_AUSGANG_AUF+3,1,2,
GFX_AUSGANG_AUF+2,1,2, GFX_AUSGANG_AUF+1,1,2, HA_NEXT,
graphic += phase2;
}
}
- else if (element == EL_SIEB_LEER || element == EL_SIEB2_LEER ||
- element == EL_SIEB_VOLL || element == EL_SIEB2_VOLL)
+ else if (element == EL_MAGIC_WALL_EMPTY ||
+ element == EL_MAGIC_WALL_BD_EMPTY ||
+ element == EL_MAGIC_WALL_FULL ||
+ element == EL_MAGIC_WALL_BD_FULL)
{
graphic += 3 + getGraphicAnimationPhase(4, 4, ANIM_REVERSE);
}
boolean cut_mode = NO_CUTTING;
if (Store[ux][uy] == EL_MORAST_LEER ||
- Store[ux][uy] == EL_SIEB_LEER ||
- Store[ux][uy] == EL_SIEB2_LEER ||
+ Store[ux][uy] == EL_MAGIC_WALL_EMPTY ||
+ Store[ux][uy] == EL_MAGIC_WALL_BD_EMPTY ||
Store[ux][uy] == EL_AMOEBE_NASS)
cut_mode = CUT_ABOVE;
else if (Store[ux][uy] == EL_MORAST_VOLL ||
- Store[ux][uy] == EL_SIEB_VOLL ||
- Store[ux][uy] == EL_SIEB2_VOLL)
+ Store[ux][uy] == EL_MAGIC_WALL_FULL ||
+ Store[ux][uy] == EL_MAGIC_WALL_BD_FULL)
cut_mode = CUT_BELOW;
if (cut_mode == CUT_ABOVE)
MovDir[oldx][oldy] == MV_RIGHT);
if (Store[oldx][oldy] == EL_MORAST_LEER ||
- Store[oldx][oldy] == EL_SIEB_LEER ||
- Store[oldx][oldy] == EL_SIEB2_LEER ||
+ Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
+ Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY ||
Store[oldx][oldy] == EL_AMOEBE_NASS)
cut_mode = CUT_ABOVE;
case EL_MORAST_VOLL: return GFX_MORAST_VOLL;
case EL_TROPFEN: return GFX_TROPFEN;
case EL_BOMBE: return GFX_BOMBE;
- case EL_SIEB_INAKTIV: return GFX_SIEB_INAKTIV;
- case EL_SIEB_LEER: return GFX_SIEB_LEER;
- case EL_SIEB_VOLL: return GFX_SIEB_VOLL;
- case EL_SIEB_TOT: return GFX_SIEB_TOT;
+ case EL_MAGIC_WALL_OFF: return GFX_MAGIC_WALL_OFF;
+ case EL_MAGIC_WALL_EMPTY: return GFX_MAGIC_WALL_EMPTY;
+ case EL_MAGIC_WALL_FULL: return GFX_MAGIC_WALL_FULL;
+ case EL_MAGIC_WALL_DEAD: return GFX_MAGIC_WALL_DEAD;
case EL_SALZSAEURE: return GFX_SALZSAEURE;
case EL_AMOEBE_TOT: return GFX_AMOEBE_TOT;
case EL_AMOEBE_NASS: return GFX_AMOEBE_NASS;
case EL_ERZ_EDEL_ROT: return GFX_ERZ_EDEL_ROT;
case EL_ERZ_EDEL_LILA: return GFX_ERZ_EDEL_LILA;
case EL_MAMPFER2: return GFX_MAMPFER2;
- case EL_SIEB2_INAKTIV: return GFX_SIEB2_INAKTIV;
- case EL_SIEB2_LEER: return GFX_SIEB2_LEER;
- case EL_SIEB2_VOLL: return GFX_SIEB2_VOLL;
- case EL_SIEB2_TOT: return GFX_SIEB2_TOT;
+ case EL_MAGIC_WALL_BD_OFF: return GFX_MAGIC_WALL_BD_OFF;
+ case EL_MAGIC_WALL_BD_EMPTY:return GFX_MAGIC_WALL_BD_EMPTY;
+ case EL_MAGIC_WALL_BD_FULL: return GFX_MAGIC_WALL_BD_FULL;
+ case EL_MAGIC_WALL_BD_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;