player->last_jx = player->last_jy = 0;
player->jx = player->jy = 0;
- player->shield_passive_time_left = 0;
- player->shield_active_time_left = 0;
+ player->shield_normal_time_left = 0;
+ player->shield_deadly_time_left = 0;
DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
DrawNewGraphic(sx, sy, el2img(Store[x][y]), 0);
#endif
+#if 0
if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
{
if ((frame = (96 - MovDelay[x][y]) / 12) > 6)
if ((frame = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
frame = 7 - frame;
}
-
-#if 1
+#else
frame = getNewGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
#endif
#endif
if (phase == delay)
- ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
+ DrawCrumbledSand(SCREENX(x), SCREENY(y));
if (IS_PFORTE(Store[x][y]))
{
{
int element = Feld[x][y];
- if (element != EL_ACID_SPLASHING_LEFT &&
- element != EL_ACID_SPLASHING_RIGHT) /* start */
+ if (element != EL_ACID_SPLASH_LEFT &&
+ element != EL_ACID_SPLASH_RIGHT) /* start */
{
PlaySoundLevel(x, y, SND_ACID_SPLASHING);
if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
(!IN_LEV_FIELD(x-1, y-1) ||
!CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
{
- Feld[x-1][y] = EL_ACID_SPLASHING_LEFT;
+ Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
}
if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
(!IN_LEV_FIELD(x+1, y-1) ||
!CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
{
- Feld[x+1][y] = EL_ACID_SPLASHING_RIGHT;
+ Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
}
}
else /* go on */
{
#if 0
int graphic =
- (element == EL_ACID_SPLASHING_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
+ (element == EL_ACID_SPLASH_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
#else
- int graphic = (element == EL_ACID_SPLASHING_LEFT ?
- IMG_ACID_SPLASHING_LEFT :
- IMG_ACID_SPLASHING_RIGHT);
+ int graphic = (element == EL_ACID_SPLASH_LEFT ?
+ IMG_ACID_SPLASH_LEFT :
+ IMG_ACID_SPLASH_RIGHT);
#endif
if (!MovDelay[x][y]) /* initialize animation counter */
}
else if (smashed == EL_NUT)
{
- Feld[x][y+1] = EL_CRACKINGNUT;
+ Feld[x][y+1] = EL_NUT_CRACKING;
PlaySoundLevel(x, y, SND_NUT_CRACKING);
RaiseScoreElement(EL_NUT);
return;
yy = y + xy[i][1];
if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
- DrawNewLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
+ DrawNewLevelField(xx, yy); /* for "DrawCrumbledSand()" */
}
}
DrawNewGraphic(SCREENX(x),SCREENY(y), graphic, frame);
#endif
- ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
+ DrawCrumbledSand(SCREENX(x), SCREENY(y));
}
}
TimegateWheel(x, y);
else if (element == EL_ACID)
Blubber(x, y);
- else if (element == EL_ACID_SPLASHING_LEFT ||
- element == EL_ACID_SPLASHING_RIGHT)
+ else if (element == EL_ACID_SPLASH_LEFT ||
+ element == EL_ACID_SPLASH_RIGHT)
Blurb(x, y);
- else if (element == EL_CRACKINGNUT)
+ else if (element == EL_NUT_CRACKING)
NussKnacken(x, y);
else if (element == EL_PEARL_BREAKING)
BreakingPearl(x, y);
(element == EL_EMPTY ||
element == EL_SAND ||
element == EL_QUICKSAND_EMPTY ||
- element == EL_ACID_SPLASHING_LEFT ||
- element == EL_ACID_SPLASHING_RIGHT))
+ element == EL_ACID_SPLASH_LEFT ||
+ element == EL_ACID_SPLASH_RIGHT))
{
if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
(IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
if (SHIELD_ON(player))
{
- if (player->shield_active_time_left)
+ if (player->shield_deadly_time_left)
PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
- else if (player->shield_passive_time_left)
+ else if (player->shield_normal_time_left)
PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
}
}
if (SHIELD_ON(player))
{
- player->shield_passive_time_left--;
+ player->shield_normal_time_left--;
- if (player->shield_active_time_left > 0)
- player->shield_active_time_left--;
+ if (player->shield_deadly_time_left > 0)
+ player->shield_deadly_time_left--;
}
}
else if (old_jx == jx && old_jy != jy)
player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
- DrawNewLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
+ DrawNewLevelField(jx, jy); /* for "DrawCrumbledSand()" */
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
{
struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
- if (player->shield_active_time_left > 0)
+ if (player->shield_deadly_time_left > 0)
Bang(kill_x, kill_y);
else if (!PLAYER_PROTECTED(good_x, good_y))
KillHero(player);
;
#endif
- if (player->shield_active_time_left > 0)
+ if (player->shield_deadly_time_left > 0)
Bang(bad_x, bad_y);
else if (!PLAYER_PROTECTED(kill_x, kill_y))
KillHero(player);
Feld[jx][jy] = EL_EMPTY;
/* deactivate shield (else Bang()/Explode() would not work right) */
- player->shield_passive_time_left = 0;
- player->shield_active_time_left = 0;
+ player->shield_normal_time_left = 0;
+ player->shield_deadly_time_left = 0;
Bang(jx, jy);
BuryHero(player);
case EL_SHIELD_NORMAL:
RemoveField(x, y);
- player->shield_passive_time_left += 10;
+ player->shield_normal_time_left += 10;
PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
break;
case EL_SHIELD_DEADLY:
RemoveField(x, y);
- player->shield_passive_time_left += 10;
- player->shield_active_time_left += 10;
+ player->shield_normal_time_left += 10;
+ player->shield_deadly_time_left += 10;
PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
break;