int belt_nr = getBeltNrFromBeltSwitchElement(element);
int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
int belt_dir = belt_move_dir[belt_dir_nr];
- int xx, yy;
+ int xx, yy, i;
if (!IS_BELT_SWITCH(element))
return;
if (belt_dir_nr == 3)
belt_dir_nr = 1;
+ /* set frame order for belt animation graphic according to belt direction */
+ for (i=0; i<3; i++)
+ {
+ int element = belt_base_active_element[belt_nr] + i;
+ int graphic = el2img(element);
+
+ if (belt_dir == MV_LEFT)
+ new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ else
+ new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ }
+
for (yy=0; yy<lev_fieldy; yy++)
{
for (xx=0; xx<lev_fieldx; xx++)
int delay = 6;
if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 3*delay;
+ MovDelay[x][y] = 3 * delay;
if (MovDelay[x][y]) /* wait some time before next frame */
{
int phase;
MovDelay[x][y]--;
- phase = 2-MovDelay[x][y]/delay;
+ phase = 2 - MovDelay[x][y] / delay;
+#if 0
if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
DrawGraphic(SCREENX(x), SCREENY(y),
(MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
GFX_MAUER_DOWN ) + phase);
+#else
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
+ int frame = getNewGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
+
+ DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+#endif
if (!MovDelay[x][y])
{
if (MovDir[x][y] == MV_LEFT)
{
- if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
- DrawLevelField(x-1, y);
+ if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
+ DrawNewLevelField(x - 1, y);
}
else if (MovDir[x][y] == MV_RIGHT)
{
- if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
- DrawLevelField(x+1, y);
+ if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
+ DrawNewLevelField(x + 1, y);
}
else if (MovDir[x][y] == MV_UP)
{
- if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
- DrawLevelField(x, y-1);
+ if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
+ DrawNewLevelField(x, y - 1);
}
else
{
- if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
- DrawLevelField(x, y+1);
+ if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
+ DrawNewLevelField(x, y + 1);
}
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
MovDir[x][y] = MV_NO_MOVING;
- DrawLevelField(x, y);
+ DrawNewLevelField(x, y);
}
}
}
Store[ax][ay-1] = element;
MovDir[ax][ay-1] = MV_UP;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+#if 0
DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
+#else
+ DrawNewGraphic(SCREENX(ax), SCREENY(ay - 1),
+ IMG_WALL_GROWING_ACTIVE_UP, 0);
+#endif
new_wall = TRUE;
}
if (unten_frei)
Store[ax][ay+1] = element;
MovDir[ax][ay+1] = MV_DOWN;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+#if 0
DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
+#else
+ DrawNewGraphic(SCREENX(ax), SCREENY(ay + 1),
+ IMG_WALL_GROWING_ACTIVE_DOWN, 0);
+#endif
new_wall = TRUE;
}
}
Store[ax-1][ay] = element;
MovDir[ax-1][ay] = MV_LEFT;
if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
+#if 0
DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
+#else
+ DrawNewGraphic(SCREENX(ax - 1), SCREENY(ay),
+ IMG_WALL_GROWING_ACTIVE_LEFT, 0);
+#endif
new_wall = TRUE;
}
Store[ax+1][ay] = element;
MovDir[ax+1][ay] = MV_RIGHT;
if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+#if 0
DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
+#else
+ DrawNewGraphic(SCREENX(ax + 1), SCREENY(ay),
+ IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
+#endif
new_wall = TRUE;
}
}
if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
- DrawLevelField(ax, ay);
+ DrawNewLevelField(ax, ay);
if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
oben_massiv = TRUE;
if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
{
Feld[xx][yy] = EL_EMPTY;
- DrawLevelField(xx, yy);
+ DrawNewLevelField(xx, yy);
}
else
break;
{
MovDelay[x][y]--;
if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
+#else
+ DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0);
+#endif
if (MovDelay[x][y])
return;
};
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
+#else
+ {
+ int graphic = IMG_SP_BUGGY_BASE_ACTIVE;
+ int frame = getNewGraphicAnimationFrame(graphic, SimpleRND(100));
+
+ DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+#endif
for (i=0; i<4; i++)
{
}
Feld[x][y] = EL_SP_BUGGY_BASE;
- DrawLevelField(x, y);
+ DrawNewLevelField(x, y);
}
}
}
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
+#if 0
DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
+#else
+ int graphic = IMG_TRAP_ACTIVE;
+ int frame = getNewGraphicAnimationFrame(graphic,
+ 31 - MovDelay[x][y]);
+
+ DrawNewGraphic(SCREENX(x),SCREENY(y), graphic, frame);
+#endif
ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
}
}
}
Feld[x][y] = EL_TRAP;
- DrawLevelField(x, y);
+ DrawNewLevelField(x, y);
}
}
}
if (belt_dir != MV_NO_MOVING)
{
+#if 0
int delay = 2;
int mode = ANIM_LOOP | (belt_dir == MV_LEFT ? 0 : ANIM_REVERSE);
int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
+#else
+ int graphic = el2img(element);
+
+ DrawNewGraphicAnimation(x, y, graphic);
+#endif
if (!(FrameCounter % 2))
PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
CheckTrap(x, y);
else if (element == EL_SP_TERMINAL)
+#if 0
DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_LOOP);
+#else
+ DrawNewGraphicAnimation(x, y, IMG_SP_TERMINAL);
+#endif
else if (element == EL_SP_TERMINAL_ACTIVE)
{
+#if 0
DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_LOOP);
+#else
+ DrawNewGraphicAnimation(x, y, IMG_SP_TERMINAL_ACTIVE);
+#endif
+
#if 0
if (!(FrameCounter % 4))
PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
else if (element == EL_TIMEGATE_CLOSING)
CloseTimegate(x, y);
else if (element == EL_EXTRA_TIME)
+#if 0
DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_LOOP);
+#else
+ DrawNewGraphicAnimation(x, y, IMG_EXTRA_TIME);
+#endif
else if (element == EL_SHIELD_NORMAL)
{
+#if 0
DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_LOOP);
+#else
+ DrawNewGraphicAnimation(x, y, IMG_SHIELD_NORMAL);
+#endif
+
#if 0
if (!(FrameCounter % 4))
PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
}
else if (element == EL_SHIELD_DEADLY)
{
+#if 0
DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_LOOP);
+#else
+ DrawNewGraphicAnimation(x, y, IMG_SHIELD_DEADLY);
+#endif
+
#if 0
if (!(FrameCounter % 4))
PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
element == EL_MAGIC_WALL_FULL)
{
Feld[x][y] = EL_MAGIC_WALL_DEAD;
- DrawLevelField(x, y);
+ DrawNewLevelField(x, y);
}
else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
element == EL_BD_MAGIC_WALL_FULL)
{
Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
- DrawLevelField(x, y);
+ DrawNewLevelField(x, y);
}
}
{
x = (dx == 1 ? BX1 : BX2);
for (y=BY1; y<=BY2; y++)
- DrawScreenField(x, y);
+ DrawNewScreenField(x, y);
}
+
if (dy)
{
y = (dy == 1 ? BY1 : BY2);
for (x=BX1; x<=BX2; x++)
- DrawScreenField(x, y);
+ DrawNewScreenField(x, y);
}
redraw_mask |= REDRAW_FIELD;
else if (old_jx == jx && old_jy != jy)
player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
- DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
+ DrawNewLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
ZX = x;
ZY = y;
- DrawLevelField(x, y);
+ DrawNewLevelField(x, y);
PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
return MF_ACTION;
break;
player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
- DrawLevelField(x+dx, y+dy);
+ DrawNewLevelField(x + dx, y + dy);
PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
break;
case EL_LAMP:
Feld[x][y] = EL_LAMP_ACTIVE;
local_player->lights_still_needed--;
- DrawLevelField(x, y);
+ DrawNewLevelField(x, y);
PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
return MF_ACTION;
break;
Feld[x][y] = EL_TIME_ORB_EMPTY;
TimeLeft += 10;
DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
- DrawLevelField(x, y);
+ DrawNewLevelField(x, y);
PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
return MF_ACTION;
break;
player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
- DrawLevelField(x, y);
- DrawLevelField(x+dx, y+dy);
+ DrawNewLevelField(x, y);
+ DrawNewLevelField(x + dx, y + dy);
if (IS_SB_ELEMENT(element) &&
local_player->sokobanfields_still_needed == 0 &&
return FALSE;
player->snapped = TRUE;
- DrawLevelField(x, y);
+ DrawNewLevelField(x, y);
BackToFront();
return TRUE;
FS_SMALL, FC_YELLOW);
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
{
+#if 0
if (game.emulation == EMU_SUPAPLEX)
DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
else
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
+#else
+ if (game.emulation == EMU_SUPAPLEX)
+ DrawNewGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
+ else
+ DrawNewGraphicThruMask(SCREENX(jx), SCREENY(jy),
+ IMG_DYNAMITE_ACTIVE, 0);
+#endif
}
PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
MovDelay[jx][jy] = 96;
player->dynabombs_left--;
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
+#if 0
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
+#else
+ DrawNewGraphicThruMask(SCREENX(jx), SCREENY(jy),
+ el2img(Feld[jx][jy]), 0);
+#endif
PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
}