/*********************************************************** * Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* * (c) 1995-2006 Artsoft Entertainment * * Holger Schemel * * Detmolder Strasse 189 * * 33604 Bielefeld * * Germany * * e-mail: info@artsoft.org * *----------------------------------------------------------* * init.c * ***********************************************************/ #include "libgame/libgame.h" #include "init.h" #include "events.h" #include "screens.h" #include "editor.h" #include "game.h" #include "tape.h" #include "tools.h" #include "files.h" #include "network.h" #include "netserv.h" #include "cartoons.h" #include "config.h" #include "conf_e2g.c" /* include auto-generated data structure definitions */ #include "conf_esg.c" /* include auto-generated data structure definitions */ #include "conf_e2s.c" /* include auto-generated data structure definitions */ #include "conf_fnt.c" /* include auto-generated data structure definitions */ #include "conf_g2s.c" /* include auto-generated data structure definitions */ #include "conf_g2m.c" /* include auto-generated data structure definitions */ #include "conf_act.c" /* include auto-generated data structure definitions */ #define CONFIG_TOKEN_FONT_INITIAL "font.initial" #define CONFIG_TOKEN_GLOBAL_BUSY "global.busy" #define DEBUG_PRINT_INIT_TIMESTAMPS TRUE #define DEBUG_PRINT_INIT_TIMESTAMPS_DEPTH 1 static struct FontBitmapInfo font_initial[NUM_INITIAL_FONTS]; static struct GraphicInfo anim_initial; static int copy_properties[][5] = { { EL_BUG, EL_BUG_LEFT, EL_BUG_RIGHT, EL_BUG_UP, EL_BUG_DOWN }, { EL_SPACESHIP, EL_SPACESHIP_LEFT, EL_SPACESHIP_RIGHT, EL_SPACESHIP_UP, EL_SPACESHIP_DOWN }, { EL_BD_BUTTERFLY, EL_BD_BUTTERFLY_LEFT, EL_BD_BUTTERFLY_RIGHT, EL_BD_BUTTERFLY_UP, EL_BD_BUTTERFLY_DOWN }, { EL_BD_FIREFLY, EL_BD_FIREFLY_LEFT, EL_BD_FIREFLY_RIGHT, EL_BD_FIREFLY_UP, EL_BD_FIREFLY_DOWN }, { EL_PACMAN, EL_PACMAN_LEFT, EL_PACMAN_RIGHT, EL_PACMAN_UP, EL_PACMAN_DOWN }, { EL_YAMYAM, EL_YAMYAM_LEFT, EL_YAMYAM_RIGHT, EL_YAMYAM_UP, EL_YAMYAM_DOWN }, { EL_MOLE, EL_MOLE_LEFT, EL_MOLE_RIGHT, EL_MOLE_UP, EL_MOLE_DOWN }, { -1, -1, -1, -1, -1 } }; static void print_timestamp_ext(char *message, char *mode) { #if DEBUG #if DEBUG_PRINT_INIT_TIMESTAMPS static char *debug_message = NULL; static char *last_message = NULL; static int counter_nr = 0; int max_depth = DEBUG_PRINT_INIT_TIMESTAMPS_DEPTH; checked_free(debug_message); debug_message = getStringCat3(mode, " ", message); if (strEqual(mode, "INIT")) { debug_print_timestamp(counter_nr, NULL); if (counter_nr + 1 < max_depth) debug_print_timestamp(counter_nr, debug_message); counter_nr++; debug_print_timestamp(counter_nr, NULL); } else if (strEqual(mode, "DONE")) { counter_nr--; if (counter_nr + 1 < max_depth || (counter_nr == 0 && max_depth == 1)) { last_message = message; if (counter_nr == 0 && max_depth == 1) { checked_free(debug_message); debug_message = getStringCat3("TIME", " ", message); } debug_print_timestamp(counter_nr, debug_message); } } else if (!strEqual(mode, "TIME") || !strEqual(message, last_message)) { if (counter_nr < max_depth) debug_print_timestamp(counter_nr, debug_message); } #endif #endif } static void print_timestamp_init(char *message) { print_timestamp_ext(message, "INIT"); } static void print_timestamp_time(char *message) { print_timestamp_ext(message, "TIME"); } static void print_timestamp_done(char *message) { print_timestamp_ext(message, "DONE"); } void DrawInitAnim() { struct GraphicInfo *graphic_info_last = graphic_info; int graphic = 0; static unsigned long action_delay = 0; unsigned long action_delay_value = GameFrameDelay; int sync_frame = FrameCounter; int x, y; if (game_status != GAME_MODE_LOADING) return; if (anim_initial.bitmap == NULL || window == NULL) return; if (!DelayReached(&action_delay, action_delay_value)) return; #if 0 { static unsigned long last_counter = -1; unsigned long current_counter = Counter(); unsigned long delay = current_counter - last_counter; if (last_counter != -1 && delay > action_delay_value + 5) printf("::: DrawInitAnim: DELAY TOO LONG: %ld\n", delay); last_counter = current_counter; } #endif #if 0 anim_initial.anim_mode = ANIM_LOOP; anim_initial.anim_start_frame = 0; anim_initial.offset_x = anim_initial.width; anim_initial.offset_y = 0; #endif #if 1 x = ALIGNED_TEXT_XPOS(&init.busy); y = ALIGNED_TEXT_YPOS(&init.busy); #else x = WIN_XSIZE / 2 - TILESIZE / 2; y = WIN_YSIZE / 2 - TILESIZE / 2; #endif #if 0 { static boolean done = FALSE; if (!done) printf("::: %d, %d, %d, %d => %d, %d\n", init.busy.x, init.busy.y, init.busy.align, init.busy.valign, x, y); done = TRUE; } #endif graphic_info = &anim_initial; /* graphic == 0 => anim_initial */ if (sync_frame % anim_initial.anim_delay == 0) DrawGraphicAnimationExt(window, x, y, graphic, sync_frame, NO_MASKING); graphic_info = graphic_info_last; FrameCounter++; } void FreeGadgets() { FreeLevelEditorGadgets(); FreeGameButtons(); FreeTapeButtons(); FreeToolButtons(); FreeScreenGadgets(); } void InitGadgets() { static boolean gadgets_initialized = FALSE; if (gadgets_initialized) FreeGadgets(); CreateLevelEditorGadgets(); CreateGameButtons(); CreateTapeButtons(); CreateToolButtons(); CreateScreenGadgets(); InitGadgetsSoundCallback(PlaySoundActivating, PlaySoundSelecting); gadgets_initialized = TRUE; } inline void InitElementSmallImagesScaledUp(int graphic) { #if 0 struct FileInfo *fi = getImageListEntryFromImageID(graphic); printf("::: '%s' -> '%s'\n", fi->token, fi->filename); #endif CreateImageWithSmallImages(graphic, graphic_info[graphic].scale_up_factor); } void InitElementSmallImages() { static int special_graphics[] = { IMG_EDITOR_ELEMENT_BORDER, IMG_EDITOR_ELEMENT_BORDER_INPUT, IMG_EDITOR_CASCADE_LIST, IMG_EDITOR_CASCADE_LIST_ACTIVE, -1 }; struct PropertyMapping *property_mapping = getImageListPropertyMapping(); int num_property_mappings = getImageListPropertyMappingSize(); int i; /* initialize normal images from static configuration */ for (i = 0; element_to_graphic[i].element > -1; i++) InitElementSmallImagesScaledUp(element_to_graphic[i].graphic); /* initialize special images from static configuration */ for (i = 0; element_to_special_graphic[i].element > -1; i++) InitElementSmallImagesScaledUp(element_to_special_graphic[i].graphic); /* initialize images from dynamic configuration (may be elements or other) */ for (i = 0; i < num_property_mappings; i++) InitElementSmallImagesScaledUp(property_mapping[i].artwork_index); /* initialize special images from above list (non-element images) */ for (i = 0; special_graphics[i] > -1; i++) InitElementSmallImagesScaledUp(special_graphics[i]); } void InitScaledImages() { int i; /* scale normal images from static configuration, if not already scaled */ for (i = 0; i < NUM_IMAGE_FILES; i++) ScaleImage(i, graphic_info[i].scale_up_factor); } #if 1 /* !!! FIX THIS (CHANGE TO USING NORMAL ELEMENT GRAPHIC DEFINITIONS) !!! */ void SetBitmaps_EM(Bitmap **em_bitmap) { em_bitmap[0] = graphic_info[IMG_EMC_OBJECT].bitmap; em_bitmap[1] = graphic_info[IMG_EMC_SPRITE].bitmap; } #endif static int getFontBitmapID(int font_nr) { int special = -1; /* (special case: do not use special font for GAME_MODE_LOADING) */ if (game_status >= GAME_MODE_TITLE_INITIAL && game_status <= GAME_MODE_PSEUDO_PREVIEW) special = game_status; else if (game_status == GAME_MODE_PSEUDO_TYPENAME) special = GFX_SPECIAL_ARG_MAIN; #if 0 else if (game_status == GAME_MODE_PLAYING) special = GFX_SPECIAL_ARG_DOOR; #endif if (special != -1) return font_info[font_nr].special_bitmap_id[special]; else return font_nr; } static int getFontFromToken(char *token) { #if 1 char *value = getHashEntry(font_token_hash, token); if (value != NULL) return atoi(value); #else int i; /* !!! OPTIMIZE THIS BY USING HASH !!! */ for (i = 0; i < NUM_FONTS; i++) if (strEqual(token, font_info[i].token_name)) return i; #endif /* if font not found, use reliable default value */ return FONT_INITIAL_1; } void InitFontGraphicInfo() { static struct FontBitmapInfo *font_bitmap_info = NULL; struct PropertyMapping *property_mapping = getImageListPropertyMapping(); int num_property_mappings = getImageListPropertyMappingSize(); int num_font_bitmaps = NUM_FONTS; int i, j; if (graphic_info == NULL) /* still at startup phase */ { InitFontInfo(font_initial, NUM_INITIAL_FONTS, getFontBitmapID, getFontFromToken); return; } /* ---------- initialize font graphic definitions ---------- */ /* always start with reliable default values (normal font graphics) */ for (i = 0; i < NUM_FONTS; i++) font_info[i].graphic = IMG_FONT_INITIAL_1; /* initialize normal font/graphic mapping from static configuration */ for (i = 0; font_to_graphic[i].font_nr > -1; i++) { int font_nr = font_to_graphic[i].font_nr; int special = font_to_graphic[i].special; int graphic = font_to_graphic[i].graphic; if (special != -1) continue; font_info[font_nr].graphic = graphic; } /* always start with reliable default values (special font graphics) */ for (i = 0; i < NUM_FONTS; i++) { for (j = 0; j < NUM_SPECIAL_GFX_ARGS; j++) { font_info[i].special_graphic[j] = font_info[i].graphic; font_info[i].special_bitmap_id[j] = i; } } /* initialize special font/graphic mapping from static configuration */ for (i = 0; font_to_graphic[i].font_nr > -1; i++) { int font_nr = font_to_graphic[i].font_nr; int special = font_to_graphic[i].special; int graphic = font_to_graphic[i].graphic; int base_graphic = font2baseimg(font_nr); if (IS_SPECIAL_GFX_ARG(special)) { boolean base_redefined = getImageListEntryFromImageID(base_graphic)->redefined; boolean special_redefined = getImageListEntryFromImageID(graphic)->redefined; boolean special_cloned = (graphic_info[graphic].clone_from != -1); /* if the base font ("font.title_1", for example) has been redefined, but not the special font ("font.title_1.LEVELS", for example), do not use an existing (in this case considered obsolete) special font anymore, but use the automatically determined default font */ /* special case: cloned special fonts must be explicitly redefined, but are not automatically redefined by redefining base font */ if (base_redefined && !special_redefined && !special_cloned) continue; font_info[font_nr].special_graphic[special] = graphic; font_info[font_nr].special_bitmap_id[special] = num_font_bitmaps; num_font_bitmaps++; } } /* initialize special font/graphic mapping from dynamic configuration */ for (i = 0; i < num_property_mappings; i++) { int font_nr = property_mapping[i].base_index - MAX_NUM_ELEMENTS; int special = property_mapping[i].ext3_index; int graphic = property_mapping[i].artwork_index; if (font_nr < 0) continue; if (IS_SPECIAL_GFX_ARG(special)) { font_info[font_nr].special_graphic[special] = graphic; font_info[font_nr].special_bitmap_id[special] = num_font_bitmaps; num_font_bitmaps++; } } /* correct special font/graphic mapping for cloned fonts for downwards compatibility of PREVIEW fonts -- this is only needed for implicit redefinition of special font by redefined base font, and only if other fonts are cloned from this special font (like in the "Zelda" level set) */ for (i = 0; font_to_graphic[i].font_nr > -1; i++) { int font_nr = font_to_graphic[i].font_nr; int special = font_to_graphic[i].special; int graphic = font_to_graphic[i].graphic; if (IS_SPECIAL_GFX_ARG(special)) { boolean special_redefined = getImageListEntryFromImageID(graphic)->redefined; boolean special_cloned = (graphic_info[graphic].clone_from != -1); if (special_cloned && !special_redefined) { int j; for (j = 0; font_to_graphic[j].font_nr > -1; j++) { int font_nr2 = font_to_graphic[j].font_nr; int special2 = font_to_graphic[j].special; int graphic2 = font_to_graphic[j].graphic; if (IS_SPECIAL_GFX_ARG(special2) && graphic2 == graphic_info[graphic].clone_from) { font_info[font_nr].special_graphic[special] = font_info[font_nr2].special_graphic[special2]; font_info[font_nr].special_bitmap_id[special] = font_info[font_nr2].special_bitmap_id[special2]; } } } } } /* reset non-redefined ".active" font graphics if normal font is redefined */ /* (this different treatment is needed because normal and active fonts are independently defined ("active" is not a property of font definitions!) */ for (i = 0; i < NUM_FONTS; i++) { int font_nr_base = i; int font_nr_active = FONT_ACTIVE(font_nr_base); /* check only those fonts with exist as normal and ".active" variant */ if (font_nr_base != font_nr_active) { int base_graphic = font_info[font_nr_base].graphic; int active_graphic = font_info[font_nr_active].graphic; boolean base_redefined = getImageListEntryFromImageID(base_graphic)->redefined; boolean active_redefined = getImageListEntryFromImageID(active_graphic)->redefined; /* if the base font ("font.menu_1", for example) has been redefined, but not the active font ("font.menu_1.active", for example), do not use an existing (in this case considered obsolete) active font anymore, but use the automatically determined default font */ if (base_redefined && !active_redefined) font_info[font_nr_active].graphic = base_graphic; /* now also check each "special" font (which may be the same as above) */ for (j = 0; j < NUM_SPECIAL_GFX_ARGS; j++) { int base_graphic = font_info[font_nr_base].special_graphic[j]; int active_graphic = font_info[font_nr_active].special_graphic[j]; boolean base_redefined = getImageListEntryFromImageID(base_graphic)->redefined; boolean active_redefined = getImageListEntryFromImageID(active_graphic)->redefined; /* same as above, but check special graphic definitions, for example: redefined "font.menu_1.MAIN" invalidates "font.menu_1.active.MAIN" */ if (base_redefined && !active_redefined) { font_info[font_nr_active].special_graphic[j] = font_info[font_nr_base].special_graphic[j]; font_info[font_nr_active].special_bitmap_id[j] = font_info[font_nr_base].special_bitmap_id[j]; } } } } /* ---------- initialize font bitmap array ---------- */ if (font_bitmap_info != NULL) FreeFontInfo(font_bitmap_info); font_bitmap_info = checked_calloc(num_font_bitmaps * sizeof(struct FontBitmapInfo)); /* ---------- initialize font bitmap definitions ---------- */ for (i = 0; i < NUM_FONTS; i++) { if (i < NUM_INITIAL_FONTS) { font_bitmap_info[i] = font_initial[i]; continue; } for (j = 0; j < NUM_SPECIAL_GFX_ARGS; j++) { int font_bitmap_id = font_info[i].special_bitmap_id[j]; int graphic = font_info[i].special_graphic[j]; /* set 'graphic_info' for font entries, if uninitialized (guessed) */ if (graphic_info[graphic].anim_frames < MIN_NUM_CHARS_PER_FONT) { graphic_info[graphic].anim_frames = DEFAULT_NUM_CHARS_PER_FONT; graphic_info[graphic].anim_frames_per_line = DEFAULT_NUM_CHARS_PER_LINE; } /* copy font relevant information from graphics information */ font_bitmap_info[font_bitmap_id].bitmap = graphic_info[graphic].bitmap; font_bitmap_info[font_bitmap_id].src_x = graphic_info[graphic].src_x; font_bitmap_info[font_bitmap_id].src_y = graphic_info[graphic].src_y; font_bitmap_info[font_bitmap_id].width = graphic_info[graphic].width; font_bitmap_info[font_bitmap_id].height = graphic_info[graphic].height; font_bitmap_info[font_bitmap_id].draw_xoffset = graphic_info[graphic].draw_xoffset; font_bitmap_info[font_bitmap_id].draw_yoffset = graphic_info[graphic].draw_yoffset; font_bitmap_info[font_bitmap_id].num_chars = graphic_info[graphic].anim_frames; font_bitmap_info[font_bitmap_id].num_chars_per_line = graphic_info[graphic].anim_frames_per_line; } } InitFontInfo(font_bitmap_info, num_font_bitmaps, getFontBitmapID, getFontFromToken); } void InitElementGraphicInfo() { struct PropertyMapping *property_mapping = getImageListPropertyMapping(); int num_property_mappings = getImageListPropertyMappingSize(); int i, act, dir; if (graphic_info == NULL) /* still at startup phase */ return; /* set values to -1 to identify later as "uninitialized" values */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) { for (act = 0; act < NUM_ACTIONS; act++) { element_info[i].graphic[act] = -1; element_info[i].crumbled[act] = -1; for (dir = 0; dir < NUM_DIRECTIONS_FULL; dir++) { element_info[i].direction_graphic[act][dir] = -1; element_info[i].direction_crumbled[act][dir] = -1; } } } UPDATE_BUSY_STATE(); /* initialize normal element/graphic mapping from static configuration */ for (i = 0; element_to_graphic[i].element > -1; i++) { int element = element_to_graphic[i].element; int action = element_to_graphic[i].action; int direction = element_to_graphic[i].direction; boolean crumbled = element_to_graphic[i].crumbled; int graphic = element_to_graphic[i].graphic; int base_graphic = el2baseimg(element); if (graphic_info[graphic].bitmap == NULL) continue; if ((action > -1 || direction > -1 || crumbled == TRUE) && base_graphic != -1) { boolean base_redefined = getImageListEntryFromImageID(base_graphic)->redefined; boolean act_dir_redefined = getImageListEntryFromImageID(graphic)->redefined; /* if the base graphic ("emerald", for example) has been redefined, but not the action graphic ("emerald.falling", for example), do not use an existing (in this case considered obsolete) action graphic anymore, but use the automatically determined default graphic */ if (base_redefined && !act_dir_redefined) continue; } if (action < 0) action = ACTION_DEFAULT; if (crumbled) { if (direction > -1) element_info[element].direction_crumbled[action][direction] = graphic; else element_info[element].crumbled[action] = graphic; } else { if (direction > -1) element_info[element].direction_graphic[action][direction] = graphic; else element_info[element].graphic[action] = graphic; } } /* initialize normal element/graphic mapping from dynamic configuration */ for (i = 0; i < num_property_mappings; i++) { int element = property_mapping[i].base_index; int action = property_mapping[i].ext1_index; int direction = property_mapping[i].ext2_index; int special = property_mapping[i].ext3_index; int graphic = property_mapping[i].artwork_index; boolean crumbled = FALSE; #if 0 if ((element == EL_EM_DYNAMITE || element == EL_EM_DYNAMITE_ACTIVE) && action == ACTION_ACTIVE && (special == GFX_SPECIAL_ARG_EDITOR || special == GFX_SPECIAL_ARG_PANEL)) printf("::: DYNAMIC: %d, %d, %d -> %d\n", element, action, special, graphic); #endif if (special == GFX_SPECIAL_ARG_CRUMBLED) { special = -1; crumbled = TRUE; } if (graphic_info[graphic].bitmap == NULL) continue; if (element >= MAX_NUM_ELEMENTS || special != -1) continue; if (action < 0) action = ACTION_DEFAULT; if (crumbled) { if (direction < 0) for (dir = 0; dir < NUM_DIRECTIONS_FULL; dir++) element_info[element].direction_crumbled[action][dir] = -1; if (direction > -1) element_info[element].direction_crumbled[action][direction] = graphic; else element_info[element].crumbled[action] = graphic; } else { if (direction < 0) for (dir = 0; dir < NUM_DIRECTIONS_FULL; dir++) element_info[element].direction_graphic[action][dir] = -1; if (direction > -1) element_info[element].direction_graphic[action][direction] = graphic; else element_info[element].graphic[action] = graphic; } } /* now copy all graphics that are defined to be cloned from other graphics */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) { int graphic = element_info[i].graphic[ACTION_DEFAULT]; int crumbled_like, diggable_like; if (graphic == -1) continue; crumbled_like = graphic_info[graphic].crumbled_like; diggable_like = graphic_info[graphic].diggable_like; if (crumbled_like != -1 && element_info[i].crumbled[ACTION_DEFAULT] == -1) { for (act = 0; act < NUM_ACTIONS; act++) element_info[i].crumbled[act] = element_info[crumbled_like].crumbled[act]; for (act = 0; act < NUM_ACTIONS; act++) for (dir = 0; dir < NUM_DIRECTIONS_FULL; dir++) element_info[i].direction_crumbled[act][dir] = element_info[crumbled_like].direction_crumbled[act][dir]; } if (diggable_like != -1 && element_info[i].graphic[ACTION_DIGGING] == -1) { element_info[i].graphic[ACTION_DIGGING] = element_info[diggable_like].graphic[ACTION_DIGGING]; for (dir = 0; dir < NUM_DIRECTIONS_FULL; dir++) element_info[i].direction_graphic[ACTION_DIGGING][dir] = element_info[diggable_like].direction_graphic[ACTION_DIGGING][dir]; } } #if 1 /* set hardcoded definitions for some runtime elements without graphic */ element_info[EL_AMOEBA_TO_DIAMOND].graphic[ACTION_DEFAULT] = IMG_AMOEBA_DEAD; #endif #if 1 /* set hardcoded definitions for some internal elements without graphic */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) { if (IS_EDITOR_CASCADE_INACTIVE(i)) element_info[i].graphic[ACTION_DEFAULT] = IMG_EDITOR_CASCADE_LIST; else if (IS_EDITOR_CASCADE_ACTIVE(i)) element_info[i].graphic[ACTION_DEFAULT] = IMG_EDITOR_CASCADE_LIST_ACTIVE; } #endif /* now set all undefined/invalid graphics to -1 to set to default after it */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) { for (act = 0; act < NUM_ACTIONS; act++) { int graphic; graphic = element_info[i].graphic[act]; if (graphic > 0 && graphic_info[graphic].bitmap == NULL) element_info[i].graphic[act] = -1; graphic = element_info[i].crumbled[act]; if (graphic > 0 && graphic_info[graphic].bitmap == NULL) element_info[i].crumbled[act] = -1; for (dir = 0; dir < NUM_DIRECTIONS_FULL; dir++) { graphic = element_info[i].direction_graphic[act][dir]; if (graphic > 0 && graphic_info[graphic].bitmap == NULL) element_info[i].direction_graphic[act][dir] = -1; graphic = element_info[i].direction_crumbled[act][dir]; if (graphic > 0 && graphic_info[graphic].bitmap == NULL) element_info[i].direction_crumbled[act][dir] = -1; } } } UPDATE_BUSY_STATE(); /* adjust graphics with 2nd tile for movement according to direction (do this before correcting '-1' values to minimize calculations) */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) { for (act = 0; act < NUM_ACTIONS; act++) { for (dir = 0; dir < NUM_DIRECTIONS_FULL; dir++) { int graphic = element_info[i].direction_graphic[act][dir]; int move_dir = (act == ACTION_FALLING ? MV_BIT_DOWN : dir); if (act == ACTION_FALLING) /* special case */ graphic = element_info[i].graphic[act]; if (graphic != -1 && graphic_info[graphic].double_movement && graphic_info[graphic].swap_double_tiles != 0) { struct GraphicInfo *g = &graphic_info[graphic]; int src_x_front = g->src_x; int src_y_front = g->src_y; int src_x_back = g->src_x + g->offset2_x; int src_y_back = g->src_y + g->offset2_y; boolean frames_are_ordered_diagonally = (g->offset_x != 0 && g->offset_y != 0); boolean front_is_left_or_upper = (src_x_front < src_x_back || src_y_front < src_y_back); boolean swap_movement_tiles_always = (g->swap_double_tiles == 1); boolean swap_movement_tiles_autodetected = (!frames_are_ordered_diagonally && ((move_dir == MV_BIT_LEFT && !front_is_left_or_upper) || (move_dir == MV_BIT_UP && !front_is_left_or_upper) || (move_dir == MV_BIT_RIGHT && front_is_left_or_upper) || (move_dir == MV_BIT_DOWN && front_is_left_or_upper))); Bitmap *dummy; /* swap frontside and backside graphic tile coordinates, if needed */ if (swap_movement_tiles_always || swap_movement_tiles_autodetected) { /* get current (wrong) backside tile coordinates */ getGraphicSourceExt(graphic, 0, &dummy, &src_x_back, &src_y_back, TRUE); /* set frontside tile coordinates to backside tile coordinates */ g->src_x = src_x_back; g->src_y = src_y_back; /* invert tile offset to point to new backside tile coordinates */ g->offset2_x *= -1; g->offset2_y *= -1; /* do not swap front and backside tiles again after correction */ g->swap_double_tiles = 0; } } } } } UPDATE_BUSY_STATE(); /* now set all '-1' values to element specific default values */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) { int default_graphic = element_info[i].graphic[ACTION_DEFAULT]; int default_crumbled = element_info[i].crumbled[ACTION_DEFAULT]; int default_direction_graphic[NUM_DIRECTIONS_FULL]; int default_direction_crumbled[NUM_DIRECTIONS_FULL]; if (default_graphic == -1) default_graphic = IMG_UNKNOWN; #if 1 if (default_crumbled == -1) default_crumbled = default_graphic; #else /* !!! THIS LOOKS CRAPPY FOR SAND ETC. WITHOUT CRUMBLED GRAPHICS !!! */ if (default_crumbled == -1) default_crumbled = IMG_EMPTY; #endif for (dir = 0; dir < NUM_DIRECTIONS_FULL; dir++) { default_direction_graphic[dir] = element_info[i].direction_graphic[ACTION_DEFAULT][dir]; default_direction_crumbled[dir] = element_info[i].direction_crumbled[ACTION_DEFAULT][dir]; if (default_direction_graphic[dir] == -1) default_direction_graphic[dir] = default_graphic; #if 1 if (default_direction_crumbled[dir] == -1) default_direction_crumbled[dir] = default_direction_graphic[dir]; #else /* !!! THIS LOOKS CRAPPY FOR SAND ETC. WITHOUT CRUMBLED GRAPHICS !!! */ if (default_direction_crumbled[dir] == -1) default_direction_crumbled[dir] = default_crumbled; #endif } for (act = 0; act < NUM_ACTIONS; act++) { boolean act_remove = ((IS_DIGGABLE(i) && act == ACTION_DIGGING) || (IS_SNAPPABLE(i) && act == ACTION_SNAPPING) || (IS_COLLECTIBLE(i) && act == ACTION_COLLECTING)); boolean act_turning = (act == ACTION_TURNING_FROM_LEFT || act == ACTION_TURNING_FROM_RIGHT || act == ACTION_TURNING_FROM_UP || act == ACTION_TURNING_FROM_DOWN); /* generic default action graphic (defined by "[default]" directive) */ int default_action_graphic = element_info[EL_DEFAULT].graphic[act]; int default_action_crumbled = element_info[EL_DEFAULT].crumbled[act]; int default_remove_graphic = IMG_EMPTY; if (act_remove && default_action_graphic != -1) default_remove_graphic = default_action_graphic; /* look for special default action graphic (classic game specific) */ if (IS_BD_ELEMENT(i) && element_info[EL_BD_DEFAULT].graphic[act] != -1) default_action_graphic = element_info[EL_BD_DEFAULT].graphic[act]; if (IS_SP_ELEMENT(i) && element_info[EL_SP_DEFAULT].graphic[act] != -1) default_action_graphic = element_info[EL_SP_DEFAULT].graphic[act]; if (IS_SB_ELEMENT(i) && element_info[EL_SB_DEFAULT].graphic[act] != -1) default_action_graphic = element_info[EL_SB_DEFAULT].graphic[act]; if (IS_BD_ELEMENT(i) && element_info[EL_BD_DEFAULT].crumbled[act] != -1) default_action_crumbled = element_info[EL_BD_DEFAULT].crumbled[act]; if (IS_SP_ELEMENT(i) && element_info[EL_SP_DEFAULT].crumbled[act] != -1) default_action_crumbled = element_info[EL_SP_DEFAULT].crumbled[act]; if (IS_SB_ELEMENT(i) && element_info[EL_SB_DEFAULT].crumbled[act] != -1) default_action_crumbled = element_info[EL_SB_DEFAULT].crumbled[act]; #if 1 /* !!! needed because EL_EMPTY_SPACE treated as IS_SP_ELEMENT !!! */ /* !!! make this better !!! */ if (i == EL_EMPTY_SPACE) { default_action_graphic = element_info[EL_DEFAULT].graphic[act]; default_action_crumbled = element_info[EL_DEFAULT].crumbled[act]; } #endif if (default_action_graphic == -1) default_action_graphic = default_graphic; #if 1 if (default_action_crumbled == -1) default_action_crumbled = default_action_graphic; #else /* !!! THIS LOOKS CRAPPY FOR SAND ETC. WITHOUT CRUMBLED GRAPHICS !!! */ if (default_action_crumbled == -1) default_action_crumbled = default_crumbled; #endif for (dir = 0; dir < NUM_DIRECTIONS_FULL; dir++) { /* use action graphic as the default direction graphic, if undefined */ int default_action_direction_graphic = element_info[i].graphic[act]; int default_action_direction_crumbled = element_info[i].crumbled[act]; /* no graphic for current action -- use default direction graphic */ if (default_action_direction_graphic == -1) default_action_direction_graphic = (act_remove ? default_remove_graphic : act_turning ? element_info[i].direction_graphic[ACTION_TURNING][dir] : default_action_graphic != default_graphic ? default_action_graphic : default_direction_graphic[dir]); if (element_info[i].direction_graphic[act][dir] == -1) element_info[i].direction_graphic[act][dir] = default_action_direction_graphic; #if 1 if (default_action_direction_crumbled == -1) default_action_direction_crumbled = element_info[i].direction_graphic[act][dir]; #else if (default_action_direction_crumbled == -1) default_action_direction_crumbled = (act_remove ? default_remove_graphic : act_turning ? element_info[i].direction_crumbled[ACTION_TURNING][dir] : default_action_crumbled != default_crumbled ? default_action_crumbled : default_direction_crumbled[dir]); #endif if (element_info[i].direction_crumbled[act][dir] == -1) element_info[i].direction_crumbled[act][dir] = default_action_direction_crumbled; } /* no graphic for this specific action -- use default action graphic */ if (element_info[i].graphic[act] == -1) element_info[i].graphic[act] = (act_remove ? default_remove_graphic : act_turning ? element_info[i].graphic[ACTION_TURNING] : default_action_graphic); #if 1 if (element_info[i].crumbled[act] == -1) element_info[i].crumbled[act] = element_info[i].graphic[act]; #else if (element_info[i].crumbled[act] == -1) element_info[i].crumbled[act] = (act_remove ? default_remove_graphic : act_turning ? element_info[i].crumbled[ACTION_TURNING] : default_action_crumbled); #endif } } UPDATE_BUSY_STATE(); #if 0 /* !!! THIS ALSO CLEARS SPECIAL FLAGS (AND IS NOT NEEDED ANYWAY) !!! */ /* set animation mode to "none" for each graphic with only 1 frame */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) { for (act = 0; act < NUM_ACTIONS; act++) { int graphic = element_info[i].graphic[act]; int crumbled = element_info[i].crumbled[act]; if (graphic_info[graphic].anim_frames == 1) graphic_info[graphic].anim_mode = ANIM_NONE; if (graphic_info[crumbled].anim_frames == 1) graphic_info[crumbled].anim_mode = ANIM_NONE; for (dir = 0; dir < NUM_DIRECTIONS_FULL; dir++) { graphic = element_info[i].direction_graphic[act][dir]; crumbled = element_info[i].direction_crumbled[act][dir]; if (graphic_info[graphic].anim_frames == 1) graphic_info[graphic].anim_mode = ANIM_NONE; if (graphic_info[crumbled].anim_frames == 1) graphic_info[crumbled].anim_mode = ANIM_NONE; } } } #endif #if 0 #if DEBUG if (options.verbose) { for (i = 0; i < MAX_NUM_ELEMENTS; i++) if (element_info[i].graphic[ACTION_DEFAULT] == IMG_UNKNOWN && i != EL_UNKNOWN) Error(ERR_INFO, "warning: no graphic for element '%s' (%d)", element_info[i].token_name, i); } #endif #endif } void InitElementSpecialGraphicInfo() { struct PropertyMapping *property_mapping = getImageListPropertyMapping(); int num_property_mappings = getImageListPropertyMappingSize(); int i, j; /* always start with reliable default values */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) for (j = 0; j < NUM_SPECIAL_GFX_ARGS; j++) element_info[i].special_graphic[j] = element_info[i].graphic[ACTION_DEFAULT]; /* initialize special element/graphic mapping from static configuration */ for (i = 0; element_to_special_graphic[i].element > -1; i++) { int element = element_to_special_graphic[i].element; int special = element_to_special_graphic[i].special; int graphic = element_to_special_graphic[i].graphic; int base_graphic = el2baseimg(element); boolean base_redefined = getImageListEntryFromImageID(base_graphic)->redefined; boolean special_redefined = getImageListEntryFromImageID(graphic)->redefined; #if 0 if ((element == EL_EM_DYNAMITE || element == EL_EM_DYNAMITE_ACTIVE) && (special == GFX_SPECIAL_ARG_EDITOR || special == GFX_SPECIAL_ARG_PANEL)) printf("::: SPECIAL STATIC: %d, %d -> %d\n", element, special, graphic); #endif /* if the base graphic ("emerald", for example) has been redefined, but not the special graphic ("emerald.EDITOR", for example), do not use an existing (in this case considered obsolete) special graphic anymore, but use the automatically created (down-scaled) graphic */ if (base_redefined && !special_redefined) continue; element_info[element].special_graphic[special] = graphic; } /* initialize special element/graphic mapping from dynamic configuration */ for (i = 0; i < num_property_mappings; i++) { int element = property_mapping[i].base_index; int action = property_mapping[i].ext1_index; int direction = property_mapping[i].ext2_index; int special = property_mapping[i].ext3_index; int graphic = property_mapping[i].artwork_index; #if 0 if ((element == EL_EM_DYNAMITE || element == EL_EM_DYNAMITE_ACTIVE || element == EL_CONVEYOR_BELT_1_MIDDLE || element == EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE) && (special == GFX_SPECIAL_ARG_EDITOR || special == GFX_SPECIAL_ARG_PANEL)) printf("::: SPECIAL DYNAMIC: %d, %d -> %d [%d]\n", element, special, graphic, property_mapping[i].ext1_index); #endif #if 0 if (element == EL_CONVEYOR_BELT_1_MIDDLE && action == ACTION_ACTIVE) { element = EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE; action = -1; } #endif #if 0 if (element == EL_MAGIC_WALL && action == ACTION_ACTIVE) { element = EL_MAGIC_WALL_ACTIVE; action = -1; } #endif #if 1 /* for action ".active", replace element with active element, if exists */ if (action == ACTION_ACTIVE && element != ELEMENT_ACTIVE(element)) { element = ELEMENT_ACTIVE(element); action = -1; } #endif if (element >= MAX_NUM_ELEMENTS) continue; /* do not change special graphic if action or direction was specified */ if (action != -1 || direction != -1) continue; if (IS_SPECIAL_GFX_ARG(special)) element_info[element].special_graphic[special] = graphic; } /* now set all undefined/invalid graphics to default */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) for (j = 0; j < NUM_SPECIAL_GFX_ARGS; j++) if (graphic_info[element_info[i].special_graphic[j]].bitmap == NULL) element_info[i].special_graphic[j] = element_info[i].graphic[ACTION_DEFAULT]; } static int get_graphic_parameter_value(char *value_raw, char *suffix, int type) { if (type != TYPE_ELEMENT && type != TYPE_GRAPHIC) return get_parameter_value(value_raw, suffix, type); if (strEqual(value_raw, ARG_UNDEFINED)) return ARG_UNDEFINED_VALUE; #if 1 if (type == TYPE_ELEMENT) { char *value = getHashEntry(element_token_hash, value_raw); return (value != NULL ? atoi(value) : EL_UNDEFINED); } else if (type == TYPE_GRAPHIC) { char *value = getHashEntry(graphic_token_hash, value_raw); return (value != NULL ? atoi(value) : IMG_UNDEFINED); } #else int i; int x = 0; /* !!! THIS IS BUGGY !!! NOT SURE IF YOU GET ELEMENT ID OR GRAPHIC ID !!! */ /* !!! (possible reason why ".clone_from" with elements doesn't work) !!! */ /* !!! OPTIMIZE THIS BY USING HASH !!! */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) if (strEqual(element_info[i].token_name, value_raw)) return i; /* !!! OPTIMIZE THIS BY USING HASH !!! */ for (i = 0; image_config[i].token != NULL; i++) { int len_config_value = strlen(image_config[i].value); if (!strEqual(&image_config[i].value[len_config_value - 4], ".pcx") && !strEqual(&image_config[i].value[len_config_value - 4], ".wav") && !strEqual(image_config[i].value, UNDEFINED_FILENAME)) continue; if (strEqual(image_config[i].token, value_raw)) return x; x++; } #endif return -1; } static int get_scaled_graphic_width(int graphic) { int original_width = getOriginalImageWidthFromImageID(graphic); int scale_up_factor = graphic_info[graphic].scale_up_factor; return original_width * scale_up_factor; } static int get_scaled_graphic_height(int graphic) { int original_height = getOriginalImageHeightFromImageID(graphic); int scale_up_factor = graphic_info[graphic].scale_up_factor; return original_height * scale_up_factor; } static void set_graphic_parameters_ext(int graphic, struct GraphicInfo *g, int *parameter, Bitmap *src_bitmap) { int anim_frames_per_row = 1, anim_frames_per_col = 1; int anim_frames_per_line = 1; /* always start with reliable default values */ g->src_image_width = 0; g->src_image_height = 0; g->src_x = 0; g->src_y = 0; g->width = TILEX; /* default for element graphics */ g->height = TILEY; /* default for element graphics */ g->offset_x = 0; /* one or both of these values ... */ g->offset_y = 0; /* ... will be corrected later */ g->offset2_x = 0; /* one or both of these values ... */ g->offset2_y = 0; /* ... will be corrected later */ g->swap_double_tiles = -1; /* auto-detect tile swapping */ g->crumbled_like = -1; /* do not use clone element */ g->diggable_like = -1; /* do not use clone element */ g->border_size = TILEX / 8; /* "CRUMBLED" border size */ g->scale_up_factor = 1; /* default: no scaling up */ g->clone_from = -1; /* do not use clone graphic */ g->anim_delay_fixed = 0; g->anim_delay_random = 0; g->post_delay_fixed = 0; g->post_delay_random = 0; g->fade_mode = FADE_MODE_DEFAULT; g->fade_delay = -1; g->post_delay = -1; g->auto_delay = -1; g->align = ALIGN_CENTER; /* default for title screens */ g->valign = VALIGN_MIDDLE; /* default for title screens */ g->sort_priority = 0; /* default for title screens */ g->bitmap = src_bitmap; #if 1 /* optional zoom factor for scaling up the image to a larger size */ if (parameter[GFX_ARG_SCALE_UP_FACTOR] != ARG_UNDEFINED_VALUE) g->scale_up_factor = parameter[GFX_ARG_SCALE_UP_FACTOR]; if (g->scale_up_factor < 1) g->scale_up_factor = 1; /* no scaling */ #endif #if 1 if (g->use_image_size) { /* set new default bitmap size (with scaling, but without small images) */ g->width = get_scaled_graphic_width(graphic); g->height = get_scaled_graphic_height(graphic); } #endif /* optional x and y tile position of animation frame sequence */ if (parameter[GFX_ARG_XPOS] != ARG_UNDEFINED_VALUE) g->src_x = parameter[GFX_ARG_XPOS] * TILEX; if (parameter[GFX_ARG_YPOS] != ARG_UNDEFINED_VALUE) g->src_y = parameter[GFX_ARG_YPOS] * TILEY; /* optional x and y pixel position of animation frame sequence */ if (parameter[GFX_ARG_X] != ARG_UNDEFINED_VALUE) g->src_x = parameter[GFX_ARG_X]; if (parameter[GFX_ARG_Y] != ARG_UNDEFINED_VALUE) g->src_y = parameter[GFX_ARG_Y]; /* optional width and height of each animation frame */ if (parameter[GFX_ARG_WIDTH] != ARG_UNDEFINED_VALUE) g->width = parameter[GFX_ARG_WIDTH]; if (parameter[GFX_ARG_HEIGHT] != ARG_UNDEFINED_VALUE) g->height = parameter[GFX_ARG_HEIGHT]; #if 0 /* optional zoom factor for scaling up the image to a larger size */ if (parameter[GFX_ARG_SCALE_UP_FACTOR] != ARG_UNDEFINED_VALUE) g->scale_up_factor = parameter[GFX_ARG_SCALE_UP_FACTOR]; if (g->scale_up_factor < 1) g->scale_up_factor = 1; /* no scaling */ #endif if (src_bitmap) { /* get final bitmap size (with scaling, but without small images) */ int src_image_width = get_scaled_graphic_width(graphic); int src_image_height = get_scaled_graphic_height(graphic); anim_frames_per_row = src_image_width / g->width; anim_frames_per_col = src_image_height / g->height; g->src_image_width = src_image_width; g->src_image_height = src_image_height; } /* correct x or y offset dependent of vertical or horizontal frame order */ if (parameter[GFX_ARG_VERTICAL]) /* frames are ordered vertically */ { g->offset_y = (parameter[GFX_ARG_OFFSET] != ARG_UNDEFINED_VALUE ? parameter[GFX_ARG_OFFSET] : g->height); anim_frames_per_line = anim_frames_per_col; } else /* frames are ordered horizontally */ { g->offset_x = (parameter[GFX_ARG_OFFSET] != ARG_UNDEFINED_VALUE ? parameter[GFX_ARG_OFFSET] : g->width); anim_frames_per_line = anim_frames_per_row; } /* optionally, the x and y offset of frames can be specified directly */ if (parameter[GFX_ARG_XOFFSET] != ARG_UNDEFINED_VALUE) g->offset_x = parameter[GFX_ARG_XOFFSET]; if (parameter[GFX_ARG_YOFFSET] != ARG_UNDEFINED_VALUE) g->offset_y = parameter[GFX_ARG_YOFFSET]; /* optionally, moving animations may have separate start and end graphics */ g->double_movement = parameter[GFX_ARG_2ND_MOVEMENT_TILE]; if (parameter[GFX_ARG_2ND_VERTICAL] == ARG_UNDEFINED_VALUE) parameter[GFX_ARG_2ND_VERTICAL] = !parameter[GFX_ARG_VERTICAL]; /* correct x or y offset2 dependent of vertical or horizontal frame order */ if (parameter[GFX_ARG_2ND_VERTICAL]) /* frames are ordered vertically */ g->offset2_y = (parameter[GFX_ARG_2ND_OFFSET] != ARG_UNDEFINED_VALUE ? parameter[GFX_ARG_2ND_OFFSET] : g->height); else /* frames are ordered horizontally */ g->offset2_x = (parameter[GFX_ARG_2ND_OFFSET] != ARG_UNDEFINED_VALUE ? parameter[GFX_ARG_2ND_OFFSET] : g->width); /* optionally, the x and y offset of 2nd graphic can be specified directly */ if (parameter[GFX_ARG_2ND_XOFFSET] != ARG_UNDEFINED_VALUE) g->offset2_x = parameter[GFX_ARG_2ND_XOFFSET]; if (parameter[GFX_ARG_2ND_YOFFSET] != ARG_UNDEFINED_VALUE) g->offset2_y = parameter[GFX_ARG_2ND_YOFFSET]; /* optionally, the second movement tile can be specified as start tile */ if (parameter[GFX_ARG_2ND_SWAP_TILES] != ARG_UNDEFINED_VALUE) g->swap_double_tiles= parameter[GFX_ARG_2ND_SWAP_TILES]; /* automatically determine correct number of frames, if not defined */ if (parameter[GFX_ARG_FRAMES] != ARG_UNDEFINED_VALUE) g->anim_frames = parameter[GFX_ARG_FRAMES]; else if (parameter[GFX_ARG_XPOS] == 0 && !parameter[GFX_ARG_VERTICAL]) g->anim_frames = anim_frames_per_row; else if (parameter[GFX_ARG_YPOS] == 0 && parameter[GFX_ARG_VERTICAL]) g->anim_frames = anim_frames_per_col; else g->anim_frames = 1; if (g->anim_frames == 0) /* frames must be at least 1 */ g->anim_frames = 1; g->anim_frames_per_line = (parameter[GFX_ARG_FRAMES_PER_LINE] != ARG_UNDEFINED_VALUE ? parameter[GFX_ARG_FRAMES_PER_LINE] : anim_frames_per_line); g->anim_delay = parameter[GFX_ARG_DELAY]; if (g->anim_delay == 0) /* delay must be at least 1 */ g->anim_delay = 1; g->anim_mode = parameter[GFX_ARG_ANIM_MODE]; #if 0 if (g->anim_frames == 1) g->anim_mode = ANIM_NONE; #endif /* automatically determine correct start frame, if not defined */ if (parameter[GFX_ARG_START_FRAME] == ARG_UNDEFINED_VALUE) g->anim_start_frame = 0; else if (g->anim_mode & ANIM_REVERSE) g->anim_start_frame = g->anim_frames - parameter[GFX_ARG_START_FRAME] - 1; else g->anim_start_frame = parameter[GFX_ARG_START_FRAME]; /* animation synchronized with global frame counter, not move position */ g->anim_global_sync = parameter[GFX_ARG_GLOBAL_SYNC]; /* optional element for cloning crumble graphics */ if (parameter[GFX_ARG_CRUMBLED_LIKE] != ARG_UNDEFINED_VALUE) g->crumbled_like = parameter[GFX_ARG_CRUMBLED_LIKE]; /* optional element for cloning digging graphics */ if (parameter[GFX_ARG_DIGGABLE_LIKE] != ARG_UNDEFINED_VALUE) g->diggable_like = parameter[GFX_ARG_DIGGABLE_LIKE]; /* optional border size for "crumbling" diggable graphics */ if (parameter[GFX_ARG_BORDER_SIZE] != ARG_UNDEFINED_VALUE) g->border_size = parameter[GFX_ARG_BORDER_SIZE]; /* this is only used for player "boring" and "sleeping" actions */ if (parameter[GFX_ARG_ANIM_DELAY_FIXED] != ARG_UNDEFINED_VALUE) g->anim_delay_fixed = parameter[GFX_ARG_ANIM_DELAY_FIXED]; if (parameter[GFX_ARG_ANIM_DELAY_RANDOM] != ARG_UNDEFINED_VALUE) g->anim_delay_random = parameter[GFX_ARG_ANIM_DELAY_RANDOM]; if (parameter[GFX_ARG_POST_DELAY_FIXED] != ARG_UNDEFINED_VALUE) g->post_delay_fixed = parameter[GFX_ARG_POST_DELAY_FIXED]; if (parameter[GFX_ARG_POST_DELAY_RANDOM] != ARG_UNDEFINED_VALUE) g->post_delay_random = parameter[GFX_ARG_POST_DELAY_RANDOM]; /* this is only used for toon animations */ g->step_offset = parameter[GFX_ARG_STEP_OFFSET]; g->step_delay = parameter[GFX_ARG_STEP_DELAY]; /* this is only used for drawing font characters */ g->draw_xoffset = parameter[GFX_ARG_DRAW_XOFFSET]; g->draw_yoffset = parameter[GFX_ARG_DRAW_YOFFSET]; /* this is only used for drawing envelope graphics */ g->draw_masked = parameter[GFX_ARG_DRAW_MASKED]; /* optional graphic for cloning all graphics settings */ if (parameter[GFX_ARG_CLONE_FROM] != ARG_UNDEFINED_VALUE) g->clone_from = parameter[GFX_ARG_CLONE_FROM]; /* optional settings for drawing title screens and title messages */ if (parameter[GFX_ARG_FADE_MODE] != ARG_UNDEFINED_VALUE) g->fade_mode = parameter[GFX_ARG_FADE_MODE]; if (parameter[GFX_ARG_FADE_DELAY] != ARG_UNDEFINED_VALUE) g->fade_delay = parameter[GFX_ARG_FADE_DELAY]; if (parameter[GFX_ARG_POST_DELAY] != ARG_UNDEFINED_VALUE) g->post_delay = parameter[GFX_ARG_POST_DELAY]; if (parameter[GFX_ARG_AUTO_DELAY] != ARG_UNDEFINED_VALUE) g->auto_delay = parameter[GFX_ARG_AUTO_DELAY]; if (parameter[GFX_ARG_ALIGN] != ARG_UNDEFINED_VALUE) g->align = parameter[GFX_ARG_ALIGN]; if (parameter[GFX_ARG_VALIGN] != ARG_UNDEFINED_VALUE) g->valign = parameter[GFX_ARG_VALIGN]; if (parameter[GFX_ARG_SORT_PRIORITY] != ARG_UNDEFINED_VALUE) g->sort_priority = parameter[GFX_ARG_SORT_PRIORITY]; } static void set_graphic_parameters(int graphic) { #if 1 struct FileInfo *image = getImageListEntryFromImageID(graphic); char **parameter_raw = image->parameter; Bitmap *src_bitmap = getBitmapFromImageID(graphic); int parameter[NUM_GFX_ARGS]; int i; /* if fallback to default artwork is done, also use the default parameters */ if (image->fallback_to_default) parameter_raw = image->default_parameter; /* get integer values from string parameters */ for (i = 0; i < NUM_GFX_ARGS; i++) parameter[i] = get_graphic_parameter_value(parameter_raw[i], image_config_suffix[i].token, image_config_suffix[i].type); set_graphic_parameters_ext(graphic, &graphic_info[graphic], parameter, src_bitmap); #else struct FileInfo *image = getImageListEntryFromImageID(graphic); char **parameter_raw = image->parameter; Bitmap *src_bitmap = getBitmapFromImageID(graphic); int parameter[NUM_GFX_ARGS]; int anim_frames_per_row = 1, anim_frames_per_col = 1; int anim_frames_per_line = 1; int i; /* if fallback to default artwork is done, also use the default parameters */ if (image->fallback_to_default) parameter_raw = image->default_parameter; /* get integer values from string parameters */ for (i = 0; i < NUM_GFX_ARGS; i++) parameter[i] = get_graphic_parameter_value(parameter_raw[i], image_config_suffix[i].token, image_config_suffix[i].type); graphic_info[graphic].bitmap = src_bitmap; /* always start with reliable default values */ graphic_info[graphic].src_image_width = 0; graphic_info[graphic].src_image_height = 0; graphic_info[graphic].src_x = 0; graphic_info[graphic].src_y = 0; graphic_info[graphic].width = TILEX; /* default for element graphics */ graphic_info[graphic].height = TILEY; /* default for element graphics */ graphic_info[graphic].offset_x = 0; /* one or both of these values ... */ graphic_info[graphic].offset_y = 0; /* ... will be corrected later */ graphic_info[graphic].offset2_x = 0; /* one or both of these values ... */ graphic_info[graphic].offset2_y = 0; /* ... will be corrected later */ graphic_info[graphic].swap_double_tiles = -1; /* auto-detect tile swapping */ graphic_info[graphic].crumbled_like = -1; /* do not use clone element */ graphic_info[graphic].diggable_like = -1; /* do not use clone element */ graphic_info[graphic].border_size = TILEX / 8; /* "CRUMBLED" border size */ graphic_info[graphic].scale_up_factor = 1; /* default: no scaling up */ graphic_info[graphic].clone_from = -1; /* do not use clone graphic */ graphic_info[graphic].anim_delay_fixed = 0; graphic_info[graphic].anim_delay_random = 0; graphic_info[graphic].post_delay_fixed = 0; graphic_info[graphic].post_delay_random = 0; graphic_info[graphic].fade_mode = FADE_MODE_DEFAULT; graphic_info[graphic].fade_delay = -1; graphic_info[graphic].post_delay = -1; graphic_info[graphic].auto_delay = -1; graphic_info[graphic].align = ALIGN_CENTER; /* default for title screens */ graphic_info[graphic].valign = VALIGN_MIDDLE; /* default for title screens */ graphic_info[graphic].sort_priority = 0; /* default for title screens */ #if 1 /* optional zoom factor for scaling up the image to a larger size */ if (parameter[GFX_ARG_SCALE_UP_FACTOR] != ARG_UNDEFINED_VALUE) graphic_info[graphic].scale_up_factor = parameter[GFX_ARG_SCALE_UP_FACTOR]; if (graphic_info[graphic].scale_up_factor < 1) graphic_info[graphic].scale_up_factor = 1; /* no scaling */ #endif #if 1 if (graphic_info[graphic].use_image_size) { /* set new default bitmap size (with scaling, but without small images) */ graphic_info[graphic].width = get_scaled_graphic_width(graphic); graphic_info[graphic].height = get_scaled_graphic_height(graphic); } #endif /* optional x and y tile position of animation frame sequence */ if (parameter[GFX_ARG_XPOS] != ARG_UNDEFINED_VALUE) graphic_info[graphic].src_x = parameter[GFX_ARG_XPOS] * TILEX; if (parameter[GFX_ARG_YPOS] != ARG_UNDEFINED_VALUE) graphic_info[graphic].src_y = parameter[GFX_ARG_YPOS] * TILEY; /* optional x and y pixel position of animation frame sequence */ if (parameter[GFX_ARG_X] != ARG_UNDEFINED_VALUE) graphic_info[graphic].src_x = parameter[GFX_ARG_X]; if (parameter[GFX_ARG_Y] != ARG_UNDEFINED_VALUE) graphic_info[graphic].src_y = parameter[GFX_ARG_Y]; /* optional width and height of each animation frame */ if (parameter[GFX_ARG_WIDTH] != ARG_UNDEFINED_VALUE) graphic_info[graphic].width = parameter[GFX_ARG_WIDTH]; if (parameter[GFX_ARG_HEIGHT] != ARG_UNDEFINED_VALUE) graphic_info[graphic].height = parameter[GFX_ARG_HEIGHT]; #if 0 /* optional zoom factor for scaling up the image to a larger size */ if (parameter[GFX_ARG_SCALE_UP_FACTOR] != ARG_UNDEFINED_VALUE) graphic_info[graphic].scale_up_factor = parameter[GFX_ARG_SCALE_UP_FACTOR]; if (graphic_info[graphic].scale_up_factor < 1) graphic_info[graphic].scale_up_factor = 1; /* no scaling */ #endif if (src_bitmap) { /* get final bitmap size (with scaling, but without small images) */ int src_image_width = get_scaled_graphic_width(graphic); int src_image_height = get_scaled_graphic_height(graphic); anim_frames_per_row = src_image_width / graphic_info[graphic].width; anim_frames_per_col = src_image_height / graphic_info[graphic].height; graphic_info[graphic].src_image_width = src_image_width; graphic_info[graphic].src_image_height = src_image_height; } /* correct x or y offset dependent of vertical or horizontal frame order */ if (parameter[GFX_ARG_VERTICAL]) /* frames are ordered vertically */ { graphic_info[graphic].offset_y = (parameter[GFX_ARG_OFFSET] != ARG_UNDEFINED_VALUE ? parameter[GFX_ARG_OFFSET] : graphic_info[graphic].height); anim_frames_per_line = anim_frames_per_col; } else /* frames are ordered horizontally */ { graphic_info[graphic].offset_x = (parameter[GFX_ARG_OFFSET] != ARG_UNDEFINED_VALUE ? parameter[GFX_ARG_OFFSET] : graphic_info[graphic].width); anim_frames_per_line = anim_frames_per_row; } /* optionally, the x and y offset of frames can be specified directly */ if (parameter[GFX_ARG_XOFFSET] != ARG_UNDEFINED_VALUE) graphic_info[graphic].offset_x = parameter[GFX_ARG_XOFFSET]; if (parameter[GFX_ARG_YOFFSET] != ARG_UNDEFINED_VALUE) graphic_info[graphic].offset_y = parameter[GFX_ARG_YOFFSET]; /* optionally, moving animations may have separate start and end graphics */ graphic_info[graphic].double_movement = parameter[GFX_ARG_2ND_MOVEMENT_TILE]; if (parameter[GFX_ARG_2ND_VERTICAL] == ARG_UNDEFINED_VALUE) parameter[GFX_ARG_2ND_VERTICAL] = !parameter[GFX_ARG_VERTICAL]; /* correct x or y offset2 dependent of vertical or horizontal frame order */ if (parameter[GFX_ARG_2ND_VERTICAL]) /* frames are ordered vertically */ graphic_info[graphic].offset2_y = (parameter[GFX_ARG_2ND_OFFSET] != ARG_UNDEFINED_VALUE ? parameter[GFX_ARG_2ND_OFFSET] : graphic_info[graphic].height); else /* frames are ordered horizontally */ graphic_info[graphic].offset2_x = (parameter[GFX_ARG_2ND_OFFSET] != ARG_UNDEFINED_VALUE ? parameter[GFX_ARG_2ND_OFFSET] : graphic_info[graphic].width); /* optionally, the x and y offset of 2nd graphic can be specified directly */ if (parameter[GFX_ARG_2ND_XOFFSET] != ARG_UNDEFINED_VALUE) graphic_info[graphic].offset2_x = parameter[GFX_ARG_2ND_XOFFSET]; if (parameter[GFX_ARG_2ND_YOFFSET] != ARG_UNDEFINED_VALUE) graphic_info[graphic].offset2_y = parameter[GFX_ARG_2ND_YOFFSET]; /* optionally, the second movement tile can be specified as start tile */ if (parameter[GFX_ARG_2ND_SWAP_TILES] != ARG_UNDEFINED_VALUE) graphic_info[graphic].swap_double_tiles= parameter[GFX_ARG_2ND_SWAP_TILES]; /* automatically determine correct number of frames, if not defined */ if (parameter[GFX_ARG_FRAMES] != ARG_UNDEFINED_VALUE) graphic_info[graphic].anim_frames = parameter[GFX_ARG_FRAMES]; else if (parameter[GFX_ARG_XPOS] == 0 && !parameter[GFX_ARG_VERTICAL]) graphic_info[graphic].anim_frames = anim_frames_per_row; else if (parameter[GFX_ARG_YPOS] == 0 && parameter[GFX_ARG_VERTICAL]) graphic_info[graphic].anim_frames = anim_frames_per_col; else graphic_info[graphic].anim_frames = 1; if (graphic_info[graphic].anim_frames == 0) /* frames must be at least 1 */ graphic_info[graphic].anim_frames = 1; graphic_info[graphic].anim_frames_per_line = (parameter[GFX_ARG_FRAMES_PER_LINE] != ARG_UNDEFINED_VALUE ? parameter[GFX_ARG_FRAMES_PER_LINE] : anim_frames_per_line); graphic_info[graphic].anim_delay = parameter[GFX_ARG_DELAY]; if (graphic_info[graphic].anim_delay == 0) /* delay must be at least 1 */ graphic_info[graphic].anim_delay = 1; graphic_info[graphic].anim_mode = parameter[GFX_ARG_ANIM_MODE]; #if 0 if (graphic_info[graphic].anim_frames == 1) graphic_info[graphic].anim_mode = ANIM_NONE; #endif /* automatically determine correct start frame, if not defined */ if (parameter[GFX_ARG_START_FRAME] == ARG_UNDEFINED_VALUE) graphic_info[graphic].anim_start_frame = 0; else if (graphic_info[graphic].anim_mode & ANIM_REVERSE) graphic_info[graphic].anim_start_frame = graphic_info[graphic].anim_frames - parameter[GFX_ARG_START_FRAME] - 1; else graphic_info[graphic].anim_start_frame = parameter[GFX_ARG_START_FRAME]; /* animation synchronized with global frame counter, not move position */ graphic_info[graphic].anim_global_sync = parameter[GFX_ARG_GLOBAL_SYNC]; /* optional element for cloning crumble graphics */ if (parameter[GFX_ARG_CRUMBLED_LIKE] != ARG_UNDEFINED_VALUE) graphic_info[graphic].crumbled_like = parameter[GFX_ARG_CRUMBLED_LIKE]; /* optional element for cloning digging graphics */ if (parameter[GFX_ARG_DIGGABLE_LIKE] != ARG_UNDEFINED_VALUE) graphic_info[graphic].diggable_like = parameter[GFX_ARG_DIGGABLE_LIKE]; /* optional border size for "crumbling" diggable graphics */ if (parameter[GFX_ARG_BORDER_SIZE] != ARG_UNDEFINED_VALUE) graphic_info[graphic].border_size = parameter[GFX_ARG_BORDER_SIZE]; /* this is only used for player "boring" and "sleeping" actions */ if (parameter[GFX_ARG_ANIM_DELAY_FIXED] != ARG_UNDEFINED_VALUE) graphic_info[graphic].anim_delay_fixed = parameter[GFX_ARG_ANIM_DELAY_FIXED]; if (parameter[GFX_ARG_ANIM_DELAY_RANDOM] != ARG_UNDEFINED_VALUE) graphic_info[graphic].anim_delay_random = parameter[GFX_ARG_ANIM_DELAY_RANDOM]; if (parameter[GFX_ARG_POST_DELAY_FIXED] != ARG_UNDEFINED_VALUE) graphic_info[graphic].post_delay_fixed = parameter[GFX_ARG_POST_DELAY_FIXED]; if (parameter[GFX_ARG_POST_DELAY_RANDOM] != ARG_UNDEFINED_VALUE) graphic_info[graphic].post_delay_random = parameter[GFX_ARG_POST_DELAY_RANDOM]; /* this is only used for toon animations */ graphic_info[graphic].step_offset = parameter[GFX_ARG_STEP_OFFSET]; graphic_info[graphic].step_delay = parameter[GFX_ARG_STEP_DELAY]; /* this is only used for drawing font characters */ graphic_info[graphic].draw_xoffset = parameter[GFX_ARG_DRAW_XOFFSET]; graphic_info[graphic].draw_yoffset = parameter[GFX_ARG_DRAW_YOFFSET]; /* this is only used for drawing envelope graphics */ graphic_info[graphic].draw_masked = parameter[GFX_ARG_DRAW_MASKED]; /* optional graphic for cloning all graphics settings */ if (parameter[GFX_ARG_CLONE_FROM] != ARG_UNDEFINED_VALUE) graphic_info[graphic].clone_from = parameter[GFX_ARG_CLONE_FROM]; /* optional settings for drawing title screens and title messages */ if (parameter[GFX_ARG_FADE_MODE] != ARG_UNDEFINED_VALUE) graphic_info[graphic].fade_mode = parameter[GFX_ARG_FADE_MODE]; if (parameter[GFX_ARG_FADE_DELAY] != ARG_UNDEFINED_VALUE) graphic_info[graphic].fade_delay = parameter[GFX_ARG_FADE_DELAY]; if (parameter[GFX_ARG_POST_DELAY] != ARG_UNDEFINED_VALUE) graphic_info[graphic].post_delay = parameter[GFX_ARG_POST_DELAY]; if (parameter[GFX_ARG_AUTO_DELAY] != ARG_UNDEFINED_VALUE) graphic_info[graphic].auto_delay = parameter[GFX_ARG_AUTO_DELAY]; if (parameter[GFX_ARG_ALIGN] != ARG_UNDEFINED_VALUE) graphic_info[graphic].align = parameter[GFX_ARG_ALIGN]; if (parameter[GFX_ARG_VALIGN] != ARG_UNDEFINED_VALUE) graphic_info[graphic].valign = parameter[GFX_ARG_VALIGN]; if (parameter[GFX_ARG_SORT_PRIORITY] != ARG_UNDEFINED_VALUE) graphic_info[graphic].sort_priority = parameter[GFX_ARG_SORT_PRIORITY]; #endif UPDATE_BUSY_STATE(); } static void set_cloned_graphic_parameters(int graphic) { int fallback_graphic = IMG_CHAR_EXCLAM; int max_num_images = getImageListSize(); int clone_graphic = graphic_info[graphic].clone_from; int num_references_followed = 1; while (graphic_info[clone_graphic].clone_from != -1 && num_references_followed < max_num_images) { clone_graphic = graphic_info[clone_graphic].clone_from; num_references_followed++; } if (num_references_followed >= max_num_images) { Error(ERR_INFO_LINE, "-"); Error(ERR_INFO, "warning: error found in config file:"); Error(ERR_INFO, "- config file: '%s'", getImageConfigFilename()); Error(ERR_INFO, "- config token: '%s'", getTokenFromImageID(graphic)); Error(ERR_INFO, "error: loop discovered when resolving cloned graphics"); Error(ERR_INFO, "custom graphic rejected for this element/action"); if (graphic == fallback_graphic) Error(ERR_EXIT, "fatal error: no fallback graphic available"); Error(ERR_INFO, "fallback done to 'char_exclam' for this graphic"); Error(ERR_INFO_LINE, "-"); graphic_info[graphic] = graphic_info[fallback_graphic]; } else { graphic_info[graphic] = graphic_info[clone_graphic]; graphic_info[graphic].clone_from = clone_graphic; } } static void InitGraphicInfo() { int fallback_graphic = IMG_CHAR_EXCLAM; int num_images = getImageListSize(); int i; #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND) static boolean clipmasks_initialized = FALSE; Pixmap src_pixmap; XGCValues clip_gc_values; unsigned long clip_gc_valuemask; GC copy_clipmask_gc = None; #endif /* use image size as default values for width and height for these images */ static int full_size_graphics[] = { IMG_GLOBAL_BORDER, IMG_GLOBAL_DOOR, IMG_BACKGROUND_ENVELOPE_1, IMG_BACKGROUND_ENVELOPE_2, IMG_BACKGROUND_ENVELOPE_3, IMG_BACKGROUND_ENVELOPE_4, IMG_BACKGROUND, IMG_BACKGROUND_TITLE_INITIAL, IMG_BACKGROUND_TITLE, IMG_BACKGROUND_MAIN, IMG_BACKGROUND_LEVELS, IMG_BACKGROUND_SCORES, IMG_BACKGROUND_EDITOR, IMG_BACKGROUND_INFO, IMG_BACKGROUND_INFO_ELEMENTS, IMG_BACKGROUND_INFO_MUSIC, IMG_BACKGROUND_INFO_CREDITS, IMG_BACKGROUND_INFO_PROGRAM, IMG_BACKGROUND_INFO_LEVELSET, IMG_BACKGROUND_SETUP, IMG_BACKGROUND_DOOR, IMG_TITLESCREEN_INITIAL_1, IMG_TITLESCREEN_INITIAL_2, IMG_TITLESCREEN_INITIAL_3, IMG_TITLESCREEN_INITIAL_4, IMG_TITLESCREEN_INITIAL_5, IMG_TITLESCREEN_1, IMG_TITLESCREEN_2, IMG_TITLESCREEN_3, IMG_TITLESCREEN_4, IMG_TITLESCREEN_5, -1 }; checked_free(graphic_info); graphic_info = checked_calloc(num_images * sizeof(struct GraphicInfo)); #if 1 /* initialize "use_image_size" flag with default value */ for (i = 0; i < num_images; i++) graphic_info[i].use_image_size = FALSE; /* initialize "use_image_size" flag from static configuration above */ for (i = 0; full_size_graphics[i] != -1; i++) graphic_info[full_size_graphics[i]].use_image_size = TRUE; #endif #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND) if (clipmasks_initialized) { for (i = 0; i < num_images; i++) { if (graphic_info[i].clip_mask) XFreePixmap(display, graphic_info[i].clip_mask); if (graphic_info[i].clip_gc) XFreeGC(display, graphic_info[i].clip_gc); graphic_info[i].clip_mask = None; graphic_info[i].clip_gc = None; } } #endif /* first set all graphic paramaters ... */ for (i = 0; i < num_images; i++) set_graphic_parameters(i); /* ... then copy these parameters for cloned graphics */ for (i = 0; i < num_images; i++) if (graphic_info[i].clone_from != -1) set_cloned_graphic_parameters(i); for (i = 0; i < num_images; i++) { Bitmap *src_bitmap; int src_x, src_y; int width, height; int first_frame, last_frame; int src_bitmap_width, src_bitmap_height; /* now check if no animation frames are outside of the loaded image */ if (graphic_info[i].bitmap == NULL) continue; /* skip check for optional images that are undefined */ /* get image size (this can differ from the standard element tile size!) */ width = graphic_info[i].width; height = graphic_info[i].height; /* get final bitmap size (with scaling, but without small images) */ src_bitmap_width = graphic_info[i].src_image_width; src_bitmap_height = graphic_info[i].src_image_height; /* check if first animation frame is inside specified bitmap */ first_frame = 0; getGraphicSource(i, first_frame, &src_bitmap, &src_x, &src_y); #if 1 /* this avoids calculating wrong start position for out-of-bounds frame */ src_x = graphic_info[i].src_x; src_y = graphic_info[i].src_y; #endif if (src_x < 0 || src_y < 0 || src_x + width > src_bitmap_width || src_y + height > src_bitmap_height) { Error(ERR_INFO_LINE, "-"); Error(ERR_INFO, "warning: error found in config file:"); Error(ERR_INFO, "- config file: '%s'", getImageConfigFilename()); Error(ERR_INFO, "- config token: '%s'", getTokenFromImageID(i)); Error(ERR_INFO, "- image file: '%s'", src_bitmap->source_filename); Error(ERR_INFO, "error: first animation frame out of bounds (%d, %d) [%d, %d]", src_x, src_y, src_bitmap_width, src_bitmap_height); Error(ERR_INFO, "custom graphic rejected for this element/action"); if (i == fallback_graphic) Error(ERR_EXIT, "fatal error: no fallback graphic available"); Error(ERR_INFO, "fallback done to 'char_exclam' for this graphic"); Error(ERR_INFO_LINE, "-"); graphic_info[i] = graphic_info[fallback_graphic]; } /* check if last animation frame is inside specified bitmap */ last_frame = graphic_info[i].anim_frames - 1; getGraphicSource(i, last_frame, &src_bitmap, &src_x, &src_y); if (src_x < 0 || src_y < 0 || src_x + width > src_bitmap_width || src_y + height > src_bitmap_height) { Error(ERR_INFO_LINE, "-"); Error(ERR_INFO, "warning: error found in config file:"); Error(ERR_INFO, "- config file: '%s'", getImageConfigFilename()); Error(ERR_INFO, "- config token: '%s'", getTokenFromImageID(i)); Error(ERR_INFO, "- image file: '%s'", src_bitmap->source_filename); Error(ERR_INFO, "error: last animation frame (%d) out of bounds (%d, %d) [%d, %d]", last_frame, src_x, src_y, src_bitmap_width, src_bitmap_height); Error(ERR_INFO, "custom graphic rejected for this element/action"); if (i == fallback_graphic) Error(ERR_EXIT, "fatal error: no fallback graphic available"); Error(ERR_INFO, "fallback done to 'char_exclam' for this graphic"); Error(ERR_INFO_LINE, "-"); graphic_info[i] = graphic_info[fallback_graphic]; } #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND) /* currently we only need a tile clip mask from the first frame */ getGraphicSource(i, first_frame, &src_bitmap, &src_x, &src_y); if (copy_clipmask_gc == None) { clip_gc_values.graphics_exposures = False; clip_gc_valuemask = GCGraphicsExposures; copy_clipmask_gc = XCreateGC(display, src_bitmap->clip_mask, clip_gc_valuemask, &clip_gc_values); } graphic_info[i].clip_mask = XCreatePixmap(display, window->drawable, TILEX, TILEY, 1); src_pixmap = src_bitmap->clip_mask; XCopyArea(display, src_pixmap, graphic_info[i].clip_mask, copy_clipmask_gc, src_x, src_y, TILEX, TILEY, 0, 0); clip_gc_values.graphics_exposures = False; clip_gc_values.clip_mask = graphic_info[i].clip_mask; clip_gc_valuemask = GCGraphicsExposures | GCClipMask; graphic_info[i].clip_gc = XCreateGC(display, window->drawable, clip_gc_valuemask, &clip_gc_values); #endif } #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND) if (copy_clipmask_gc) XFreeGC(display, copy_clipmask_gc); clipmasks_initialized = TRUE; #endif } static void InitElementSoundInfo() { struct PropertyMapping *property_mapping = getSoundListPropertyMapping(); int num_property_mappings = getSoundListPropertyMappingSize(); int i, j, act; /* set values to -1 to identify later as "uninitialized" values */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) for (act = 0; act < NUM_ACTIONS; act++) element_info[i].sound[act] = -1; /* initialize element/sound mapping from static configuration */ for (i = 0; element_to_sound[i].element > -1; i++) { int element = element_to_sound[i].element; int action = element_to_sound[i].action; int sound = element_to_sound[i].sound; boolean is_class = element_to_sound[i].is_class; if (action < 0) action = ACTION_DEFAULT; if (!is_class) element_info[element].sound[action] = sound; else for (j = 0; j < MAX_NUM_ELEMENTS; j++) if (strEqual(element_info[j].class_name, element_info[element].class_name)) element_info[j].sound[action] = sound; } /* initialize element class/sound mapping from dynamic configuration */ for (i = 0; i < num_property_mappings; i++) { int element_class = property_mapping[i].base_index - MAX_NUM_ELEMENTS; int action = property_mapping[i].ext1_index; int sound = property_mapping[i].artwork_index; if (element_class < 0 || element_class >= MAX_NUM_ELEMENTS) continue; if (action < 0) action = ACTION_DEFAULT; for (j = 0; j < MAX_NUM_ELEMENTS; j++) if (strEqual(element_info[j].class_name, element_info[element_class].class_name)) element_info[j].sound[action] = sound; } /* initialize element/sound mapping from dynamic configuration */ for (i = 0; i < num_property_mappings; i++) { int element = property_mapping[i].base_index; int action = property_mapping[i].ext1_index; int sound = property_mapping[i].artwork_index; if (element >= MAX_NUM_ELEMENTS) continue; if (action < 0) action = ACTION_DEFAULT; element_info[element].sound[action] = sound; } /* now set all '-1' values to element specific default values */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) { for (act = 0; act < NUM_ACTIONS; act++) { /* generic default action sound (defined by "[default]" directive) */ int default_action_sound = element_info[EL_DEFAULT].sound[act]; /* look for special default action sound (classic game specific) */ if (IS_BD_ELEMENT(i) && element_info[EL_BD_DEFAULT].sound[act] != -1) default_action_sound = element_info[EL_BD_DEFAULT].sound[act]; if (IS_SP_ELEMENT(i) && element_info[EL_SP_DEFAULT].sound[act] != -1) default_action_sound = element_info[EL_SP_DEFAULT].sound[act]; if (IS_SB_ELEMENT(i) && element_info[EL_SB_DEFAULT].sound[act] != -1) default_action_sound = element_info[EL_SB_DEFAULT].sound[act]; /* !!! there's no such thing as a "default action sound" !!! */ #if 0 /* look for element specific default sound (independent from action) */ if (element_info[i].sound[ACTION_DEFAULT] != -1) default_action_sound = element_info[i].sound[ACTION_DEFAULT]; #endif #if 1 /* !!! needed because EL_EMPTY_SPACE treated as IS_SP_ELEMENT !!! */ /* !!! make this better !!! */ if (i == EL_EMPTY_SPACE) default_action_sound = element_info[EL_DEFAULT].sound[act]; #endif /* no sound for this specific action -- use default action sound */ if (element_info[i].sound[act] == -1) element_info[i].sound[act] = default_action_sound; } } /* copy sound settings to some elements that are only stored in level file in native R'n'D levels, but are used by game engine in native EM levels */ for (i = 0; copy_properties[i][0] != -1; i++) for (j = 1; j <= 4; j++) for (act = 0; act < NUM_ACTIONS; act++) element_info[copy_properties[i][j]].sound[act] = element_info[copy_properties[i][0]].sound[act]; } static void InitGameModeSoundInfo() { int i; /* set values to -1 to identify later as "uninitialized" values */ for (i = 0; i < NUM_SPECIAL_GFX_ARGS; i++) menu.sound[i] = -1; /* initialize gamemode/sound mapping from static configuration */ for (i = 0; gamemode_to_sound[i].sound > -1; i++) { int gamemode = gamemode_to_sound[i].gamemode; int sound = gamemode_to_sound[i].sound; if (gamemode < 0) gamemode = GAME_MODE_DEFAULT; menu.sound[gamemode] = sound; } /* now set all '-1' values to levelset specific default values */ for (i = 0; i < NUM_SPECIAL_GFX_ARGS; i++) if (menu.sound[i] == -1) menu.sound[i] = menu.sound[GAME_MODE_DEFAULT]; #if 0 for (i = 0; i < NUM_SPECIAL_GFX_ARGS; i++) if (menu.sound[i] != -1) printf("::: menu.sound[%d] == %d\n", i, menu.sound[i]); #endif } static void set_sound_parameters(int sound, char **parameter_raw) { int parameter[NUM_SND_ARGS]; int i; /* get integer values from string parameters */ for (i = 0; i < NUM_SND_ARGS; i++) parameter[i] = get_parameter_value(parameter_raw[i], sound_config_suffix[i].token, sound_config_suffix[i].type); /* explicit loop mode setting in configuration overrides default value */ if (parameter[SND_ARG_MODE_LOOP] != ARG_UNDEFINED_VALUE) sound_info[sound].loop = parameter[SND_ARG_MODE_LOOP]; /* sound volume to change the original volume when loading the sound file */ sound_info[sound].volume = parameter[SND_ARG_VOLUME]; /* sound priority to give certain sounds a higher or lower priority */ sound_info[sound].priority = parameter[SND_ARG_PRIORITY]; } static void InitSoundInfo() { int *sound_effect_properties; int num_sounds = getSoundListSize(); int i, j; checked_free(sound_info); sound_effect_properties = checked_calloc(num_sounds * sizeof(int)); sound_info = checked_calloc(num_sounds * sizeof(struct SoundInfo)); /* initialize sound effect for all elements to "no sound" */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) for (j = 0; j < NUM_ACTIONS; j++) element_info[i].sound[j] = SND_UNDEFINED; for (i = 0; i < num_sounds; i++) { struct FileInfo *sound = getSoundListEntry(i); int len_effect_text = strlen(sound->token); sound_effect_properties[i] = ACTION_OTHER; sound_info[i].loop = FALSE; /* default: play sound only once */ #if 0 printf("::: sound %d: '%s'\n", i, sound->token); #endif /* determine all loop sounds and identify certain sound classes */ for (j = 0; element_action_info[j].suffix; j++) { int len_action_text = strlen(element_action_info[j].suffix); if (len_action_text < len_effect_text && strEqual(&sound->token[len_effect_text - len_action_text], element_action_info[j].suffix)) { sound_effect_properties[i] = element_action_info[j].value; sound_info[i].loop = element_action_info[j].is_loop_sound; break; } } /* associate elements and some selected sound actions */ for (j = 0; j < MAX_NUM_ELEMENTS; j++) { if (element_info[j].class_name) { int len_class_text = strlen(element_info[j].class_name); if (len_class_text + 1 < len_effect_text && strncmp(sound->token, element_info[j].class_name, len_class_text) == 0 && sound->token[len_class_text] == '.') { int sound_action_value = sound_effect_properties[i]; element_info[j].sound[sound_action_value] = i; } } } set_sound_parameters(i, sound->parameter); } free(sound_effect_properties); } static void InitGameModeMusicInfo() { struct PropertyMapping *property_mapping = getMusicListPropertyMapping(); int num_property_mappings = getMusicListPropertyMappingSize(); int default_levelset_music = -1; int i; /* set values to -1 to identify later as "uninitialized" values */ for (i = 0; i < MAX_LEVELS; i++) levelset.music[i] = -1; for (i = 0; i < NUM_SPECIAL_GFX_ARGS; i++) menu.music[i] = -1; /* initialize gamemode/music mapping from static configuration */ for (i = 0; gamemode_to_music[i].music > -1; i++) { int gamemode = gamemode_to_music[i].gamemode; int music = gamemode_to_music[i].music; #if 0 printf("::: gamemode == %d, music == %d\n", gamemode, music); #endif if (gamemode < 0) gamemode = GAME_MODE_DEFAULT; menu.music[gamemode] = music; } /* initialize gamemode/music mapping from dynamic configuration */ for (i = 0; i < num_property_mappings; i++) { int prefix = property_mapping[i].base_index; int gamemode = property_mapping[i].ext1_index; int level = property_mapping[i].ext2_index; int music = property_mapping[i].artwork_index; #if 0 printf("::: prefix == %d, gamemode == %d, level == %d, music == %d\n", prefix, gamemode, level, music); #endif if (prefix < 0 || prefix >= NUM_MUSIC_PREFIXES) continue; if (gamemode < 0) gamemode = GAME_MODE_DEFAULT; /* level specific music only allowed for in-game music */ if (level != -1 && gamemode == GAME_MODE_DEFAULT) gamemode = GAME_MODE_PLAYING; if (level == -1) { level = 0; default_levelset_music = music; } if (gamemode == GAME_MODE_PLAYING || gamemode == GAME_MODE_DEFAULT) levelset.music[level] = music; if (gamemode != GAME_MODE_PLAYING) menu.music[gamemode] = music; } /* now set all '-1' values to menu specific default values */ /* (undefined values of "levelset.music[]" might stay at "-1" to allow dynamic selection of music files from music directory!) */ for (i = 0; i < MAX_LEVELS; i++) if (levelset.music[i] == -1) levelset.music[i] = default_levelset_music; for (i = 0; i < NUM_SPECIAL_GFX_ARGS; i++) if (menu.music[i] == -1) menu.music[i] = menu.music[GAME_MODE_DEFAULT]; #if 0 for (i = 0; i < MAX_LEVELS; i++) if (levelset.music[i] != -1) printf("::: levelset.music[%d] == %d\n", i, levelset.music[i]); for (i = 0; i < NUM_SPECIAL_GFX_ARGS; i++) if (menu.music[i] != -1) printf("::: menu.music[%d] == %d\n", i, menu.music[i]); #endif } static void set_music_parameters(int music, char **parameter_raw) { int parameter[NUM_MUS_ARGS]; int i; /* get integer values from string parameters */ for (i = 0; i < NUM_MUS_ARGS; i++) parameter[i] = get_parameter_value(parameter_raw[i], music_config_suffix[i].token, music_config_suffix[i].type); /* explicit loop mode setting in configuration overrides default value */ if (parameter[MUS_ARG_MODE_LOOP] != ARG_UNDEFINED_VALUE) music_info[music].loop = parameter[MUS_ARG_MODE_LOOP]; } static void InitMusicInfo() { int num_music = getMusicListSize(); int i, j; checked_free(music_info); music_info = checked_calloc(num_music * sizeof(struct MusicInfo)); for (i = 0; i < num_music; i++) { struct FileInfo *music = getMusicListEntry(i); int len_music_text = strlen(music->token); music_info[i].loop = TRUE; /* default: play music in loop mode */ /* determine all loop music */ for (j = 0; music_prefix_info[j].prefix; j++) { int len_prefix_text = strlen(music_prefix_info[j].prefix); if (len_prefix_text < len_music_text && strncmp(music->token, music_prefix_info[j].prefix, len_prefix_text) == 0) { music_info[i].loop = music_prefix_info[j].is_loop_music; break; } } set_music_parameters(i, music->parameter); } } static void ReinitializeGraphics() { print_timestamp_init("ReinitializeGraphics"); InitGraphicInfo(); /* graphic properties mapping */ print_timestamp_time("InitGraphicInfo"); InitElementGraphicInfo(); /* element game graphic mapping */ print_timestamp_time("InitElementGraphicInfo"); InitElementSpecialGraphicInfo(); /* element special graphic mapping */ print_timestamp_time("InitElementSpecialGraphicInfo"); InitElementSmallImages(); /* scale elements to all needed sizes */ print_timestamp_time("InitElementSmallImages"); InitScaledImages(); /* scale all other images, if needed */ print_timestamp_time("InitScaledImages"); InitFontGraphicInfo(); /* initialize text drawing functions */ print_timestamp_time("InitFontGraphicInfo"); InitGraphicInfo_EM(); /* graphic mapping for EM engine */ print_timestamp_time("InitGraphicInfo_EM"); SetMainBackgroundImage(IMG_BACKGROUND); print_timestamp_time("SetMainBackgroundImage"); SetDoorBackgroundImage(IMG_BACKGROUND_DOOR); print_timestamp_time("SetDoorBackgroundImage"); InitGadgets(); print_timestamp_time("InitGadgets"); InitToons(); print_timestamp_time("InitToons"); print_timestamp_done("ReinitializeGraphics"); } static void ReinitializeSounds() { InitSoundInfo(); /* sound properties mapping */ InitElementSoundInfo(); /* element game sound mapping */ InitGameModeSoundInfo(); /* game mode sound mapping */ InitPlayLevelSound(); /* internal game sound settings */ } static void ReinitializeMusic() { InitMusicInfo(); /* music properties mapping */ InitGameModeMusicInfo(); /* game mode music mapping */ } static int get_special_property_bit(int element, int property_bit_nr) { struct PropertyBitInfo { int element; int bit_nr; }; static struct PropertyBitInfo pb_can_move_into_acid[] = { /* the player may be able fall into acid when gravity is activated */ { EL_PLAYER_1, 0 }, { EL_PLAYER_2, 0 }, { EL_PLAYER_3, 0 }, { EL_PLAYER_4, 0 }, { EL_SP_MURPHY, 0 }, { EL_SOKOBAN_FIELD_PLAYER, 0 }, /* all elements that can move may be able to also move into acid */ { EL_BUG, 1 }, { EL_BUG_LEFT, 1 }, { EL_BUG_RIGHT, 1 }, { EL_BUG_UP, 1 }, { EL_BUG_DOWN, 1 }, { EL_SPACESHIP, 2 }, { EL_SPACESHIP_LEFT, 2 }, { EL_SPACESHIP_RIGHT, 2 }, { EL_SPACESHIP_UP, 2 }, { EL_SPACESHIP_DOWN, 2 }, { EL_BD_BUTTERFLY, 3 }, { EL_BD_BUTTERFLY_LEFT, 3 }, { EL_BD_BUTTERFLY_RIGHT, 3 }, { EL_BD_BUTTERFLY_UP, 3 }, { EL_BD_BUTTERFLY_DOWN, 3 }, { EL_BD_FIREFLY, 4 }, { EL_BD_FIREFLY_LEFT, 4 }, { EL_BD_FIREFLY_RIGHT, 4 }, { EL_BD_FIREFLY_UP, 4 }, { EL_BD_FIREFLY_DOWN, 4 }, { EL_YAMYAM, 5 }, { EL_YAMYAM_LEFT, 5 }, { EL_YAMYAM_RIGHT, 5 }, { EL_YAMYAM_UP, 5 }, { EL_YAMYAM_DOWN, 5 }, { EL_DARK_YAMYAM, 6 }, { EL_ROBOT, 7 }, { EL_PACMAN, 8 }, { EL_PACMAN_LEFT, 8 }, { EL_PACMAN_RIGHT, 8 }, { EL_PACMAN_UP, 8 }, { EL_PACMAN_DOWN, 8 }, { EL_MOLE, 9 }, { EL_MOLE_LEFT, 9 }, { EL_MOLE_RIGHT, 9 }, { EL_MOLE_UP, 9 }, { EL_MOLE_DOWN, 9 }, { EL_PENGUIN, 10 }, { EL_PIG, 11 }, { EL_DRAGON, 12 }, { EL_SATELLITE, 13 }, { EL_SP_SNIKSNAK, 14 }, { EL_SP_ELECTRON, 15 }, { EL_BALLOON, 16 }, { EL_SPRING, 17 }, { EL_EMC_ANDROID, 18 }, { -1, -1 }, }; static struct PropertyBitInfo pb_dont_collide_with[] = { { EL_SP_SNIKSNAK, 0 }, { EL_SP_ELECTRON, 1 }, { -1, -1 }, }; static struct { int bit_nr; struct PropertyBitInfo *pb_info; } pb_definition[] = { { EP_CAN_MOVE_INTO_ACID, pb_can_move_into_acid }, { EP_DONT_COLLIDE_WITH, pb_dont_collide_with }, { -1, NULL }, }; struct PropertyBitInfo *pb_info = NULL; int i; for (i = 0; pb_definition[i].bit_nr != -1; i++) if (pb_definition[i].bit_nr == property_bit_nr) pb_info = pb_definition[i].pb_info; if (pb_info == NULL) return -1; for (i = 0; pb_info[i].element != -1; i++) if (pb_info[i].element == element) return pb_info[i].bit_nr; return -1; } void setBitfieldProperty(int *bitfield, int property_bit_nr, int element, boolean property_value) { int bit_nr = get_special_property_bit(element, property_bit_nr); if (bit_nr > -1) { if (property_value) *bitfield |= (1 << bit_nr); else *bitfield &= ~(1 << bit_nr); } } boolean getBitfieldProperty(int *bitfield, int property_bit_nr, int element) { int bit_nr = get_special_property_bit(element, property_bit_nr); if (bit_nr > -1) return ((*bitfield & (1 << bit_nr)) != 0); return FALSE; } static void ResolveGroupElementExt(int group_element, int recursion_depth) { static int group_nr; static struct ElementGroupInfo *group; struct ElementGroupInfo *actual_group = element_info[group_element].group; int i; if (actual_group == NULL) /* not yet initialized */ return; if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */ { Error(ERR_WARN, "recursion too deep when resolving group element %d", group_element - EL_GROUP_START + 1); /* replace element which caused too deep recursion by question mark */ group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN; return; } if (recursion_depth == 0) /* initialization */ { group = actual_group; group_nr = GROUP_NR(group_element); group->num_elements_resolved = 0; group->choice_pos = 0; for (i = 0; i < MAX_NUM_ELEMENTS; i++) element_info[i].in_group[group_nr] = FALSE; } for (i = 0; i < actual_group->num_elements; i++) { int element = actual_group->element[i]; if (group->num_elements_resolved == NUM_FILE_ELEMENTS) break; if (IS_GROUP_ELEMENT(element)) ResolveGroupElementExt(element, recursion_depth + 1); else { group->element_resolved[group->num_elements_resolved++] = element; element_info[element].in_group[group_nr] = TRUE; } } } void ResolveGroupElement(int group_element) { ResolveGroupElementExt(group_element, 0); } void InitElementPropertiesStatic() { static boolean clipboard_elements_initialized = FALSE; static int ep_diggable[] = { EL_SAND, EL_SP_BASE, EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, EL_TRAP, EL_INVISIBLE_SAND, EL_INVISIBLE_SAND_ACTIVE, EL_EMC_GRASS, /* !!! currently not diggable, but handled by 'ep_dont_run_into' !!! */ /* (if amoeba can grow into anything diggable, maybe keep these out) */ #if 0 EL_LANDMINE, EL_DC_LANDMINE, EL_TRAP_ACTIVE, EL_SP_BUGGY_BASE_ACTIVE, EL_EMC_PLANT, #endif -1 }; static int ep_collectible_only[] = { EL_BD_DIAMOND, EL_EMERALD, EL_DIAMOND, EL_EMERALD_YELLOW, EL_EMERALD_RED, EL_EMERALD_PURPLE, EL_KEY_1, EL_KEY_2, EL_KEY_3, EL_KEY_4, EL_EM_KEY_1, EL_EM_KEY_2, EL_EM_KEY_3, EL_EM_KEY_4, EL_EMC_KEY_5, EL_EMC_KEY_6, EL_EMC_KEY_7, EL_EMC_KEY_8, EL_DYNAMITE, EL_EM_DYNAMITE, EL_DYNABOMB_INCREASE_NUMBER, EL_DYNABOMB_INCREASE_SIZE, EL_DYNABOMB_INCREASE_POWER, EL_SP_INFOTRON, EL_SP_DISK_RED, EL_PEARL, EL_CRYSTAL, EL_DC_KEY_WHITE, EL_SHIELD_NORMAL, EL_SHIELD_DEADLY, EL_EXTRA_TIME, EL_ENVELOPE_1, EL_ENVELOPE_2, EL_ENVELOPE_3, EL_ENVELOPE_4, EL_SPEED_PILL, EL_EMC_LENSES, EL_EMC_MAGNIFIER, #if 0 /* !!! handle separately !!! */ EL_DC_LANDMINE, /* deadly when running into, but can be snapped */ #endif -1 }; static int ep_dont_run_into[] = { /* same elements as in 'ep_dont_touch' */ EL_BUG, EL_SPACESHIP, EL_BD_BUTTERFLY, EL_BD_FIREFLY, /* same elements as in 'ep_dont_collide_with' */ EL_YAMYAM, EL_DARK_YAMYAM, EL_ROBOT, EL_PACMAN, EL_SP_SNIKSNAK, EL_SP_ELECTRON, /* new elements */ EL_AMOEBA_DROP, EL_ACID, /* !!! maybe this should better be handled by 'ep_diggable' !!! */ #if 1 EL_LANDMINE, EL_DC_LANDMINE, EL_TRAP_ACTIVE, EL_SP_BUGGY_BASE_ACTIVE, EL_EMC_PLANT, #endif -1 }; static int ep_dont_collide_with[] = { /* same elements as in 'ep_dont_touch' */ EL_BUG, EL_SPACESHIP, EL_BD_BUTTERFLY, EL_BD_FIREFLY, /* new elements */ EL_YAMYAM, EL_DARK_YAMYAM, EL_ROBOT, EL_PACMAN, EL_SP_SNIKSNAK, EL_SP_ELECTRON, -1 }; static int ep_dont_touch[] = { EL_BUG, EL_SPACESHIP, EL_BD_BUTTERFLY, EL_BD_FIREFLY, -1 }; static int ep_indestructible[] = { EL_STEELWALL, EL_ACID, EL_ACID_POOL_TOPLEFT, EL_ACID_POOL_TOPRIGHT, EL_ACID_POOL_BOTTOMLEFT, EL_ACID_POOL_BOTTOM, EL_ACID_POOL_BOTTOMRIGHT, EL_SP_HARDWARE_GRAY, EL_SP_HARDWARE_GREEN, EL_SP_HARDWARE_BLUE, EL_SP_HARDWARE_RED, EL_SP_HARDWARE_YELLOW, EL_SP_HARDWARE_BASE_1, EL_SP_HARDWARE_BASE_2, EL_SP_HARDWARE_BASE_3, EL_SP_HARDWARE_BASE_4, EL_SP_HARDWARE_BASE_5, EL_SP_HARDWARE_BASE_6, EL_INVISIBLE_STEELWALL, EL_INVISIBLE_STEELWALL_ACTIVE, EL_CONVEYOR_BELT_1_SWITCH_LEFT, EL_CONVEYOR_BELT_1_SWITCH_MIDDLE, EL_CONVEYOR_BELT_1_SWITCH_RIGHT, EL_CONVEYOR_BELT_2_SWITCH_LEFT, EL_CONVEYOR_BELT_2_SWITCH_MIDDLE, EL_CONVEYOR_BELT_2_SWITCH_RIGHT, EL_CONVEYOR_BELT_3_SWITCH_LEFT, EL_CONVEYOR_BELT_3_SWITCH_MIDDLE, EL_CONVEYOR_BELT_3_SWITCH_RIGHT, EL_CONVEYOR_BELT_4_SWITCH_LEFT, EL_CONVEYOR_BELT_4_SWITCH_MIDDLE, EL_CONVEYOR_BELT_4_SWITCH_RIGHT, EL_LIGHT_SWITCH, EL_LIGHT_SWITCH_ACTIVE, EL_SIGN_EXCLAMATION, EL_SIGN_RADIOACTIVITY, EL_SIGN_STOP, EL_SIGN_WHEELCHAIR, EL_SIGN_PARKING, EL_SIGN_NO_ENTRY, EL_SIGN_UNUSED_1, EL_SIGN_GIVE_WAY, EL_SIGN_ENTRY_FORBIDDEN, EL_SIGN_EMERGENCY_EXIT, EL_SIGN_YIN_YANG, EL_SIGN_UNUSED_2, EL_SIGN_SPERMS, EL_SIGN_BULLET, EL_SIGN_HEART, EL_SIGN_CROSS, EL_SIGN_FRANKIE, EL_STEEL_EXIT_CLOSED, EL_STEEL_EXIT_OPEN, EL_EM_STEEL_EXIT_CLOSED, EL_EM_STEEL_EXIT_OPEN, EL_DC_STEELWALL_1_LEFT, EL_DC_STEELWALL_1_RIGHT, EL_DC_STEELWALL_1_TOP, EL_DC_STEELWALL_1_BOTTOM, EL_DC_STEELWALL_1_HORIZONTAL, EL_DC_STEELWALL_1_VERTICAL, EL_DC_STEELWALL_1_TOPLEFT, EL_DC_STEELWALL_1_TOPRIGHT, EL_DC_STEELWALL_1_BOTTOMLEFT, EL_DC_STEELWALL_1_BOTTOMRIGHT, EL_DC_STEELWALL_1_TOPLEFT_2, EL_DC_STEELWALL_1_TOPRIGHT_2, EL_DC_STEELWALL_1_BOTTOMLEFT_2, EL_DC_STEELWALL_1_BOTTOMRIGHT_2, EL_DC_STEELWALL_2_LEFT, EL_DC_STEELWALL_2_RIGHT, EL_DC_STEELWALL_2_TOP, EL_DC_STEELWALL_2_BOTTOM, EL_DC_STEELWALL_2_HORIZONTAL, EL_DC_STEELWALL_2_VERTICAL, EL_DC_STEELWALL_2_MIDDLE, EL_DC_STEELWALL_2_SINGLE, EL_STEELWALL_SLIPPERY, EL_EMC_STEELWALL_1, EL_EMC_STEELWALL_2, EL_EMC_STEELWALL_3, EL_EMC_STEELWALL_4, EL_CRYSTAL, EL_GATE_1, EL_GATE_2, EL_GATE_3, EL_GATE_4, EL_GATE_1_GRAY, EL_GATE_2_GRAY, EL_GATE_3_GRAY, EL_GATE_4_GRAY, EL_GATE_1_GRAY_ACTIVE, EL_GATE_2_GRAY_ACTIVE, EL_GATE_3_GRAY_ACTIVE, EL_GATE_4_GRAY_ACTIVE, EL_EM_GATE_1, EL_EM_GATE_2, EL_EM_GATE_3, EL_EM_GATE_4, EL_EM_GATE_1_GRAY, EL_EM_GATE_2_GRAY, EL_EM_GATE_3_GRAY, EL_EM_GATE_4_GRAY, EL_EM_GATE_1_GRAY_ACTIVE, EL_EM_GATE_2_GRAY_ACTIVE, EL_EM_GATE_3_GRAY_ACTIVE, EL_EM_GATE_4_GRAY_ACTIVE, EL_EMC_GATE_5, EL_EMC_GATE_6, EL_EMC_GATE_7, EL_EMC_GATE_8, EL_EMC_GATE_5_GRAY, EL_EMC_GATE_6_GRAY, EL_EMC_GATE_7_GRAY, EL_EMC_GATE_8_GRAY, EL_EMC_GATE_5_GRAY_ACTIVE, EL_EMC_GATE_6_GRAY_ACTIVE, EL_EMC_GATE_7_GRAY_ACTIVE, EL_EMC_GATE_8_GRAY_ACTIVE, EL_DC_GATE_WHITE, EL_DC_GATE_WHITE_GRAY, EL_DC_GATE_WHITE_GRAY_ACTIVE, EL_DC_GATE_FAKE_GRAY, EL_SWITCHGATE_OPEN, EL_SWITCHGATE_OPENING, EL_SWITCHGATE_CLOSED, EL_SWITCHGATE_CLOSING, #if 1 EL_DC_SWITCHGATE_SWITCH_UP, EL_DC_SWITCHGATE_SWITCH_DOWN, #endif EL_TIMEGATE_OPEN, EL_TIMEGATE_OPENING, EL_TIMEGATE_CLOSED, EL_TIMEGATE_CLOSING, #if 1 EL_DC_TIMEGATE_SWITCH, EL_DC_TIMEGATE_SWITCH_ACTIVE, #endif EL_TUBE_ANY, EL_TUBE_VERTICAL, EL_TUBE_HORIZONTAL, EL_TUBE_VERTICAL_LEFT, EL_TUBE_VERTICAL_RIGHT, EL_TUBE_HORIZONTAL_UP, EL_TUBE_HORIZONTAL_DOWN, EL_TUBE_LEFT_UP, EL_TUBE_LEFT_DOWN, EL_TUBE_RIGHT_UP, EL_TUBE_RIGHT_DOWN, EL_EXPANDABLE_STEELWALL_HORIZONTAL, EL_EXPANDABLE_STEELWALL_VERTICAL, EL_EXPANDABLE_STEELWALL_ANY, -1 }; static int ep_slippery[] = { EL_WALL_SLIPPERY, EL_BD_WALL, EL_ROCK, EL_BD_ROCK, EL_EMERALD, EL_BD_DIAMOND, EL_EMERALD_YELLOW, EL_EMERALD_RED, EL_EMERALD_PURPLE, EL_DIAMOND, EL_BOMB, EL_NUT, EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, EL_TIME_ORB_FULL, EL_TIME_ORB_EMPTY, EL_LAMP_ACTIVE, EL_LAMP, EL_ACID_POOL_TOPLEFT, EL_ACID_POOL_TOPRIGHT, EL_SATELLITE, EL_SP_ZONK, EL_SP_INFOTRON, EL_SP_CHIP_SINGLE, EL_SP_CHIP_LEFT, EL_SP_CHIP_RIGHT, EL_SP_CHIP_TOP, EL_SP_CHIP_BOTTOM, EL_SPEED_PILL, EL_STEELWALL_SLIPPERY, EL_PEARL, EL_CRYSTAL, EL_EMC_WALL_SLIPPERY_1, EL_EMC_WALL_SLIPPERY_2, EL_EMC_WALL_SLIPPERY_3, EL_EMC_WALL_SLIPPERY_4, EL_EMC_MAGIC_BALL, EL_EMC_MAGIC_BALL_ACTIVE, -1 }; static int ep_can_change[] = { -1 }; static int ep_can_move[] = { /* same elements as in 'pb_can_move_into_acid' */ EL_BUG, EL_SPACESHIP, EL_BD_BUTTERFLY, EL_BD_FIREFLY, EL_YAMYAM, EL_DARK_YAMYAM, EL_ROBOT, EL_PACMAN, EL_MOLE, EL_PENGUIN, EL_PIG, EL_DRAGON, EL_SATELLITE, EL_SP_SNIKSNAK, EL_SP_ELECTRON, EL_BALLOON, EL_SPRING, EL_EMC_ANDROID, -1 }; static int ep_can_fall[] = { EL_ROCK, EL_BD_ROCK, EL_EMERALD, EL_BD_DIAMOND, EL_EMERALD_YELLOW, EL_EMERALD_RED, EL_EMERALD_PURPLE, EL_DIAMOND, EL_BOMB, EL_NUT, EL_AMOEBA_DROP, EL_QUICKSAND_FULL, EL_QUICKSAND_FAST_FULL, EL_MAGIC_WALL_FULL, EL_BD_MAGIC_WALL_FULL, EL_DC_MAGIC_WALL_FULL, EL_TIME_ORB_FULL, EL_TIME_ORB_EMPTY, EL_SP_ZONK, EL_SP_INFOTRON, EL_SP_DISK_ORANGE, EL_PEARL, EL_CRYSTAL, EL_SPRING, EL_DX_SUPABOMB, -1 }; static int ep_can_smash_player[] = { EL_ROCK, EL_BD_ROCK, EL_EMERALD, EL_BD_DIAMOND, EL_EMERALD_YELLOW, EL_EMERALD_RED, EL_EMERALD_PURPLE, EL_DIAMOND, EL_BOMB, EL_NUT, EL_AMOEBA_DROP, EL_TIME_ORB_FULL, EL_TIME_ORB_EMPTY, EL_SP_ZONK, EL_SP_INFOTRON, EL_SP_DISK_ORANGE, EL_PEARL, EL_CRYSTAL, EL_SPRING, EL_DX_SUPABOMB, -1 }; static int ep_can_smash_enemies[] = { EL_ROCK, EL_BD_ROCK, EL_SP_ZONK, -1 }; static int ep_can_smash_everything[] = { EL_ROCK, EL_BD_ROCK, EL_SP_ZONK, -1 }; static int ep_explodes_by_fire[] = { /* same elements as in 'ep_explodes_impact' */ EL_BOMB, EL_SP_DISK_ORANGE, EL_DX_SUPABOMB, /* same elements as in 'ep_explodes_smashed' */ EL_SATELLITE, EL_PIG, EL_DRAGON, EL_MOLE, /* new elements */ EL_DYNAMITE, EL_DYNAMITE_ACTIVE, EL_EM_DYNAMITE, EL_EM_DYNAMITE_ACTIVE, EL_DYNABOMB_PLAYER_1_ACTIVE, EL_DYNABOMB_PLAYER_2_ACTIVE, EL_DYNABOMB_PLAYER_3_ACTIVE, EL_DYNABOMB_PLAYER_4_ACTIVE, EL_DYNABOMB_INCREASE_NUMBER, EL_DYNABOMB_INCREASE_SIZE, EL_DYNABOMB_INCREASE_POWER, EL_SP_DISK_RED_ACTIVE, EL_BUG, EL_PENGUIN, EL_SP_DISK_RED, EL_SP_DISK_YELLOW, EL_SP_SNIKSNAK, EL_SP_ELECTRON, #if 0 EL_BLACK_ORB, #endif -1 }; static int ep_explodes_smashed[] = { /* same elements as in 'ep_explodes_impact' */ EL_BOMB, EL_SP_DISK_ORANGE, EL_DX_SUPABOMB, /* new elements */ EL_SATELLITE, EL_PIG, EL_DRAGON, EL_MOLE, -1 }; static int ep_explodes_impact[] = { EL_BOMB, EL_SP_DISK_ORANGE, EL_DX_SUPABOMB, -1 }; static int ep_walkable_over[] = { EL_EMPTY_SPACE, EL_SP_EMPTY_SPACE, EL_SOKOBAN_FIELD_EMPTY, EL_EXIT_OPEN, EL_EM_EXIT_OPEN, EL_SP_EXIT_OPEN, EL_SP_EXIT_OPENING, EL_STEEL_EXIT_OPEN, EL_EM_STEEL_EXIT_OPEN, EL_GATE_1, EL_GATE_2, EL_GATE_3, EL_GATE_4, EL_GATE_1_GRAY, EL_GATE_2_GRAY, EL_GATE_3_GRAY, EL_GATE_4_GRAY, EL_GATE_1_GRAY_ACTIVE, EL_GATE_2_GRAY_ACTIVE, EL_GATE_3_GRAY_ACTIVE, EL_GATE_4_GRAY_ACTIVE, EL_PENGUIN, EL_PIG, EL_DRAGON, -1 }; static int ep_walkable_inside[] = { EL_TUBE_ANY, EL_TUBE_VERTICAL, EL_TUBE_HORIZONTAL, EL_TUBE_VERTICAL_LEFT, EL_TUBE_VERTICAL_RIGHT, EL_TUBE_HORIZONTAL_UP, EL_TUBE_HORIZONTAL_DOWN, EL_TUBE_LEFT_UP, EL_TUBE_LEFT_DOWN, EL_TUBE_RIGHT_UP, EL_TUBE_RIGHT_DOWN, -1 }; static int ep_walkable_under[] = { -1 }; static int ep_passable_over[] = { EL_EM_GATE_1, EL_EM_GATE_2, EL_EM_GATE_3, EL_EM_GATE_4, EL_EM_GATE_1_GRAY, EL_EM_GATE_2_GRAY, EL_EM_GATE_3_GRAY, EL_EM_GATE_4_GRAY, EL_EM_GATE_1_GRAY_ACTIVE, EL_EM_GATE_2_GRAY_ACTIVE, EL_EM_GATE_3_GRAY_ACTIVE, EL_EM_GATE_4_GRAY_ACTIVE, EL_EMC_GATE_5, EL_EMC_GATE_6, EL_EMC_GATE_7, EL_EMC_GATE_8, EL_EMC_GATE_5_GRAY, EL_EMC_GATE_6_GRAY, EL_EMC_GATE_7_GRAY, EL_EMC_GATE_8_GRAY, EL_EMC_GATE_5_GRAY_ACTIVE, EL_EMC_GATE_6_GRAY_ACTIVE, EL_EMC_GATE_7_GRAY_ACTIVE, EL_EMC_GATE_8_GRAY_ACTIVE, EL_DC_GATE_WHITE, EL_DC_GATE_WHITE_GRAY, EL_DC_GATE_WHITE_GRAY_ACTIVE, EL_SWITCHGATE_OPEN, EL_TIMEGATE_OPEN, -1 }; static int ep_passable_inside[] = { EL_SP_PORT_LEFT, EL_SP_PORT_RIGHT, EL_SP_PORT_UP, EL_SP_PORT_DOWN, EL_SP_PORT_HORIZONTAL, EL_SP_PORT_VERTICAL, EL_SP_PORT_ANY, EL_SP_GRAVITY_PORT_LEFT, EL_SP_GRAVITY_PORT_RIGHT, EL_SP_GRAVITY_PORT_UP, EL_SP_GRAVITY_PORT_DOWN, EL_SP_GRAVITY_ON_PORT_LEFT, EL_SP_GRAVITY_ON_PORT_RIGHT, EL_SP_GRAVITY_ON_PORT_UP, EL_SP_GRAVITY_ON_PORT_DOWN, EL_SP_GRAVITY_OFF_PORT_LEFT, EL_SP_GRAVITY_OFF_PORT_RIGHT, EL_SP_GRAVITY_OFF_PORT_UP, EL_SP_GRAVITY_OFF_PORT_DOWN, -1 }; static int ep_passable_under[] = { -1 }; static int ep_droppable[] = { -1 }; static int ep_explodes_1x1_old[] = { -1 }; static int ep_pushable[] = { EL_ROCK, EL_BOMB, EL_DX_SUPABOMB, EL_NUT, EL_TIME_ORB_EMPTY, EL_SP_ZONK, EL_SP_DISK_ORANGE, EL_SPRING, EL_BD_ROCK, EL_SOKOBAN_OBJECT, EL_SOKOBAN_FIELD_FULL, EL_SATELLITE, EL_SP_DISK_YELLOW, EL_BALLOON, EL_EMC_ANDROID, -1 }; static int ep_explodes_cross_old[] = { -1 }; static int ep_protected[] = { /* same elements as in 'ep_walkable_inside' */ EL_TUBE_ANY, EL_TUBE_VERTICAL, EL_TUBE_HORIZONTAL, EL_TUBE_VERTICAL_LEFT, EL_TUBE_VERTICAL_RIGHT, EL_TUBE_HORIZONTAL_UP, EL_TUBE_HORIZONTAL_DOWN, EL_TUBE_LEFT_UP, EL_TUBE_LEFT_DOWN, EL_TUBE_RIGHT_UP, EL_TUBE_RIGHT_DOWN, /* same elements as in 'ep_passable_over' */ EL_EM_GATE_1, EL_EM_GATE_2, EL_EM_GATE_3, EL_EM_GATE_4, EL_EM_GATE_1_GRAY, EL_EM_GATE_2_GRAY, EL_EM_GATE_3_GRAY, EL_EM_GATE_4_GRAY, EL_EM_GATE_1_GRAY_ACTIVE, EL_EM_GATE_2_GRAY_ACTIVE, EL_EM_GATE_3_GRAY_ACTIVE, EL_EM_GATE_4_GRAY_ACTIVE, EL_EMC_GATE_5, EL_EMC_GATE_6, EL_EMC_GATE_7, EL_EMC_GATE_8, EL_EMC_GATE_5_GRAY, EL_EMC_GATE_6_GRAY, EL_EMC_GATE_7_GRAY, EL_EMC_GATE_8_GRAY, EL_EMC_GATE_5_GRAY_ACTIVE, EL_EMC_GATE_6_GRAY_ACTIVE, EL_EMC_GATE_7_GRAY_ACTIVE, EL_EMC_GATE_8_GRAY_ACTIVE, EL_DC_GATE_WHITE, EL_DC_GATE_WHITE_GRAY, EL_DC_GATE_WHITE_GRAY_ACTIVE, EL_SWITCHGATE_OPEN, EL_TIMEGATE_OPEN, /* same elements as in 'ep_passable_inside' */ EL_SP_PORT_LEFT, EL_SP_PORT_RIGHT, EL_SP_PORT_UP, EL_SP_PORT_DOWN, EL_SP_PORT_HORIZONTAL, EL_SP_PORT_VERTICAL, EL_SP_PORT_ANY, EL_SP_GRAVITY_PORT_LEFT, EL_SP_GRAVITY_PORT_RIGHT, EL_SP_GRAVITY_PORT_UP, EL_SP_GRAVITY_PORT_DOWN, EL_SP_GRAVITY_ON_PORT_LEFT, EL_SP_GRAVITY_ON_PORT_RIGHT, EL_SP_GRAVITY_ON_PORT_UP, EL_SP_GRAVITY_ON_PORT_DOWN, EL_SP_GRAVITY_OFF_PORT_LEFT, EL_SP_GRAVITY_OFF_PORT_RIGHT, EL_SP_GRAVITY_OFF_PORT_UP, EL_SP_GRAVITY_OFF_PORT_DOWN, -1 }; static int ep_throwable[] = { -1 }; static int ep_can_explode[] = { /* same elements as in 'ep_explodes_impact' */ EL_BOMB, EL_SP_DISK_ORANGE, EL_DX_SUPABOMB, /* same elements as in 'ep_explodes_smashed' */ EL_SATELLITE, EL_PIG, EL_DRAGON, EL_MOLE, /* elements that can explode by explosion or by dragonfire */ EL_DYNAMITE, EL_DYNAMITE_ACTIVE, EL_EM_DYNAMITE, EL_EM_DYNAMITE_ACTIVE, EL_DYNABOMB_PLAYER_1_ACTIVE, EL_DYNABOMB_PLAYER_2_ACTIVE, EL_DYNABOMB_PLAYER_3_ACTIVE, EL_DYNABOMB_PLAYER_4_ACTIVE, EL_DYNABOMB_INCREASE_NUMBER, EL_DYNABOMB_INCREASE_SIZE, EL_DYNABOMB_INCREASE_POWER, EL_SP_DISK_RED_ACTIVE, EL_BUG, EL_PENGUIN, EL_SP_DISK_RED, EL_SP_DISK_YELLOW, EL_SP_SNIKSNAK, EL_SP_ELECTRON, /* elements that can explode only by explosion */ EL_BLACK_ORB, -1 }; static int ep_gravity_reachable[] = { EL_SAND, EL_SP_BASE, EL_TRAP, EL_INVISIBLE_SAND, EL_INVISIBLE_SAND_ACTIVE, EL_SP_PORT_LEFT, EL_SP_PORT_RIGHT, EL_SP_PORT_UP, EL_SP_PORT_DOWN, EL_SP_PORT_HORIZONTAL, EL_SP_PORT_VERTICAL, EL_SP_PORT_ANY, EL_SP_GRAVITY_PORT_LEFT, EL_SP_GRAVITY_PORT_RIGHT, EL_SP_GRAVITY_PORT_UP, EL_SP_GRAVITY_PORT_DOWN, EL_SP_GRAVITY_ON_PORT_LEFT, EL_SP_GRAVITY_ON_PORT_RIGHT, EL_SP_GRAVITY_ON_PORT_UP, EL_SP_GRAVITY_ON_PORT_DOWN, EL_SP_GRAVITY_OFF_PORT_LEFT, EL_SP_GRAVITY_OFF_PORT_RIGHT, EL_SP_GRAVITY_OFF_PORT_UP, EL_SP_GRAVITY_OFF_PORT_DOWN, EL_EMC_GRASS, -1 }; static int ep_player[] = { EL_PLAYER_1, EL_PLAYER_2, EL_PLAYER_3, EL_PLAYER_4, EL_SP_MURPHY, EL_SOKOBAN_FIELD_PLAYER, EL_TRIGGER_PLAYER, -1 }; static int ep_can_pass_magic_wall[] = { EL_ROCK, EL_BD_ROCK, EL_EMERALD, EL_BD_DIAMOND, EL_EMERALD_YELLOW, EL_EMERALD_RED, EL_EMERALD_PURPLE, EL_DIAMOND, -1 }; static int ep_can_pass_dc_magic_wall[] = { EL_ROCK, EL_BD_ROCK, EL_EMERALD, EL_BD_DIAMOND, EL_EMERALD_YELLOW, EL_EMERALD_RED, EL_EMERALD_PURPLE, EL_DIAMOND, EL_PEARL, EL_CRYSTAL, -1 }; static int ep_switchable[] = { EL_ROBOT_WHEEL, EL_SP_TERMINAL, EL_CONVEYOR_BELT_1_SWITCH_LEFT, EL_CONVEYOR_BELT_1_SWITCH_MIDDLE, EL_CONVEYOR_BELT_1_SWITCH_RIGHT, EL_CONVEYOR_BELT_2_SWITCH_LEFT, EL_CONVEYOR_BELT_2_SWITCH_MIDDLE, EL_CONVEYOR_BELT_2_SWITCH_RIGHT, EL_CONVEYOR_BELT_3_SWITCH_LEFT, EL_CONVEYOR_BELT_3_SWITCH_MIDDLE, EL_CONVEYOR_BELT_3_SWITCH_RIGHT, EL_CONVEYOR_BELT_4_SWITCH_LEFT, EL_CONVEYOR_BELT_4_SWITCH_MIDDLE, EL_CONVEYOR_BELT_4_SWITCH_RIGHT, EL_SWITCHGATE_SWITCH_UP, EL_SWITCHGATE_SWITCH_DOWN, EL_DC_SWITCHGATE_SWITCH_UP, EL_DC_SWITCHGATE_SWITCH_DOWN, EL_LIGHT_SWITCH, EL_LIGHT_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, EL_DC_TIMEGATE_SWITCH, EL_BALLOON_SWITCH_LEFT, EL_BALLOON_SWITCH_RIGHT, EL_BALLOON_SWITCH_UP, EL_BALLOON_SWITCH_DOWN, EL_BALLOON_SWITCH_ANY, EL_BALLOON_SWITCH_NONE, EL_LAMP, EL_TIME_ORB_FULL, EL_EMC_MAGIC_BALL_SWITCH, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE, -1 }; static int ep_bd_element[] = { EL_EMPTY, EL_SAND, EL_WALL_SLIPPERY, EL_BD_WALL, EL_ROCK, EL_BD_ROCK, EL_BD_DIAMOND, EL_BD_MAGIC_WALL, EL_EXIT_CLOSED, EL_EXIT_OPEN, EL_STEELWALL, EL_PLAYER_1, EL_PLAYER_2, EL_PLAYER_3, EL_PLAYER_4, EL_BD_FIREFLY, EL_BD_FIREFLY_1, EL_BD_FIREFLY_2, EL_BD_FIREFLY_3, EL_BD_FIREFLY_4, EL_BD_BUTTERFLY, EL_BD_BUTTERFLY_1, EL_BD_BUTTERFLY_2, EL_BD_BUTTERFLY_3, EL_BD_BUTTERFLY_4, EL_BD_AMOEBA, EL_CHAR_QUESTION, EL_UNKNOWN, -1 }; static int ep_sp_element[] = { /* should always be valid */ EL_EMPTY, /* standard classic Supaplex elements */ EL_SP_EMPTY, EL_SP_ZONK, EL_SP_BASE, EL_SP_MURPHY, EL_SP_INFOTRON, EL_SP_CHIP_SINGLE, EL_SP_HARDWARE_GRAY, EL_SP_EXIT_CLOSED, EL_SP_EXIT_OPEN, EL_SP_DISK_ORANGE, EL_SP_PORT_RIGHT, EL_SP_PORT_DOWN, EL_SP_PORT_LEFT, EL_SP_PORT_UP, EL_SP_GRAVITY_PORT_RIGHT, EL_SP_GRAVITY_PORT_DOWN, EL_SP_GRAVITY_PORT_LEFT, EL_SP_GRAVITY_PORT_UP, EL_SP_SNIKSNAK, EL_SP_DISK_YELLOW, EL_SP_TERMINAL, EL_SP_DISK_RED, EL_SP_PORT_VERTICAL, EL_SP_PORT_HORIZONTAL, EL_SP_PORT_ANY, EL_SP_ELECTRON, EL_SP_BUGGY_BASE, EL_SP_CHIP_LEFT, EL_SP_CHIP_RIGHT, EL_SP_HARDWARE_BASE_1, EL_SP_HARDWARE_GREEN, EL_SP_HARDWARE_BLUE, EL_SP_HARDWARE_RED, EL_SP_HARDWARE_YELLOW, EL_SP_HARDWARE_BASE_2, EL_SP_HARDWARE_BASE_3, EL_SP_HARDWARE_BASE_4, EL_SP_HARDWARE_BASE_5, EL_SP_HARDWARE_BASE_6, EL_SP_CHIP_TOP, EL_SP_CHIP_BOTTOM, /* additional elements that appeared in newer Supaplex levels */ EL_INVISIBLE_WALL, /* additional gravity port elements (not switching, but setting gravity) */ EL_SP_GRAVITY_ON_PORT_LEFT, EL_SP_GRAVITY_ON_PORT_RIGHT, EL_SP_GRAVITY_ON_PORT_UP, EL_SP_GRAVITY_ON_PORT_DOWN, EL_SP_GRAVITY_OFF_PORT_LEFT, EL_SP_GRAVITY_OFF_PORT_RIGHT, EL_SP_GRAVITY_OFF_PORT_UP, EL_SP_GRAVITY_OFF_PORT_DOWN, /* more than one Murphy in a level results in an inactive clone */ EL_SP_MURPHY_CLONE, /* runtime Supaplex elements */ EL_SP_DISK_RED_ACTIVE, EL_SP_TERMINAL_ACTIVE, EL_SP_BUGGY_BASE_ACTIVATING, EL_SP_BUGGY_BASE_ACTIVE, EL_SP_EXIT_OPENING, EL_SP_EXIT_CLOSING, -1 }; static int ep_sb_element[] = { EL_EMPTY, EL_STEELWALL, EL_SOKOBAN_OBJECT, EL_SOKOBAN_FIELD_EMPTY, EL_SOKOBAN_FIELD_FULL, EL_SOKOBAN_FIELD_PLAYER, EL_PLAYER_1, EL_PLAYER_2, EL_PLAYER_3, EL_PLAYER_4, EL_INVISIBLE_STEELWALL, -1 }; static int ep_gem[] = { EL_BD_DIAMOND, EL_EMERALD, EL_EMERALD_YELLOW, EL_EMERALD_RED, EL_EMERALD_PURPLE, EL_DIAMOND, -1 }; static int ep_food_dark_yamyam[] = { EL_SAND, EL_BUG, EL_SPACESHIP, EL_BD_BUTTERFLY, EL_BD_FIREFLY, EL_YAMYAM, EL_ROBOT, EL_PACMAN, EL_AMOEBA_DROP, EL_AMOEBA_DEAD, EL_AMOEBA_WET, EL_AMOEBA_DRY, EL_AMOEBA_FULL, EL_BD_AMOEBA, EL_EMERALD, EL_BD_DIAMOND, EL_EMERALD_YELLOW, EL_EMERALD_RED, EL_EMERALD_PURPLE, EL_DIAMOND, EL_PEARL, EL_CRYSTAL, -1 }; static int ep_food_penguin[] = { EL_EMERALD, EL_BD_DIAMOND, EL_EMERALD_YELLOW, EL_EMERALD_RED, EL_EMERALD_PURPLE, EL_DIAMOND, EL_PEARL, EL_CRYSTAL, -1 }; static int ep_food_pig[] = { EL_EMERALD, EL_BD_DIAMOND, EL_EMERALD_YELLOW, EL_EMERALD_RED, EL_EMERALD_PURPLE, EL_DIAMOND, -1 }; static int ep_historic_wall[] = { EL_STEELWALL, EL_GATE_1, EL_GATE_2, EL_GATE_3, EL_GATE_4, EL_GATE_1_GRAY, EL_GATE_2_GRAY, EL_GATE_3_GRAY, EL_GATE_4_GRAY, EL_GATE_1_GRAY_ACTIVE, EL_GATE_2_GRAY_ACTIVE, EL_GATE_3_GRAY_ACTIVE, EL_GATE_4_GRAY_ACTIVE, EL_EM_GATE_1, EL_EM_GATE_2, EL_EM_GATE_3, EL_EM_GATE_4, EL_EM_GATE_1_GRAY, EL_EM_GATE_2_GRAY, EL_EM_GATE_3_GRAY, EL_EM_GATE_4_GRAY, EL_EM_GATE_1_GRAY_ACTIVE, EL_EM_GATE_2_GRAY_ACTIVE, EL_EM_GATE_3_GRAY_ACTIVE, EL_EM_GATE_4_GRAY_ACTIVE, EL_EXIT_CLOSED, EL_EXIT_OPENING, EL_EXIT_OPEN, EL_WALL, EL_WALL_SLIPPERY, EL_EXPANDABLE_WALL, EL_EXPANDABLE_WALL_HORIZONTAL, EL_EXPANDABLE_WALL_VERTICAL, EL_EXPANDABLE_WALL_ANY, EL_EXPANDABLE_WALL_GROWING, EL_BD_EXPANDABLE_WALL, EL_BD_WALL, EL_SP_CHIP_SINGLE, EL_SP_CHIP_LEFT, EL_SP_CHIP_RIGHT, EL_SP_CHIP_TOP, EL_SP_CHIP_BOTTOM, EL_SP_HARDWARE_GRAY, EL_SP_HARDWARE_GREEN, EL_SP_HARDWARE_BLUE, EL_SP_HARDWARE_RED, EL_SP_HARDWARE_YELLOW, EL_SP_HARDWARE_BASE_1, EL_SP_HARDWARE_BASE_2, EL_SP_HARDWARE_BASE_3, EL_SP_HARDWARE_BASE_4, EL_SP_HARDWARE_BASE_5, EL_SP_HARDWARE_BASE_6, EL_SP_TERMINAL, EL_SP_TERMINAL_ACTIVE, EL_SP_EXIT_CLOSED, EL_SP_EXIT_OPEN, EL_INVISIBLE_STEELWALL, EL_INVISIBLE_STEELWALL_ACTIVE, EL_INVISIBLE_WALL, EL_INVISIBLE_WALL_ACTIVE, EL_STEELWALL_SLIPPERY, EL_EMC_STEELWALL_1, EL_EMC_STEELWALL_2, EL_EMC_STEELWALL_3, EL_EMC_STEELWALL_4, EL_EMC_WALL_1, EL_EMC_WALL_2, EL_EMC_WALL_3, EL_EMC_WALL_4, EL_EMC_WALL_5, EL_EMC_WALL_6, EL_EMC_WALL_7, EL_EMC_WALL_8, -1 }; static int ep_historic_solid[] = { EL_WALL, EL_EXPANDABLE_WALL, EL_EXPANDABLE_WALL_HORIZONTAL, EL_EXPANDABLE_WALL_VERTICAL, EL_EXPANDABLE_WALL_ANY, EL_BD_EXPANDABLE_WALL, EL_BD_WALL, EL_WALL_SLIPPERY, EL_EXIT_CLOSED, EL_EXIT_OPENING, EL_EXIT_OPEN, EL_AMOEBA_DEAD, EL_AMOEBA_WET, EL_AMOEBA_DRY, EL_AMOEBA_FULL, EL_BD_AMOEBA, EL_QUICKSAND_EMPTY, EL_QUICKSAND_FULL, EL_QUICKSAND_FILLING, EL_QUICKSAND_EMPTYING, EL_MAGIC_WALL, EL_MAGIC_WALL_ACTIVE, EL_MAGIC_WALL_EMPTYING, EL_MAGIC_WALL_FILLING, EL_MAGIC_WALL_FULL, EL_MAGIC_WALL_DEAD, EL_BD_MAGIC_WALL, EL_BD_MAGIC_WALL_ACTIVE, EL_BD_MAGIC_WALL_EMPTYING, EL_BD_MAGIC_WALL_FULL, EL_BD_MAGIC_WALL_FILLING, EL_BD_MAGIC_WALL_DEAD, EL_GAME_OF_LIFE, EL_BIOMAZE, EL_SP_CHIP_SINGLE, EL_SP_CHIP_LEFT, EL_SP_CHIP_RIGHT, EL_SP_CHIP_TOP, EL_SP_CHIP_BOTTOM, EL_SP_TERMINAL, EL_SP_TERMINAL_ACTIVE, EL_SP_EXIT_CLOSED, EL_SP_EXIT_OPEN, EL_INVISIBLE_WALL, EL_INVISIBLE_WALL_ACTIVE, EL_SWITCHGATE_SWITCH_UP, EL_SWITCHGATE_SWITCH_DOWN, EL_DC_SWITCHGATE_SWITCH_UP, EL_DC_SWITCHGATE_SWITCH_DOWN, EL_TIMEGATE_SWITCH, EL_TIMEGATE_SWITCH_ACTIVE, EL_DC_TIMEGATE_SWITCH, EL_DC_TIMEGATE_SWITCH_ACTIVE, EL_EMC_WALL_1, EL_EMC_WALL_2, EL_EMC_WALL_3, EL_EMC_WALL_4, EL_EMC_WALL_5, EL_EMC_WALL_6, EL_EMC_WALL_7, EL_EMC_WALL_8, EL_WALL_PEARL, EL_WALL_CRYSTAL, /* the following elements are a direct copy of "indestructible" elements, except "EL_ACID", which is "indestructible", but not "solid"! */ #if 0 EL_ACID, #endif EL_STEELWALL, EL_ACID_POOL_TOPLEFT, EL_ACID_POOL_TOPRIGHT, EL_ACID_POOL_BOTTOMLEFT, EL_ACID_POOL_BOTTOM, EL_ACID_POOL_BOTTOMRIGHT, EL_SP_HARDWARE_GRAY, EL_SP_HARDWARE_GREEN, EL_SP_HARDWARE_BLUE, EL_SP_HARDWARE_RED, EL_SP_HARDWARE_YELLOW, EL_SP_HARDWARE_BASE_1, EL_SP_HARDWARE_BASE_2, EL_SP_HARDWARE_BASE_3, EL_SP_HARDWARE_BASE_4, EL_SP_HARDWARE_BASE_5, EL_SP_HARDWARE_BASE_6, EL_INVISIBLE_STEELWALL, EL_INVISIBLE_STEELWALL_ACTIVE, EL_CONVEYOR_BELT_1_SWITCH_LEFT, EL_CONVEYOR_BELT_1_SWITCH_MIDDLE, EL_CONVEYOR_BELT_1_SWITCH_RIGHT, EL_CONVEYOR_BELT_2_SWITCH_LEFT, EL_CONVEYOR_BELT_2_SWITCH_MIDDLE, EL_CONVEYOR_BELT_2_SWITCH_RIGHT, EL_CONVEYOR_BELT_3_SWITCH_LEFT, EL_CONVEYOR_BELT_3_SWITCH_MIDDLE, EL_CONVEYOR_BELT_3_SWITCH_RIGHT, EL_CONVEYOR_BELT_4_SWITCH_LEFT, EL_CONVEYOR_BELT_4_SWITCH_MIDDLE, EL_CONVEYOR_BELT_4_SWITCH_RIGHT, EL_LIGHT_SWITCH, EL_LIGHT_SWITCH_ACTIVE, EL_SIGN_EXCLAMATION, EL_SIGN_RADIOACTIVITY, EL_SIGN_STOP, EL_SIGN_WHEELCHAIR, EL_SIGN_PARKING, EL_SIGN_NO_ENTRY, EL_SIGN_UNUSED_1, EL_SIGN_GIVE_WAY, EL_SIGN_ENTRY_FORBIDDEN, EL_SIGN_EMERGENCY_EXIT, EL_SIGN_YIN_YANG, EL_SIGN_UNUSED_2, EL_SIGN_SPERMS, EL_SIGN_BULLET, EL_SIGN_HEART, EL_SIGN_CROSS, EL_SIGN_FRANKIE, EL_STEEL_EXIT_CLOSED, EL_STEEL_EXIT_OPEN, EL_DC_STEELWALL_1_LEFT, EL_DC_STEELWALL_1_RIGHT, EL_DC_STEELWALL_1_TOP, EL_DC_STEELWALL_1_BOTTOM, EL_DC_STEELWALL_1_HORIZONTAL, EL_DC_STEELWALL_1_VERTICAL, EL_DC_STEELWALL_1_TOPLEFT, EL_DC_STEELWALL_1_TOPRIGHT, EL_DC_STEELWALL_1_BOTTOMLEFT, EL_DC_STEELWALL_1_BOTTOMRIGHT, EL_DC_STEELWALL_1_TOPLEFT_2, EL_DC_STEELWALL_1_TOPRIGHT_2, EL_DC_STEELWALL_1_BOTTOMLEFT_2, EL_DC_STEELWALL_1_BOTTOMRIGHT_2, EL_DC_STEELWALL_2_LEFT, EL_DC_STEELWALL_2_RIGHT, EL_DC_STEELWALL_2_TOP, EL_DC_STEELWALL_2_BOTTOM, EL_DC_STEELWALL_2_HORIZONTAL, EL_DC_STEELWALL_2_VERTICAL, EL_DC_STEELWALL_2_MIDDLE, EL_DC_STEELWALL_2_SINGLE, EL_STEELWALL_SLIPPERY, EL_EMC_STEELWALL_1, EL_EMC_STEELWALL_2, EL_EMC_STEELWALL_3, EL_EMC_STEELWALL_4, EL_CRYSTAL, EL_GATE_1, EL_GATE_2, EL_GATE_3, EL_GATE_4, EL_GATE_1_GRAY, EL_GATE_2_GRAY, EL_GATE_3_GRAY, EL_GATE_4_GRAY, EL_GATE_1_GRAY_ACTIVE, EL_GATE_2_GRAY_ACTIVE, EL_GATE_3_GRAY_ACTIVE, EL_GATE_4_GRAY_ACTIVE, EL_EM_GATE_1, EL_EM_GATE_2, EL_EM_GATE_3, EL_EM_GATE_4, EL_EM_GATE_1_GRAY, EL_EM_GATE_2_GRAY, EL_EM_GATE_3_GRAY, EL_EM_GATE_4_GRAY, EL_EM_GATE_1_GRAY_ACTIVE, EL_EM_GATE_2_GRAY_ACTIVE, EL_EM_GATE_3_GRAY_ACTIVE, EL_EM_GATE_4_GRAY_ACTIVE, EL_SWITCHGATE_OPEN, EL_SWITCHGATE_OPENING, EL_SWITCHGATE_CLOSED, EL_SWITCHGATE_CLOSING, EL_TIMEGATE_OPEN, EL_TIMEGATE_OPENING, EL_TIMEGATE_CLOSED, EL_TIMEGATE_CLOSING, EL_TUBE_ANY, EL_TUBE_VERTICAL, EL_TUBE_HORIZONTAL, EL_TUBE_VERTICAL_LEFT, EL_TUBE_VERTICAL_RIGHT, EL_TUBE_HORIZONTAL_UP, EL_TUBE_HORIZONTAL_DOWN, EL_TUBE_LEFT_UP, EL_TUBE_LEFT_DOWN, EL_TUBE_RIGHT_UP, EL_TUBE_RIGHT_DOWN, -1 }; static int ep_classic_enemy[] = { EL_BUG, EL_SPACESHIP, EL_BD_BUTTERFLY, EL_BD_FIREFLY, EL_YAMYAM, EL_DARK_YAMYAM, EL_ROBOT, EL_PACMAN, EL_SP_SNIKSNAK, EL_SP_ELECTRON, -1 }; static int ep_belt[] = { EL_CONVEYOR_BELT_1_LEFT, EL_CONVEYOR_BELT_1_MIDDLE, EL_CONVEYOR_BELT_1_RIGHT, EL_CONVEYOR_BELT_2_LEFT, EL_CONVEYOR_BELT_2_MIDDLE, EL_CONVEYOR_BELT_2_RIGHT, EL_CONVEYOR_BELT_3_LEFT, EL_CONVEYOR_BELT_3_MIDDLE, EL_CONVEYOR_BELT_3_RIGHT, EL_CONVEYOR_BELT_4_LEFT, EL_CONVEYOR_BELT_4_MIDDLE, EL_CONVEYOR_BELT_4_RIGHT, -1 }; static int ep_belt_active[] = { EL_CONVEYOR_BELT_1_LEFT_ACTIVE, EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE, EL_CONVEYOR_BELT_1_RIGHT_ACTIVE, EL_CONVEYOR_BELT_2_LEFT_ACTIVE, EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE, EL_CONVEYOR_BELT_2_RIGHT_ACTIVE, EL_CONVEYOR_BELT_3_LEFT_ACTIVE, EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE, EL_CONVEYOR_BELT_3_RIGHT_ACTIVE, EL_CONVEYOR_BELT_4_LEFT_ACTIVE, EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE, EL_CONVEYOR_BELT_4_RIGHT_ACTIVE, -1 }; static int ep_belt_switch[] = { EL_CONVEYOR_BELT_1_SWITCH_LEFT, EL_CONVEYOR_BELT_1_SWITCH_MIDDLE, EL_CONVEYOR_BELT_1_SWITCH_RIGHT, EL_CONVEYOR_BELT_2_SWITCH_LEFT, EL_CONVEYOR_BELT_2_SWITCH_MIDDLE, EL_CONVEYOR_BELT_2_SWITCH_RIGHT, EL_CONVEYOR_BELT_3_SWITCH_LEFT, EL_CONVEYOR_BELT_3_SWITCH_MIDDLE, EL_CONVEYOR_BELT_3_SWITCH_RIGHT, EL_CONVEYOR_BELT_4_SWITCH_LEFT, EL_CONVEYOR_BELT_4_SWITCH_MIDDLE, EL_CONVEYOR_BELT_4_SWITCH_RIGHT, -1 }; static int ep_tube[] = { EL_TUBE_LEFT_UP, EL_TUBE_LEFT_DOWN, EL_TUBE_RIGHT_UP, EL_TUBE_RIGHT_DOWN, EL_TUBE_HORIZONTAL, EL_TUBE_HORIZONTAL_UP, EL_TUBE_HORIZONTAL_DOWN, EL_TUBE_VERTICAL, EL_TUBE_VERTICAL_LEFT, EL_TUBE_VERTICAL_RIGHT, EL_TUBE_ANY, -1 }; static int ep_acid_pool[] = { EL_ACID_POOL_TOPLEFT, EL_ACID_POOL_TOPRIGHT, EL_ACID_POOL_BOTTOMLEFT, EL_ACID_POOL_BOTTOM, EL_ACID_POOL_BOTTOMRIGHT, -1 }; static int ep_keygate[] = { EL_GATE_1, EL_GATE_2, EL_GATE_3, EL_GATE_4, EL_GATE_1_GRAY, EL_GATE_2_GRAY, EL_GATE_3_GRAY, EL_GATE_4_GRAY, EL_GATE_1_GRAY_ACTIVE, EL_GATE_2_GRAY_ACTIVE, EL_GATE_3_GRAY_ACTIVE, EL_GATE_4_GRAY_ACTIVE, EL_EM_GATE_1, EL_EM_GATE_2, EL_EM_GATE_3, EL_EM_GATE_4, EL_EM_GATE_1_GRAY, EL_EM_GATE_2_GRAY, EL_EM_GATE_3_GRAY, EL_EM_GATE_4_GRAY, EL_EM_GATE_1_GRAY_ACTIVE, EL_EM_GATE_2_GRAY_ACTIVE, EL_EM_GATE_3_GRAY_ACTIVE, EL_EM_GATE_4_GRAY_ACTIVE, EL_EMC_GATE_5, EL_EMC_GATE_6, EL_EMC_GATE_7, EL_EMC_GATE_8, EL_EMC_GATE_5_GRAY, EL_EMC_GATE_6_GRAY, EL_EMC_GATE_7_GRAY, EL_EMC_GATE_8_GRAY, EL_EMC_GATE_5_GRAY_ACTIVE, EL_EMC_GATE_6_GRAY_ACTIVE, EL_EMC_GATE_7_GRAY_ACTIVE, EL_EMC_GATE_8_GRAY_ACTIVE, EL_DC_GATE_WHITE, EL_DC_GATE_WHITE_GRAY, EL_DC_GATE_WHITE_GRAY_ACTIVE, -1 }; static int ep_amoeboid[] = { EL_AMOEBA_DEAD, EL_AMOEBA_WET, EL_AMOEBA_DRY, EL_AMOEBA_FULL, EL_BD_AMOEBA, EL_EMC_DRIPPER, -1 }; static int ep_amoebalive[] = { EL_AMOEBA_WET, EL_AMOEBA_DRY, EL_AMOEBA_FULL, EL_BD_AMOEBA, EL_EMC_DRIPPER, -1 }; static int ep_has_editor_content[] = { EL_PLAYER_1, EL_PLAYER_2, EL_PLAYER_3, EL_PLAYER_4, EL_SP_MURPHY, EL_YAMYAM, EL_YAMYAM_LEFT, EL_YAMYAM_RIGHT, EL_YAMYAM_UP, EL_YAMYAM_DOWN, EL_AMOEBA_WET, EL_AMOEBA_DRY, EL_AMOEBA_FULL, EL_BD_AMOEBA, EL_EMC_MAGIC_BALL, EL_EMC_ANDROID, -1 }; static int ep_can_turn_each_move[] = { /* !!! do something with this one !!! */ -1 }; static int ep_can_grow[] = { EL_BD_AMOEBA, EL_AMOEBA_DROP, EL_AMOEBA_WET, EL_AMOEBA_DRY, EL_AMOEBA_FULL, EL_GAME_OF_LIFE, EL_BIOMAZE, EL_EMC_DRIPPER, -1 }; static int ep_active_bomb[] = { EL_DYNAMITE_ACTIVE, EL_EM_DYNAMITE_ACTIVE, EL_DYNABOMB_PLAYER_1_ACTIVE, EL_DYNABOMB_PLAYER_2_ACTIVE, EL_DYNABOMB_PLAYER_3_ACTIVE, EL_DYNABOMB_PLAYER_4_ACTIVE, EL_SP_DISK_RED_ACTIVE, -1 }; static int ep_inactive[] = { EL_EMPTY, EL_SAND, EL_WALL, EL_BD_WALL, EL_WALL_SLIPPERY, EL_STEELWALL, EL_AMOEBA_DEAD, EL_QUICKSAND_EMPTY, EL_QUICKSAND_FAST_EMPTY, EL_STONEBLOCK, EL_ROBOT_WHEEL, EL_KEY_1, EL_KEY_2, EL_KEY_3, EL_KEY_4, EL_EM_KEY_1, EL_EM_KEY_2, EL_EM_KEY_3, EL_EM_KEY_4, EL_EMC_KEY_5, EL_EMC_KEY_6, EL_EMC_KEY_7, EL_EMC_KEY_8, EL_GATE_1, EL_GATE_2, EL_GATE_3, EL_GATE_4, EL_GATE_1_GRAY, EL_GATE_2_GRAY, EL_GATE_3_GRAY, EL_GATE_4_GRAY, EL_GATE_1_GRAY_ACTIVE, EL_GATE_2_GRAY_ACTIVE, EL_GATE_3_GRAY_ACTIVE, EL_GATE_4_GRAY_ACTIVE, EL_EM_GATE_1, EL_EM_GATE_2, EL_EM_GATE_3, EL_EM_GATE_4, EL_EM_GATE_1_GRAY, EL_EM_GATE_2_GRAY, EL_EM_GATE_3_GRAY, EL_EM_GATE_4_GRAY, EL_EM_GATE_1_GRAY_ACTIVE, EL_EM_GATE_2_GRAY_ACTIVE, EL_EM_GATE_3_GRAY_ACTIVE, EL_EM_GATE_4_GRAY_ACTIVE, EL_EMC_GATE_5, EL_EMC_GATE_6, EL_EMC_GATE_7, EL_EMC_GATE_8, EL_EMC_GATE_5_GRAY, EL_EMC_GATE_6_GRAY, EL_EMC_GATE_7_GRAY, EL_EMC_GATE_8_GRAY, EL_EMC_GATE_5_GRAY_ACTIVE, EL_EMC_GATE_6_GRAY_ACTIVE, EL_EMC_GATE_7_GRAY_ACTIVE, EL_EMC_GATE_8_GRAY_ACTIVE, EL_DC_GATE_WHITE, EL_DC_GATE_WHITE_GRAY, EL_DC_GATE_WHITE_GRAY_ACTIVE, EL_DC_GATE_FAKE_GRAY, EL_DYNAMITE, EL_EM_DYNAMITE, EL_INVISIBLE_STEELWALL, EL_INVISIBLE_WALL, EL_INVISIBLE_SAND, EL_LAMP, EL_LAMP_ACTIVE, EL_WALL_EMERALD, EL_WALL_DIAMOND, EL_WALL_BD_DIAMOND, EL_WALL_EMERALD_YELLOW, EL_DYNABOMB_INCREASE_NUMBER, EL_DYNABOMB_INCREASE_SIZE, EL_DYNABOMB_INCREASE_POWER, #if 0 EL_SOKOBAN_OBJECT, #endif EL_SOKOBAN_FIELD_EMPTY, EL_SOKOBAN_FIELD_FULL, EL_WALL_EMERALD_RED, EL_WALL_EMERALD_PURPLE, EL_ACID_POOL_TOPLEFT, EL_ACID_POOL_TOPRIGHT, EL_ACID_POOL_BOTTOMLEFT, EL_ACID_POOL_BOTTOM, EL_ACID_POOL_BOTTOMRIGHT, EL_MAGIC_WALL, EL_MAGIC_WALL_DEAD, EL_BD_MAGIC_WALL, EL_BD_MAGIC_WALL_DEAD, EL_DC_MAGIC_WALL, EL_DC_MAGIC_WALL_DEAD, EL_AMOEBA_TO_DIAMOND, EL_BLOCKED, EL_SP_EMPTY, EL_SP_BASE, EL_SP_PORT_RIGHT, EL_SP_PORT_DOWN, EL_SP_PORT_LEFT, EL_SP_PORT_UP, EL_SP_GRAVITY_PORT_RIGHT, EL_SP_GRAVITY_PORT_DOWN, EL_SP_GRAVITY_PORT_LEFT, EL_SP_GRAVITY_PORT_UP, EL_SP_PORT_HORIZONTAL, EL_SP_PORT_VERTICAL, EL_SP_PORT_ANY, EL_SP_DISK_RED, #if 0 EL_SP_DISK_YELLOW, #endif EL_SP_CHIP_SINGLE, EL_SP_CHIP_LEFT, EL_SP_CHIP_RIGHT, EL_SP_CHIP_TOP, EL_SP_CHIP_BOTTOM, EL_SP_HARDWARE_GRAY, EL_SP_HARDWARE_GREEN, EL_SP_HARDWARE_BLUE, EL_SP_HARDWARE_RED, EL_SP_HARDWARE_YELLOW, EL_SP_HARDWARE_BASE_1, EL_SP_HARDWARE_BASE_2, EL_SP_HARDWARE_BASE_3, EL_SP_HARDWARE_BASE_4, EL_SP_HARDWARE_BASE_5, EL_SP_HARDWARE_BASE_6, EL_SP_GRAVITY_ON_PORT_LEFT, EL_SP_GRAVITY_ON_PORT_RIGHT, EL_SP_GRAVITY_ON_PORT_UP, EL_SP_GRAVITY_ON_PORT_DOWN, EL_SP_GRAVITY_OFF_PORT_LEFT, EL_SP_GRAVITY_OFF_PORT_RIGHT, EL_SP_GRAVITY_OFF_PORT_UP, EL_SP_GRAVITY_OFF_PORT_DOWN, EL_CONVEYOR_BELT_1_SWITCH_LEFT, EL_CONVEYOR_BELT_1_SWITCH_MIDDLE, EL_CONVEYOR_BELT_1_SWITCH_RIGHT, EL_CONVEYOR_BELT_2_SWITCH_LEFT, EL_CONVEYOR_BELT_2_SWITCH_MIDDLE, EL_CONVEYOR_BELT_2_SWITCH_RIGHT, EL_CONVEYOR_BELT_3_SWITCH_LEFT, EL_CONVEYOR_BELT_3_SWITCH_MIDDLE, EL_CONVEYOR_BELT_3_SWITCH_RIGHT, EL_CONVEYOR_BELT_4_SWITCH_LEFT, EL_CONVEYOR_BELT_4_SWITCH_MIDDLE, EL_CONVEYOR_BELT_4_SWITCH_RIGHT, EL_SIGN_EXCLAMATION, EL_SIGN_RADIOACTIVITY, EL_SIGN_STOP, EL_SIGN_WHEELCHAIR, EL_SIGN_PARKING, EL_SIGN_NO_ENTRY, EL_SIGN_UNUSED_1, EL_SIGN_GIVE_WAY, EL_SIGN_ENTRY_FORBIDDEN, EL_SIGN_EMERGENCY_EXIT, EL_SIGN_YIN_YANG, EL_SIGN_UNUSED_2, EL_SIGN_SPERMS, EL_SIGN_BULLET, EL_SIGN_HEART, EL_SIGN_CROSS, EL_SIGN_FRANKIE, EL_DC_STEELWALL_1_LEFT, EL_DC_STEELWALL_1_RIGHT, EL_DC_STEELWALL_1_TOP, EL_DC_STEELWALL_1_BOTTOM, EL_DC_STEELWALL_1_HORIZONTAL, EL_DC_STEELWALL_1_VERTICAL, EL_DC_STEELWALL_1_TOPLEFT, EL_DC_STEELWALL_1_TOPRIGHT, EL_DC_STEELWALL_1_BOTTOMLEFT, EL_DC_STEELWALL_1_BOTTOMRIGHT, EL_DC_STEELWALL_1_TOPLEFT_2, EL_DC_STEELWALL_1_TOPRIGHT_2, EL_DC_STEELWALL_1_BOTTOMLEFT_2, EL_DC_STEELWALL_1_BOTTOMRIGHT_2, EL_DC_STEELWALL_2_LEFT, EL_DC_STEELWALL_2_RIGHT, EL_DC_STEELWALL_2_TOP, EL_DC_STEELWALL_2_BOTTOM, EL_DC_STEELWALL_2_HORIZONTAL, EL_DC_STEELWALL_2_VERTICAL, EL_DC_STEELWALL_2_MIDDLE, EL_DC_STEELWALL_2_SINGLE, EL_STEELWALL_SLIPPERY, EL_EMC_STEELWALL_1, EL_EMC_STEELWALL_2, EL_EMC_STEELWALL_3, EL_EMC_STEELWALL_4, EL_EMC_WALL_SLIPPERY_1, EL_EMC_WALL_SLIPPERY_2, EL_EMC_WALL_SLIPPERY_3, EL_EMC_WALL_SLIPPERY_4, EL_EMC_WALL_1, EL_EMC_WALL_2, EL_EMC_WALL_3, EL_EMC_WALL_4, EL_EMC_WALL_5, EL_EMC_WALL_6, EL_EMC_WALL_7, EL_EMC_WALL_8, EL_EMC_WALL_9, EL_EMC_WALL_10, EL_EMC_WALL_11, EL_EMC_WALL_12, EL_EMC_WALL_13, EL_EMC_WALL_14, EL_EMC_WALL_15, EL_EMC_WALL_16, -1 }; static int ep_em_slippery_wall[] = { -1 }; static int ep_gfx_crumbled[] = { EL_SAND, EL_LANDMINE, EL_DC_LANDMINE, EL_TRAP, EL_TRAP_ACTIVE, -1 }; static int ep_editor_cascade_active[] = { EL_INTERNAL_CASCADE_BD_ACTIVE, EL_INTERNAL_CASCADE_EM_ACTIVE, EL_INTERNAL_CASCADE_EMC_ACTIVE, EL_INTERNAL_CASCADE_RND_ACTIVE, EL_INTERNAL_CASCADE_SB_ACTIVE, EL_INTERNAL_CASCADE_SP_ACTIVE, EL_INTERNAL_CASCADE_DC_ACTIVE, EL_INTERNAL_CASCADE_DX_ACTIVE, EL_INTERNAL_CASCADE_CHARS_ACTIVE, EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE, EL_INTERNAL_CASCADE_CE_ACTIVE, EL_INTERNAL_CASCADE_GE_ACTIVE, EL_INTERNAL_CASCADE_REF_ACTIVE, EL_INTERNAL_CASCADE_USER_ACTIVE, EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE, -1 }; static int ep_editor_cascade_inactive[] = { EL_INTERNAL_CASCADE_BD, EL_INTERNAL_CASCADE_EM, EL_INTERNAL_CASCADE_EMC, EL_INTERNAL_CASCADE_RND, EL_INTERNAL_CASCADE_SB, EL_INTERNAL_CASCADE_SP, EL_INTERNAL_CASCADE_DC, EL_INTERNAL_CASCADE_DX, EL_INTERNAL_CASCADE_CHARS, EL_INTERNAL_CASCADE_STEEL_CHARS, EL_INTERNAL_CASCADE_CE, EL_INTERNAL_CASCADE_GE, EL_INTERNAL_CASCADE_REF, EL_INTERNAL_CASCADE_USER, EL_INTERNAL_CASCADE_DYNAMIC, -1 }; static int ep_obsolete[] = { EL_PLAYER_OBSOLETE, EL_KEY_OBSOLETE, EL_EM_KEY_1_FILE_OBSOLETE, EL_EM_KEY_2_FILE_OBSOLETE, EL_EM_KEY_3_FILE_OBSOLETE, EL_EM_KEY_4_FILE_OBSOLETE, EL_ENVELOPE_OBSOLETE, -1 }; static struct { int *elements; int property; } element_properties[] = { { ep_diggable, EP_DIGGABLE }, { ep_collectible_only, EP_COLLECTIBLE_ONLY }, { ep_dont_run_into, EP_DONT_RUN_INTO }, { ep_dont_collide_with, EP_DONT_COLLIDE_WITH }, { ep_dont_touch, EP_DONT_TOUCH }, { ep_indestructible, EP_INDESTRUCTIBLE }, { ep_slippery, EP_SLIPPERY }, { ep_can_change, EP_CAN_CHANGE }, { ep_can_move, EP_CAN_MOVE }, { ep_can_fall, EP_CAN_FALL }, { ep_can_smash_player, EP_CAN_SMASH_PLAYER }, { ep_can_smash_enemies, EP_CAN_SMASH_ENEMIES }, { ep_can_smash_everything, EP_CAN_SMASH_EVERYTHING }, { ep_explodes_by_fire, EP_EXPLODES_BY_FIRE }, { ep_explodes_smashed, EP_EXPLODES_SMASHED }, { ep_explodes_impact, EP_EXPLODES_IMPACT }, { ep_walkable_over, EP_WALKABLE_OVER }, { ep_walkable_inside, EP_WALKABLE_INSIDE }, { ep_walkable_under, EP_WALKABLE_UNDER }, { ep_passable_over, EP_PASSABLE_OVER }, { ep_passable_inside, EP_PASSABLE_INSIDE }, { ep_passable_under, EP_PASSABLE_UNDER }, { ep_droppable, EP_DROPPABLE }, { ep_explodes_1x1_old, EP_EXPLODES_1X1_OLD }, { ep_pushable, EP_PUSHABLE }, { ep_explodes_cross_old, EP_EXPLODES_CROSS_OLD }, { ep_protected, EP_PROTECTED }, { ep_throwable, EP_THROWABLE }, { ep_can_explode, EP_CAN_EXPLODE }, { ep_gravity_reachable, EP_GRAVITY_REACHABLE }, { ep_player, EP_PLAYER }, { ep_can_pass_magic_wall, EP_CAN_PASS_MAGIC_WALL }, { ep_can_pass_dc_magic_wall, EP_CAN_PASS_DC_MAGIC_WALL }, { ep_switchable, EP_SWITCHABLE }, { ep_bd_element, EP_BD_ELEMENT }, { ep_sp_element, EP_SP_ELEMENT }, { ep_sb_element, EP_SB_ELEMENT }, { ep_gem, EP_GEM }, { ep_food_dark_yamyam, EP_FOOD_DARK_YAMYAM }, { ep_food_penguin, EP_FOOD_PENGUIN }, { ep_food_pig, EP_FOOD_PIG }, { ep_historic_wall, EP_HISTORIC_WALL }, { ep_historic_solid, EP_HISTORIC_SOLID }, { ep_classic_enemy, EP_CLASSIC_ENEMY }, { ep_belt, EP_BELT }, { ep_belt_active, EP_BELT_ACTIVE }, { ep_belt_switch, EP_BELT_SWITCH }, { ep_tube, EP_TUBE }, { ep_acid_pool, EP_ACID_POOL }, { ep_keygate, EP_KEYGATE }, { ep_amoeboid, EP_AMOEBOID }, { ep_amoebalive, EP_AMOEBALIVE }, { ep_has_editor_content, EP_HAS_EDITOR_CONTENT }, { ep_can_turn_each_move, EP_CAN_TURN_EACH_MOVE }, { ep_can_grow, EP_CAN_GROW }, { ep_active_bomb, EP_ACTIVE_BOMB }, { ep_inactive, EP_INACTIVE }, { ep_em_slippery_wall, EP_EM_SLIPPERY_WALL }, { ep_gfx_crumbled, EP_GFX_CRUMBLED }, { ep_editor_cascade_active, EP_EDITOR_CASCADE_ACTIVE }, { ep_editor_cascade_inactive, EP_EDITOR_CASCADE_INACTIVE }, { ep_obsolete, EP_OBSOLETE }, { NULL, -1 } }; int i, j, k; /* always start with reliable default values (element has no properties) */ /* (but never initialize clipboard elements after the very first time) */ /* (to be able to use clipboard elements between several levels) */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) if (!IS_CLIPBOARD_ELEMENT(i) || !clipboard_elements_initialized) for (j = 0; j < NUM_ELEMENT_PROPERTIES; j++) SET_PROPERTY(i, j, FALSE); /* set all base element properties from above array definitions */ for (i = 0; element_properties[i].elements != NULL; i++) for (j = 0; (element_properties[i].elements)[j] != -1; j++) SET_PROPERTY((element_properties[i].elements)[j], element_properties[i].property, TRUE); /* copy properties to some elements that are only stored in level file */ for (i = 0; i < NUM_ELEMENT_PROPERTIES; i++) for (j = 0; copy_properties[j][0] != -1; j++) if (HAS_PROPERTY(copy_properties[j][0], i)) for (k = 1; k <= 4; k++) SET_PROPERTY(copy_properties[j][k], i, TRUE); /* set static element properties that are not listed in array definitions */ for (i = EL_STEEL_CHAR_START; i <= EL_STEEL_CHAR_END; i++) SET_PROPERTY(i, EP_INDESTRUCTIBLE, TRUE); clipboard_elements_initialized = TRUE; } void InitElementPropertiesEngine(int engine_version) { static int no_wall_properties[] = { EP_DIGGABLE, EP_COLLECTIBLE_ONLY, EP_DONT_RUN_INTO, EP_DONT_COLLIDE_WITH, EP_CAN_MOVE, EP_CAN_FALL, EP_CAN_SMASH_PLAYER, EP_CAN_SMASH_ENEMIES, EP_CAN_SMASH_EVERYTHING, EP_PUSHABLE, EP_PLAYER, EP_GEM, EP_FOOD_DARK_YAMYAM, EP_FOOD_PENGUIN, EP_BELT, EP_BELT_ACTIVE, EP_TUBE, EP_AMOEBOID, EP_AMOEBALIVE, EP_ACTIVE_BOMB, EP_ACCESSIBLE, -1 }; int i, j; /* important: after initialization in InitElementPropertiesStatic(), the elements are not again initialized to a default value; therefore all changes have to make sure that they leave the element with a defined property (which means that conditional property changes must be set to a reliable default value before) */ /* resolve group elements */ for (i = 0; i < NUM_GROUP_ELEMENTS; i++) ResolveGroupElement(EL_GROUP_START + i); /* set all special, combined or engine dependent element properties */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) { /* do not change (already initialized) clipboard elements here */ if (IS_CLIPBOARD_ELEMENT(i)) continue; /* ---------- INACTIVE ------------------------------------------------- */ SET_PROPERTY(i, EP_INACTIVE, ((i >= EL_CHAR_START && i <= EL_CHAR_END) || (i >= EL_STEEL_CHAR_START && i <= EL_STEEL_CHAR_END))); /* ---------- WALKABLE, PASSABLE, ACCESSIBLE --------------------------- */ SET_PROPERTY(i, EP_WALKABLE, (IS_WALKABLE_OVER(i) || IS_WALKABLE_INSIDE(i) || IS_WALKABLE_UNDER(i))); SET_PROPERTY(i, EP_PASSABLE, (IS_PASSABLE_OVER(i) || IS_PASSABLE_INSIDE(i) || IS_PASSABLE_UNDER(i))); SET_PROPERTY(i, EP_ACCESSIBLE_OVER, (IS_WALKABLE_OVER(i) || IS_PASSABLE_OVER(i))); SET_PROPERTY(i, EP_ACCESSIBLE_INSIDE, (IS_WALKABLE_INSIDE(i) || IS_PASSABLE_INSIDE(i))); SET_PROPERTY(i, EP_ACCESSIBLE_UNDER, (IS_WALKABLE_UNDER(i) || IS_PASSABLE_UNDER(i))); SET_PROPERTY(i, EP_ACCESSIBLE, (IS_WALKABLE(i) || IS_PASSABLE(i))); /* ---------- COLLECTIBLE ---------------------------------------------- */ SET_PROPERTY(i, EP_COLLECTIBLE, (IS_COLLECTIBLE_ONLY(i) || IS_DROPPABLE(i) || IS_THROWABLE(i))); /* ---------- SNAPPABLE ------------------------------------------------ */ SET_PROPERTY(i, EP_SNAPPABLE, (IS_DIGGABLE(i) || IS_COLLECTIBLE(i) || IS_SWITCHABLE(i) || i == EL_BD_ROCK)); /* ---------- WALL ----------------------------------------------------- */ SET_PROPERTY(i, EP_WALL, TRUE); /* default: element is wall */ for (j = 0; no_wall_properties[j] != -1; j++) if (HAS_PROPERTY(i, no_wall_properties[j]) || i >= EL_FIRST_RUNTIME_UNREAL) SET_PROPERTY(i, EP_WALL, FALSE); if (IS_HISTORIC_WALL(i)) SET_PROPERTY(i, EP_WALL, TRUE); /* ---------- SOLID_FOR_PUSHING ---------------------------------------- */ if (engine_version < VERSION_IDENT(2,2,0,0)) SET_PROPERTY(i, EP_SOLID_FOR_PUSHING, IS_HISTORIC_SOLID(i)); else SET_PROPERTY(i, EP_SOLID_FOR_PUSHING, (!IS_WALKABLE(i) && !IS_DIGGABLE(i) && !IS_COLLECTIBLE(i))); /* ---------- DRAGONFIRE_PROOF ----------------------------------------- */ if (IS_HISTORIC_SOLID(i) || i == EL_EXPLOSION) SET_PROPERTY(i, EP_DRAGONFIRE_PROOF, TRUE); else SET_PROPERTY(i, EP_DRAGONFIRE_PROOF, (IS_CUSTOM_ELEMENT(i) && IS_INDESTRUCTIBLE(i))); /* ---------- EXPLOSION_PROOF ------------------------------------------ */ if (i == EL_FLAMES) SET_PROPERTY(i, EP_EXPLOSION_PROOF, TRUE); else if (engine_version < VERSION_IDENT(2,2,0,0)) SET_PROPERTY(i, EP_EXPLOSION_PROOF, IS_INDESTRUCTIBLE(i)); else SET_PROPERTY(i, EP_EXPLOSION_PROOF, (IS_INDESTRUCTIBLE(i) && (!IS_WALKABLE(i) || IS_PROTECTED(i)))); if (IS_CUSTOM_ELEMENT(i)) { /* these are additional properties which are initially false when set */ /* ---------- DONT_COLLIDE_WITH / DONT_RUN_INTO ---------------------- */ if (DONT_TOUCH(i)) SET_PROPERTY(i, EP_DONT_COLLIDE_WITH, TRUE); if (DONT_COLLIDE_WITH(i)) SET_PROPERTY(i, EP_DONT_RUN_INTO, TRUE); /* ---------- CAN_SMASH_ENEMIES / CAN_SMASH_PLAYER ------------------- */ if (CAN_SMASH_EVERYTHING(i)) SET_PROPERTY(i, EP_CAN_SMASH_ENEMIES, TRUE); if (CAN_SMASH_ENEMIES(i)) SET_PROPERTY(i, EP_CAN_SMASH_PLAYER, TRUE); } /* ---------- CAN_SMASH ------------------------------------------------ */ SET_PROPERTY(i, EP_CAN_SMASH, (CAN_SMASH_PLAYER(i) || CAN_SMASH_ENEMIES(i) || CAN_SMASH_EVERYTHING(i))); /* ---------- CAN_EXPLODE_BY_FIRE -------------------------------------- */ SET_PROPERTY(i, EP_CAN_EXPLODE_BY_FIRE, (CAN_EXPLODE(i) && EXPLODES_BY_FIRE(i))); /* ---------- CAN_EXPLODE_SMASHED -------------------------------------- */ SET_PROPERTY(i, EP_CAN_EXPLODE_SMASHED, (CAN_EXPLODE(i) && EXPLODES_SMASHED(i))); /* ---------- CAN_EXPLODE_IMPACT --------------------------------------- */ SET_PROPERTY(i, EP_CAN_EXPLODE_IMPACT, (CAN_EXPLODE(i) && EXPLODES_IMPACT(i))); /* ---------- CAN_EXPLODE_BY_DRAGONFIRE -------------------------------- */ SET_PROPERTY(i, EP_CAN_EXPLODE_BY_DRAGONFIRE, CAN_EXPLODE_BY_FIRE(i)); /* ---------- CAN_EXPLODE_BY_EXPLOSION --------------------------------- */ SET_PROPERTY(i, EP_CAN_EXPLODE_BY_EXPLOSION, (CAN_EXPLODE_BY_FIRE(i) || i == EL_BLACK_ORB)); /* ---------- COULD_MOVE_INTO_ACID ------------------------------------- */ SET_PROPERTY(i, EP_COULD_MOVE_INTO_ACID, (ELEM_IS_PLAYER(i) || CAN_MOVE(i) || IS_CUSTOM_ELEMENT(i))); /* ---------- MAYBE_DONT_COLLIDE_WITH ---------------------------------- */ SET_PROPERTY(i, EP_MAYBE_DONT_COLLIDE_WITH, (i == EL_SP_SNIKSNAK || i == EL_SP_ELECTRON)); /* ---------- CAN_MOVE_INTO_ACID --------------------------------------- */ if (COULD_MOVE_INTO_ACID(i) && !IS_CUSTOM_ELEMENT(i)) SET_PROPERTY(i, EP_CAN_MOVE_INTO_ACID, getMoveIntoAcidProperty(&level, i)); /* ---------- DONT_COLLIDE_WITH ---------------------------------------- */ if (MAYBE_DONT_COLLIDE_WITH(i)) SET_PROPERTY(i, EP_DONT_COLLIDE_WITH, getDontCollideWithProperty(&level, i)); /* ---------- SP_PORT -------------------------------------------------- */ SET_PROPERTY(i, EP_SP_PORT, (IS_SP_ELEMENT(i) && IS_PASSABLE_INSIDE(i))); /* ---------- CAN_BE_CLONED_BY_ANDROID --------------------------------- */ for (j = 0; j < level.num_android_clone_elements; j++) SET_PROPERTY(i, EP_CAN_BE_CLONED_BY_ANDROID, (i != EL_EMPTY && IS_EQUAL_OR_IN_GROUP(i, level.android_clone_element[j]))); /* ---------- CAN_CHANGE ----------------------------------------------- */ SET_PROPERTY(i, EP_CAN_CHANGE, FALSE); /* default: cannot change */ for (j = 0; j < element_info[i].num_change_pages; j++) if (element_info[i].change_page[j].can_change) SET_PROPERTY(i, EP_CAN_CHANGE, TRUE); /* ---------- HAS_ACTION ----------------------------------------------- */ SET_PROPERTY(i, EP_HAS_ACTION, FALSE); /* default: has no action */ for (j = 0; j < element_info[i].num_change_pages; j++) if (element_info[i].change_page[j].has_action) SET_PROPERTY(i, EP_HAS_ACTION, TRUE); /* ---------- CAN_CHANGE_OR_HAS_ACTION --------------------------------- */ SET_PROPERTY(i, EP_CAN_CHANGE_OR_HAS_ACTION, (CAN_CHANGE(i) || HAS_ACTION(i))); /* ---------- GFX_CRUMBLED --------------------------------------------- */ #if 1 SET_PROPERTY(i, EP_GFX_CRUMBLED, element_info[i].crumbled[ACTION_DEFAULT] != element_info[i].graphic[ACTION_DEFAULT]); #else /* !!! THIS LOOKS CRAPPY FOR SAND ETC. WITHOUT CRUMBLED GRAPHICS !!! */ SET_PROPERTY(i, EP_GFX_CRUMBLED, element_info[i].crumbled[ACTION_DEFAULT] != IMG_EMPTY); #endif /* ---------- EDITOR_CASCADE ------------------------------------------- */ SET_PROPERTY(i, EP_EDITOR_CASCADE, (IS_EDITOR_CASCADE_ACTIVE(i) || IS_EDITOR_CASCADE_INACTIVE(i))); } /* dynamically adjust element properties according to game engine version */ { static int ep_em_slippery_wall[] = { EL_WALL, EL_STEELWALL, EL_EXPANDABLE_WALL, EL_EXPANDABLE_WALL_HORIZONTAL, EL_EXPANDABLE_WALL_VERTICAL, EL_EXPANDABLE_WALL_ANY, EL_EXPANDABLE_STEELWALL_HORIZONTAL, EL_EXPANDABLE_STEELWALL_VERTICAL, EL_EXPANDABLE_STEELWALL_ANY, EL_EXPANDABLE_STEELWALL_GROWING, -1 }; /* special EM style gems behaviour */ for (i = 0; ep_em_slippery_wall[i] != -1; i++) SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL, level.em_slippery_gems); /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */ SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL, (level.em_slippery_gems && engine_version > VERSION_IDENT(2,0,1,0))); } /* this is needed because some graphics depend on element properties */ if (game_status == GAME_MODE_PLAYING) InitElementGraphicInfo(); } void InitElementPropertiesAfterLoading(int engine_version) { int i; /* set some other uninitialized values of custom elements in older levels */ if (engine_version < VERSION_IDENT(3,1,0,0)) { for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { int element = EL_CUSTOM_START + i; element_info[element].access_direction = MV_ALL_DIRECTIONS; element_info[element].explosion_delay = 17; element_info[element].ignition_delay = 8; } } } static void InitGlobal() { int graphic; int i; for (i = 0; i < MAX_NUM_ELEMENTS + 1; i++) { /* check if element_name_info entry defined for each element in "main.h" */ if (i < MAX_NUM_ELEMENTS && element_name_info[i].token_name == NULL) Error(ERR_EXIT, "undefined 'element_name_info' entry for element %d", i); element_info[i].token_name = element_name_info[i].token_name; element_info[i].class_name = element_name_info[i].class_name; element_info[i].editor_description= element_name_info[i].editor_description; #if 0 printf("%04d: %s\n", i, element_name_info[i].token_name); #endif } /* create hash from image config list */ image_config_hash = newSetupFileHash(); for (i = 0; image_config[i].token != NULL; i++) setHashEntry(image_config_hash, image_config[i].token, image_config[i].value); /* create hash from element token list */ element_token_hash = newSetupFileHash(); for (i = 0; element_name_info[i].token_name != NULL; i++) setHashEntry(element_token_hash, element_name_info[i].token_name, int2str(i, 0)); /* create hash from graphic token list */ graphic_token_hash = newSetupFileHash(); for (graphic = 0, i = 0; image_config[i].token != NULL; i++) if (strSuffix(image_config[i].value, ".pcx") || strSuffix(image_config[i].value, ".wav") || strEqual(image_config[i].value, UNDEFINED_FILENAME)) setHashEntry(graphic_token_hash, image_config[i].token, int2str(graphic++, 0)); /* create hash from font token list */ font_token_hash = newSetupFileHash(); for (i = 0; font_info[i].token_name != NULL; i++) setHashEntry(font_token_hash, font_info[i].token_name, int2str(i, 0)); /* always start with reliable default values (all elements) */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) ActiveElement[i] = i; /* now add all entries that have an active state (active elements) */ for (i = 0; element_with_active_state[i].element != -1; i++) { int element = element_with_active_state[i].element; int element_active = element_with_active_state[i].element_active; ActiveElement[element] = element_active; } /* always start with reliable default values (all buttons) */ for (i = 0; i < NUM_IMAGE_FILES; i++) ActiveButton[i] = i; /* now add all entries that have an active state (active buttons) */ for (i = 0; button_with_active_state[i].button != -1; i++) { int button = button_with_active_state[i].button; int button_active = button_with_active_state[i].button_active; ActiveButton[button] = button_active; } /* always start with reliable default values (all fonts) */ for (i = 0; i < NUM_FONTS; i++) ActiveFont[i] = i; /* now add all entries that have an active state (active fonts) */ for (i = 0; font_with_active_state[i].font_nr != -1; i++) { int font = font_with_active_state[i].font_nr; int font_active = font_with_active_state[i].font_nr_active; ActiveFont[font] = font_active; } global.autoplay_leveldir = NULL; global.convert_leveldir = NULL; global.frames_per_second = 0; global.fps_slowdown = FALSE; global.fps_slowdown_factor = 1; global.border_status = GAME_MODE_MAIN; #if 0 global.fading_status = GAME_MODE_MAIN; global.fading_type = TYPE_ENTER_MENU; #endif } void Execute_Command(char *command) { int i; if (strEqual(command, "print graphicsinfo.conf")) { printf("# You can configure additional/alternative image files here.\n"); printf("# (The entries below are default and therefore commented out.)\n"); printf("\n"); printf("%s\n", getFormattedSetupEntry("name", "Classic Graphics")); printf("\n"); printf("%s\n", getFormattedSetupEntry("sort_priority", "100")); printf("\n"); for (i = 0; image_config[i].token != NULL; i++) printf("# %s\n", getFormattedSetupEntry(image_config[i].token, image_config[i].value)); exit(0); } else if (strEqual(command, "print soundsinfo.conf")) { printf("# You can configure additional/alternative sound files here.\n"); printf("# (The entries below are default and therefore commented out.)\n"); printf("\n"); printf("%s\n", getFormattedSetupEntry("name", "Classic Sounds")); printf("\n"); printf("%s\n", getFormattedSetupEntry("sort_priority", "100")); printf("\n"); for (i = 0; sound_config[i].token != NULL; i++) printf("# %s\n", getFormattedSetupEntry(sound_config[i].token, sound_config[i].value)); exit(0); } else if (strEqual(command, "print musicinfo.conf")) { printf("# You can configure additional/alternative music files here.\n"); printf("# (The entries below are default and therefore commented out.)\n"); printf("\n"); printf("%s\n", getFormattedSetupEntry("name", "Classic Music")); printf("\n"); printf("%s\n", getFormattedSetupEntry("sort_priority", "100")); printf("\n"); for (i = 0; music_config[i].token != NULL; i++) printf("# %s\n", getFormattedSetupEntry(music_config[i].token, music_config[i].value)); exit(0); } else if (strEqual(command, "print editorsetup.conf")) { printf("# You can configure your personal editor element list here.\n"); printf("# (The entries below are default and therefore commented out.)\n"); printf("\n"); /* this is needed to be able to check element list for cascade elements */ InitElementPropertiesStatic(); InitElementPropertiesEngine(GAME_VERSION_ACTUAL); PrintEditorElementList(); exit(0); } else if (strEqual(command, "print helpanim.conf")) { printf("# You can configure different element help animations here.\n"); printf("# (The entries below are default and therefore commented out.)\n"); printf("\n"); for (i = 0; helpanim_config[i].token != NULL; i++) { printf("# %s\n", getFormattedSetupEntry(helpanim_config[i].token, helpanim_config[i].value)); if (strEqual(helpanim_config[i].token, "end")) printf("#\n"); } exit(0); } else if (strEqual(command, "print helptext.conf")) { printf("# You can configure different element help text here.\n"); printf("# (The entries below are default and therefore commented out.)\n"); printf("\n"); for (i = 0; helptext_config[i].token != NULL; i++) printf("# %s\n", getFormattedSetupEntry(helptext_config[i].token, helptext_config[i].value)); exit(0); } else if (strncmp(command, "dump level ", 11) == 0) { char *filename = &command[11]; if (!fileExists(filename)) Error(ERR_EXIT, "cannot open file '%s'", filename); LoadLevelFromFilename(&level, filename); DumpLevel(&level); exit(0); } else if (strncmp(command, "dump tape ", 10) == 0) { char *filename = &command[10]; if (!fileExists(filename)) Error(ERR_EXIT, "cannot open file '%s'", filename); LoadTapeFromFilename(filename); DumpTape(&tape); exit(0); } else if (strncmp(command, "autoplay ", 9) == 0) { char *str_ptr = getStringCopy(&command[9]); /* read command parameters */ while (*str_ptr != '\0') /* continue parsing string */ { /* cut leading whitespace from string, replace it by string terminator */ while (*str_ptr == ' ' || *str_ptr == '\t') *str_ptr++ = '\0'; if (*str_ptr == '\0') /* end of string reached */ break; if (global.autoplay_leveldir == NULL) /* read level set string */ { global.autoplay_leveldir = str_ptr; global.autoplay_all = TRUE; /* default: play all tapes */ for (i = 0; i < MAX_TAPES_PER_SET; i++) global.autoplay_level[i] = FALSE; } else /* read level number string */ { int level_nr = atoi(str_ptr); /* get level_nr value */ if (level_nr >= 0 && level_nr < MAX_TAPES_PER_SET) global.autoplay_level[level_nr] = TRUE; global.autoplay_all = FALSE; } /* advance string pointer to the next whitespace (or end of string) */ while (*str_ptr != ' ' && *str_ptr != '\t' && *str_ptr != '\0') str_ptr++; } } else if (strncmp(command, "convert ", 8) == 0) { char *str_copy = getStringCopy(&command[8]); char *str_ptr = strchr(str_copy, ' '); global.convert_leveldir = str_copy; global.convert_level_nr = -1; if (str_ptr != NULL) /* level number follows */ { *str_ptr++ = '\0'; /* terminate leveldir string */ global.convert_level_nr = atoi(str_ptr); /* get level_nr value */ } } #if DEBUG #if defined(TARGET_SDL) else if (strEqual(command, "SDL_ListModes")) { SDL_Rect **modes; int i; SDL_Init(SDL_INIT_VIDEO); /* get available fullscreen/hardware modes */ modes = SDL_ListModes(NULL, SDL_FULLSCREEN | SDL_HWSURFACE); /* check if there are any modes available */ if (modes == NULL) { printf("No modes available!\n"); exit(-1); } /* check if our resolution is restricted */ if (modes == (SDL_Rect **)-1) { printf("All resolutions available.\n"); } else { printf("Available Modes:\n"); for(i = 0; modes[i]; i++) printf(" %d x %d\n", modes[i]->w, modes[i]->h); } exit(0); } #endif #endif else { Error(ERR_EXIT_HELP, "unrecognized command '%s'", command); } } static void InitSetup() { LoadSetup(); /* global setup info */ /* set some options from setup file */ if (setup.options.verbose) options.verbose = TRUE; } static void InitGameInfo() { game.restart_level = FALSE; } static void InitPlayerInfo() { int i; /* choose default local player */ local_player = &stored_player[0]; for (i = 0; i < MAX_PLAYERS; i++) stored_player[i].connected = FALSE; local_player->connected = TRUE; } static void InitArtworkInfo() { LoadArtworkInfo(); } static char *get_string_in_brackets(char *string) { char *string_in_brackets = checked_malloc(strlen(string) + 3); sprintf(string_in_brackets, "[%s]", string); return string_in_brackets; } static char *get_level_id_suffix(int id_nr) { char *id_suffix = checked_malloc(1 + 3 + 1); if (id_nr < 0 || id_nr > 999) id_nr = 0; sprintf(id_suffix, ".%03d", id_nr); return id_suffix; } #if 0 static char *get_element_class_token(int element) { char *element_class_name = element_info[element].class_name; char *element_class_token = checked_malloc(strlen(element_class_name) + 3); sprintf(element_class_token, "[%s]", element_class_name); return element_class_token; } static char *get_action_class_token(int action) { char *action_class_name = &element_action_info[action].suffix[1]; char *action_class_token = checked_malloc(strlen(action_class_name) + 3); sprintf(action_class_token, "[%s]", action_class_name); return action_class_token; } #endif static void InitArtworkConfig() { static char *image_id_prefix[MAX_NUM_ELEMENTS + NUM_FONTS + 1]; static char *sound_id_prefix[2 * MAX_NUM_ELEMENTS + 1]; static char *music_id_prefix[NUM_MUSIC_PREFIXES + 1]; static char *action_id_suffix[NUM_ACTIONS + 1]; static char *direction_id_suffix[NUM_DIRECTIONS_FULL + 1]; static char *special_id_suffix[NUM_SPECIAL_GFX_ARGS + 1]; static char *level_id_suffix[MAX_LEVELS + 1]; static char *dummy[1] = { NULL }; static char *ignore_generic_tokens[] = { "name", "sort_priority", NULL }; static char **ignore_image_tokens; static char **ignore_sound_tokens; static char **ignore_music_tokens; int num_ignore_generic_tokens; int num_ignore_image_tokens; int num_ignore_sound_tokens; int num_ignore_music_tokens; int i; /* dynamically determine list of generic tokens to be ignored */ num_ignore_generic_tokens = 0; for (i = 0; ignore_generic_tokens[i] != NULL; i++) num_ignore_generic_tokens++; /* dynamically determine list of image tokens to be ignored */ num_ignore_image_tokens = num_ignore_generic_tokens; for (i = 0; image_config_vars[i].token != NULL; i++) num_ignore_image_tokens++; ignore_image_tokens = checked_malloc((num_ignore_image_tokens + 1) * sizeof(char *)); for (i = 0; i < num_ignore_generic_tokens; i++) ignore_image_tokens[i] = ignore_generic_tokens[i]; for (i = 0; i < num_ignore_image_tokens - num_ignore_generic_tokens; i++) ignore_image_tokens[num_ignore_generic_tokens + i] = image_config_vars[i].token; ignore_image_tokens[num_ignore_image_tokens] = NULL; /* dynamically determine list of sound tokens to be ignored */ num_ignore_sound_tokens = num_ignore_generic_tokens; ignore_sound_tokens = checked_malloc((num_ignore_sound_tokens + 1) * sizeof(char *)); for (i = 0; i < num_ignore_generic_tokens; i++) ignore_sound_tokens[i] = ignore_generic_tokens[i]; ignore_sound_tokens[num_ignore_sound_tokens] = NULL; /* dynamically determine list of music tokens to be ignored */ num_ignore_music_tokens = num_ignore_generic_tokens; ignore_music_tokens = checked_malloc((num_ignore_music_tokens + 1) * sizeof(char *)); for (i = 0; i < num_ignore_generic_tokens; i++) ignore_music_tokens[i] = ignore_generic_tokens[i]; ignore_music_tokens[num_ignore_music_tokens] = NULL; for (i = 0; i < MAX_NUM_ELEMENTS; i++) image_id_prefix[i] = element_info[i].token_name; for (i = 0; i < NUM_FONTS; i++) image_id_prefix[MAX_NUM_ELEMENTS + i] = font_info[i].token_name; image_id_prefix[MAX_NUM_ELEMENTS + NUM_FONTS] = NULL; for (i = 0; i < MAX_NUM_ELEMENTS; i++) sound_id_prefix[i] = element_info[i].token_name; for (i = 0; i < MAX_NUM_ELEMENTS; i++) sound_id_prefix[MAX_NUM_ELEMENTS + i] = get_string_in_brackets(element_info[i].class_name); sound_id_prefix[2 * MAX_NUM_ELEMENTS] = NULL; for (i = 0; i < NUM_MUSIC_PREFIXES; i++) music_id_prefix[i] = music_prefix_info[i].prefix; music_id_prefix[NUM_MUSIC_PREFIXES] = NULL; for (i = 0; i < NUM_ACTIONS; i++) action_id_suffix[i] = element_action_info[i].suffix; action_id_suffix[NUM_ACTIONS] = NULL; for (i = 0; i < NUM_DIRECTIONS_FULL; i++) direction_id_suffix[i] = element_direction_info[i].suffix; direction_id_suffix[NUM_DIRECTIONS_FULL] = NULL; for (i = 0; i < NUM_SPECIAL_GFX_ARGS; i++) special_id_suffix[i] = special_suffix_info[i].suffix; special_id_suffix[NUM_SPECIAL_GFX_ARGS] = NULL; for (i = 0; i < MAX_LEVELS; i++) level_id_suffix[i] = get_level_id_suffix(i); level_id_suffix[MAX_LEVELS] = NULL; InitImageList(image_config, NUM_IMAGE_FILES, image_config_suffix, image_id_prefix, action_id_suffix, direction_id_suffix, special_id_suffix, ignore_image_tokens); InitSoundList(sound_config, NUM_SOUND_FILES, sound_config_suffix, sound_id_prefix, action_id_suffix, dummy, special_id_suffix, ignore_sound_tokens); InitMusicList(music_config, NUM_MUSIC_FILES, music_config_suffix, music_id_prefix, special_id_suffix, level_id_suffix, dummy, ignore_music_tokens); } static void InitMixer() { OpenAudio(); StartMixer(); } void InitGfx() { char *filename_font_initial = NULL; char *filename_anim_initial = NULL; Bitmap *bitmap_font_initial = NULL; int font_height; int i, j; /* determine settings for initial font (for displaying startup messages) */ for (i = 0; image_config[i].token != NULL; i++) { for (j = 0; j < NUM_INITIAL_FONTS; j++) { char font_token[128]; int len_font_token; sprintf(font_token, "%s_%d", CONFIG_TOKEN_FONT_INITIAL, j + 1); len_font_token = strlen(font_token); if (strEqual(image_config[i].token, font_token)) filename_font_initial = image_config[i].value; else if (strlen(image_config[i].token) > len_font_token && strncmp(image_config[i].token, font_token, len_font_token) == 0) { if (strEqual(&image_config[i].token[len_font_token], ".x")) font_initial[j].src_x = atoi(image_config[i].value); else if (strEqual(&image_config[i].token[len_font_token], ".y")) font_initial[j].src_y = atoi(image_config[i].value); else if (strEqual(&image_config[i].token[len_font_token], ".width")) font_initial[j].width = atoi(image_config[i].value); else if (strEqual(&image_config[i].token[len_font_token], ".height")) font_initial[j].height = atoi(image_config[i].value); } } } for (j = 0; j < NUM_INITIAL_FONTS; j++) { font_initial[j].num_chars = DEFAULT_NUM_CHARS_PER_FONT; font_initial[j].num_chars_per_line = DEFAULT_NUM_CHARS_PER_LINE; } if (filename_font_initial == NULL) /* should not happen */ Error(ERR_EXIT, "cannot get filename for '%s'", CONFIG_TOKEN_FONT_INITIAL); /* create additional image buffers for double-buffering and cross-fading */ bitmap_db_cross = CreateBitmap(WIN_XSIZE, WIN_YSIZE, DEFAULT_DEPTH); bitmap_db_field = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH); bitmap_db_panel = CreateBitmap(DXSIZE, DYSIZE, DEFAULT_DEPTH); bitmap_db_door = CreateBitmap(3 * DXSIZE, DYSIZE + VYSIZE, DEFAULT_DEPTH); bitmap_db_toons = CreateBitmap(FULL_SXSIZE, FULL_SYSIZE, DEFAULT_DEPTH); /* initialize screen properties */ InitGfxFieldInfo(SX, SY, SXSIZE, SYSIZE, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE, bitmap_db_field); InitGfxDoor1Info(DX, DY, DXSIZE, DYSIZE); InitGfxDoor2Info(VX, VY, VXSIZE, VYSIZE); InitGfxScrollbufferInfo(FXSIZE, FYSIZE); bitmap_font_initial = LoadCustomImage(filename_font_initial); for (j = 0; j < NUM_INITIAL_FONTS; j++) font_initial[j].bitmap = bitmap_font_initial; InitFontGraphicInfo(); font_height = getFontHeight(FC_RED); #if 1 DrawInitText(getWindowTitleString(), 20, FC_YELLOW); #else DrawInitText(getProgramInitString(), 20, FC_YELLOW); #endif DrawInitText(PROGRAM_COPYRIGHT_STRING, 50, FC_RED); DrawInitText(PROGRAM_WEBSITE_STRING, WIN_YSIZE - 20 - font_height, FC_RED); DrawInitText("Loading graphics", 120, FC_GREEN); #if 1 #if 1 /* initialize busy animation with default values */ int parameter[NUM_GFX_ARGS]; for (i = 0; i < NUM_GFX_ARGS; i++) parameter[i] = get_graphic_parameter_value(image_config_suffix[i].value, image_config_suffix[i].token, image_config_suffix[i].type); #if 0 for (i = 0; i < NUM_GFX_ARGS; i++) printf("::: '%s' => %d\n", image_config_suffix[i].token, parameter[i]); #endif #endif /* determine settings for busy animation (when displaying startup messages) */ for (i = 0; image_config[i].token != NULL; i++) { char *anim_token = CONFIG_TOKEN_GLOBAL_BUSY; int len_anim_token = strlen(anim_token); if (strEqual(image_config[i].token, anim_token)) filename_anim_initial = image_config[i].value; else if (strlen(image_config[i].token) > len_anim_token && strncmp(image_config[i].token, anim_token, len_anim_token) == 0) { #if 1 for (j = 0; image_config_suffix[j].token != NULL; j++) { if (strEqual(&image_config[i].token[len_anim_token], image_config_suffix[j].token)) parameter[j] = get_graphic_parameter_value(image_config[i].value, image_config_suffix[j].token, image_config_suffix[j].type); } #else if (strEqual(&image_config[i].token[len_anim_token], ".x")) anim_initial.src_x = atoi(image_config[i].value); else if (strEqual(&image_config[i].token[len_anim_token], ".y")) anim_initial.src_y = atoi(image_config[i].value); else if (strEqual(&image_config[i].token[len_anim_token], ".width")) anim_initial.width = atoi(image_config[i].value); else if (strEqual(&image_config[i].token[len_anim_token], ".height")) anim_initial.height = atoi(image_config[i].value); else if (strEqual(&image_config[i].token[len_anim_token], ".frames")) anim_initial.anim_frames = atoi(image_config[i].value); else if (strEqual(&image_config[i].token[len_anim_token], ".frames_per_line")) anim_initial.anim_frames_per_line = atoi(image_config[i].value); else if (strEqual(&image_config[i].token[len_anim_token], ".delay")) anim_initial.anim_delay = atoi(image_config[i].value); #endif } } set_graphic_parameters_ext(0, &anim_initial, parameter, NULL); if (filename_anim_initial == NULL) /* should not happen */ Error(ERR_EXIT, "cannot get filename for '%s'", CONFIG_TOKEN_GLOBAL_BUSY); anim_initial.bitmap = LoadCustomImage(filename_anim_initial); init.busy.width = anim_initial.width; init.busy.height = anim_initial.height; InitMenuDesignSettings_Static(); InitGfxDrawBusyAnimFunction(DrawInitAnim); #endif } void RedrawBackground() { BlitBitmap(graphic_info[IMG_GLOBAL_BORDER].bitmap, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0); redraw_mask = REDRAW_ALL; } void InitGfxBackground() { int x, y; fieldbuffer = bitmap_db_field; SetDrawtoField(DRAW_BACKBUFFER); #if 1 ClearRectangle(backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE); #else RedrawBackground(); ClearRectangle(backbuffer, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE); ClearRectangle(bitmap_db_door, 0, 0, 3 * DXSIZE, DYSIZE + VYSIZE); #endif for (x = 0; x < MAX_BUF_XSIZE; x++) for (y = 0; y < MAX_BUF_YSIZE; y++) redraw[x][y] = 0; redraw_tiles = 0; redraw_mask = REDRAW_ALL; } static void InitLevelInfo() { LoadLevelInfo(); /* global level info */ LoadLevelSetup_LastSeries(); /* last played series info */ LoadLevelSetup_SeriesInfo(); /* last played level info */ } void InitLevelArtworkInfo() { LoadLevelArtworkInfo(); } static void InitImages() { print_timestamp_init("InitImages"); setLevelArtworkDir(artwork.gfx_first); #if 0 printf("::: InitImages for '%s' ['%s', '%s'] ['%s', '%s']\n", leveldir_current->identifier, artwork.gfx_current_identifier, artwork.gfx_current->identifier, leveldir_current->graphics_set, leveldir_current->graphics_path); #endif UPDATE_BUSY_STATE(); ReloadCustomImages(); print_timestamp_time("ReloadCustomImages"); UPDATE_BUSY_STATE(); LoadCustomElementDescriptions(); print_timestamp_time("LoadCustomElementDescriptions"); UPDATE_BUSY_STATE(); LoadMenuDesignSettings(); print_timestamp_time("LoadMenuDesignSettings"); UPDATE_BUSY_STATE(); ReinitializeGraphics(); print_timestamp_time("ReinitializeGraphics"); UPDATE_BUSY_STATE(); print_timestamp_done("InitImages"); } static void InitSound(char *identifier) { print_timestamp_init("InitSound"); if (identifier == NULL) identifier = artwork.snd_current->identifier; /* set artwork path to send it to the sound server process */ setLevelArtworkDir(artwork.snd_first); InitReloadCustomSounds(identifier); print_timestamp_time("InitReloadCustomSounds"); ReinitializeSounds(); print_timestamp_time("ReinitializeSounds"); print_timestamp_done("InitSound"); } static void InitMusic(char *identifier) { print_timestamp_init("InitMusic"); if (identifier == NULL) identifier = artwork.mus_current->identifier; /* set artwork path to send it to the sound server process */ setLevelArtworkDir(artwork.mus_first); InitReloadCustomMusic(identifier); print_timestamp_time("InitReloadCustomMusic"); ReinitializeMusic(); print_timestamp_time("ReinitializeMusic"); print_timestamp_done("InitMusic"); } void InitNetworkServer() { #if defined(NETWORK_AVALIABLE) int nr_wanted; #endif if (!options.network) return; #if defined(NETWORK_AVALIABLE) nr_wanted = Request("Choose player", REQ_PLAYER | REQ_STAY_CLOSED); if (!ConnectToServer(options.server_host, options.server_port)) Error(ERR_EXIT, "cannot connect to network game server"); SendToServer_PlayerName(setup.player_name); SendToServer_ProtocolVersion(); if (nr_wanted) SendToServer_NrWanted(nr_wanted); #endif } static char *getNewArtworkIdentifier(int type) { static char *leveldir_current_identifier[3] = { NULL, NULL, NULL }; static boolean last_override_level_artwork[3] = { FALSE, FALSE, FALSE }; static boolean last_has_level_artwork_set[3] = { FALSE, FALSE, FALSE }; static boolean initialized[3] = { FALSE, FALSE, FALSE }; TreeInfo *artwork_first_node = ARTWORK_FIRST_NODE(artwork, type); boolean setup_override_artwork = SETUP_OVERRIDE_ARTWORK(setup, type); char *setup_artwork_set = SETUP_ARTWORK_SET(setup, type); char *leveldir_identifier = leveldir_current->identifier; #if 1 /* !!! setLevelArtworkDir() should be moved to an earlier stage !!! */ char *leveldir_artwork_set = setLevelArtworkDir(artwork_first_node); #else char *leveldir_artwork_set = LEVELDIR_ARTWORK_SET(leveldir_current, type); #endif boolean has_level_artwork_set = (leveldir_artwork_set != NULL); char *artwork_current_identifier; char *artwork_new_identifier = NULL; /* default: nothing has changed */ /* leveldir_current may be invalid (level group, parent link) */ if (!validLevelSeries(leveldir_current)) return NULL; /* 1st step: determine artwork set to be activated in descending order: -------------------------------------------------------------------- 1. setup artwork (when configured to override everything else) 2. artwork set configured in "levelinfo.conf" of current level set (artwork in level directory will have priority when loading later) 3. artwork in level directory (stored in artwork sub-directory) 4. setup artwork (currently configured in setup menu) */ if (setup_override_artwork) artwork_current_identifier = setup_artwork_set; else if (leveldir_artwork_set != NULL) artwork_current_identifier = leveldir_artwork_set; else if (getTreeInfoFromIdentifier(artwork_first_node, leveldir_identifier)) artwork_current_identifier = leveldir_identifier; else artwork_current_identifier = setup_artwork_set; /* 2nd step: check if it is really needed to reload artwork set ------------------------------------------------------------ */ #if 0 if (type == ARTWORK_TYPE_GRAPHICS) printf("::: 0: '%s' ['%s', '%s'] ['%s' ('%s')]\n", artwork_new_identifier, ARTWORK_CURRENT_IDENTIFIER(artwork, type), artwork_current_identifier, leveldir_current->graphics_set, leveldir_current->identifier); #endif /* ---------- reload if level set and also artwork set has changed ------- */ if (leveldir_current_identifier[type] != leveldir_identifier && (last_has_level_artwork_set[type] || has_level_artwork_set)) artwork_new_identifier = artwork_current_identifier; leveldir_current_identifier[type] = leveldir_identifier; last_has_level_artwork_set[type] = has_level_artwork_set; #if 0 if (type == ARTWORK_TYPE_GRAPHICS) printf("::: 1: '%s'\n", artwork_new_identifier); #endif /* ---------- reload if "override artwork" setting has changed ----------- */ if (last_override_level_artwork[type] != setup_override_artwork) artwork_new_identifier = artwork_current_identifier; last_override_level_artwork[type] = setup_override_artwork; #if 0 if (type == ARTWORK_TYPE_GRAPHICS) printf("::: 2: '%s'\n", artwork_new_identifier); #endif /* ---------- reload if current artwork identifier has changed ----------- */ if (!strEqual(ARTWORK_CURRENT_IDENTIFIER(artwork, type), artwork_current_identifier)) artwork_new_identifier = artwork_current_identifier; *(ARTWORK_CURRENT_IDENTIFIER_PTR(artwork, type))= artwork_current_identifier; #if 0 if (type == ARTWORK_TYPE_GRAPHICS) printf("::: 3: '%s'\n", artwork_new_identifier); #endif /* ---------- do not reload directly after starting ---------------------- */ if (!initialized[type]) artwork_new_identifier = NULL; initialized[type] = TRUE; #if 0 if (type == ARTWORK_TYPE_GRAPHICS) printf("::: 4: '%s'\n", artwork_new_identifier); #endif #if 0 if (type == ARTWORK_TYPE_GRAPHICS) printf("CHECKING OLD/NEW GFX:\n- OLD: %s\n- NEW: %s ['%s', '%s'] ['%s']\n", artwork.gfx_current_identifier, artwork_current_identifier, artwork.gfx_current->identifier, leveldir_current->graphics_set, artwork_new_identifier); #endif return artwork_new_identifier; } void ReloadCustomArtwork(int force_reload) { int last_game_status = game_status; /* save current game status */ char *gfx_new_identifier; char *snd_new_identifier; char *mus_new_identifier; boolean force_reload_gfx = (force_reload & (1 << ARTWORK_TYPE_GRAPHICS)); boolean force_reload_snd = (force_reload & (1 << ARTWORK_TYPE_SOUNDS)); boolean force_reload_mus = (force_reload & (1 << ARTWORK_TYPE_MUSIC)); boolean reload_needed; force_reload_gfx |= AdjustGraphicsForEMC(); gfx_new_identifier = getNewArtworkIdentifier(ARTWORK_TYPE_GRAPHICS); snd_new_identifier = getNewArtworkIdentifier(ARTWORK_TYPE_SOUNDS); mus_new_identifier = getNewArtworkIdentifier(ARTWORK_TYPE_MUSIC); reload_needed = (gfx_new_identifier != NULL || force_reload_gfx || snd_new_identifier != NULL || force_reload_snd || mus_new_identifier != NULL || force_reload_mus); if (!reload_needed) return; print_timestamp_init("ReloadCustomArtwork"); game_status = GAME_MODE_LOADING; FadeOut(REDRAW_ALL); #if 1 ClearRectangle(drawto, 0, 0, WIN_XSIZE, WIN_YSIZE); #else ClearRectangle(window, 0, 0, WIN_XSIZE, WIN_YSIZE); #endif print_timestamp_time("ClearRectangle"); #if 0 printf("::: fading in ... %d\n", fading.fade_mode); #endif FadeIn(REDRAW_ALL); #if 0 printf("::: done\n"); #endif if (gfx_new_identifier != NULL || force_reload_gfx) { #if 0 printf("RELOADING GRAPHICS '%s' -> '%s' ['%s', '%s']\n", artwork.gfx_current_identifier, gfx_new_identifier, artwork.gfx_current->identifier, leveldir_current->graphics_set); #endif InitImages(); print_timestamp_time("InitImages"); } if (snd_new_identifier != NULL || force_reload_snd) { InitSound(snd_new_identifier); print_timestamp_time("InitSound"); } if (mus_new_identifier != NULL || force_reload_mus) { InitMusic(mus_new_identifier); print_timestamp_time("InitMusic"); } game_status = last_game_status; /* restore current game status */ #if 0 printf("::: ----------------DELAY 1 ...\n"); Delay(3000); #endif #if 0 printf("::: FadeOut @ ReloadCustomArtwork ...\n"); #endif FadeOut(REDRAW_ALL); #if 0 printf("::: FadeOut @ ReloadCustomArtwork done\n"); #endif RedrawBackground(); /* force redraw of (open or closed) door graphics */ SetDoorState(DOOR_OPEN_ALL); CloseDoor(DOOR_CLOSE_ALL | DOOR_NO_DELAY); #if 1 #if 1 #if 1 FadeSetEnterScreen(); FadeSkipNextFadeOut(); // FadeSetDisabled(); #else FadeSkipNext(); #endif #else fading = fading_none; #endif #endif #if 0 redraw_mask = REDRAW_ALL; #endif print_timestamp_done("ReloadCustomArtwork"); } void KeyboardAutoRepeatOffUnlessAutoplay() { if (global.autoplay_leveldir == NULL) KeyboardAutoRepeatOff(); } /* ========================================================================= */ /* OpenAll() */ /* ========================================================================= */ void OpenAll() { print_timestamp_init("OpenAll"); game_status = GAME_MODE_LOADING; InitGlobal(); /* initialize some global variables */ if (options.execute_command) Execute_Command(options.execute_command); if (options.serveronly) { #if defined(PLATFORM_UNIX) NetworkServer(options.server_port, options.serveronly); #else Error(ERR_WARN, "networking only supported in Unix version"); #endif exit(0); /* never reached, server loops forever */ } InitSetup(); InitGameInfo(); InitPlayerInfo(); InitArtworkInfo(); /* needed before loading gfx, sound & music */ InitArtworkConfig(); /* needed before forking sound child process */ InitMixer(); InitCounter(); InitRND(NEW_RANDOMIZE); InitSimpleRandom(NEW_RANDOMIZE); InitJoysticks(); print_timestamp_time("[pre-video]"); InitVideoDisplay(); InitVideoBuffer(WIN_XSIZE, WIN_YSIZE, DEFAULT_DEPTH, setup.fullscreen); InitEventFilter(FilterMouseMotionEvents); InitElementPropertiesStatic(); InitElementPropertiesEngine(GAME_VERSION_ACTUAL); print_timestamp_time("[post-video]"); InitGfx(); print_timestamp_time("InitGfx"); InitLevelInfo(); print_timestamp_time("InitLevelInfo"); InitLevelArtworkInfo(); print_timestamp_time("InitLevelArtworkInfo"); InitImages(); /* needs to know current level directory */ print_timestamp_time("InitImages"); InitSound(NULL); /* needs to know current level directory */ print_timestamp_time("InitSound"); InitMusic(NULL); /* needs to know current level directory */ print_timestamp_time("InitMusic"); InitGfxBackground(); #if 1 em_open_all(); #endif if (global.autoplay_leveldir) { AutoPlayTape(); return; } else if (global.convert_leveldir) { ConvertLevels(); return; } game_status = GAME_MODE_MAIN; #if 1 FadeSetEnterScreen(); if (!(fading.fade_mode & FADE_TYPE_TRANSFORM)) FadeSkipNextFadeOut(); // FadeSetDisabled(); #else fading = fading_none; #endif print_timestamp_time("[post-artwork]"); print_timestamp_done("OpenAll"); DrawMainMenu(); InitNetworkServer(); } void CloseAllAndExit(int exit_value) { StopSounds(); FreeAllSounds(); FreeAllMusic(); CloseAudio(); /* called after freeing sounds (needed for SDL) */ #if 1 em_close_all(); #endif FreeAllImages(); #if defined(TARGET_SDL) if (network_server) /* terminate network server */ SDL_KillThread(server_thread); #endif CloseVideoDisplay(); ClosePlatformDependentStuff(); if (exit_value != 0) NotifyUserAboutErrorFile(); exit(exit_value); }