EL_EMC_ANDROID, CONF_VALUE_INTEGER_2,
&li.android_clone_time, 10
},
- {
- EL_EMC_MAGIC_BALL, CONF_VALUE_INTEGER_1,
- &li.ball_time, 10
- },
{
EL_EMC_LENSES, CONF_VALUE_INTEGER_1,
&li.lenses_score, 10
EL_PLAYER_4, CONF_VALUE_BOOLEAN_2,
&li.use_start_element[3], FALSE
},
+ {
+ EL_EMC_MAGIC_BALL, CONF_VALUE_INTEGER_1,
+ &li.ball_time, 10
+ },
+ {
+ EL_EMC_MAGIC_BALL, CONF_VALUE_INTEGER_2,
+ &li.num_ball_contents, 8
+ },
+ {
+ EL_EMC_MAGIC_BALL, CONF_VALUE_BOOLEAN_1,
+ &li.ball_random, FALSE
+ },
+ {
+ EL_EMC_MAGIC_BALL, CONF_VALUE_BOOLEAN_2,
+ &li.ball_state_initial, FALSE
+ },
/* ---------- 2-byte values ---------------------------------------------- */
{
static boolean clipboard_elements_initialized = FALSE;
int i, j, x, y;
+#if 1
+ InitElementPropertiesStatic();
+#endif
+
setLevelInfoToDefaultsFromConfigList(level);
setLevelInfoToDefaults_EM();
level->magnify_time = 10;
level->slurp_score = 10;
level->wind_direction_initial = MV_NONE;
-#endif
level->ball_random = FALSE;
level->ball_state_initial = FALSE;
-#if 0
for (i = 0; i < MAX_ELEMENT_CONTENTS; i++)
for (x = 0; x < 3; x++)
for (y = 0; y < 3; y++)
ei->current_change_page = 0;
+#if 0
+ /* !!! now done in InitElementPropertiesStatic() (see above) !!! */
+ /* !!! (else properties set there will be overwritten here) !!! */
/* start with no properties at all */
for (j = 0; j < NUM_EP_BITFIELDS; j++)
Properties[element][j] = EP_BITMASK_DEFAULT;
+#endif
/* now set default properties */
SET_PROPERTY(element, EP_CAN_MOVE_INTO_ACID, TRUE);
lev->ball_random = level->ball_random;
lev->ball_state_initial = level->ball_state_initial;
lev->ball_time = level->ball_time;
+ lev->num_ball_arrays = level->num_ball_contents;
lev->lenses_score = level->lenses_score;
lev->magnify_score = level->magnify_score;
/* initialize player positions and delete players from the playfield */
for (y = 0; y < lev->height; y++) for (x = 0; x < lev->width; x++)
{
+#if 1
+ /* !!! CURRENTLY ONLY SUPPORT FOR ONE PLAYER !!! */
+ if (ELEM_IS_PLAYER(level->field[x][y]))
+ {
+ ply1->x_initial = x + 1;
+ ply1->y_initial = y + 1;
+ level_em->cave[x + 1][y + 1] = map_element_RND_to_EM(EL_EMPTY);
+ }
+#else
+ /* !!! ADD SUPPORT FOR MORE THAN ONE PLAYER !!! */
if (level->field[x][y] == EL_PLAYER_1)
{
ply1->x_initial = x + 1;
ply2->y_initial = y + 1;
level_em->cave[x + 1][y + 1] = map_element_RND_to_EM(EL_EMPTY);
}
+#endif
}
}
level->ball_random = lev->ball_random;
level->ball_state_initial = lev->ball_state_initial;
level->ball_time = lev->ball_time;
+ level->num_ball_contents = lev->num_ball_arrays;
level->lenses_score = lev->lenses_score;
level->magnify_score = lev->magnify_score;
#define SETUP_TOKEN_EDITOR_EL_DX_BOULDERDASH 7
#define SETUP_TOKEN_EDITOR_EL_CHARS 8
#define SETUP_TOKEN_EDITOR_EL_CUSTOM 9
-#define SETUP_TOKEN_EDITOR_EL_CUSTOM_MORE 10
-#define SETUP_TOKEN_EDITOR_EL_HEADLINES 11
-#define SETUP_TOKEN_EDITOR_EL_USER_DEFINED 12
+#define SETUP_TOKEN_EDITOR_EL_HEADLINES 10
+#define SETUP_TOKEN_EDITOR_EL_USER_DEFINED 11
+#define SETUP_TOKEN_EDITOR_EL_DYNAMIC 12
#define NUM_EDITOR_SETUP_TOKENS 13
+/* editor cascade setup */
+#define SETUP_TOKEN_EDITOR_CASCADE_BD 0
+#define SETUP_TOKEN_EDITOR_CASCADE_EM 1
+#define SETUP_TOKEN_EDITOR_CASCADE_EMC 2
+#define SETUP_TOKEN_EDITOR_CASCADE_RND 3
+#define SETUP_TOKEN_EDITOR_CASCADE_SB 4
+#define SETUP_TOKEN_EDITOR_CASCADE_SP 5
+#define SETUP_TOKEN_EDITOR_CASCADE_DC 6
+#define SETUP_TOKEN_EDITOR_CASCADE_DX 7
+#define SETUP_TOKEN_EDITOR_CASCADE_TEXT 8
+#define SETUP_TOKEN_EDITOR_CASCADE_CE 9
+#define SETUP_TOKEN_EDITOR_CASCADE_GE 10
+#define SETUP_TOKEN_EDITOR_CASCADE_USER 11
+#define SETUP_TOKEN_EDITOR_CASCADE_GENERIC 12
+#define SETUP_TOKEN_EDITOR_CASCADE_DYNAMIC 13
+
+#define NUM_EDITOR_CASCADE_SETUP_TOKENS 14
+
/* shortcut setup */
#define SETUP_TOKEN_SHORTCUT_SAVE_GAME 0
#define SETUP_TOKEN_SHORTCUT_LOAD_GAME 1
static struct SetupInfo si;
static struct SetupEditorInfo sei;
+static struct SetupEditorCascadeInfo seci;
static struct SetupShortcutInfo ssi;
static struct SetupInputInfo sii;
static struct SetupSystemInfo syi;
{ TYPE_SWITCH, &sei.el_dx_boulderdash,"editor.el_dx_boulderdash" },
{ TYPE_SWITCH, &sei.el_chars, "editor.el_chars" },
{ TYPE_SWITCH, &sei.el_custom, "editor.el_custom" },
- { TYPE_SWITCH, &sei.el_custom_more, "editor.el_custom_more" },
{ TYPE_SWITCH, &sei.el_headlines, "editor.el_headlines" },
{ TYPE_SWITCH, &sei.el_user_defined, "editor.el_user_defined" },
+ { TYPE_SWITCH, &sei.el_dynamic, "editor.el_dynamic" },
+};
+
+static struct TokenInfo editor_cascade_setup_tokens[] =
+{
+ { TYPE_SWITCH, &seci.el_bd, "editor.cascade.el_bd" },
+ { TYPE_SWITCH, &seci.el_em, "editor.cascade.el_em" },
+ { TYPE_SWITCH, &seci.el_emc, "editor.cascade.el_emc" },
+ { TYPE_SWITCH, &seci.el_rnd, "editor.cascade.el_rnd" },
+ { TYPE_SWITCH, &seci.el_sb, "editor.cascade.el_sb" },
+ { TYPE_SWITCH, &seci.el_sp, "editor.cascade.el_sp" },
+ { TYPE_SWITCH, &seci.el_dc, "editor.cascade.el_dc" },
+ { TYPE_SWITCH, &seci.el_dx, "editor.cascade.el_dx" },
+ { TYPE_SWITCH, &seci.el_chars, "editor.cascade.el_chars" },
+ { TYPE_SWITCH, &seci.el_ce, "editor.cascade.el_ce" },
+ { TYPE_SWITCH, &seci.el_ge, "editor.cascade.el_ge" },
+ { TYPE_SWITCH, &seci.el_user, "editor.cascade.el_user" },
+ { TYPE_SWITCH, &seci.el_generic, "editor.cascade.el_generic" },
+ { TYPE_SWITCH, &seci.el_dynamic, "editor.cascade.el_dynamic" },
};
static struct TokenInfo shortcut_setup_tokens[] =
si->editor.el_dx_boulderdash = TRUE;
si->editor.el_chars = TRUE;
si->editor.el_custom = TRUE;
- si->editor.el_custom_more = FALSE;
si->editor.el_headlines = TRUE;
si->editor.el_user_defined = FALSE;
+ si->editor.el_dynamic = TRUE;
si->shortcut.save_game = DEFAULT_KEY_SAVE_GAME;
si->shortcut.load_game = DEFAULT_KEY_LOAD_GAME;
si->options.verbose = FALSE;
}
+static void setSetupInfoToDefaults_EditorCascade(struct SetupInfo *si)
+{
+ si->editor_cascade.el_bd = TRUE;
+ si->editor_cascade.el_em = TRUE;
+ si->editor_cascade.el_emc = TRUE;
+ si->editor_cascade.el_rnd = TRUE;
+ si->editor_cascade.el_sb = TRUE;
+ si->editor_cascade.el_sp = TRUE;
+ si->editor_cascade.el_dc = TRUE;
+ si->editor_cascade.el_dx = TRUE;
+
+ si->editor_cascade.el_chars = FALSE;
+ si->editor_cascade.el_ce = FALSE;
+ si->editor_cascade.el_ge = FALSE;
+ si->editor_cascade.el_user = FALSE;
+ si->editor_cascade.el_generic = FALSE;
+ si->editor_cascade.el_dynamic = FALSE;
+}
+
static void decodeSetupFileHash(SetupFileHash *setup_file_hash)
{
int i, pnr;
setup.options = soi;
}
+static void decodeSetupFileHash_EditorCascade(SetupFileHash *setup_file_hash)
+{
+ int i;
+
+ if (!setup_file_hash)
+ return;
+
+ /* editor cascade setup */
+ seci = setup.editor_cascade;
+ for (i = 0; i < NUM_EDITOR_CASCADE_SETUP_TOKENS; i++)
+ setSetupInfo(editor_cascade_setup_tokens, i,
+ getHashEntry(setup_file_hash,
+ editor_cascade_setup_tokens[i].text));
+ setup.editor_cascade = seci;
+}
+
void LoadSetup()
{
char *filename = getSetupFilename();
Error(ERR_WARN, "using default setup values");
}
+void LoadSetup_EditorCascade()
+{
+ char *filename = getPath2(getSetupDir(), EDITORCASCADE_FILENAME);
+ SetupFileHash *setup_file_hash = NULL;
+
+ /* always start with reliable default values */
+ setSetupInfoToDefaults_EditorCascade(&setup);
+
+ setup_file_hash = loadSetupFileHash(filename);
+
+ if (setup_file_hash)
+ {
+ checkSetupFileHashIdentifier(setup_file_hash, getCookie("SETUP"));
+ decodeSetupFileHash_EditorCascade(setup_file_hash);
+
+ freeSetupFileHash(setup_file_hash);
+ }
+
+ free(filename);
+}
+
void SaveSetup()
{
char *filename = getSetupFilename();
SetFilePermissions(filename, PERMS_PRIVATE);
}
+void SaveSetup_EditorCascade()
+{
+ char *filename = getPath2(getSetupDir(), EDITORCASCADE_FILENAME);
+ FILE *file;
+ int i;
+
+ InitUserDataDirectory();
+
+ if (!(file = fopen(filename, MODE_WRITE)))
+ {
+ Error(ERR_WARN, "cannot write editor cascade state file '%s'", filename);
+ free(filename);
+ return;
+ }
+
+ fprintf(file, "%s\n", getFormattedSetupEntry(TOKEN_STR_FILE_IDENTIFIER,
+ getCookie("SETUP")));
+ fprintf(file, "\n");
+
+ seci = setup.editor_cascade;
+ fprintf(file, "\n");
+ for (i = 0; i < NUM_EDITOR_SETUP_TOKENS; i++)
+ fprintf(file, "%s\n", getSetupLine(editor_cascade_setup_tokens, "", i));
+
+ fclose(file);
+
+ SetFilePermissions(filename, PERMS_PRIVATE);
+
+ free(filename);
+}
+
void LoadCustomElementDescriptions()
{
char *filename = getCustomArtworkConfigFilename(ARTWORK_TYPE_GRAPHICS);
/* add space for up to 3 more elements for padding that may be needed */
*num_elements += 3;
+ /* free memory for old list of elements, if needed */
+ checked_free(*elements);
+
+ /* allocate memory for new list of elements */
*elements = checked_malloc(*num_elements * sizeof(int));
*num_elements = 0;