+ for (y = 0; y < level->fieldy; y++) for (x = 0; x < level->fieldx; x++)
+ {
+ int new_element = map_em_element_field(leveldata[y * EM_LEVEL_XSIZE + x]);
+
+ if (new_element == EL_AMOEBA_DEAD && level->amoeba_speed)
+ new_element = EL_AMOEBA_WET;
+
+ level->field[x][y] = new_element;
+ }
+
+ x = (header[48] * 256 + header[49]) % EM_LEVEL_XSIZE;
+ y = (header[48] * 256 + header[49]) / EM_LEVEL_XSIZE;
+ level->field[x][y] = EL_PLAYER_1;
+
+ x = (header[50] * 256 + header[51]) % EM_LEVEL_XSIZE;
+ y = (header[50] * 256 + header[51]) / EM_LEVEL_XSIZE;
+ level->field[x][y] = EL_PLAYER_2;
+}
+
+/* ------------------------------------------------------------------------- */
+/* functions for loading SP level */
+/* ------------------------------------------------------------------------- */
+
+#define NUM_SUPAPLEX_LEVELS_PER_PACKAGE 111
+#define SP_LEVEL_SIZE 1536
+#define SP_LEVEL_XSIZE 60
+#define SP_LEVEL_YSIZE 24
+#define SP_LEVEL_NAME_LEN 23
+
+static void LoadLevelFromFileStream_SP(FILE *file, struct LevelInfo *level,
+ int nr)
+{
+ int num_special_ports;
+ int i, x, y;
+
+ /* for details of the Supaplex level format, see Herman Perk's Supaplex
+ documentation file "SPFIX63.DOC" from his Supaplex "SpeedFix" package */
+
+ /* read level body (width * height == 60 * 24 tiles == 1440 bytes) */
+ for (y = 0; y < SP_LEVEL_YSIZE; y++)
+ {
+ for (x = 0; x < SP_LEVEL_XSIZE; x++)
+ {
+ int element_old = fgetc(file);
+ int element_new;
+
+ if (element_old <= 0x27)
+ element_new = getMappedElement(EL_SP_START + element_old);
+ else if (element_old == 0x28)
+ element_new = EL_INVISIBLE_WALL;
+ else
+ {
+ Error(ERR_WARN, "in level %d, at position %d, %d:", nr, x, y);
+ Error(ERR_WARN, "invalid level element %d", element_old);
+
+ element_new = EL_UNKNOWN;
+ }
+
+ level->field[x][y] = element_new;
+ }
+ }
+
+ ReadUnusedBytesFromFile(file, 4); /* (not used by Supaplex engine) */
+
+ /* initial gravity: 1 == "on", anything else (0) == "off" */
+ level->initial_gravity = (fgetc(file) == 1 ? TRUE : FALSE);
+
+ ReadUnusedBytesFromFile(file, 1); /* (not used by Supaplex engine) */
+
+ /* level title in uppercase letters, padded with dashes ("-") (23 bytes) */
+ for (i = 0; i < SP_LEVEL_NAME_LEN; i++)
+ level->name[i] = fgetc(file);
+ level->name[SP_LEVEL_NAME_LEN] = '\0';
+
+ /* initial "freeze zonks": 2 == "on", anything else (0, 1) == "off" */
+ ReadUnusedBytesFromFile(file, 1); /* (not used by R'n'D engine) */
+
+ /* number of infotrons needed; 0 means that Supaplex will count the total
+ amount of infotrons in the level and use the low byte of that number
+ (a multiple of 256 infotrons will result in "0 infotrons needed"!) */
+ level->gems_needed = fgetc(file);
+
+ /* number of special ("gravity") port entries below (maximum 10 allowed) */
+ num_special_ports = fgetc(file);
+
+ /* database of properties of up to 10 special ports (6 bytes per port) */
+ for (i = 0; i < 10; i++)
+ {
+ int port_location, port_x, port_y, port_element;
+ int gravity;
+
+ /* high and low byte of the location of a special port; if (x, y) are the
+ coordinates of a port in the field and (0, 0) is the top-left corner,
+ the 16 bit value here calculates as 2 * (x + (y * 60)) (this is twice
+ of what may be expected: Supaplex works with a game field in memory
+ which is 2 bytes per tile) */
+ port_location = getFile16BitBE(file);
+
+ /* change gravity: 1 == "turn on", anything else (0) == "turn off" */
+ gravity = fgetc(file);
+
+ /* "freeze zonks": 2 == "turn on", anything else (0, 1) == "turn off" */
+ ReadUnusedBytesFromFile(file, 1); /* (not used by R'n'D engine) */
+
+ /* "freeze enemies": 1 == "turn on", anything else (0) == "turn off" */
+ ReadUnusedBytesFromFile(file, 1); /* (not used by R'n'D engine) */
+
+ ReadUnusedBytesFromFile(file, 1); /* (not used by Supaplex engine) */
+
+ if (i >= num_special_ports)
+ continue;
+
+ port_x = (port_location / 2) % SP_LEVEL_XSIZE;
+ port_y = (port_location / 2) / SP_LEVEL_XSIZE;
+
+ if (port_x < 0 || port_x >= SP_LEVEL_XSIZE ||
+ port_y < 0 || port_y >= SP_LEVEL_YSIZE)
+ {
+ Error(ERR_WARN, "special port position (%d, %d) out of bounds",
+ port_x, port_y);
+
+ continue;
+ }
+
+ port_element = level->field[port_x][port_y];
+
+ if (port_element < EL_SP_GRAVITY_PORT_RIGHT ||
+ port_element > EL_SP_GRAVITY_PORT_UP)
+ {
+ Error(ERR_WARN, "no special port at position (%d, %d)", port_x, port_y);
+
+ continue;
+ }
+
+ /* change previous (wrong) gravity inverting special port to either
+ gravity enabling special port or gravity disabling special port */
+ level->field[port_x][port_y] +=
+ (gravity == 1 ? EL_SP_GRAVITY_ON_PORT_RIGHT :
+ EL_SP_GRAVITY_OFF_PORT_RIGHT) - EL_SP_GRAVITY_PORT_RIGHT;
+ }
+
+ ReadUnusedBytesFromFile(file, 4); /* (not used by Supaplex engine) */
+
+ /* change special gravity ports without database entries to normal ports */
+ for (y = 0; y < SP_LEVEL_YSIZE; y++)
+ for (x = 0; x < SP_LEVEL_XSIZE; x++)
+ if (level->field[x][y] >= EL_SP_GRAVITY_PORT_RIGHT &&
+ level->field[x][y] <= EL_SP_GRAVITY_PORT_UP)
+ level->field[x][y] += EL_SP_PORT_RIGHT - EL_SP_GRAVITY_PORT_RIGHT;
+
+ /* auto-determine number of infotrons if it was stored as "0" -- see above */
+ if (level->gems_needed == 0)
+ {
+ for (y = 0; y < SP_LEVEL_YSIZE; y++)
+ for (x = 0; x < SP_LEVEL_XSIZE; x++)
+ if (level->field[x][y] == EL_SP_INFOTRON)
+ level->gems_needed++;
+
+ level->gems_needed &= 0xff; /* only use low byte -- see above */
+ }
+
+ level->fieldx = SP_LEVEL_XSIZE;
+ level->fieldy = SP_LEVEL_YSIZE;
+
+ level->time = 0; /* no time limit */
+ level->amoeba_speed = 0;
+ level->time_magic_wall = 0;
+ level->time_wheel = 0;
+ level->amoeba_content = EL_EMPTY;
+
+ for(i = 0; i < LEVEL_SCORE_ELEMENTS; i++)
+ level->score[i] = 0; /* !!! CORRECT THIS !!! */
+
+ /* there are no yamyams in supaplex levels */
+ for(i = 0; i < level->num_yamyam_contents; i++)
+ for(y = 0; y < 3; y++)
+ for(x = 0; x < 3; x++)
+ level->yamyam_content[i][x][y] = EL_EMPTY;
+}
+
+static void LoadLevelFromFileInfo_SP(struct LevelInfo *level,
+ struct LevelFileInfo *level_file_info)
+{
+ char *filename = level_file_info->filename;
+ FILE *file;
+ int nr = level_file_info->nr - leveldir_current->first_level;
+ int i, l, x, y;
+ char name_first, name_last;
+ struct LevelInfo multipart_level;
+ int multipart_xpos, multipart_ypos;
+ boolean is_multipart_level;
+ boolean is_first_part;
+ boolean reading_multipart_level = FALSE;
+ boolean use_empty_level = FALSE;
+
+ if (!(file = fopen(filename, MODE_READ)))
+ {
+ level->no_valid_file = TRUE;
+
+ Error(ERR_WARN, "cannot read level '%s' -- using empty level", filename);
+
+ return;
+ }
+
+ /* position file stream to the requested level inside the level package */
+ if (fseek(file, nr * SP_LEVEL_SIZE, SEEK_SET) != 0)
+ {
+ level->no_valid_file = TRUE;
+
+ Error(ERR_WARN, "cannot fseek level '%s' -- using empty level", filename);
+
+ return;
+ }
+
+ /* there exist Supaplex level package files with multi-part levels which
+ can be detected as follows: instead of leading and trailing dashes ('-')
+ to pad the level name, they have leading and trailing numbers which are
+ the x and y coordinations of the current part of the multi-part level;
+ if there are '?' characters instead of numbers on the left or right side
+ of the level name, the multi-part level consists of only horizontal or
+ vertical parts */
+
+ for (l = nr; l < NUM_SUPAPLEX_LEVELS_PER_PACKAGE; l++)
+ {
+ LoadLevelFromFileStream_SP(file, level, l);
+
+ /* check if this level is a part of a bigger multi-part level */
+
+ name_first = level->name[0];
+ name_last = level->name[SP_LEVEL_NAME_LEN - 1];
+
+ is_multipart_level =
+ ((name_first == '?' || (name_first >= '0' && name_first <= '9')) &&
+ (name_last == '?' || (name_last >= '0' && name_last <= '9')));
+
+ is_first_part =
+ ((name_first == '?' || name_first == '1') &&
+ (name_last == '?' || name_last == '1'));
+
+ /* correct leading multipart level meta information in level name */
+ for (i = 0; i < SP_LEVEL_NAME_LEN && level->name[i] == name_first; i++)
+ level->name[i] = '-';
+
+ /* correct trailing multipart level meta information in level name */
+ for (i = SP_LEVEL_NAME_LEN - 1; i>=0 && level->name[i] == name_last; i--)
+ level->name[i] = '-';
+
+ /* ---------- check for normal single level ---------- */
+
+ if (!reading_multipart_level && !is_multipart_level)
+ {
+ /* the current level is simply a normal single-part level, and we are
+ not reading a multi-part level yet, so return the level as it is */
+
+ break;
+ }
+
+ /* ---------- check for empty level (unused multi-part) ---------- */
+
+ if (!reading_multipart_level && is_multipart_level && !is_first_part)
+ {
+ /* this is a part of a multi-part level, but not the first part
+ (and we are not already reading parts of a multi-part level);
+ in this case, use an empty level instead of the single part */
+
+ use_empty_level = TRUE;
+
+ break;
+ }
+
+ /* ---------- check for finished multi-part level ---------- */
+
+ if (reading_multipart_level &&
+ (!is_multipart_level ||
+ strcmp(level->name, multipart_level.name) != 0))
+ {
+ /* we are already reading parts of a multi-part level, but this level is
+ either not a multi-part level, or a part of a different multi-part
+ level; in both cases, the multi-part level seems to be complete */
+
+ break;
+ }
+
+ /* ---------- here we have one part of a multi-part level ---------- */
+
+ reading_multipart_level = TRUE;
+
+ if (is_first_part) /* start with first part of new multi-part level */
+ {
+ /* copy level info structure from first part */
+ multipart_level = *level;
+
+ /* clear playfield of new multi-part level */
+ for (y = 0; y < MAX_LEV_FIELDY; y++)
+ for (x = 0; x < MAX_LEV_FIELDX; x++)
+ multipart_level.field[x][y] = EL_EMPTY;
+ }
+
+ if (name_first == '?')
+ name_first = '1';
+ if (name_last == '?')
+ name_last = '1';
+
+ multipart_xpos = (int)(name_first - '0');
+ multipart_ypos = (int)(name_last - '0');
+
+#if 0
+ printf("----------> part (%d/%d) of multi-part level '%s'\n",
+ multipart_xpos, multipart_ypos, multipart_level.name);
+#endif
+
+ if (multipart_xpos * SP_LEVEL_XSIZE > MAX_LEV_FIELDX ||
+ multipart_ypos * SP_LEVEL_YSIZE > MAX_LEV_FIELDY)
+ {
+ Error(ERR_WARN, "multi-part level is too big -- ignoring part of it");
+
+ break;
+ }
+
+ multipart_level.fieldx = MAX(multipart_level.fieldx,
+ multipart_xpos * SP_LEVEL_XSIZE);
+ multipart_level.fieldy = MAX(multipart_level.fieldy,
+ multipart_ypos * SP_LEVEL_YSIZE);
+
+ /* copy level part at the right position of multi-part level */
+ for (y = 0; y < SP_LEVEL_YSIZE; y++)
+ {
+ for (x = 0; x < SP_LEVEL_XSIZE; x++)
+ {
+ int start_x = (multipart_xpos - 1) * SP_LEVEL_XSIZE;
+ int start_y = (multipart_ypos - 1) * SP_LEVEL_YSIZE;
+
+ multipart_level.field[start_x + x][start_y + y] = level->field[x][y];
+ }
+ }
+ }
+
+ fclose(file);
+
+ if (use_empty_level)
+ {
+ setLevelInfoToDefaults(level);
+
+ level->fieldx = SP_LEVEL_XSIZE;
+ level->fieldy = SP_LEVEL_YSIZE;
+
+ for (y = 0; y < SP_LEVEL_YSIZE; y++)
+ for (x = 0; x < SP_LEVEL_XSIZE; x++)
+ level->field[x][y] = EL_EMPTY;
+
+ strcpy(level->name, "-------- EMPTY --------");
+
+ Error(ERR_WARN, "single part of multi-part level -- using empty level");
+ }
+
+ if (reading_multipart_level)
+ *level = multipart_level;
+}
+
+/* ------------------------------------------------------------------------- */
+/* functions for loading generic level */
+/* ------------------------------------------------------------------------- */
+
+void LoadLevelFromFileInfo(struct LevelInfo *level,
+ struct LevelFileInfo *level_file_info)
+{
+ /* always start with reliable default values */
+ setLevelInfoToDefaults(level);
+
+ switch (level_file_info->type)
+ {
+ case LEVEL_FILE_TYPE_RND:
+ LoadLevelFromFileInfo_RND(level, level_file_info);
+ break;
+
+ case LEVEL_FILE_TYPE_EM:
+ LoadLevelFromFileInfo_EM(level, level_file_info);
+ break;
+
+ case LEVEL_FILE_TYPE_SP:
+ LoadLevelFromFileInfo_SP(level, level_file_info);
+ break;
+
+ default:
+ LoadLevelFromFileInfo_RND(level, level_file_info);
+ break;
+ }
+}
+
+void LoadLevelFromFilename(struct LevelInfo *level, char *filename)
+{
+ static struct LevelFileInfo level_file_info;
+
+ /* always start with reliable default values */
+ setFileInfoToDefaults(&level_file_info);
+
+ level_file_info.nr = 0; /* unknown level number */
+ level_file_info.type = LEVEL_FILE_TYPE_RND; /* no others supported yet */
+ level_file_info.filename = filename;
+
+ LoadLevelFromFileInfo(level, &level_file_info);
+}
+
+static void LoadLevel_InitVersion(struct LevelInfo *level, char *filename)
+{
+ if (leveldir_current == NULL) /* only when dumping level */
+ return;
+
+#if 0
+ printf("::: sort_priority: %d\n", leveldir_current->sort_priority);
+#endif
+
+ /* determine correct game engine version of current level */
+#if 1
+ if (!leveldir_current->latest_engine)
+#else
+ if (IS_LEVELCLASS_CONTRIB(leveldir_current) ||
+ IS_LEVELCLASS_PRIVATE(leveldir_current) ||
+ IS_LEVELCLASS_UNDEFINED(leveldir_current))
+#endif
+ {
+#if 0
+ printf("\n::: This level is private or contributed: '%s'\n", filename);
+#endif
+
+#if 0
+ printf("\n::: Use the stored game engine version for this level\n");
+#endif
+
+ /* For all levels which are not forced to use the latest game engine
+ version (normally user contributed, private and undefined levels),
+ use the version of the game engine the levels were created for.
+
+ Since 2.0.1, the game engine version is now directly stored
+ in the level file (chunk "VERS"), so there is no need anymore
+ to set the game version from the file version (except for old,
+ pre-2.0 levels, where the game version is still taken from the
+ file format version used to store the level -- see above). */
+
+#if 1
+ /* player was faster than enemies in 1.0.0 and before */
+ if (level->file_version == FILE_VERSION_1_0)
+ level->double_speed = TRUE;
+#else
+ /* do some special adjustments to support older level versions */
+ if (level->file_version == FILE_VERSION_1_0)
+ {
+ Error(ERR_WARN, "level file '%s' has version number 1.0", filename);
+ Error(ERR_WARN, "using high speed movement for player");
+
+ /* player was faster than monsters in (pre-)1.0 levels */
+ level->double_speed = TRUE;
+ }
+#endif
+
+ /* default behaviour for EM style gems was "slippery" only in 2.0.1 */
+ if (level->game_version == VERSION_IDENT(2,0,1,0))
+ level->em_slippery_gems = TRUE;
+
+ /* springs could be pushed over pits before (pre-release version) 2.2.0 */
+ if (level->game_version < VERSION_IDENT(2,2,0,0))
+ level->use_spring_bug = TRUE;
+
+ /* only few elements were able to actively move into acid before 3.1.0 */
+ if (level->game_version < VERSION_IDENT(3,1,0,0))
+ {
+ int i, j;
+
+ level->can_move_into_acid_bits = 0; /* nothing can move into acid */
+ level->dont_collide_with_bits = 0; /* nothing is deadly when colliding */
+
+ setMoveIntoAcidProperty(level, EL_ROBOT, TRUE);
+ setMoveIntoAcidProperty(level, EL_SATELLITE, TRUE);
+ setMoveIntoAcidProperty(level, EL_PENGUIN, TRUE);
+ setMoveIntoAcidProperty(level, EL_BALLOON, TRUE);
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ SET_PROPERTY(EL_CUSTOM_START + i, EP_CAN_MOVE_INTO_ACID, TRUE);
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+ struct ElementInfo *ei = &element_info[element];
+
+ for (j = 0; j < ei->num_change_pages; j++)
+ {
+ struct ElementChangeInfo *change = &ei->change_page[j];
+
+ change->trigger_player = CH_PLAYER_ANY;
+ change->trigger_page = CH_PAGE_ANY;
+ }
+ }
+ }
+
+#if 1 /* USE_NEW_BLOCK_STYLE */
+ /* blocking the last field when moving was corrected in version 3.1.1 */
+ if (level->game_version < VERSION_IDENT(3,1,1,0))
+ {
+#if 0
+ printf("::: %d\n", level->block_last_field);
+#endif
+
+ /* even "not blocking" was blocking the last field for one frame */
+ level->block_delay = (level->block_last_field ? 7 : 1);
+ level->sp_block_delay = (level->sp_block_last_field ? 7 : 1);
+
+ level->block_last_field = TRUE;
+ level->sp_block_last_field = TRUE;
+ }
+#endif
+ }
+ else /* always use the latest game engine version */
+ {
+#if 0
+ printf("\n::: ALWAYS USE LATEST ENGINE FOR THIS LEVEL: [%d] '%s'\n",
+ leveldir_current->sort_priority, filename);
+#endif
+
+#if 0
+ printf("\n::: Use latest game engine version for this level.\n");
+#endif
+
+ /* For all levels which are forced to use the latest game engine version
+ (normally all but user contributed, private and undefined levels), set
+ the game engine version to the actual version; this allows for actual
+ corrections in the game engine to take effect for existing, converted
+ levels (from "classic" or other existing games) to make the emulation
+ of the corresponding game more accurate, while (hopefully) not breaking
+ existing levels created from other players. */
+
+#if 0
+ printf("::: changing engine from %d to %d\n",
+ level->game_version, GAME_VERSION_ACTUAL);
+#endif
+
+ level->game_version = GAME_VERSION_ACTUAL;
+
+ /* Set special EM style gems behaviour: EM style gems slip down from
+ normal, steel and growing wall. As this is a more fundamental change,
+ it seems better to set the default behaviour to "off" (as it is more
+ natural) and make it configurable in the level editor (as a property
+ of gem style elements). Already existing converted levels (neither
+ private nor contributed levels) are changed to the new behaviour. */
+
+ if (level->file_version < FILE_VERSION_2_0)
+ level->em_slippery_gems = TRUE;
+ }
+
+#if 0
+ printf("::: => %d\n", level->game_version);
+#endif
+}
+
+static void LoadLevel_InitElements(struct LevelInfo *level, char *filename)
+{
+ int i, j, x, y;
+
+ /* map custom element change events that have changed in newer versions
+ (these following values were accidentally changed in version 3.0.1) */
+ if (level->game_version <= VERSION_IDENT(3,0,0,0))
+ {
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ /* order of checking and copying events to be mapped is important */
+ for (j = CE_BY_OTHER_ACTION; j >= CE_BY_PLAYER_OBSOLETE; j--)
+ {
+ if (HAS_CHANGE_EVENT(element, j - 2))
+ {
+ SET_CHANGE_EVENT(element, j - 2, FALSE);
+ SET_CHANGE_EVENT(element, j, TRUE);
+ }
+ }
+
+ /* order of checking and copying events to be mapped is important */
+ for (j = CE_OTHER_GETS_COLLECTED; j >= CE_HITTING_SOMETHING; j--)
+ {
+ if (HAS_CHANGE_EVENT(element, j - 1))
+ {
+ SET_CHANGE_EVENT(element, j - 1, FALSE);
+ SET_CHANGE_EVENT(element, j, TRUE);
+ }
+ }
+ }
+ }
+
+ /* some custom element change events get mapped since version 3.0.3 */
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ if (HAS_CHANGE_EVENT(element, CE_BY_PLAYER_OBSOLETE) ||
+ HAS_CHANGE_EVENT(element, CE_BY_COLLISION_OBSOLETE))
+ {
+ SET_CHANGE_EVENT(element, CE_BY_PLAYER_OBSOLETE, FALSE);
+ SET_CHANGE_EVENT(element, CE_BY_COLLISION_OBSOLETE, FALSE);
+
+ SET_CHANGE_EVENT(element, CE_BY_DIRECT_ACTION, TRUE);
+ }
+ }
+
+ /* initialize "can_change" field for old levels with only one change page */
+ if (level->game_version <= VERSION_IDENT(3,0,2,0))
+ {
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ if (CAN_CHANGE(element))
+ element_info[element].change->can_change = TRUE;
+ }
+ }
+
+ /* correct custom element values (for old levels without these options) */
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+ struct ElementInfo *ei = &element_info[element];
+
+ if (ei->access_direction == MV_NO_MOVING)
+ ei->access_direction = MV_ALL_DIRECTIONS;
+
+ for (j = 0; j < ei->num_change_pages; j++)
+ {
+ struct ElementChangeInfo *change = &ei->change_page[j];
+
+ if (change->trigger_side == CH_SIDE_NONE)
+ change->trigger_side = CH_SIDE_ANY;
+ }
+ }
+
+ /* initialize "can_explode" field for old levels which did not store this */
+ /* !!! CHECK THIS -- "<= 3,1,0,0" IS PROBABLY WRONG !!! */
+ if (level->game_version <= VERSION_IDENT(3,1,0,0))
+ {
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ if (EXPLODES_1X1_OLD(element))
+ element_info[element].explosion_type = EXPLODES_1X1;
+
+ SET_PROPERTY(element, EP_CAN_EXPLODE, (EXPLODES_BY_FIRE(element) ||
+ EXPLODES_SMASHED(element) ||
+ EXPLODES_IMPACT(element)));
+ }
+ }
+
+ /* correct previously hard-coded move delay values for maze runner style */
+ if (level->game_version < VERSION_IDENT(3,1,1,0))
+ {
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ if (element_info[element].move_pattern & MV_MAZE_RUNNER_STYLE)
+ {
+ /* previously hard-coded and therefore ignored */
+ element_info[element].move_delay_fixed = 9;
+ element_info[element].move_delay_random = 0;
+ }
+ }
+ }
+
+#if 0
+ /* set default push delay values (corrected since version 3.0.7-1) */
+ if (level->game_version < VERSION_IDENT(3,0,7,1))
+ {
+ game.default_push_delay_fixed = 2;
+ game.default_push_delay_random = 8;
+ }
+ else
+ {
+ game.default_push_delay_fixed = 8;
+ game.default_push_delay_random = 8;
+ }
+
+ /* set uninitialized push delay values of custom elements in older levels */
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ if (element_info[element].push_delay_fixed == -1)
+ element_info[element].push_delay_fixed = game.default_push_delay_fixed;
+ if (element_info[element].push_delay_random == -1)
+ element_info[element].push_delay_random = game.default_push_delay_random;
+ }
+#endif
+
+ /* map elements that have changed in newer versions */
+ level->amoeba_content = getMappedElementByVersion(level->amoeba_content,
+ level->game_version);
+ for (i = 0; i < MAX_ELEMENT_CONTENTS; i++)
+ for (x = 0; x < 3; x++)
+ for (y = 0; y < 3; y++)
+ level->yamyam_content[i][x][y] =
+ getMappedElementByVersion(level->yamyam_content[i][x][y],
+ level->game_version);
+
+ /* initialize element properties for level editor etc. */
+ InitElementPropertiesEngine(level->game_version);
+}
+
+static void LoadLevel_InitPlayfield(struct LevelInfo *level, char *filename)