+
+ 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 */
+ bitmap_db_field = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
+ bitmap_db_door = CreateBitmap(3 * DXSIZE, DYSIZE + VYSIZE, 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();
+
+ DrawInitText(WINDOW_TITLE_STRING, 20, FC_YELLOW);
+ DrawInitText(WINDOW_SUBTITLE_STRING, 50, FC_RED);
+
+ DrawInitText("Loading graphics:", 120, FC_GREEN);
+
+ InitTileClipmasks();
+}
+
+void InitGfxBackground()
+{
+ int x, y;
+
+ drawto = backbuffer;
+ fieldbuffer = bitmap_db_field;
+ SetDrawtoField(DRAW_BACKBUFFER);
+
+ BlitBitmap(graphic_info[IMG_GLOBAL_BORDER].bitmap, backbuffer,
+ 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ ClearRectangle(backbuffer, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE);
+ ClearRectangle(bitmap_db_door, 0, 0, 3 * DXSIZE, DYSIZE + VYSIZE);
+
+ 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()
+{
+#if 0
+ setLevelArtworkDir(artwork.gfx_first);
+#endif
+
+#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
+
+ ReloadCustomImages();
+
+ LoadCustomElementDescriptions();
+ LoadSpecialMenuDesignSettings();
+
+ ReinitializeGraphics();
+}
+
+static void InitSound(char *identifier)
+{
+ if (identifier == NULL)
+ identifier = artwork.snd_current->identifier;
+
+#if 0
+ /* set artwork path to send it to the sound server process */
+ setLevelArtworkDir(artwork.snd_first);
+#endif
+
+ InitReloadCustomSounds(identifier);
+ ReinitializeSounds();
+}
+
+static void InitMusic(char *identifier)
+{
+ if (identifier == NULL)
+ identifier = artwork.mus_current->identifier;
+
+#if 0
+ /* set artwork path to send it to the sound server process */
+ setLevelArtworkDir(artwork.mus_first);
+#endif
+
+ InitReloadCustomMusic(identifier);
+ ReinitializeMusic();
+}
+
+void InitNetworkServer()
+{
+#if defined(PLATFORM_UNIX)
+ int nr_wanted;
+#endif
+
+ if (!options.network)
+ return;
+
+#if defined(PLATFORM_UNIX)
+ 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);