#define CONF_CONTENTS_ELEMENT(b,c,x,y) ((b[CONF_CONTENT_BYTE_POS(c,x,y)]<< 8)|\
(b[CONF_CONTENT_BYTE_POS(c,x,y) + 1]))
+#if 0
+static void LoadLevel_InitPlayfield(struct LevelInfo *, char *);
+#endif
+
static struct LevelInfo li;
static struct
EL_PLAYER_4, CONF_VALUE_BOOLEAN_4,
&li.use_explosion_element[3], FALSE
},
+ {
+ EL_PLAYER_1, CONF_VALUE_INTEGER_1,
+ &li.initial_player_stepsize, STEPSIZE_NORMAL
+ },
{
EL_EMC_MAGIC_BALL, CONF_VALUE_INTEGER_1,
&li.ball_time, 10
level->biomaze[2] = 3;
level->biomaze[3] = 3;
+#if 0
level->double_speed = FALSE;
+#endif
level->initial_gravity = FALSE;
level->em_slippery_gems = FALSE;
level->instant_relocation = FALSE;
/* !!! now done in InitElementPropertiesStatic() (see above) !!! */
/* !!! (else properties set there will be overwritten here) !!! */
/* start with no properties at all */
+#if 1
+ for (j = 0; j < NUM_EP_BITFIELDS; j++)
+ ei->properties[j] = EP_BITMASK_DEFAULT;
+#else
for (j = 0; j < NUM_EP_BITFIELDS; j++)
Properties[element][j] = EP_BITMASK_DEFAULT;
+#endif
#endif
/* now set default properties */
static void ActivateLevelTemplate()
{
+#if 1
+ /* Currently there is no special action needed to activate the template
+ data, because 'element_info' property settings overwrite the original
+ level data, while all other variables do not change. */
+#else
/* Currently there is no special action needed to activate the template
data, because 'element_info' and 'Properties' overwrite the original
level data, while all other variables do not change. */
+#endif
}
static char *getLevelFilenameFromBasename(char *basename)
level->time_magic_wall = getFile8Bit(file);
level->time_wheel = getFile8Bit(file);
level->amoeba_content = getMappedElement(getFile8Bit(file));
- level->double_speed = (getFile8Bit(file) == 1 ? TRUE : FALSE);
+
+ level->initial_player_stepsize = (getFile8Bit(file) == 1 ? STEPSIZE_FAST :
+ STEPSIZE_NORMAL);
+
level->initial_gravity = (getFile8Bit(file) == 1 ? TRUE : FALSE);
level->encoding_16bit_field = (getFile8Bit(file) == 1 ? TRUE : FALSE);
level->em_slippery_gems = (getFile8Bit(file) == 1 ? TRUE : FALSE);
int element = getFile16BitBE(file);
int properties = getFile32BitBE(file);
+#if 1
+ if (IS_CUSTOM_ELEMENT(element))
+ element_info[element].properties[EP_BITFIELD_BASE] = properties;
+ else
+ Error(ERR_WARN, "invalid custom element number %d", element);
+#else
if (IS_CUSTOM_ELEMENT(element))
Properties[element][EP_BITFIELD_BASE] = properties;
else
Error(ERR_WARN, "invalid custom element number %d", element);
+#endif
}
return chunk_size;
ei->description[j] = getFile8Bit(file);
ei->description[MAX_ELEMENT_NAME_LEN] = 0;
+#if 1
+ ei->properties[EP_BITFIELD_BASE] = getFile32BitBE(file);
+#else
Properties[element][EP_BITFIELD_BASE] = getFile32BitBE(file);
+#endif
/* some free bytes for future properties and padding */
ReadUnusedBytesFromFile(file, 7);
ei->description[i] = getFile8Bit(file);
ei->description[MAX_ELEMENT_NAME_LEN] = 0;
+#if 1
+ ei->properties[EP_BITFIELD_BASE] = getFile32BitBE(file);
+#else
Properties[element][EP_BITFIELD_BASE] = getFile32BitBE(file);
+#endif
ReadUnusedBytesFromFile(file, 4); /* reserved for more base properties */
ei->num_change_pages = getFile8Bit(file);
};
struct LevelInfo_EM *level_em = level->native_em_level;
struct LEVEL *lev = level_em->lev;
- struct PLAYER *ply1 = level_em->ply1;
- struct PLAYER *ply2 = level_em->ply2;
+ struct PLAYER **ply = level_em->ply;
int i, j, x, y;
+#if 0
+ printf("::: A\n");
+ for (i = 0; i < MAX_ELEMENT_CONTENTS; i++)
+ for (j = 0; j < 8; j++)
+ printf("::: ball %d, %d: %d\n", i, j,
+ level->ball_content[i].e[ball_xy[j][0]][ball_xy[j][1]]);
+#endif
+
lev->width = MIN(level->fieldx, EM_MAX_CAVE_WIDTH);
lev->height = MIN(level->fieldy, EM_MAX_CAVE_HEIGHT);
map_element_RND_to_EM(level->
ball_content[i].e[ball_xy[j][0]][ball_xy[j][1]]);
+#if 0
+ for (i = 0; i < MAX_ELEMENT_CONTENTS; i++)
+ for (j = 0; j < 8; j++)
+ printf("::: ball %d, %d: %d\n", i, j,
+ level->ball_content[i].e[ball_xy[j][0]][ball_xy[j][1]]);
+#endif
+
map_android_clone_elements_RND_to_EM(level);
#if 0
for (x = 0; x < EM_MAX_CAVE_WIDTH; x++)
level_em->cave[x][y] = ZBORDER;
+#if 1
+
+#if 0
+#if 1
+ LoadLevel_InitPlayfield();
+#else
+ lev_fieldx = lev->width; /* !!! also in LoadLevel_InitPlayfield() !!! */
+ lev_fieldy = lev->height; /* !!! also in LoadLevel_InitPlayfield() !!! */
+ SetBorderElement(); /* !!! also in LoadLevel_InitPlayfield() !!! */
+#endif
+#endif
+
+#if 0
+ printf("::: BorderElement == %d\n", BorderElement);
+#endif
+
+ if (BorderElement == EL_STEELWALL)
+ {
+ for (y = 0; y < lev->height + 2; y++)
+ for (x = 0; x < lev->width + 2; x++)
+ level_em->cave[x + 1][y + 1] = map_element_RND_to_EM(EL_STEELWALL);
+ }
+
+ /* then copy the real level contents from level file into the playfield */
+ for (y = 0; y < lev->height; y++) for (x = 0; x < lev->width; x++)
+ {
+ int new_element = map_element_RND_to_EM(level->field[x][y]);
+ int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
+ int xx = x + 1 + offset;
+ int yy = y + 1 + offset;
+
+ if (level->field[x][y] == EL_AMOEBA_DEAD)
+ new_element = map_element_RND_to_EM(EL_AMOEBA_WET);
+
+ level_em->cave[xx][yy] = new_element;
+ }
+
+#else
+
/* then copy the real level contents from level file into the playfield */
for (y = 0; y < lev->height; y++) for (x = 0; x < lev->width; x++)
{
level_em->cave[x + 1][y + 1] = new_element;
}
+#endif
+
+#if 1
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ ply[i]->x_initial = 0;
+ ply[i]->y_initial = 0;
+ }
+
+#else
+
ply1->x_initial = 0;
ply1->y_initial = 0;
ply2->x_initial = 0;
ply2->y_initial = 0;
+#endif
+
/* 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
+ if (ELEM_IS_PLAYER(level->field[x][y]))
+ {
+ int player_nr = GET_PLAYER_NR(level->field[x][y]);
+ int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
+ int xx = x + 1 + offset;
+ int yy = y + 1 + offset;
+
+ ply[player_nr]->x_initial = xx;
+ ply[player_nr]->y_initial = yy;
+
+ level_em->cave[xx][yy] = map_element_RND_to_EM(EL_EMPTY);
+ }
+
+#else
+
#if 1
/* !!! CURRENTLY ONLY SUPPORT FOR ONE PLAYER !!! */
if (ELEM_IS_PLAYER(level->field[x][y]))
level_em->cave[x + 1][y + 1] = map_element_RND_to_EM(EL_EMPTY);
}
#endif
+
+#endif
+
+ }
+
+ if (BorderElement == EL_STEELWALL)
+ {
+#if 1
+ lev->width += 2;
+ lev->height += 2;
+#endif
}
}
};
struct LevelInfo_EM *level_em = level->native_em_level;
struct LEVEL *lev = level_em->lev;
- struct PLAYER *ply1 = level_em->ply1;
- struct PLAYER *ply2 = level_em->ply2;
+ struct PLAYER **ply = level_em->ply;
int i, j, x, y;
level->fieldx = MIN(lev->width, MAX_LEV_FIELDX);
level->wind_direction_initial =
map_direction_EM_to_RND(lev->wind_direction_initial);
+#if 0
+ printf("::: foo\n");
+ for (i = 0; i < MAX_ELEMENT_CONTENTS; i++)
+ for (j = 0; j < 8; j++)
+ printf("::: ball %d, %d: %d\n", i, j,
+ level->ball_content[i].e[ball_xy[j][0]][ball_xy[j][1]]);
+#endif
+
for (i = 0; i < MAX_ELEMENT_CONTENTS; i++)
for (j = 0; j < 8; j++)
level->ball_content[i].e[ball_xy[j][0]][ball_xy[j][1]] =
map_element_EM_to_RND(lev->ball_array[i][j]);
+#if 0
+ printf("::: bar\n");
+ for (i = 0; i < MAX_ELEMENT_CONTENTS; i++)
+ for (j = 0; j < 8; j++)
+ printf("::: ball %d, %d: %d\n", i, j,
+ level->ball_content[i].e[ball_xy[j][0]][ball_xy[j][1]]);
+#endif
+
map_android_clone_elements_EM_to_RND(level);
#if 0
level->field[x][y] = new_element;
}
+#if 0
+ printf("::: bar 0\n");
+ for (i = 0; i < MAX_ELEMENT_CONTENTS; i++)
+ for (j = 0; j < 8; j++)
+ printf("::: ball %d, %d: %d\n", i, j,
+ level->ball_content[i].e[ball_xy[j][0]][ball_xy[j][1]]);
+#endif
+
+#if 1
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ /* in case of all players set to the same field, use the first player */
+ int nr = MAX_PLAYERS - i - 1;
+ int jx = ply[nr]->x_initial - 1;
+ int jy = ply[nr]->y_initial - 1;
+
+#if 0
+ printf("::: player %d: %d, %d\n", nr, jx, jy);
+#endif
+
+ if (jx != -1 && jy != -1)
+ level->field[jx][jy] = EL_PLAYER_1 + nr;
+ }
+
+#else
+
/* in case of both players set to the same field, use the first player */
level->field[ply2->x_initial - 1][ply2->y_initial - 1] = EL_PLAYER_2;
level->field[ply1->x_initial - 1][ply1->y_initial - 1] = EL_PLAYER_1;
+#endif
+
#if 0
printf("::: native Emerald Mine file version: %d\n", level_em->file_version);
#endif
+
+#if 0
+ printf("::: bar 2\n");
+ for (i = 0; i < MAX_ELEMENT_CONTENTS; i++)
+ for (j = 0; j < 8; j++)
+ printf("::: ball %d, %d: %d\n", i, j,
+ level->ball_content[i].e[ball_xy[j][0]][ball_xy[j][1]]);
+#endif
}
static void LoadLevelFromFileInfo_EM(struct LevelInfo *level,
void CopyNativeLevel_Native_to_RND(struct LevelInfo *level)
{
+
+#if 0
+ {
+ static int ball_xy[8][2] =
+ {
+ { 0, 0 },
+ { 1, 0 },
+ { 2, 0 },
+ { 0, 1 },
+ { 2, 1 },
+ { 0, 2 },
+ { 1, 2 },
+ { 2, 2 },
+ };
+ int i, j;
+
+ printf("::: A6\n");
+ for (i = 0; i < MAX_ELEMENT_CONTENTS; i++)
+ for (j = 0; j < 8; j++)
+ printf("::: ball %d, %d: %d\n", i, j,
+ level->ball_content[i].e[ball_xy[j][0]][ball_xy[j][1]]);
+ }
+#endif
+
if (level->game_engine_type == GAME_ENGINE_TYPE_EM)
CopyNativeLevel_EM_to_RND(level);
}
if (level->game_engine_type == GAME_ENGINE_TYPE_UNKNOWN)
level->game_engine_type = GAME_ENGINE_TYPE_RND;
+#if 1
+ if (level_file_info->type != LEVEL_FILE_TYPE_RND)
+ CopyNativeLevel_Native_to_RND(level);
+#else
if (level_file_info->type == LEVEL_FILE_TYPE_RND)
CopyNativeLevel_RND_to_Native(level);
else
CopyNativeLevel_Native_to_RND(level);
+#endif
}
void LoadLevelFromFilename(struct LevelInfo *level, char *filename)
if (leveldir_current == NULL) /* only when dumping level */
return;
+ /* all engine modifications also valid for levels which use latest engine */
+#if 1
+ if (level->game_version < VERSION_IDENT(3,2,0,5))
+ {
+ /* time bonus score was given for 10 s instead of 1 s before 3.2.0-5 */
+ level->score[SC_TIME_BONUS] /= 10;
+ }
+#endif
+
if (leveldir_current->latest_engine)
{
/* ---------- use latest game engine ----------------------------------- */
/* player was faster than enemies in 1.0.0 and before */
if (level->file_version == FILE_VERSION_1_0)
- level->double_speed = TRUE;
+ level->initial_player_stepsize = STEPSIZE_FAST;
/* default behaviour for EM style gems was "slippery" only in 2.0.1 */
if (level->game_version == VERSION_IDENT(2,0,1,0))
/* extra time score was same value as time left score before 3.2.0-5 */
level->extra_time_score = level->score[SC_TIME_BONUS];
+#if 0
/* time bonus score was given for 10 s instead of 1 s before 3.2.0-5 */
level->score[SC_TIME_BONUS] /= 10;
+#endif
}
/* only few elements were able to actively move into acid before 3.1.0 */
SetBorderElement();
}
+static void LoadLevel_InitNativeEngines(struct LevelInfo *level,char *filename)
+{
+ struct LevelFileInfo *level_file_info = &level->file_info;
+
+#if 1
+ if (level_file_info->type == LEVEL_FILE_TYPE_RND)
+ CopyNativeLevel_RND_to_Native(level);
+#else
+ if (level_file_info->type == LEVEL_FILE_TYPE_RND)
+ CopyNativeLevel_RND_to_Native(level);
+ else
+ CopyNativeLevel_Native_to_RND(level);
+#endif
+}
+
void LoadLevelTemplate(int nr)
{
char *filename;
LoadLevel_InitVersion(&level, filename);
LoadLevel_InitElements(&level, filename);
LoadLevel_InitPlayfield(&level, filename);
+
+ LoadLevel_InitNativeEngines(&level, filename);
}
static void SaveLevel_VERS(FILE *file, struct LevelInfo *level)
putFile8Bit(file, level->time_wheel);
putFile8Bit(file, (level->encoding_16bit_amoeba ? EL_EMPTY :
level->amoeba_content));
- putFile8Bit(file, (level->double_speed ? 1 : 0));
+ putFile8Bit(file, (level->initial_player_stepsize == STEPSIZE_FAST ? 1 : 0));
putFile8Bit(file, (level->initial_gravity ? 1 : 0));
putFile8Bit(file, (level->encoding_16bit_field ? 1 : 0));
putFile8Bit(file, (level->em_slippery_gems ? 1 : 0));
{
int element = EL_CUSTOM_START + i;
+#if 1
+ struct ElementInfo *ei = &element_info[element];
+
+ if (ei->properties[EP_BITFIELD_BASE] != EP_BITMASK_DEFAULT)
+ {
+ if (check < num_changed_custom_elements)
+ {
+ putFile16BitBE(file, element);
+ putFile32BitBE(file, ei->properties[EP_BITFIELD_BASE]);
+ }
+
+ check++;
+ }
+#else
if (Properties[element][EP_BITFIELD_BASE] != EP_BITMASK_DEFAULT)
{
if (check < num_changed_custom_elements)
check++;
}
+#endif
}
if (check != num_changed_custom_elements) /* should not happen */
for (j = 0; j < MAX_ELEMENT_NAME_LEN; j++)
putFile8Bit(file, ei->description[j]);
+#if 1
+ putFile32BitBE(file, ei->properties[EP_BITFIELD_BASE]);
+#else
putFile32BitBE(file, Properties[element][EP_BITFIELD_BASE]);
+#endif
/* some free bytes for future properties and padding */
WriteUnusedBytesToFile(file, 7);
for (i = 0; i < MAX_ELEMENT_NAME_LEN; i++)
putFile8Bit(file, ei->description[i]);
+#if 1
+ putFile32BitBE(file, ei->properties[EP_BITFIELD_BASE]);
+#else
putFile32BitBE(file, Properties[element][EP_BITFIELD_BASE]);
+#endif
WriteUnusedBytesToFile(file, 4); /* reserved for more base properties */
putFile8Bit(file, ei->num_change_pages);
printf("Amoeba speed: %d\n", level->amoeba_speed);
printf("\n");
printf("Initial gravity: %s\n", (level->initial_gravity ? "yes" : "no"));
- printf("Double speed movement: %s\n", (level->double_speed ? "yes" : "no"));
+ printf("Initial player stepsize: %d\n", level->initial_player_stepsize);
printf("EM style slippery gems: %s\n", (level->em_slippery_gems ? "yes" : "no"));
printf("Player blocks last field: %s\n", (level->block_last_field ? "yes" : "no"));
printf("SP player blocks last field: %s\n", (level->sp_block_last_field ? "yes" : "no"));
i_to_a(element_action_info[i].value));
/* do not store direction index (bit) here, but direction value! */
- for (i = 0; i < NUM_DIRECTIONS; i++)
+ for (i = 0; i < NUM_DIRECTIONS_FULL; i++)
setHashEntry(direction_hash, element_direction_info[i].suffix,
i_to_a(1 << element_direction_info[i].value));
#if 0
for (i = 0; i < num_list_entries; i++)
- printf("::: %d, %d, %d => %d\n",
+ printf("::: '%s': %d, %d, %d => %d\n",
+ EL_NAME(helpanim_info[i].element),
helpanim_info[i].element,
helpanim_info[i].action,
helpanim_info[i].direction,