static void ActivateLevelTemplate()
{
+ int x, y;
+
/* 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. */
+
+ /* Exception: 'from_level_template' elements in the original level playfield
+ are overwritten with the corresponding elements at the same position in
+ playfield from the level template. */
+
+ for (x = 0; x < level.fieldx; x++)
+ for (y = 0; y < level.fieldy; y++)
+ if (level.field[x][y] == EL_FROM_LEVEL_TEMPLATE)
+ {
+ level.field[x][y] = level_template.field[x][y];
+
+#if 0
+ printf("::: found EL_FROM_LEVEL_TEMPLATE at %d, %d\n", x, y);
+#endif
+ }
}
static char *getLevelFilenameFromBasename(char *basename)
/* special case: level number is negative => check for level template file */
if (nr < 0)
{
+#if 1
+ /* global variable "leveldir_current" must be modified in the loop below */
+ LevelDirTree *leveldir_current_last = leveldir_current;
+
+ /* check for template level in path from current to topmost tree node */
+
+ while (leveldir_current != NULL)
+ {
+ setLevelFileInfo_FormatLevelFilename(lfi, LEVEL_FILE_TYPE_RND,
+ "template.%s", LEVELFILE_EXTENSION);
+
+ if (fileExists(lfi->filename))
+ break;
+
+ leveldir_current = leveldir_current->node_parent;
+ }
+
+ /* restore global variable "leveldir_current" modified in above loop */
+ leveldir_current = leveldir_current_last;
+
+#else
+
setLevelFileInfo_FormatLevelFilename(lfi, LEVEL_FILE_TYPE_RND,
"template.%s", LEVELFILE_EXTENSION);
+#endif
+
/* no fallback if template file not existing */
return;
}
{
level->no_valid_file = TRUE;
+#if 1
+ Error(ERR_WARN, "cannot read level '%s' -- using empty level", filename);
+#else
if (level != &level_template)
Error(ERR_WARN, "cannot read level '%s' -- using empty level", filename);
+#endif
return;
}
LevelInfoType *header = &level_sp->header;
int i, x, y;
- level_sp->width = level->fieldx;
+ level_sp->width = level->fieldx;
level_sp->height = level->fieldy;
for (x = 0; x < level->fieldx; x++)
header->InfotronsNeeded = level->gems_needed;
- /* !!! ADD SPECIAL PORT DATABASE STUFF !!! */
+ header->SpecialPortCount = 0;
+
+ for (x = 0; x < level->fieldx; x++) for (y = 0; y < level->fieldy; y++)
+ {
+ boolean gravity_port_found = FALSE;
+ boolean gravity_port_valid = FALSE;
+ int gravity_port_flag;
+ int gravity_port_base_element;
+ int element = level->field[x][y];
+
+ if (element >= EL_SP_GRAVITY_ON_PORT_RIGHT &&
+ element <= EL_SP_GRAVITY_ON_PORT_UP)
+ {
+ gravity_port_found = TRUE;
+ gravity_port_valid = TRUE;
+ gravity_port_flag = 1;
+ gravity_port_base_element = EL_SP_GRAVITY_ON_PORT_RIGHT;
+ }
+ else if (element >= EL_SP_GRAVITY_OFF_PORT_RIGHT &&
+ element <= EL_SP_GRAVITY_OFF_PORT_UP)
+ {
+ gravity_port_found = TRUE;
+ gravity_port_valid = TRUE;
+ gravity_port_flag = 0;
+ gravity_port_base_element = EL_SP_GRAVITY_OFF_PORT_RIGHT;
+ }
+ else if (element >= EL_SP_GRAVITY_PORT_RIGHT &&
+ element <= EL_SP_GRAVITY_PORT_UP)
+ {
+ /* change R'n'D style gravity inverting special port to normal port
+ (there are no gravity inverting ports in native Supaplex engine) */
+
+ gravity_port_found = TRUE;
+ gravity_port_valid = FALSE;
+ gravity_port_base_element = EL_SP_GRAVITY_PORT_RIGHT;
+ }
+
+ if (gravity_port_found)
+ {
+ if (gravity_port_valid &&
+ header->SpecialPortCount < SP_MAX_SPECIAL_PORTS)
+ {
+ SpecialPortType *port = &header->SpecialPort[header->SpecialPortCount];
+
+ port->PortLocation = (y * level->fieldx + x) * 2;
+ port->Gravity = gravity_port_flag;
+
+ element += EL_SP_GRAVITY_PORT_RIGHT - gravity_port_base_element;
+
+ header->SpecialPortCount++;
+ }
+ else
+ {
+ /* change special gravity port to normal port */
+
+ element += EL_SP_PORT_RIGHT - gravity_port_base_element;
+ }
+
+ level_sp->playfield[x][y] = element - EL_SP_START;
+ }
+ }
}
void CopyNativeLevel_SP_to_RND(struct LevelInfo *level)
/* functions for loading SB level */
/* ------------------------------------------------------------------------- */
+#if 1
+
+static boolean check_special_flags(char *flag)
+{
+#if 0
+ printf("::: '%s', '%s', '%s'\n",
+ flag,
+ options.special_flags,
+ leveldir_current->special_flags);
+#endif
+
+ if (strEqual(options.special_flags, flag) ||
+ strEqual(leveldir_current->special_flags, flag))
+ return TRUE;
+
+ return FALSE;
+}
+
+#else
+
+#define SPECIAL_FLAG_LOAD_XSB_TO_CES (1 << 0)
+
+static unsigned long get_special_flags(char *flags_string)
+{
+ unsigned long flags_value = 0;
+
+ if (strEqual(flags_string, "load_xsb_to_ces"))
+ flags_value = SPECIAL_FLAG_LOAD_XSB_TO_CES;
+
+ return flags_value;
+}
+
+#endif
+
+int getMappedElement_SB(int element_ascii, boolean use_ces)
+{
+ static struct
+ {
+ int ascii;
+ int sb;
+ int ce;
+ }
+ sb_element_mapping[] =
+ {
+ { ' ', EL_EMPTY, EL_CUSTOM_1 }, /* floor (space) */
+ { '#', EL_STEELWALL, EL_CUSTOM_2 }, /* wall */
+ { '@', EL_PLAYER_1, EL_CUSTOM_3 }, /* player */
+ { '$', EL_SOKOBAN_OBJECT, EL_CUSTOM_4 }, /* box */
+ { '.', EL_SOKOBAN_FIELD_EMPTY, EL_CUSTOM_5 }, /* goal square */
+ { '*', EL_SOKOBAN_FIELD_FULL, EL_CUSTOM_6 }, /* box on goal square */
+ { '+', EL_SOKOBAN_FIELD_PLAYER, EL_CUSTOM_7 }, /* player on goal square */
+#if 0
+ { '_', EL_INVISIBLE_STEELWALL, EL_CUSTOM_8 }, /* floor beyond border */
+#else
+ { '_', EL_INVISIBLE_STEELWALL, EL_FROM_LEVEL_TEMPLATE }, /* floor beyond border */
+#endif
+
+ { 0, -1, -1 },
+ };
+
+ int i;
+
+ for (i = 0; sb_element_mapping[i].ascii != 0; i++)
+ if (element_ascii == sb_element_mapping[i].ascii)
+ return (use_ces ? sb_element_mapping[i].ce : sb_element_mapping[i].sb);
+
+ return EL_UNDEFINED;
+}
+
static void LoadLevelFromFileInfo_SB(struct LevelInfo *level,
struct LevelFileInfo *level_file_info)
{
boolean reading_playfield = FALSE;
boolean got_valid_playfield_line = FALSE;
boolean invalid_playfield_char = FALSE;
+#if 1
+ boolean load_xsb_to_ces = check_special_flags("load_xsb_to_ces");
+#else
+ boolean load_xsb_to_ces = options.special_flags & SPECIAL_FLAG_LOAD_XSB_TO_CES;
+#endif
int file_level_nr = 0;
int line_nr = 0;
int x, y;
+#if 0
+ printf("::: looking for level number %d [%d]\n",
+ level_file_info->nr, num_levels_to_skip);
+#endif
+
+ last_comment[0] = '\0';
+ level_name[0] = '\0';
+
if (!(file = fopen(filename, MODE_READ)))
{
level->no_valid_file = TRUE;
return;
}
-#if 0
- printf("::: looking for level number %d [%d]\n",
- level_file_info->nr, num_levels_to_skip);
-#endif
-
- last_comment[0] = '\0';
- level_name[0] = '\0';
-
while (!feof(file))
{
/* level successfully read, but next level may follow here */
for (x = 0; x < MAX_LEV_FIELDX; x++)
for (y = 0; y < MAX_LEV_FIELDY; y++)
- level->field[x][y] = EL_EMPTY;
+ level->field[x][y] = getMappedElement_SB(' ', load_xsb_to_ces);
level->fieldx = 0;
level->fieldy = 0;
/* read playfield elements from line */
for (line_ptr = line; *line_ptr; line_ptr++)
{
+ int mapped_sb_element = getMappedElement_SB(*line_ptr, load_xsb_to_ces);
+
/* stop parsing playfield line if larger column than allowed */
if (x >= MAX_LEV_FIELDX)
break;
- switch (*line_ptr)
+ if (mapped_sb_element == EL_UNDEFINED)
{
- case '#': /* wall */
- level->field[x][y] = EL_STEELWALL;
- break;
-
- case '@': /* player */
- level->field[x][y] = EL_PLAYER_1;
- break;
-
- case '+': /* player on goal square */
- level->field[x][y] = EL_SOKOBAN_FIELD_PLAYER;
- break;
-
- case '$': /* box */
- level->field[x][y] = EL_SOKOBAN_OBJECT;
- break;
+ invalid_playfield_char = TRUE;
- case '*': /* box on goal square */
- level->field[x][y] = EL_SOKOBAN_FIELD_FULL;
- break;
-
- case '.': /* goal square */
- level->field[x][y] = EL_SOKOBAN_FIELD_EMPTY;
- break;
-
- case ' ': /* floor (space) */
- level->field[x][y] = EL_EMPTY;
- break;
-
- default:
- invalid_playfield_char = TRUE;
- break;
+ break;
}
- if (invalid_playfield_char)
- break;
+ level->field[x][y] = mapped_sb_element;
/* continue with next tile column */
x++;
y++;
}
+ fclose(file);
+
level->fieldy = y;
level->fieldx = MIN(MAX(MIN_LEV_FIELDX, level->fieldx), MAX_LEV_FIELDX);
level->fieldy = MIN(MAX(MIN_LEV_FIELDY, level->fieldy), MAX_LEV_FIELDY);
- fclose(file);
-
if (!reading_playfield)
{
level->no_valid_file = TRUE;
{
sprintf(level->name, "--> Level %d <--", level_file_info->nr);
}
+
+ /* set all empty fields beyond the border walls to invisible steel wall */
+ for (y = 0; y < level->fieldy; y++) for (x = 0; x < level->fieldx; x++)
+ {
+ if ((x == 0 || x == level->fieldx - 1 ||
+ y == 0 || y == level->fieldy - 1) &&
+ level->field[x][y] == getMappedElement_SB(' ', load_xsb_to_ces))
+ FloodFillLevel(x, y, getMappedElement_SB('_', load_xsb_to_ces),
+ level->field, level->fieldx, level->fieldy);
+ }
+
+ /* set special level settings for Sokoban levels */
+
+ level->time = 0;
+ level->use_step_counter = TRUE;
+
+ if (load_xsb_to_ces)
+ {
+ level->initial_player_stepsize[0] = STEPSIZE_SLOW;
+
+ /* fill smaller playfields with padding "beyond border wall" elements */
+ if (level->fieldx < SCR_FIELDX ||
+ level->fieldy < SCR_FIELDY)
+ {
+ short field[level->fieldx][level->fieldy];
+ int new_fieldx = MAX(level->fieldx, SCR_FIELDX);
+ int new_fieldy = MAX(level->fieldy, SCR_FIELDY);
+ int pos_fieldx = (new_fieldx - level->fieldx) / 2;
+ int pos_fieldy = (new_fieldy - level->fieldy) / 2;
+
+ /* copy old playfield (which is smaller than the visible area) */
+ for (y = 0; y < level->fieldy; y++) for (x = 0; x < level->fieldx; x++)
+ field[x][y] = level->field[x][y];
+
+ /* fill new, larger playfield with "beyond border wall" elements */
+ for (y = 0; y < new_fieldy; y++) for (x = 0; x < new_fieldx; x++)
+ level->field[x][y] = getMappedElement_SB('_', load_xsb_to_ces);
+
+ /* copy the old playfield to the middle of the new playfield */
+ for (y = 0; y < level->fieldy; y++) for (x = 0; x < level->fieldx; x++)
+ level->field[pos_fieldx + x][pos_fieldy + y] = field[x][y];
+
+ level->fieldx = new_fieldx;
+ level->fieldy = new_fieldy;
+ }
+
+ level->use_custom_template = TRUE;
+ }
}
lev_fieldy = level->fieldy;
/* determine border element for this level */
- if (level->file_info.type == LEVEL_FILE_TYPE_DC ||
- level->file_info.type == LEVEL_FILE_TYPE_SB)
+ if (level->file_info.type == LEVEL_FILE_TYPE_DC)
BorderElement = EL_EMPTY; /* (in editor, SetBorderElement() is used) */
else
SetBorderElement();
#define SETUP_TOKEN_INPUT_ON_FOCUS 22
#define SETUP_TOKEN_PREFER_AGA_GRAPHICS 23
#define SETUP_TOKEN_GAME_FRAME_DELAY 24
-#define SETUP_TOKEN_GRAPHICS_SET 25
-#define SETUP_TOKEN_SOUNDS_SET 26
-#define SETUP_TOKEN_MUSIC_SET 27
-#define SETUP_TOKEN_OVERRIDE_LEVEL_GRAPHICS 28
-#define SETUP_TOKEN_OVERRIDE_LEVEL_SOUNDS 29
-#define SETUP_TOKEN_OVERRIDE_LEVEL_MUSIC 30
+#define SETUP_TOKEN_SP_SHOW_BORDER_ELEMENTS 25
+#define SETUP_TOKEN_GRAPHICS_SET 26
+#define SETUP_TOKEN_SOUNDS_SET 27
+#define SETUP_TOKEN_MUSIC_SET 28
+#define SETUP_TOKEN_OVERRIDE_LEVEL_GRAPHICS 29
+#define SETUP_TOKEN_OVERRIDE_LEVEL_SOUNDS 30
+#define SETUP_TOKEN_OVERRIDE_LEVEL_MUSIC 31
-#define NUM_GLOBAL_SETUP_TOKENS 31
+#define NUM_GLOBAL_SETUP_TOKENS 32
/* editor setup */
#define SETUP_TOKEN_EDITOR_EL_BOULDERDASH 0
static struct TokenInfo global_setup_tokens[] =
{
- { TYPE_STRING, &si.player_name, "player_name" },
- { TYPE_SWITCH, &si.sound, "sound" },
- { TYPE_SWITCH, &si.sound_loops, "repeating_sound_loops" },
- { TYPE_SWITCH, &si.sound_music, "background_music" },
- { TYPE_SWITCH, &si.sound_simple, "simple_sound_effects" },
- { TYPE_SWITCH, &si.toons, "toons" },
- { TYPE_SWITCH, &si.scroll_delay, "scroll_delay" },
- { TYPE_INTEGER,&si.scroll_delay_value,"scroll_delay_value" },
- { TYPE_SWITCH, &si.soft_scrolling, "soft_scrolling" },
- { TYPE_SWITCH, &si.fade_screens, "fade_screens" },
- { TYPE_SWITCH, &si.autorecord, "automatic_tape_recording" },
- { TYPE_SWITCH, &si.show_titlescreen, "show_titlescreen" },
- { TYPE_SWITCH, &si.quick_doors, "quick_doors" },
- { TYPE_SWITCH, &si.team_mode, "team_mode" },
- { TYPE_SWITCH, &si.handicap, "handicap" },
- { TYPE_SWITCH, &si.skip_levels, "skip_levels" },
- { TYPE_SWITCH, &si.time_limit, "time_limit" },
- { TYPE_SWITCH, &si.fullscreen, "fullscreen" },
- { TYPE_STRING, &si.fullscreen_mode, "fullscreen_mode" },
- { TYPE_SWITCH, &si.ask_on_escape, "ask_on_escape" },
- { TYPE_SWITCH, &si.ask_on_escape_editor, "ask_on_escape_editor" },
- { TYPE_SWITCH, &si.quick_switch, "quick_player_switch" },
- { TYPE_SWITCH, &si.input_on_focus, "input_on_focus" },
- { TYPE_SWITCH, &si.prefer_aga_graphics, "prefer_aga_graphics" },
- { TYPE_INTEGER,&si.game_frame_delay, "game_frame_delay" },
- { TYPE_STRING, &si.graphics_set, "graphics_set" },
- { TYPE_STRING, &si.sounds_set, "sounds_set" },
- { TYPE_STRING, &si.music_set, "music_set" },
+ { TYPE_STRING, &si.player_name, "player_name" },
+ { TYPE_SWITCH, &si.sound, "sound" },
+ { TYPE_SWITCH, &si.sound_loops, "repeating_sound_loops" },
+ { TYPE_SWITCH, &si.sound_music, "background_music" },
+ { TYPE_SWITCH, &si.sound_simple, "simple_sound_effects" },
+ { TYPE_SWITCH, &si.toons, "toons" },
+ { TYPE_SWITCH, &si.scroll_delay, "scroll_delay" },
+ { TYPE_INTEGER,&si.scroll_delay_value, "scroll_delay_value" },
+ { TYPE_SWITCH, &si.soft_scrolling, "soft_scrolling" },
+ { TYPE_SWITCH, &si.fade_screens, "fade_screens" },
+ { TYPE_SWITCH, &si.autorecord, "automatic_tape_recording"},
+ { TYPE_SWITCH, &si.show_titlescreen, "show_titlescreen" },
+ { TYPE_SWITCH, &si.quick_doors, "quick_doors" },
+ { TYPE_SWITCH, &si.team_mode, "team_mode" },
+ { TYPE_SWITCH, &si.handicap, "handicap" },
+ { TYPE_SWITCH, &si.skip_levels, "skip_levels" },
+ { TYPE_SWITCH, &si.time_limit, "time_limit" },
+ { TYPE_SWITCH, &si.fullscreen, "fullscreen" },
+ { TYPE_STRING, &si.fullscreen_mode, "fullscreen_mode" },
+ { TYPE_SWITCH, &si.ask_on_escape, "ask_on_escape" },
+ { TYPE_SWITCH, &si.ask_on_escape_editor, "ask_on_escape_editor" },
+ { TYPE_SWITCH, &si.quick_switch, "quick_player_switch" },
+ { TYPE_SWITCH, &si.input_on_focus, "input_on_focus" },
+ { TYPE_SWITCH, &si.prefer_aga_graphics, "prefer_aga_graphics" },
+ { TYPE_INTEGER,&si.game_frame_delay, "game_frame_delay" },
+ { TYPE_SWITCH, &si.sp_show_border_elements, "sp_show_border_elements" },
+ { TYPE_STRING, &si.graphics_set, "graphics_set" },
+ { TYPE_STRING, &si.sounds_set, "sounds_set" },
+ { TYPE_STRING, &si.music_set, "music_set" },
{ TYPE_SWITCH3,&si.override_level_graphics, "override_level_graphics" },
{ TYPE_SWITCH3,&si.override_level_sounds, "override_level_sounds" },
{ TYPE_SWITCH3,&si.override_level_music, "override_level_music" },
si->input_on_focus = FALSE;
si->prefer_aga_graphics = TRUE;
si->game_frame_delay = GAME_FRAME_DELAY;
+ si->sp_show_border_elements = FALSE;
si->graphics_set = getStringCopy(GFX_DEFAULT_SUBDIR);
si->sounds_set = getStringCopy(SND_DEFAULT_SUBDIR);