setConfigToDefaultsFromConfigList(chunk_config_INFO);
*level = li; // copy temporary buffer back to level data
+ setLevelInfoToDefaults_BD();
setLevelInfoToDefaults_EM();
setLevelInfoToDefaults_SP();
setLevelInfoToDefaults_MM();
+ level->native_bd_level = &native_bd_level;
level->native_em_level = &native_em_level;
level->native_sp_level = &native_sp_level;
level->native_mm_level = &native_mm_level;
ei->change->delay_random = getFile16BitBE(file);
ei->change->delay_frames = getFile16BitBE(file);
- ei->change->initial_trigger_element= getMappedElement(getFile16BitBE(file));
+ ei->change->initial_trigger_element = getMappedElement(getFile16BitBE(file));
ei->change->explode = getFile8Bit(file);
ei->change->use_target_content = getFile8Bit(file);
}
+// ----------------------------------------------------------------------------
+// functions for loading BD level
+// ----------------------------------------------------------------------------
+
+static void CopyNativeLevel_RND_to_BD(struct LevelInfo *level)
+{
+ struct LevelInfo_BD *level_bd = level->native_bd_level;
+
+ level_bd->width = MIN(level->fieldx, MAX_PLAYFIELD_WIDTH);
+ level_bd->height = MIN(level->fieldy, MAX_PLAYFIELD_HEIGHT);
+}
+
+static void CopyNativeLevel_BD_to_RND(struct LevelInfo *level)
+{
+ struct LevelInfo_BD *level_bd = level->native_bd_level;
+
+ level->fieldx = MIN(level_bd->width, MAX_LEV_FIELDX);
+ level->fieldy = MIN(level_bd->height, MAX_LEV_FIELDY);
+}
+
+
// ----------------------------------------------------------------------------
// functions for loading EM level
// ----------------------------------------------------------------------------
void CopyNativeLevel_RND_to_Native(struct LevelInfo *level)
{
- if (level->game_engine_type == GAME_ENGINE_TYPE_EM)
+ if (level->game_engine_type == GAME_ENGINE_TYPE_BD)
+ CopyNativeLevel_RND_to_BD(level);
+ else if (level->game_engine_type == GAME_ENGINE_TYPE_EM)
CopyNativeLevel_RND_to_EM(level);
else if (level->game_engine_type == GAME_ENGINE_TYPE_SP)
CopyNativeLevel_RND_to_SP(level);
void CopyNativeLevel_Native_to_RND(struct LevelInfo *level)
{
- if (level->game_engine_type == GAME_ENGINE_TYPE_EM)
+ if (level->game_engine_type == GAME_ENGINE_TYPE_BD)
+ CopyNativeLevel_BD_to_RND(level);
+ else if (level->game_engine_type == GAME_ENGINE_TYPE_EM)
CopyNativeLevel_EM_to_RND(level);
else if (level->game_engine_type == GAME_ENGINE_TYPE_SP)
CopyNativeLevel_SP_to_RND(level);
byte action = tape->pos[i].action[0];
int k, num_moves = 0;
- for (k = 0; k<4; k++)
+ for (k = 0; k < 4; k++)
{
if (action & joy_dir[k])
{
TYPE_SWITCH,
&setup.editor_cascade.el_bd, "editor.cascade.el_bd"
},
+ {
+ TYPE_SWITCH,
+ &setup.editor_cascade.el_bd_native, "editor.cascade.el_bd_native"
+ },
{
TYPE_SWITCH,
&setup.editor_cascade.el_em, "editor.cascade.el_em"
si->touch.overlay_buttons = FALSE;
si->editor.el_boulderdash = TRUE;
+ si->editor.el_boulderdash_native = TRUE;
si->editor.el_emerald_mine = TRUE;
si->editor.el_emerald_mine_club = TRUE;
si->editor.el_more = TRUE;
for (i = 0; i < MAX_PLAYERS; i++)
{
si->input[i].use_joystick = FALSE;
- si->input[i].joy.device_name=getStringCopy(getDeviceNameFromJoystickNr(i));
+ si->input[i].joy.device_name = getStringCopy(getDeviceNameFromJoystickNr(i));
si->input[i].joy.xleft = JOYSTICK_XLEFT;
si->input[i].joy.xmiddle = JOYSTICK_XMIDDLE;
si->input[i].joy.xright = JOYSTICK_XRIGHT;
static void setSetupInfoToDefaults_EditorCascade(struct SetupInfo *si)
{
si->editor_cascade.el_bd = TRUE;
+ si->editor_cascade.el_bd_native = TRUE;
si->editor_cascade.el_em = TRUE;
si->editor_cascade.el_emc = TRUE;
si->editor_cascade.el_rnd = TRUE;
InitMenuDesignSettings_SpecialPostProcessing_AfterGraphics();
}
+void InitSoundSettings_FromHash(SetupFileHash *setup_file_hash,
+ boolean ignore_defaults)
+{
+ int i;
+
+ for (i = 0; sound_config_vars[i].token != NULL; i++)
+ {
+ char *value = getHashEntry(setup_file_hash, sound_config_vars[i].token);
+
+ // (ignore definitions set to "[DEFAULT]" which are already initialized)
+ if (ignore_defaults && strEqual(value, ARG_DEFAULT))
+ continue;
+
+ if (value != NULL)
+ *sound_config_vars[i].value =
+ get_token_parameter_value(sound_config_vars[i].token, value);
+ }
+}
+
+void InitSoundSettings_Static(void)
+{
+ // always start with reliable default values from static default config
+ InitSoundSettings_FromHash(sound_config_hash, FALSE);
+}
+
+static void LoadSoundSettingsFromFilename(char *filename)
+{
+ SetupFileHash *setup_file_hash;
+
+ if ((setup_file_hash = loadSetupFileHash(filename)) == NULL)
+ return;
+
+ // read (and overwrite with) values that may be specified in config file
+ InitSoundSettings_FromHash(setup_file_hash, TRUE);
+
+ freeSetupFileHash(setup_file_hash);
+}
+
+void LoadSoundSettings(void)
+{
+ char *filename_base = UNDEFINED_FILENAME, *filename_local;
+
+ InitSoundSettings_Static();
+
+ if (!GFX_OVERRIDE_ARTWORK(ARTWORK_TYPE_SOUNDS))
+ {
+ // first look for special settings configured in level series config
+ filename_base = getCustomArtworkLevelConfigFilename(ARTWORK_TYPE_SOUNDS);
+
+ if (fileExists(filename_base))
+ LoadSoundSettingsFromFilename(filename_base);
+ }
+
+ filename_local = getCustomArtworkConfigFilename(ARTWORK_TYPE_SOUNDS);
+
+ if (filename_local != NULL && !strEqual(filename_base, filename_local))
+ LoadSoundSettingsFromFilename(filename_local);
+}
+
void LoadUserDefinedEditorElementList(int **elements, int *num_elements)
{
char *filename = getEditorSetupFilename();