-/* (moved to reademc.c / WIP) */
+/* 2007-04-04 08:33:37
+ *
+ * convert intermediate cave format to internal cave structure for
+ * use in logic(). initializes entire internal structure.
+ */
+
+#include "main_em.h"
+
+
+void prepare_em_level(void)
+{
+ int i, j, x, y;
+ int players_left;
+ boolean team_mode;
+
+ /* reset all runtime variables to their initial values */
+
+ game_init_cave_buffers();
+
+ lev.width = cav.width;
+ lev.height = cav.height;
+
+ lev.left = CAVE_BUFFER_XOFFSET;
+ lev.top = CAVE_BUFFER_YOFFSET;
+ lev.right = lev.left + lev.width;
+ lev.bottom = lev.top + lev.height;
+
+ /* add linked cave buffer columns for wrap-around movement */
+ for (x = 0; x < lev.left; x++)
+ {
+ lev.cavecol[x] = lev.cavecol[lev.width + x];
+ lev.nextcol[x] = lev.nextcol[lev.width + x];
+ lev.drawcol[x] = lev.drawcol[lev.width + x];
+ lev.boomcol[x] = lev.boomcol[lev.width + x];
+
+ lev.cavecol[lev.right + x] = lev.cavecol[lev.left + x];
+ lev.nextcol[lev.right + x] = lev.nextcol[lev.left + x];
+ lev.drawcol[lev.right + x] = lev.drawcol[lev.left + x];
+ lev.boomcol[lev.right + x] = lev.boomcol[lev.left + x];
+ }
+
+ for (x = 0; x < lev.width; x++)
+ for (y = 0; y < lev.height; y++)
+ lev.cave[lev.left + x][lev.top + y] = cav.cave[x][y];
+
+ for (x = lev.left; x < lev.right; x++)
+ for (y = lev.top; y < lev.bottom; y++)
+ lev.next[x][y] = lev.draw[x][y] = lev.cave[x][y];
+
+ lev.time = cav.time_seconds;
+ lev.gems_needed = cav.gems_needed;
+ lev.score = 0;
+
+ lev.eater_score = cav.eater_score;
+ lev.alien_score = cav.alien_score;
+ lev.bug_score = cav.bug_score;
+ lev.tank_score = cav.tank_score;
+ lev.emerald_score = cav.emerald_score;
+ lev.diamond_score = cav.diamond_score;
+ lev.nut_score = cav.nut_score;
+ lev.slurp_score = cav.slurp_score;
+ lev.dynamite_score = cav.dynamite_score;
+ lev.key_score = cav.key_score;
+ lev.lenses_score = cav.lenses_score;
+ lev.magnify_score = cav.magnify_score;
+ lev.exit_score = cav.exit_score;
+
+ lev.amoeba_time = cav.amoeba_time;
+
+ lev.android_move_time = cav.android_move_time;
+ lev.android_move_cnt = cav.android_move_time;
+
+ lev.android_clone_time = cav.android_clone_time;
+ lev.android_clone_cnt = cav.android_clone_time;
+
+ lev.ball_time = cav.ball_time;
+ lev.ball_cnt = cav.ball_time;
+ lev.ball_state = cav.ball_state;
+ lev.ball_random = cav.ball_random;
+ lev.ball_pos = 0;
+
+ lev.eater_pos = 0;
+ lev.shine_cnt = 0;
+
+ lev.lenses_time = cav.lenses_time;
+ lev.lenses_cnt = cav.lenses_cnt;
+
+ lev.magnify_time = cav.magnify_time;
+ lev.magnify_cnt = cav.magnify_cnt;
+
+ lev.wheel_time = cav.wheel_time;
+ lev.wheel_cnt = cav.wheel_cnt;
+ lev.wheel_x = cav.wheel_x;
+ lev.wheel_y = cav.wheel_y;
+
+ lev.wind_time = cav.wind_time;
+ lev.wind_cnt = cav.wind_cnt;
+ lev.wind_direction = cav.wind_direction;
+
+ lev.wonderwall_time = cav.wonderwall_time;
+ lev.wonderwall_state = cav.wonderwall_state;
+
+ lev.killed_out_of_time = FALSE;
+
+ lev.num_ball_arrays = cav.num_ball_arrays;
+
+ for (i = 0; i < 8; i++)
+ for (j = 0; j < 9; j++)
+ lev.eater_array[i][j] = cav.eater_array[i][j];
+
+ for (i = 0; i < 8; i++)
+ for (j = 0; j < 8; j++)
+ lev.ball_array[i][j] = cav.ball_array[i][j];
+
+ for (i = 0; i < TILE_MAX; i++)
+ lev.android_array[i] = cav.android_array[i];
+
+ /* determine number of players in this level */
+ lev.home_initial = 0;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ ply[i].exists = 0;
+ ply[i].alive_initial = FALSE;
+
+ if (cav.player_x[i] != -1 &&
+ cav.player_y[i] != -1)
+ {
+ ply[i].exists = 1;
+
+ lev.home_initial++;
+ }
+ }
+
+ team_mode = getTeamMode_EM();
+
+ if (!team_mode)
+ lev.home_initial = 1;
+
+ lev.home = lev.home_initial;
+ players_left = lev.home_initial;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (ply[i].exists)
+ {
+ if (players_left)
+ {
+ ply[i].alive_initial = TRUE;
+ players_left--;
+ }
+ else
+ {
+ int x = cav.player_x[i];
+ int y = cav.player_y[i];
+
+ lev.cave[lev.left + x][lev.top + y] = Xblank;
+ lev.next[lev.left + x][lev.top + y] = Xblank;
+ lev.draw[lev.left + x][lev.top + y] = Xblank;
+ }
+ }
+ }
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ ply[i].num = i;
+ ply[i].alive = ply[i].alive_initial;
+ ply[i].dynamite = 0;
+ ply[i].dynamite_cnt = 0;
+ ply[i].keys = 0;
+ ply[i].anim = 0;
+ ply[i].oldx = ply[i].x = cav.player_x[i] + lev.left;
+ ply[i].oldy = ply[i].y = cav.player_y[i] + lev.top;
+ ply[i].last_move_dir = MV_NONE;
+ ply[i].joy_n = ply[i].joy_e = ply[i].joy_s = ply[i].joy_w = 0;
+ ply[i].joy_snap = ply[i].joy_drop = 0;
+ ply[i].joy_stick = ply[i].joy_spin = 0;
+ }
+
+ // the following engine variables are initialized to version-specific values
+ // in function InitGameEngine() (src/game.c):
+ //
+ // - game_em.use_single_button (default: TRUE)
+ // - game_em.use_snap_key_bug (default: FALSE)
+ // - game_em.use_old_explosions (default: FALSE)
+
+ game_em.level_solved = FALSE;
+ game_em.game_over = FALSE;
+
+ game_em.any_player_moving = FALSE;
+ game_em.any_player_snapping = FALSE;
+
+ game_em.last_moving_player = 0; /* default: first player */
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ game_em.last_player_direction[i] = MV_NONE;
+
+ lev.exit_x = lev.exit_y = -1; /* kludge for playing player exit sound */
+}