}
}
+
+static void InitGameInfoFromArtworkInfo(void)
+{
+ // special case: store initial value of custom artwork setting
+ game.use_masked_elements_initial = game.use_masked_elements;
+}
+
static void ReinitializeGraphics(void)
{
print_timestamp_init("ReinitializeGraphics");
InitDoors();
print_timestamp_time("InitDoors");
+ InitGameInfoFromArtworkInfo();
+
print_timestamp_done("ReinitializeGraphics");
}
static int ep_walkable_over[] =
{
EL_EMPTY_SPACE,
+ EL_EMPTY_SPACE_1,
+ EL_EMPTY_SPACE_2,
+ EL_EMPTY_SPACE_3,
+ EL_EMPTY_SPACE_4,
+ EL_EMPTY_SPACE_5,
+ EL_EMPTY_SPACE_6,
+ EL_EMPTY_SPACE_7,
+ EL_EMPTY_SPACE_8,
+ EL_EMPTY_SPACE_9,
+ EL_EMPTY_SPACE_10,
+ EL_EMPTY_SPACE_11,
+ EL_EMPTY_SPACE_12,
+ EL_EMPTY_SPACE_13,
+ EL_EMPTY_SPACE_14,
+ EL_EMPTY_SPACE_15,
+ EL_EMPTY_SPACE_16,
EL_SP_EMPTY_SPACE,
EL_SOKOBAN_FIELD_EMPTY,
EL_EXIT_OPEN,
-1
};
+ static int ep_empty_space[] =
+ {
+ EL_EMPTY_SPACE,
+ EL_EMPTY_SPACE_1,
+ EL_EMPTY_SPACE_2,
+ EL_EMPTY_SPACE_3,
+ EL_EMPTY_SPACE_4,
+ EL_EMPTY_SPACE_5,
+ EL_EMPTY_SPACE_6,
+ EL_EMPTY_SPACE_7,
+ EL_EMPTY_SPACE_8,
+ EL_EMPTY_SPACE_9,
+ EL_EMPTY_SPACE_10,
+ EL_EMPTY_SPACE_11,
+ EL_EMPTY_SPACE_12,
+ EL_EMPTY_SPACE_13,
+ EL_EMPTY_SPACE_14,
+ EL_EMPTY_SPACE_15,
+ EL_EMPTY_SPACE_16,
+
+ -1
+ };
+
static int ep_player[] =
{
EL_PLAYER_1,
static int ep_inactive[] =
{
EL_EMPTY,
+ EL_EMPTY_SPACE_1,
+ EL_EMPTY_SPACE_2,
+ EL_EMPTY_SPACE_3,
+ EL_EMPTY_SPACE_4,
+ EL_EMPTY_SPACE_5,
+ EL_EMPTY_SPACE_6,
+ EL_EMPTY_SPACE_7,
+ EL_EMPTY_SPACE_8,
+ EL_EMPTY_SPACE_9,
+ EL_EMPTY_SPACE_10,
+ EL_EMPTY_SPACE_11,
+ EL_EMPTY_SPACE_12,
+ EL_EMPTY_SPACE_13,
+ EL_EMPTY_SPACE_14,
+ EL_EMPTY_SPACE_15,
+ EL_EMPTY_SPACE_16,
EL_SAND,
EL_WALL,
EL_BD_WALL,
EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE,
EL_INTERNAL_CASCADE_CE_ACTIVE,
EL_INTERNAL_CASCADE_GE_ACTIVE,
+ EL_INTERNAL_CASCADE_ES_ACTIVE,
EL_INTERNAL_CASCADE_REF_ACTIVE,
EL_INTERNAL_CASCADE_USER_ACTIVE,
EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE,
EL_INTERNAL_CASCADE_STEEL_CHARS,
EL_INTERNAL_CASCADE_CE,
EL_INTERNAL_CASCADE_GE,
+ EL_INTERNAL_CASCADE_ES,
EL_INTERNAL_CASCADE_REF,
EL_INTERNAL_CASCADE_USER,
EL_INTERNAL_CASCADE_DYNAMIC,
{ ep_can_explode, EP_CAN_EXPLODE },
{ ep_gravity_reachable, EP_GRAVITY_REACHABLE },
+ { ep_empty_space, EP_EMPTY_SPACE },
{ ep_player, EP_PLAYER },
{ ep_can_pass_magic_wall, EP_CAN_PASS_MAGIC_WALL },
{ ep_can_pass_dc_magic_wall, EP_CAN_PASS_DC_MAGIC_WALL },
// ---------- CAN_BE_CLONED_BY_ANDROID ------------------------------------
for (j = 0; j < level.num_android_clone_elements; j++)
SET_PROPERTY(i, EP_CAN_BE_CLONED_BY_ANDROID,
- (i != EL_EMPTY &&
+ (!IS_EMPTY(i) &&
IS_EQUAL_OR_IN_GROUP(i, level.android_clone_element[j])));
// ---------- CAN_CHANGE --------------------------------------------------
LoadUserSetup(); // global user number
LoadSetup(); // global setup info
- LoadSetup_AutoSetup(); // global auto setup info
// set some options from setup file
game.request_active = FALSE;
game.request_active_or_moving = FALSE;
+
+ game.use_masked_elements_initial = FALSE;
}
static void InitPlayerInfo(void)
static char *getNewArtworkIdentifier(int type)
{
- static char *last_leveldir_identifier[3] = { NULL, NULL, NULL };
static char *last_artwork_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 = GFX_OVERRIDE_ARTWORK(type);
char *leveldir_identifier = leveldir_current->identifier;
// !!! setLevelArtworkDir() should be moved to an earlier stage !!!
char *leveldir_artwork_set = setLevelArtworkDir(artwork_first_node);
- boolean has_level_artwork_set = (leveldir_artwork_set != NULL);
char *artwork_current_identifier;
char *artwork_new_identifier = NULL; // default: nothing has changed
/* 2nd step: check if it is really needed to reload artwork set
------------------------------------------------------------ */
- // ---------- reload if level set and also artwork set has changed ----------
- if (last_leveldir_identifier[type] != leveldir_identifier &&
- (last_has_level_artwork_set[type] || has_level_artwork_set))
- artwork_new_identifier = artwork_current_identifier;
-
- last_leveldir_identifier[type] = leveldir_identifier;
- last_has_level_artwork_set[type] = has_level_artwork_set;
-
// ---------- reload if "override artwork" setting has changed --------------
if (last_override_level_artwork[type] != setup_override_artwork)
artwork_new_identifier = artwork_current_identifier;
InitRND(NEW_RANDOMIZE);
InitSimpleRandom(NEW_RANDOMIZE);
+ InitBetterRandom(NEW_RANDOMIZE);
print_timestamp_time("[init global stuff]");
print_timestamp_done("OpenAll");
- DrawMainMenu();
+ if (setup.ask_for_remaining_tapes)
+ setup.ask_for_uploading_tapes = TRUE;
- CheckUploadTapes();
+ DrawMainMenu();
#if 0
Debug("internal:path", "SDL_GetBasePath() == '%s'",
#endif
}
+static boolean WaitForApiThreads(void)
+{
+ unsigned int thread_delay = 0;
+ unsigned int thread_delay_value = 10000;
+
+ if (program.api_thread_count == 0)
+ return TRUE;
+
+ // deactivate global animations (not accessible in game state "loading")
+ setup.toons = FALSE;
+
+ // set game state to "loading" to be able to show busy animation
+ SetGameStatus(GAME_MODE_LOADING);
+
+ ResetDelayCounter(&thread_delay);
+
+ // wait for threads to finish (and fail on timeout)
+ while (program.api_thread_count > 0)
+ {
+ if (DelayReached(&thread_delay, thread_delay_value))
+ {
+ Error("failed waiting for threads - TIMEOUT");
+
+ return FALSE;
+ }
+
+ UPDATE_BUSY_STATE();
+
+ Delay(20);
+ }
+
+ return TRUE;
+}
+
void CloseAllAndExit(int exit_value)
{
+ WaitForApiThreads();
+
StopSounds();
FreeAllSounds();
FreeAllMusic();