#include "network.h"
#include "netserv.h"
#include "cartoons.h"
+#include "config.h"
#include "conf_e2g.c" /* include auto-generated data structure definitions */
#include "conf_esg.c" /* include auto-generated data structure definitions */
#include "conf_e2s.c" /* include auto-generated data structure definitions */
#include "conf_fnt.c" /* include auto-generated data structure definitions */
+#include "conf_g2s.c" /* include auto-generated data structure definitions */
+#include "conf_g2m.c" /* include auto-generated data structure definitions */
#define CONFIG_TOKEN_FONT_INITIAL "font.initial"
/* ---------- initialize font graphic definitions ---------- */
/* always start with reliable default values (normal font graphics) */
+#if 1
+ for (i=0; i < NUM_FONTS; i++)
+ font_info[i].graphic = IMG_FONT_INITIAL_1;
+#else
for (i=0; i < NUM_FONTS; i++)
font_info[i].graphic = FONT_INITIAL_1;
+#endif
/* initialize normal font/graphic mapping from static configuration */
for (i=0; font_to_graphic[i].font_nr > -1; i++)
for (act=0; act<NUM_ACTIONS; act++)
{
element_info[i].graphic[act] = -1;
+ element_info[i].crumbled[act] = -1;
for (dir=0; dir<NUM_DIRECTIONS; dir++)
+ {
element_info[i].direction_graphic[act][dir] = -1;
+ element_info[i].direction_crumbled[act][dir] = -1;
+ }
}
}
/* initialize normal element/graphic mapping from static configuration */
for (i=0; element_to_graphic[i].element > -1; i++)
{
- int element = element_to_graphic[i].element;
- int action = element_to_graphic[i].action;
- int direction = element_to_graphic[i].direction;
- int graphic = element_to_graphic[i].graphic;
+ int element = element_to_graphic[i].element;
+ int action = element_to_graphic[i].action;
+ int direction = element_to_graphic[i].direction;
+ boolean crumbled = element_to_graphic[i].crumbled;
+ int graphic = element_to_graphic[i].graphic;
if (graphic_info[graphic].bitmap == NULL)
continue;
- if ((action > -1 || direction > -1) && el2img(element) != -1)
+ if ((action > -1 || direction > -1 || crumbled == TRUE) &&
+ el2img(element) != -1)
{
boolean base_redefined = getImageListEntry(el2img(element))->redefined;
boolean act_dir_redefined = getImageListEntry(graphic)->redefined;
if (action < 0)
action = ACTION_DEFAULT;
- if (direction > -1)
- element_info[element].direction_graphic[action][direction] = graphic;
+ if (crumbled)
+ {
+ if (direction > -1)
+ element_info[element].direction_crumbled[action][direction] = graphic;
+ else
+ element_info[element].crumbled[action] = graphic;
+ }
else
- element_info[element].graphic[action] = graphic;
+ {
+ if (direction > -1)
+ element_info[element].direction_graphic[action][direction] = graphic;
+ else
+ element_info[element].graphic[action] = graphic;
+ }
}
/* initialize normal element/graphic mapping from dynamic configuration */
int direction = property_mapping[i].ext2_index;
int special = property_mapping[i].ext3_index;
int graphic = property_mapping[i].artwork_index;
+ boolean crumbled = FALSE;
+
+ if (special == GFX_SPECIAL_ARG_CRUMBLED)
+ {
+ special = -1;
+ crumbled = TRUE;
+ }
if (graphic_info[graphic].bitmap == NULL)
continue;
if (action < 0)
action = ACTION_DEFAULT;
- if (direction < 0)
+ if (crumbled)
+ {
+ if (direction < 0)
+ for (dir=0; dir<NUM_DIRECTIONS; dir++)
+ element_info[element].direction_crumbled[action][dir] = -1;
+
+ if (direction > -1)
+ element_info[element].direction_crumbled[action][direction] = graphic;
+ else
+ element_info[element].crumbled[action] = graphic;
+ }
+ else
+ {
+ if (direction < 0)
+ for (dir=0; dir<NUM_DIRECTIONS; dir++)
+ element_info[element].direction_graphic[action][dir] = -1;
+
+ if (direction > -1)
+ element_info[element].direction_graphic[action][direction] = graphic;
+ else
+ element_info[element].graphic[action] = graphic;
+ }
+ }
+
+ /* now copy all graphics that are defined to be cloned from other graphics */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ {
+ int graphic = element_info[i].graphic[ACTION_DEFAULT];
+ int crumbled_like, diggable_like;
+
+ if (graphic == -1)
+ continue;
+
+ crumbled_like = graphic_info[graphic].crumbled_like;
+ diggable_like = graphic_info[graphic].diggable_like;
+
+ if (crumbled_like != -1 && element_info[i].crumbled[ACTION_DEFAULT] == -1)
+ {
+ for (act=0; act<NUM_ACTIONS; act++)
+ element_info[i].crumbled[act] =
+ element_info[crumbled_like].crumbled[act];
+ for (act=0; act<NUM_ACTIONS; act++)
+ for (dir=0; dir<NUM_DIRECTIONS; dir++)
+ element_info[i].direction_crumbled[act][dir] =
+ element_info[crumbled_like].direction_crumbled[act][dir];
+ }
+
+ if (diggable_like != -1 && element_info[i].graphic[ACTION_DIGGING] == -1)
+ {
+ element_info[i].graphic[ACTION_DIGGING] =
+ element_info[diggable_like].graphic[ACTION_DIGGING];
for (dir=0; dir<NUM_DIRECTIONS; dir++)
- element_info[element].direction_graphic[action][dir] = -1;
+ element_info[i].direction_graphic[ACTION_DIGGING][dir] =
+ element_info[diggable_like].direction_graphic[ACTION_DIGGING][dir];
+ }
+ }
- if (direction > -1)
- element_info[element].direction_graphic[action][direction] = graphic;
- else
- element_info[element].graphic[action] = graphic;
+#if 1
+ /* now set all undefined/invalid graphics to -1 to set to default after it */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ {
+ for (act=0; act<NUM_ACTIONS; act++)
+ {
+ int graphic;
+
+ graphic = element_info[i].graphic[act];
+ if (graphic > 0 && graphic_info[graphic].bitmap == NULL)
+ element_info[i].graphic[act] = -1;
+
+ graphic = element_info[i].crumbled[act];
+ if (graphic > 0 && graphic_info[graphic].bitmap == NULL)
+ element_info[i].crumbled[act] = -1;
+
+ for (dir=0; dir<NUM_DIRECTIONS; dir++)
+ {
+ graphic = element_info[i].direction_graphic[act][dir];
+ if (graphic > 0 && graphic_info[graphic].bitmap == NULL)
+ element_info[i].direction_graphic[act][dir] = -1;
+
+ graphic = element_info[i].direction_crumbled[act][dir];
+ if (graphic > 0 && graphic_info[graphic].bitmap == NULL)
+ element_info[i].direction_crumbled[act][dir] = -1;
+ }
+ }
}
+#endif
/* now set all '-1' values to element specific default values */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
{
int default_graphic = element_info[i].graphic[ACTION_DEFAULT];
+ int default_crumbled = element_info[i].crumbled[ACTION_DEFAULT];
int default_direction_graphic[NUM_DIRECTIONS];
+ int default_direction_crumbled[NUM_DIRECTIONS];
if (default_graphic == -1)
default_graphic = IMG_CHAR_QUESTION;
+ if (default_crumbled == -1)
+ default_crumbled = IMG_EMPTY;
for (dir=0; dir<NUM_DIRECTIONS; dir++)
{
default_direction_graphic[dir] =
element_info[i].direction_graphic[ACTION_DEFAULT][dir];
+ default_direction_crumbled[dir] =
+ element_info[i].direction_crumbled[ACTION_DEFAULT][dir];
if (default_direction_graphic[dir] == -1)
default_direction_graphic[dir] = default_graphic;
+ if (default_direction_crumbled[dir] == -1)
+ default_direction_crumbled[dir] = default_crumbled;
}
for (act=0; act<NUM_ACTIONS; act++)
{
- boolean act_remove = (act == ACTION_DIGGING ||
- act == ACTION_SNAPPING ||
- act == ACTION_COLLECTING);
+ boolean act_remove = ((IS_DIGGABLE(i) && act == ACTION_DIGGING) ||
+ (IS_SNAPPABLE(i) && act == ACTION_SNAPPING) ||
+ (IS_COLLECTIBLE(i) && act == ACTION_COLLECTING));
+ boolean act_turning = (act == ACTION_TURNING_FROM_LEFT ||
+ act == ACTION_TURNING_FROM_RIGHT ||
+ act == ACTION_TURNING_FROM_UP ||
+ act == ACTION_TURNING_FROM_DOWN);
/* generic default action graphic (defined by "[default]" directive) */
int default_action_graphic = element_info[EL_DEFAULT].graphic[act];
+ int default_action_crumbled = element_info[EL_DEFAULT].crumbled[act];
/* look for special default action graphic (classic game specific) */
if (IS_BD_ELEMENT(i) && element_info[EL_BD_DEFAULT].graphic[act] != -1)
if (IS_SB_ELEMENT(i) && element_info[EL_SB_DEFAULT].graphic[act] != -1)
default_action_graphic = element_info[EL_SB_DEFAULT].graphic[act];
+ if (IS_BD_ELEMENT(i) && element_info[EL_BD_DEFAULT].crumbled[act] != -1)
+ default_action_crumbled = element_info[EL_BD_DEFAULT].crumbled[act];
+ if (IS_SP_ELEMENT(i) && element_info[EL_SP_DEFAULT].crumbled[act] != -1)
+ default_action_crumbled = element_info[EL_SP_DEFAULT].crumbled[act];
+ if (IS_SB_ELEMENT(i) && element_info[EL_SB_DEFAULT].crumbled[act] != -1)
+ default_action_crumbled = element_info[EL_SB_DEFAULT].crumbled[act];
+
if (default_action_graphic == -1)
default_action_graphic = default_graphic;
+ if (default_action_crumbled == -1)
+ default_action_crumbled = default_crumbled;
for (dir=0; dir<NUM_DIRECTIONS; dir++)
{
int default_action_direction_graphic = element_info[i].graphic[act];
+ int default_action_direction_crumbled = element_info[i].crumbled[act];
/* no graphic for current action -- use default direction graphic */
if (default_action_direction_graphic == -1)
default_action_direction_graphic =
- (act_remove ? IMG_EMPTY : default_direction_graphic[dir]);
+ (act_remove ? IMG_EMPTY :
+ act_turning ?
+ element_info[i].direction_graphic[ACTION_TURNING][dir] :
+ default_direction_graphic[dir]);
+ if (default_action_direction_crumbled == -1)
+ default_action_direction_crumbled =
+ (act_remove ? IMG_EMPTY :
+ act_turning ?
+ element_info[i].direction_crumbled[ACTION_TURNING][dir] :
+ default_direction_crumbled[dir]);
if (element_info[i].direction_graphic[act][dir] == -1)
element_info[i].direction_graphic[act][dir] =
default_action_direction_graphic;
+ if (element_info[i].direction_crumbled[act][dir] == -1)
+ element_info[i].direction_crumbled[act][dir] =
+ default_action_direction_crumbled;
}
/* no graphic for this specific action -- use default action graphic */
if (element_info[i].graphic[act] == -1)
element_info[i].graphic[act] =
- (act_remove ? IMG_EMPTY : default_action_graphic);
+ (act_remove ? IMG_EMPTY :
+ act_turning ? element_info[i].graphic[ACTION_TURNING] :
+ default_action_graphic);
+ if (element_info[i].crumbled[act] == -1)
+ element_info[i].crumbled[act] =
+ (act_remove ? IMG_EMPTY :
+ act_turning ? element_info[i].crumbled[ACTION_TURNING] :
+ default_action_crumbled);
+ }
+ }
+
+#if 1
+ /* set animation mode to "none" for each graphic with only 1 frame */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ {
+ for (act=0; act<NUM_ACTIONS; act++)
+ {
+ int graphic = element_info[i].graphic[act];
+ int crumbled = element_info[i].crumbled[act];
+
+ if (graphic_info[graphic].anim_frames == 1)
+ graphic_info[graphic].anim_mode = ANIM_NONE;
+ if (graphic_info[crumbled].anim_frames == 1)
+ graphic_info[crumbled].anim_mode = ANIM_NONE;
+
+ for (dir=0; dir<NUM_DIRECTIONS; dir++)
+ {
+ graphic = element_info[i].direction_graphic[act][dir];
+ crumbled = element_info[i].direction_crumbled[act][dir];
+
+ if (graphic_info[graphic].anim_frames == 1)
+ graphic_info[graphic].anim_mode = ANIM_NONE;
+ if (graphic_info[crumbled].anim_frames == 1)
+ graphic_info[crumbled].anim_mode = ANIM_NONE;
+ }
}
}
+#endif
#if 0
#if DEBUG
if (special >= 0 && special < NUM_SPECIAL_GFX_ARGS)
element_info[element].special_graphic[special] = graphic;
}
+
+#if 1
+ /* now set all undefined/invalid graphics to default */
+ for (i=0; i < MAX_NUM_ELEMENTS; i++)
+ for (j=0; j < NUM_SPECIAL_GFX_ARGS; j++)
+ if (graphic_info[element_info[i].special_graphic[j]].bitmap == NULL)
+ element_info[i].special_graphic[j] =
+ element_info[i].graphic[ACTION_DEFAULT];
+#endif
+}
+
+static int get_element_from_token(char *token)
+{
+ int i;
+
+ for (i=0; i < MAX_NUM_ELEMENTS; i++)
+ if (strcmp(element_info[i].token_name, token) == 0)
+ return i;
+
+ return -1;
}
static void set_graphic_parameters(int graphic, char **parameter_raw)
/* get integer values from string parameters */
for (i=0; i < NUM_GFX_ARGS; i++)
+ {
parameter[i] =
get_parameter_value(image_config_suffix[i].token, parameter_raw[i],
image_config_suffix[i].type);
+ if (image_config_suffix[i].type == TYPE_TOKEN)
+ parameter[i] = get_element_from_token(parameter_raw[i]);
+ }
+
graphic_info[graphic].bitmap = src_bitmap;
/* start with reliable default values */
graphic_info[graphic].height = TILEY;
graphic_info[graphic].offset_x = 0; /* one or both of these values ... */
graphic_info[graphic].offset_y = 0; /* ... will be corrected later */
+ graphic_info[graphic].crumbled_like = -1; /* do not use clone element */
+ graphic_info[graphic].diggable_like = -1; /* do not use clone element */
+ graphic_info[graphic].border_size = TILEX / 8; /* "CRUMBLED" border size */
+ graphic_info[graphic].anim_delay_fixed = 0;
+ graphic_info[graphic].anim_delay_random = 0;
+ graphic_info[graphic].post_delay_fixed = 0;
+ graphic_info[graphic].post_delay_random = 0;
/* optional x and y tile position of animation frame sequence */
if (parameter[GFX_ARG_XPOS] != ARG_UNDEFINED_VALUE)
graphic_info[graphic].anim_delay = 1;
graphic_info[graphic].anim_mode = parameter[GFX_ARG_ANIM_MODE];
+#if 0
if (graphic_info[graphic].anim_frames == 1)
graphic_info[graphic].anim_mode = ANIM_NONE;
+#endif
/* automatically determine correct start frame, if not defined */
if (parameter[GFX_ARG_START_FRAME] == ARG_UNDEFINED_VALUE)
/* animation synchronized with global frame counter, not move position */
graphic_info[graphic].anim_global_sync = parameter[GFX_ARG_GLOBAL_SYNC];
+ /* optional element for cloning crumble graphics */
+ if (parameter[GFX_ARG_CRUMBLED_LIKE] != ARG_UNDEFINED_VALUE)
+ graphic_info[graphic].crumbled_like = parameter[GFX_ARG_CRUMBLED_LIKE];
+
+ /* optional element for cloning digging graphics */
+ if (parameter[GFX_ARG_DIGGABLE_LIKE] != ARG_UNDEFINED_VALUE)
+ graphic_info[graphic].diggable_like = parameter[GFX_ARG_DIGGABLE_LIKE];
+
+ /* optional border size for "crumbling" diggable graphics */
+ if (parameter[GFX_ARG_BORDER_SIZE] != ARG_UNDEFINED_VALUE)
+ graphic_info[graphic].border_size = parameter[GFX_ARG_BORDER_SIZE];
+
+ /* this is only used for player "boring" and "sleeping" actions */
+ if (parameter[GFX_ARG_ANIM_DELAY_FIXED] != ARG_UNDEFINED_VALUE)
+ graphic_info[graphic].anim_delay_fixed =
+ parameter[GFX_ARG_ANIM_DELAY_FIXED];
+ if (parameter[GFX_ARG_ANIM_DELAY_RANDOM] != ARG_UNDEFINED_VALUE)
+ graphic_info[graphic].anim_delay_random =
+ parameter[GFX_ARG_ANIM_DELAY_RANDOM];
+ if (parameter[GFX_ARG_POST_DELAY_FIXED] != ARG_UNDEFINED_VALUE)
+ graphic_info[graphic].post_delay_fixed =
+ parameter[GFX_ARG_POST_DELAY_FIXED];
+ if (parameter[GFX_ARG_POST_DELAY_RANDOM] != ARG_UNDEFINED_VALUE)
+ graphic_info[graphic].post_delay_random =
+ parameter[GFX_ARG_POST_DELAY_RANDOM];
+
/* this is only used for toon animations */
graphic_info[graphic].step_offset = parameter[GFX_ARG_STEP_OFFSET];
graphic_info[graphic].step_delay = parameter[GFX_ARG_STEP_DELAY];
/* this is only used for drawing font characters */
graphic_info[graphic].draw_x = parameter[GFX_ARG_DRAW_XOFFSET];
graphic_info[graphic].draw_y = parameter[GFX_ARG_DRAW_YOFFSET];
+
+ /* this is only used for drawing envelope graphics */
+ graphic_info[graphic].draw_masked = parameter[GFX_ARG_DRAW_MASKED];
}
static void InitGraphicInfo()
graphic_info = checked_calloc(num_images * sizeof(struct GraphicInfo));
+#if 0
+ printf("::: graphic_info: %d entries\n", num_images);
+#endif
+
#if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
if (clipmasks_initialized)
{
int src_x, src_y;
int first_frame, last_frame;
+#if 0
+ printf("::: image: '%s' [%d]\n", image->token, i);
+#endif
+
+#if 0
+ printf("::: image # %d: '%s' ['%s']\n",
+ i, image->token,
+ getTokenFromImageID(i));
+#endif
+
set_graphic_parameters(i, image->parameter);
/* now check if no animation frames are outside of the loaded image */
}
}
+static void InitGameModeSoundInfo()
+{
+ int i;
+
+ /* set values to -1 to identify later as "uninitialized" values */
+ for (i=0; i < NUM_SPECIAL_GFX_ARGS; i++)
+ menu.sound[i] = -1;
+
+ /* initialize gamemode/sound mapping from static configuration */
+ for (i=0; gamemode_to_sound[i].sound > -1; i++)
+ {
+ int gamemode = gamemode_to_sound[i].gamemode;
+ int sound = gamemode_to_sound[i].sound;
+
+ if (gamemode < 0)
+ gamemode = GAME_MODE_DEFAULT;
+
+ menu.sound[gamemode] = sound;
+ }
+
+ /* now set all '-1' values to levelset specific default values */
+ for (i=0; i < NUM_SPECIAL_GFX_ARGS; i++)
+ if (menu.sound[i] == -1)
+ menu.sound[i] = menu.sound[GAME_MODE_DEFAULT];
+
+#if 0
+ /* TEST ONLY */
+ for (i=0; i < NUM_SPECIAL_GFX_ARGS; i++)
+ if (menu.sound[i] != -1)
+ printf("::: menu.sound[%d] == %d\n", i, menu.sound[i]);
+#endif
+}
+
static void set_sound_parameters(int sound, char **parameter_raw)
{
int parameter[NUM_SND_ARGS];
sound_info = checked_calloc(num_sounds * sizeof(struct SoundInfo));
/* initialize sound effect for all elements to "no sound" */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
- for (j=0; j<NUM_ACTIONS; j++)
+ for (i=0; i < MAX_NUM_ELEMENTS; i++)
+ for (j=0; j < NUM_ACTIONS; j++)
element_info[i].sound[j] = SND_UNDEFINED;
- for (i=0; i<num_sounds; i++)
+ for (i=0; i < num_sounds; i++)
{
struct FileInfo *sound = getSoundListEntry(i);
int len_effect_text = strlen(sound->token);
sound_effect_properties[i] = ACTION_OTHER;
- sound_info[i].loop = FALSE;
+ sound_info[i].loop = FALSE; /* default: play sound only once */
+
+#if 0
+ printf("::: sound %d: '%s'\n", i, sound->token);
+#endif
/* determine all loop sounds and identify certain sound classes */
element_action_info[j].suffix) == 0)
{
sound_effect_properties[i] = element_action_info[j].value;
+ sound_info[i].loop = element_action_info[j].is_loop_sound;
- if (element_action_info[j].is_loop_sound)
- sound_info[i].loop = TRUE;
+ break;
}
}
+#if 0
+ if (strcmp(sound->token, "custom_42") == 0)
+ printf("::: '%s' -> %d\n", sound->token, sound_info[i].loop);
+#endif
+
/* associate elements and some selected sound actions */
- for (j=0; j<MAX_NUM_ELEMENTS; j++)
+ for (j=0; j < MAX_NUM_ELEMENTS; j++)
{
if (element_info[j].class_name)
{
#endif
}
+static void InitGameModeMusicInfo()
+{
+ struct PropertyMapping *property_mapping = getMusicListPropertyMapping();
+ int num_property_mappings = getMusicListPropertyMappingSize();
+ int default_levelset_music = -1;
+ int i;
+
+ /* set values to -1 to identify later as "uninitialized" values */
+ for (i=0; i < MAX_LEVELS; i++)
+ levelset.music[i] = -1;
+ for (i=0; i < NUM_SPECIAL_GFX_ARGS; i++)
+ menu.music[i] = -1;
+
+ /* initialize gamemode/music mapping from static configuration */
+ for (i=0; gamemode_to_music[i].music > -1; i++)
+ {
+ int gamemode = gamemode_to_music[i].gamemode;
+ int music = gamemode_to_music[i].music;
+
+#if 0
+ printf("::: gamemode == %d, music == %d\n", gamemode, music);
+#endif
+
+ if (gamemode < 0)
+ gamemode = GAME_MODE_DEFAULT;
+
+ menu.music[gamemode] = music;
+ }
+
+ /* initialize gamemode/music mapping from dynamic configuration */
+ for (i=0; i < num_property_mappings; i++)
+ {
+ int prefix = property_mapping[i].base_index;
+ int gamemode = property_mapping[i].ext1_index;
+ int level = property_mapping[i].ext2_index;
+ int music = property_mapping[i].artwork_index;
+
+#if 0
+ printf("::: prefix == %d, gamemode == %d, level == %d, music == %d\n",
+ prefix, gamemode, level, music);
+#endif
+
+ if (prefix < 0 || prefix >= NUM_MUSIC_PREFIXES)
+ continue;
+
+ if (gamemode < 0)
+ gamemode = GAME_MODE_DEFAULT;
+
+ /* level specific music only allowed for in-game music */
+ if (level != -1 && gamemode == GAME_MODE_DEFAULT)
+ gamemode = GAME_MODE_PLAYING;
+
+ if (level == -1)
+ {
+ level = 0;
+ default_levelset_music = music;
+ }
+
+ if (gamemode == GAME_MODE_PLAYING || gamemode == GAME_MODE_DEFAULT)
+ levelset.music[level] = music;
+ if (gamemode != GAME_MODE_PLAYING)
+ menu.music[gamemode] = music;
+ }
+
+ /* now set all '-1' values to menu specific default values */
+ /* (undefined values of "levelset.music[]" might stay at "-1" to
+ allow dynamic selection of music files from music directory!) */
+ for (i=0; i < MAX_LEVELS; i++)
+ if (levelset.music[i] == -1)
+ levelset.music[i] = default_levelset_music;
+ for (i=0; i < NUM_SPECIAL_GFX_ARGS; i++)
+ if (menu.music[i] == -1)
+ menu.music[i] = menu.music[GAME_MODE_DEFAULT];
+
+#if 0
+ /* TEST ONLY */
+ for (i=0; i < MAX_LEVELS; i++)
+ if (levelset.music[i] != -1)
+ printf("::: levelset.music[%d] == %d\n", i, levelset.music[i]);
+ for (i=0; i < NUM_SPECIAL_GFX_ARGS; i++)
+ if (menu.music[i] != -1)
+ printf("::: menu.music[%d] == %d\n", i, menu.music[i]);
+#endif
+}
+
+static void set_music_parameters(int music, char **parameter_raw)
+{
+ int parameter[NUM_MUS_ARGS];
+ int i;
+
+ /* get integer values from string parameters */
+ for (i=0; i < NUM_MUS_ARGS; i++)
+ parameter[i] =
+ get_parameter_value(music_config_suffix[i].token, parameter_raw[i],
+ music_config_suffix[i].type);
+
+ /* explicit loop mode setting in configuration overrides default value */
+ if (parameter[MUS_ARG_MODE_LOOP] != ARG_UNDEFINED_VALUE)
+ music_info[music].loop = parameter[MUS_ARG_MODE_LOOP];
+}
+
+static void InitMusicInfo()
+{
+ int num_music = getMusicListSize();
+ int i, j;
+
+ if (music_info != NULL)
+ free(music_info);
+
+ music_info = checked_calloc(num_music * sizeof(struct MusicInfo));
+
+ for (i=0; i < num_music; i++)
+ {
+ struct FileInfo *music = getMusicListEntry(i);
+ int len_music_text = strlen(music->token);
+
+ music_info[i].loop = TRUE; /* default: play music in loop mode */
+
+ /* determine all loop music */
+
+ for (j=0; music_prefix_info[j].prefix; j++)
+ {
+ int len_prefix_text = strlen(music_prefix_info[j].prefix);
+
+ if (len_prefix_text < len_music_text &&
+ strncmp(music->token,
+ music_prefix_info[j].prefix, len_prefix_text) == 0)
+ {
+ music_info[i].loop = music_prefix_info[j].is_loop_music;
+
+ break;
+ }
+ }
+
+ set_music_parameters(i, music->parameter);
+ }
+}
+
static void ReinitializeGraphics()
{
InitGraphicInfo(); /* graphic properties mapping */
{
InitSoundInfo(); /* sound properties mapping */
InitElementSoundInfo(); /* element game sound mapping */
+ InitGameModeSoundInfo(); /* game mode sound mapping */
- InitPlaySoundLevel(); /* internal game sound settings */
+ InitPlayLevelSound(); /* internal game sound settings */
}
static void ReinitializeMusic()
{
- /* currently nothing to do */
+ InitMusicInfo(); /* music properties mapping */
+ InitGameModeMusicInfo(); /* game mode music mapping */
}
void InitElementPropertiesStatic()
-1
};
- static int ep_collectible[] =
+ static int ep_collectible_only[] =
{
EL_BD_DIAMOND,
EL_EMERALD,
EL_SHIELD_NORMAL,
EL_SHIELD_DEADLY,
EL_EXTRA_TIME,
- EL_ENVELOPE,
+ EL_ENVELOPE_1,
+ EL_ENVELOPE_2,
+ EL_ENVELOPE_3,
+ EL_ENVELOPE_4,
EL_SPEED_PILL,
-1
};
/* !!! maybe this should better be handled by 'ep_diggable' !!! */
#if 1
- EL_SP_BUGGY_BASE_ACTIVE,
- EL_TRAP_ACTIVE,
EL_LANDMINE,
+ EL_TRAP_ACTIVE,
+ EL_SP_BUGGY_BASE_ACTIVE,
#endif
-1
};
EL_SIGN_EXIT,
EL_SIGN_YINYANG,
EL_SIGN_OTHER,
- EL_STEELWALL_SLANTED,
+ EL_STEELWALL_SLIPPERY,
EL_EMC_STEELWALL_1,
EL_EMC_STEELWALL_2,
EL_EMC_STEELWALL_3,
static int ep_slippery[] =
{
- EL_WALL_CRUMBLED,
+ EL_WALL_SLIPPERY,
EL_BD_WALL,
EL_ROCK,
EL_BD_ROCK,
EL_SP_CHIP_TOP,
EL_SP_CHIP_BOTTOM,
EL_SPEED_PILL,
- EL_STEELWALL_SLANTED,
+ EL_STEELWALL_SLIPPERY,
EL_PEARL,
EL_CRYSTAL,
-1
EL_SOKOBAN_FIELD_EMPTY,
EL_EXIT_OPEN,
EL_SP_EXIT_OPEN,
+ EL_SP_EXIT_OPENING,
EL_GATE_1,
EL_GATE_2,
EL_GATE_3,
-1
};
+ static int ep_droppable[] =
+ {
+ -1
+ };
+
+ static int ep_can_explode_1x1[] =
+ {
+ -1
+ };
+
static int ep_pushable[] =
{
EL_ROCK,
-1
};
- static int ep_can_be_crumbled[] =
- {
- EL_SAND,
- EL_LANDMINE,
- EL_TRAP,
- EL_TRAP_ACTIVE,
- -1
- };
-
static int ep_player[] =
{
EL_PLAYER_1,
EL_PLAYER_2,
EL_PLAYER_3,
EL_PLAYER_4,
+ EL_SP_MURPHY,
-1
};
{
EL_EMPTY,
EL_SAND,
- EL_WALL_CRUMBLED,
+ EL_WALL_SLIPPERY,
EL_BD_WALL,
EL_ROCK,
EL_BD_ROCK,
static int ep_sp_element[] =
{
+ /* should always be valid */
+ EL_EMPTY,
+
EL_SP_EMPTY,
EL_SP_ZONK,
EL_SP_BASE,
EL_SP_TERMINAL_ACTIVE,
EL_SP_BUGGY_BASE_ACTIVATING,
EL_SP_BUGGY_BASE_ACTIVE,
+ EL_SP_EXIT_OPENING,
+ EL_SP_EXIT_CLOSING,
-1
};
EL_EXIT_OPENING,
EL_EXIT_OPEN,
EL_WALL,
- EL_WALL_CRUMBLED,
+ EL_WALL_SLIPPERY,
EL_EXPANDABLE_WALL,
EL_EXPANDABLE_WALL_HORIZONTAL,
EL_EXPANDABLE_WALL_VERTICAL,
EL_INVISIBLE_STEELWALL_ACTIVE,
EL_INVISIBLE_WALL,
EL_INVISIBLE_WALL_ACTIVE,
- EL_STEELWALL_SLANTED,
+ EL_STEELWALL_SLIPPERY,
EL_EMC_STEELWALL_1,
EL_EMC_STEELWALL_2,
EL_EMC_STEELWALL_3,
EL_EXPANDABLE_WALL_VERTICAL,
EL_EXPANDABLE_WALL_ANY,
EL_BD_WALL,
- EL_WALL_CRUMBLED,
+ EL_WALL_SLIPPERY,
EL_EXIT_CLOSED,
EL_EXIT_OPENING,
EL_EXIT_OPEN,
EL_SIGN_EXIT,
EL_SIGN_YINYANG,
EL_SIGN_OTHER,
- EL_STEELWALL_SLANTED,
+ EL_STEELWALL_SLIPPERY,
EL_EMC_STEELWALL_1,
EL_EMC_STEELWALL_2,
EL_EMC_STEELWALL_3,
EL_SAND,
EL_WALL,
EL_BD_WALL,
- EL_WALL_CRUMBLED,
+ EL_WALL_SLIPPERY,
EL_STEELWALL,
EL_AMOEBA_DEAD,
EL_QUICKSAND_EMPTY,
EL_SIGN_EXIT,
EL_SIGN_YINYANG,
EL_SIGN_OTHER,
- EL_STEELWALL_SLANTED,
+ EL_STEELWALL_SLIPPERY,
EL_EMC_STEELWALL_1,
EL_EMC_STEELWALL_2,
EL_EMC_STEELWALL_3,
-1
};
+ static int ep_em_slippery_wall[] =
+ {
+ -1
+ };
+
+ static int ep_gfx_crumbled[] =
+ {
+ EL_SAND,
+ EL_LANDMINE,
+ EL_TRAP,
+ EL_TRAP_ACTIVE,
+ -1
+ };
+
static struct
{
int *elements;
} element_properties[] =
{
{ ep_diggable, EP_DIGGABLE },
- { ep_collectible, EP_COLLECTIBLE },
+ { ep_collectible_only, EP_COLLECTIBLE_ONLY },
{ ep_dont_run_into, EP_DONT_RUN_INTO },
{ ep_dont_collide_with, EP_DONT_COLLIDE_WITH },
{ ep_dont_touch, EP_DONT_TOUCH },
{ ep_passable_over, EP_PASSABLE_OVER },
{ ep_passable_inside, EP_PASSABLE_INSIDE },
{ ep_passable_under, EP_PASSABLE_UNDER },
+ { ep_droppable, EP_DROPPABLE },
+ { ep_can_explode_1x1, EP_CAN_EXPLODE_1X1 },
{ ep_pushable, EP_PUSHABLE },
- { ep_can_be_crumbled, EP_CAN_BE_CRUMBLED },
-
{ ep_player, EP_PLAYER },
{ ep_can_pass_magic_wall, EP_CAN_PASS_MAGIC_WALL },
{ ep_switchable, EP_SWITCHABLE },
{ ep_active_bomb, EP_ACTIVE_BOMB },
{ ep_inactive, EP_INACTIVE },
+ { ep_em_slippery_wall, EP_EM_SLIPPERY_WALL },
+
+ { ep_gfx_crumbled, EP_GFX_CRUMBLED },
+
{ NULL, -1 }
};
EP_BELT_SWITCH,
EP_WALKABLE_UNDER,
EP_EM_SLIPPERY_WALL,
- EP_CAN_BE_CRUMBLED,
};
#endif
static int no_wall_properties[] =
{
EP_DIGGABLE,
- EP_COLLECTIBLE,
+ EP_COLLECTIBLE_ONLY,
EP_DONT_RUN_INTO,
EP_DONT_COLLIDE_WITH,
EP_CAN_MOVE,
EP_CAN_SMASH_EVERYTHING,
EP_PUSHABLE,
- EP_CAN_BE_CRUMBLED,
-
EP_PLAYER,
EP_GEM,
EP_FOOD_DARK_YAMYAM,
SET_PROPERTY(i, EP_ACCESSIBLE, (IS_WALKABLE(i) ||
IS_PASSABLE(i)));
+ /* ---------- COLLECTIBLE ---------------------------------------------- */
+ SET_PROPERTY(i, EP_COLLECTIBLE, (IS_COLLECTIBLE_ONLY(i) ||
+ IS_DROPPABLE(i)));
+
/* ---------- SNAPPABLE ------------------------------------------------ */
SET_PROPERTY(i, EP_SNAPPABLE, (IS_DIGGABLE(i) ||
IS_COLLECTIBLE(i) ||
SET_PROPERTY(i, EP_WALL, TRUE);
/* ---------- SOLID_FOR_PUSHING ---------------------------------------- */
- if (engine_version < VERSION_IDENT(2,2,0))
+ if (engine_version < VERSION_IDENT(2,2,0,0))
SET_PROPERTY(i, EP_SOLID_FOR_PUSHING, IS_HISTORIC_SOLID(i));
else
SET_PROPERTY(i, EP_SOLID_FOR_PUSHING, (!IS_WALKABLE(i) &&
/* ---------- EXPLOSION_PROOF ------------------------------------------ */
if (i == EL_FLAMES)
SET_PROPERTY(i, EP_EXPLOSION_PROOF, TRUE);
- else if (engine_version < VERSION_IDENT(2,2,0))
+ else if (engine_version < VERSION_IDENT(2,2,0,0))
SET_PROPERTY(i, EP_EXPLOSION_PROOF, IS_INDESTRUCTIBLE(i));
else
SET_PROPERTY(i, EP_EXPLOSION_PROOF, (IS_INDESTRUCTIBLE(i) &&
SET_PROPERTY(i, EP_CAN_EXPLODE, (CAN_EXPLODE_BY_FIRE(i) ||
CAN_EXPLODE_SMASHED(i) ||
CAN_EXPLODE_IMPACT(i)));
+
+ /* ---------- CAN_EXPLODE_3X3 ------------------------------------------ */
+ SET_PROPERTY(i, EP_CAN_EXPLODE_3X3, (CAN_EXPLODE(i) &&
+ !CAN_EXPLODE_1X1(i)));
+
+ /* ---------- CAN_CHANGE ----------------------------------------------- */
+ SET_PROPERTY(i, EP_CAN_CHANGE, FALSE); /* default: cannot change */
+ for (j=0; j < element_info[i].num_change_pages; j++)
+ if (element_info[i].change_page[j].can_change)
+ SET_PROPERTY(i, EP_CAN_CHANGE, TRUE);
+
+ /* ---------- GFX_CRUMBLED --------------------------------------------- */
+ SET_PROPERTY(i, EP_GFX_CRUMBLED,
+ element_info[i].crumbled[ACTION_DEFAULT] != IMG_EMPTY);
}
#if 0
/* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
(level.em_slippery_gems &&
- engine_version > VERSION_IDENT(2,0,1)));
+ engine_version > VERSION_IDENT(2,0,1,0)));
}
-#if 0
- /* dynamically adjust element properties according to game engine version */
-#if 0
- if (engine_version < RELEASE_IDENT(2,2,0,7))
-#endif
+#if 1
+ /* set default push delay values (corrected since version 3.0.7-1) */
+ if (engine_version < VERSION_IDENT(3,0,7,1))
{
- for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
- {
- int element = EL_CUSTOM_START + i;
+ game.default_push_delay_fixed = 2;
+ game.default_push_delay_random = 8;
+ }
+ else
+ {
+ game.default_push_delay_fixed = 8;
+ game.default_push_delay_random = 8;
+ }
- element_info[element].push_delay_fixed = 2;
- element_info[element].push_delay_random = 8;
- }
+ /* set uninitialized push delay values of custom elements in older levels */
+ for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ if (element_info[element].push_delay_fixed == -1)
+ element_info[element].push_delay_fixed = game.default_push_delay_fixed;
+ if (element_info[element].push_delay_random == -1)
+ element_info[element].push_delay_random = game.default_push_delay_random;
}
#endif
}
int i;
printf("# You can configure additional/alternative image files here.\n");
- printf("# (The images below are default and therefore commented out.)\n");
+ printf("# (The entries below are default and therefore commented out.)\n");
printf("\n");
printf("%s\n", getFormattedSetupEntry("name", "Classic Graphics"));
printf("\n");
int i;
printf("# You can configure additional/alternative sound files here.\n");
- printf("# (The sounds below are default and therefore commented out.)\n");
+ printf("# (The entries below are default and therefore commented out.)\n");
printf("\n");
printf("%s\n", getFormattedSetupEntry("name", "Classic Sounds"));
printf("\n");
}
else if (strcmp(command, "print musicinfo.conf") == 0)
{
- printf("# (Currently only \"name\" and \"sort_priority\" recognized.)\n");
+ int i;
+
+ printf("# You can configure additional/alternative music files here.\n");
+ printf("# (The entries below are default and therefore commented out.)\n");
printf("\n");
printf("%s\n", getFormattedSetupEntry("name", "Classic Music"));
printf("\n");
printf("%s\n", getFormattedSetupEntry("sort_priority", "100"));
+ printf("\n");
+
+ for (i=0; music_config[i].token != NULL; i++)
+ printf("# %s\n",
+ getFormattedSetupEntry(music_config[i].token,
+ music_config[i].value));
+
+ exit(0);
+ }
+ else if (strcmp(command, "print editorsetup.conf") == 0)
+ {
+ printf("# You can configure your personal editor element list here.\n");
+ printf("# (The entries below are default and therefore commented out.)\n");
+ printf("\n");
+
+ PrintEditorElementList();
exit(0);
}
return string_in_brackets;
}
+static char *get_level_id_suffix(int id_nr)
+{
+ char *id_suffix = checked_malloc(1 + 3 + 1);
+
+ if (id_nr < 0 || id_nr > 999)
+ id_nr = 0;
+
+ sprintf(id_suffix, ".%03d", id_nr);
+
+ return id_suffix;
+}
+
#if 0
static char *get_element_class_token(int element)
{
{
static char *image_id_prefix[MAX_NUM_ELEMENTS + NUM_FONTS + 1];
static char *sound_id_prefix[2 * MAX_NUM_ELEMENTS + 1];
+ static char *music_id_prefix[NUM_MUSIC_PREFIXES + 1];
static char *action_id_suffix[NUM_ACTIONS + 1];
static char *direction_id_suffix[NUM_DIRECTIONS + 1];
static char *special_id_suffix[NUM_SPECIAL_GFX_ARGS + 1];
+ static char *level_id_suffix[MAX_LEVELS + 1];
static char *dummy[1] = { NULL };
static char *ignore_generic_tokens[] =
{
"sort_priority",
NULL
};
- static char **ignore_image_tokens, **ignore_sound_tokens;
+ static char **ignore_image_tokens;
+ static char **ignore_sound_tokens;
+ static char **ignore_music_tokens;
int num_ignore_generic_tokens;
- int num_ignore_image_tokens, num_ignore_sound_tokens;
+ int num_ignore_image_tokens;
+ int num_ignore_sound_tokens;
+ int num_ignore_music_tokens;
int i;
/* dynamically determine list of generic tokens to be ignored */
ignore_sound_tokens[i] = ignore_generic_tokens[i];
ignore_sound_tokens[num_ignore_sound_tokens] = NULL;
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ /* dynamically determine list of music tokens to be ignored */
+ num_ignore_music_tokens = num_ignore_generic_tokens;
+ ignore_music_tokens =
+ checked_malloc((num_ignore_music_tokens + 1) * sizeof(char *));
+ for (i=0; i < num_ignore_generic_tokens; i++)
+ ignore_music_tokens[i] = ignore_generic_tokens[i];
+ ignore_music_tokens[num_ignore_music_tokens] = NULL;
+
+ for (i=0; i < MAX_NUM_ELEMENTS; i++)
image_id_prefix[i] = element_info[i].token_name;
- for (i=0; i<NUM_FONTS; i++)
+ for (i=0; i < NUM_FONTS; i++)
image_id_prefix[MAX_NUM_ELEMENTS + i] = font_info[i].token_name;
image_id_prefix[MAX_NUM_ELEMENTS + NUM_FONTS] = NULL;
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ for (i=0; i < MAX_NUM_ELEMENTS; i++)
sound_id_prefix[i] = element_info[i].token_name;
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ for (i=0; i < MAX_NUM_ELEMENTS; i++)
sound_id_prefix[MAX_NUM_ELEMENTS + i] =
get_string_in_brackets(element_info[i].class_name);
sound_id_prefix[2 * MAX_NUM_ELEMENTS] = NULL;
- for (i=0; i<NUM_ACTIONS; i++)
+ for (i=0; i < NUM_MUSIC_PREFIXES; i++)
+ music_id_prefix[i] = music_prefix_info[i].prefix;
+ music_id_prefix[MAX_LEVELS] = NULL;
+
+ for (i=0; i < NUM_ACTIONS; i++)
action_id_suffix[i] = element_action_info[i].suffix;
action_id_suffix[NUM_ACTIONS] = NULL;
- for (i=0; i<NUM_DIRECTIONS; i++)
+ for (i=0; i < NUM_DIRECTIONS; i++)
direction_id_suffix[i] = element_direction_info[i].suffix;
direction_id_suffix[NUM_DIRECTIONS] = NULL;
- for (i=0; i<NUM_SPECIAL_GFX_ARGS; i++)
+ for (i=0; i < NUM_SPECIAL_GFX_ARGS; i++)
special_id_suffix[i] = special_suffix_info[i].suffix;
special_id_suffix[NUM_SPECIAL_GFX_ARGS] = NULL;
+ for (i=0; i < MAX_LEVELS; i++)
+ level_id_suffix[i] = get_level_id_suffix(i);
+ level_id_suffix[MAX_LEVELS] = NULL;
+
InitImageList(image_config, NUM_IMAGE_FILES, image_config_suffix,
image_id_prefix, action_id_suffix, direction_id_suffix,
special_id_suffix, ignore_image_tokens);
InitSoundList(sound_config, NUM_SOUND_FILES, sound_config_suffix,
sound_id_prefix, action_id_suffix, dummy,
special_id_suffix, ignore_sound_tokens);
+ InitMusicList(music_config, NUM_MUSIC_FILES, music_config_suffix,
+ music_id_prefix, special_id_suffix, level_id_suffix,
+ dummy, ignore_music_tokens);
}
static void InitMixer()
InitFontGraphicInfo();
- DrawInitText(WINDOW_TITLE_STRING, 20, FC_YELLOW);
- DrawInitText(WINDOW_SUBTITLE_STRING, 50, FC_RED);
+ DrawInitText(getProgramInitString(), 20, FC_YELLOW);
+ DrawInitText(PROGRAM_COPYRIGHT_STRING, 50, FC_RED);
DrawInitText("Loading graphics:", 120, FC_GREEN);
static void InitImages()
{
+#if 1
+ setLevelArtworkDir(artwork.gfx_first);
+#endif
+
+#if 0
+ printf("::: InitImages for '%s' ['%s', '%s'] ['%s', '%s']\n",
+ leveldir_current->identifier,
+ artwork.gfx_current_identifier,
+ artwork.gfx_current->identifier,
+ leveldir_current->graphics_set,
+ leveldir_current->graphics_path);
+#endif
+
ReloadCustomImages();
LoadCustomElementDescriptions();
ReinitializeGraphics();
}
-static void InitSound()
+static void InitSound(char *identifier)
{
- InitReloadCustomSounds(artwork.snd_current->identifier);
+ if (identifier == NULL)
+ identifier = artwork.snd_current->identifier;
+
+#if 1
+ /* set artwork path to send it to the sound server process */
+ setLevelArtworkDir(artwork.snd_first);
+#endif
+
+ InitReloadCustomSounds(identifier);
ReinitializeSounds();
}
-static void InitMusic()
+static void InitMusic(char *identifier)
{
- InitReloadCustomMusic(artwork.mus_current->identifier);
+ if (identifier == NULL)
+ identifier = artwork.mus_current->identifier;
+
+#if 1
+ /* set artwork path to send it to the sound server process */
+ setLevelArtworkDir(artwork.mus_first);
+#endif
+
+ InitReloadCustomMusic(identifier);
ReinitializeMusic();
}
#endif
}
-void ReloadCustomArtwork()
+static char *getNewArtworkIdentifier(int type)
{
- static char *leveldir_current_identifier = NULL;
- static boolean last_override_level_graphics = FALSE;
- static boolean last_override_level_sounds = FALSE;
- static boolean last_override_level_music = FALSE;
- /* identifier for new artwork; default: artwork configured in setup */
-#if 0
- char *gfx_new_identifier = artwork.gfx_current->identifier;
- char *snd_new_identifier = artwork.snd_current->identifier;
- char *mus_new_identifier = artwork.mus_current->identifier;
+ static char *leveldir_current_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 = SETUP_OVERRIDE_ARTWORK(setup, type);
+ char *setup_artwork_set = SETUP_ARTWORK_SET(setup, type);
+ char *leveldir_identifier = leveldir_current->identifier;
+#if 1
+ /* !!! setLevelArtworkDir() should be moved to an earlier stage !!! */
+ char *leveldir_artwork_set = setLevelArtworkDir(artwork_first_node);
#else
- char *gfx_new_identifier = artwork.gfx_current_identifier;
- char *snd_new_identifier = artwork.snd_current_identifier;
- char *mus_new_identifier = artwork.mus_current_identifier;
+ char *leveldir_artwork_set = LEVELDIR_ARTWORK_SET(leveldir_current, type);
#endif
- boolean redraw_screen = FALSE;
+ boolean has_level_artwork_set = (leveldir_artwork_set != NULL);
+ char *artwork_current_identifier;
+ char *artwork_new_identifier = NULL; /* default: nothing has changed */
-#if 0
- if (leveldir_current_identifier == NULL)
- leveldir_current_identifier = leveldir_current->identifier;
-#endif
+ /* leveldir_current may be invalid (level group, parent link) */
+ if (!validLevelSeries(leveldir_current))
+ return NULL;
+
+ /* 1st step: determine artwork set to be activated in descending order:
+ --------------------------------------------------------------------
+ 1. setup artwork (when configured to override everything else)
+ 2. artwork set configured in "levelinfo.conf" of current level set
+ (artwork in level directory will have priority when loading later)
+ 3. artwork in level directory (stored in artwork sub-directory)
+ 4. setup artwork (currently configured in setup menu) */
+
+ if (setup_override_artwork)
+ artwork_current_identifier = setup_artwork_set;
+ else if (leveldir_artwork_set != NULL)
+ artwork_current_identifier = leveldir_artwork_set;
+ else if (getTreeInfoFromIdentifier(artwork_first_node, leveldir_identifier))
+ artwork_current_identifier = leveldir_identifier;
+ else
+ artwork_current_identifier = setup_artwork_set;
-#if 0
- printf("CURRENT GFX: '%s' ['%s']\n", artwork.gfx_current->identifier,
- leveldir_current->graphics_set);
- printf("CURRENT LEV: '%s' / '%s'\n", leveldir_current_identifier,
- leveldir_current->identifier);
-#endif
+
+ /* 2nd step: check if it is really needed to reload artwork set
+ ------------------------------------------------------------ */
#if 0
- printf("graphics --> '%s' ('%s')\n",
- artwork.gfx_current_identifier, artwork.gfx_current->filename);
- printf("sounds --> '%s' ('%s')\n",
- artwork.snd_current_identifier, artwork.snd_current->filename);
- printf("music --> '%s' ('%s')\n",
- artwork.mus_current_identifier, artwork.mus_current->filename);
+ if (type == ARTWORK_TYPE_GRAPHICS)
+ printf("::: 0: '%s' ['%s', '%s'] ['%s' ('%s')]\n",
+ artwork_new_identifier,
+ ARTWORK_CURRENT_IDENTIFIER(artwork, type),
+ artwork_current_identifier,
+ leveldir_current->graphics_set,
+ leveldir_current->identifier);
#endif
- /* leveldir_current may be invalid (level group, parent link) */
- if (!validLevelSeries(leveldir_current))
- return;
+ /* ---------- reload if level set and also artwork set has changed ------- */
+ if (leveldir_current_identifier[type] != leveldir_identifier &&
+ (last_has_level_artwork_set[type] || has_level_artwork_set))
+ artwork_new_identifier = artwork_current_identifier;
- /* when a new level series was selected, check if there was a change
- in custom artwork stored in level series directory */
- if (1 || leveldir_current_identifier != leveldir_current->identifier)
- {
-#if 0
- char *identifier_old = leveldir_current_identifier;
-#endif
- char *identifier_new = leveldir_current->identifier;
+ leveldir_current_identifier[type] = leveldir_identifier;
+ last_has_level_artwork_set[type] = has_level_artwork_set;
#if 0
- printf("::: 1: ['%s'] '%s', '%s' [%lx, %lx]\n",
- gfx_new_identifier, identifier_old, identifier_new,
- getTreeInfoFromIdentifier(artwork.gfx_first, identifier_old),
- getTreeInfoFromIdentifier(artwork.gfx_first, identifier_new));
+ if (type == ARTWORK_TYPE_GRAPHICS)
+ printf("::: 1: '%s'\n", artwork_new_identifier);
#endif
+ /* ---------- reload if "override artwork" setting has changed ----------- */
+ if (last_override_level_artwork[type] != setup_override_artwork)
+ artwork_new_identifier = artwork_current_identifier;
+
+ last_override_level_artwork[type] = setup_override_artwork;
+
#if 0
- if (getTreeInfoFromIdentifier(artwork.gfx_first, identifier_new) == NULL)
- gfx_new_identifier = GRAPHICS_SUBDIR;
- else if (getTreeInfoFromIdentifier(artwork.gfx_first, identifier_old) !=
- getTreeInfoFromIdentifier(artwork.gfx_first, identifier_new))
- gfx_new_identifier = identifier_new;
-#else
- if (getTreeInfoFromIdentifier(artwork.gfx_first, identifier_new))
- gfx_new_identifier = identifier_new;
- else
- gfx_new_identifier = setup.graphics_set;
+ if (type == ARTWORK_TYPE_GRAPHICS)
+ printf("::: 2: '%s'\n", artwork_new_identifier);
#endif
+ /* ---------- reload if current artwork identifier has changed ----------- */
+ if (strcmp(ARTWORK_CURRENT_IDENTIFIER(artwork, type),
+ artwork_current_identifier) != 0)
+ artwork_new_identifier = artwork_current_identifier;
+
+ *(&(ARTWORK_CURRENT_IDENTIFIER(artwork, type))) = artwork_current_identifier;
+
#if 0
- if (getTreeInfoFromIdentifier(artwork.snd_first, identifier_new) == NULL)
- snd_new_identifier = SOUNDS_SUBDIR;
- else if (getTreeInfoFromIdentifier(artwork.snd_first, identifier_old) !=
- getTreeInfoFromIdentifier(artwork.snd_first, identifier_new))
- snd_new_identifier = identifier_new;
-#else
- if (getTreeInfoFromIdentifier(artwork.snd_first, identifier_new))
- snd_new_identifier = identifier_new;
- else
- snd_new_identifier = setup.sounds_set;
+ if (type == ARTWORK_TYPE_GRAPHICS)
+ printf("::: 3: '%s'\n", artwork_new_identifier);
#endif
+ /* ---------- do not reload directly after starting ---------------------- */
+ if (!initialized[type])
+ artwork_new_identifier = NULL;
+
+ initialized[type] = TRUE;
+
#if 0
- if (getTreeInfoFromIdentifier(artwork.mus_first, identifier_new) == NULL)
- mus_new_identifier = MUSIC_SUBDIR;
- else if (getTreeInfoFromIdentifier(artwork.mus_first, identifier_new) !=
- getTreeInfoFromIdentifier(artwork.mus_first, identifier_new))
- mus_new_identifier = identifier_new;
-#else
- if (getTreeInfoFromIdentifier(artwork.mus_first, identifier_new))
- mus_new_identifier = identifier_new;
- else
- mus_new_identifier = setup.music_set;
+ if (type == ARTWORK_TYPE_GRAPHICS)
+ printf("::: 4: '%s'\n", artwork_new_identifier);
#endif
#if 0
- printf("::: 2: ['%s'] '%s', '%s'\n",
- gfx_new_identifier, identifier_old, identifier_new);
+ if (type == ARTWORK_TYPE_GRAPHICS)
+ printf("CHECKING OLD/NEW GFX:\n- OLD: %s\n- NEW: %s ['%s', '%s'] ['%s']\n",
+ artwork.gfx_current_identifier, artwork_current_identifier,
+ artwork.gfx_current->identifier, leveldir_current->graphics_set,
+ artwork_new_identifier);
#endif
- leveldir_current_identifier = leveldir_current->identifier;
- }
-
- /* custom level artwork configured in level series configuration file
- always overrides custom level artwork stored in level series directory
- and (level independent) custom artwork configured in setup menue */
- if (leveldir_current->graphics_set != NULL)
- gfx_new_identifier = leveldir_current->graphics_set;
- if (leveldir_current->sounds_set != NULL)
- snd_new_identifier = leveldir_current->sounds_set;
- if (leveldir_current->music_set != NULL)
- mus_new_identifier = leveldir_current->music_set;
+ return artwork_new_identifier;
+}
-#if 1
- printf("CHECKING OLD/NEW GFX:\n OLD: '%s'\n NEW: '%s' [setup '%s', level '%s']\n",
- artwork.gfx_current_identifier, gfx_new_identifier,
- artwork.gfx_current->identifier, leveldir_current->graphics_set);
-#endif
+void ReloadCustomArtwork()
+{
+ char *gfx_new_identifier = getNewArtworkIdentifier(ARTWORK_TYPE_GRAPHICS);
+ char *snd_new_identifier = getNewArtworkIdentifier(ARTWORK_TYPE_SOUNDS);
+ char *mus_new_identifier = getNewArtworkIdentifier(ARTWORK_TYPE_MUSIC);
+ boolean redraw_screen = FALSE;
- if (strcmp(artwork.gfx_current_identifier, gfx_new_identifier) != 0 ||
- last_override_level_graphics != setup.override_level_graphics)
+ if (gfx_new_identifier != NULL)
{
-#if 1
- printf("RELOADING GRAPHICS '%s' -> '%s' ['%s']\n",
+#if 0
+ printf("RELOADING GRAPHICS '%s' -> '%s' ['%s', '%s']\n",
artwork.gfx_current_identifier,
gfx_new_identifier,
- artwork.gfx_current->identifier);
-#endif
-
-#if 0
- artwork.gfx_current =
- getTreeInfoFromIdentifier(artwork.gfx_first, gfx_new_identifier);
+ artwork.gfx_current->identifier,
+ leveldir_current->graphics_set);
#endif
-#if 0
- artwork.gfx_current_identifier = gfx_new_identifier;
-#endif
-
- setLevelArtworkDir(artwork.gfx_first);
ClearRectangle(window, 0, 0, WIN_XSIZE, WIN_YSIZE);
InitImages();
#if 0
- printf("::: %d\n", menu.list_size[GAME_MODE_LEVELS]);
+ printf("... '%s'\n",
+ leveldir_current->graphics_set);
#endif
FreeTileClipmasks();
InitTileClipmasks();
-#if 0
- artwork.gfx_current =
- getTreeInfoFromIdentifier(artwork.gfx_first, gfx_new_identifier);
-#endif
-#if 0
- printf("::: '%s', %lx\n", gfx_new_identifier, artwork.gfx_current);
-#endif
-
-#if 0
- artwork.gfx_current_identifier = artwork.gfx_current->identifier;
-#endif
- artwork.gfx_current_identifier = gfx_new_identifier;
- last_override_level_graphics = setup.override_level_graphics;
-
-#if 0
- printf("DONE RELOADING GFX: '%s' ['%s']\n",
- artwork.gfx_current_identifier, artwork.gfx_current->identifier);
-#endif
redraw_screen = TRUE;
}
- if (strcmp(artwork.snd_current_identifier, snd_new_identifier) != 0 ||
- last_override_level_sounds != setup.override_level_sounds)
+ if (snd_new_identifier != NULL)
{
-#if 0
- printf("RELOADING SOUNDS '%s' -> '%s' ('%s')\n",
- artwork.snd_current_identifier,
- artwork.snd_current->identifier,
- snd_new_identifier);
-#endif
-
- /* set artwork path to send it to the sound server process */
- setLevelArtworkDir(artwork.snd_first);
-
ClearRectangle(window, 0, 0, WIN_XSIZE, WIN_YSIZE);
- InitReloadCustomSounds(snd_new_identifier);
- ReinitializeSounds();
-
-#if 0
- artwork.snd_current =
- getTreeInfoFromIdentifier(artwork.snd_first, setup.sounds_set);
- artwork.snd_current_identifier = artwork.snd_current->identifier;
-#endif
- artwork.snd_current_identifier = snd_new_identifier;
- last_override_level_sounds = setup.override_level_sounds;
+ InitSound(snd_new_identifier);
redraw_screen = TRUE;
}
- if (strcmp(artwork.mus_current_identifier, mus_new_identifier) != 0 ||
- last_override_level_music != setup.override_level_music)
+ if (mus_new_identifier != NULL)
{
- /* set artwork path to send it to the sound server process */
- setLevelArtworkDir(artwork.mus_first);
-
ClearRectangle(window, 0, 0, WIN_XSIZE, WIN_YSIZE);
- InitReloadCustomMusic(mus_new_identifier);
- ReinitializeMusic();
-
-#if 0
- artwork.mus_current =
- getTreeInfoFromIdentifier(artwork.mus_first, setup.music_set);
- artwork.mus_current_identifier = artwork.mus_current->identifier;
-#endif
- artwork.mus_current_identifier = mus_new_identifier;
- last_override_level_music = setup.override_level_music;
+ InitMusic(mus_new_identifier);
redraw_screen = TRUE;
}
InitEventFilter(FilterMouseMotionEvents);
InitElementPropertiesStatic();
+ InitElementPropertiesEngine(GAME_VERSION_ACTUAL);
InitGfx();
InitLevelArtworkInfo();
InitImages(); /* needs to know current level directory */
- InitSound(); /* needs to know current level directory */
- InitMusic(); /* needs to know current level directory */
+ InitSound(NULL); /* needs to know current level directory */
+ InitMusic(NULL); /* needs to know current level directory */
InitGfxBackground();