added reading settings for busy animation from custom artwork config
[rocksndiamonds.git] / src / init.c
index 8c0f26e3ede53fd49e6feccfa6ed995f635d7e54..66ba68ac1d4726d1f1eca081eee2bddf44750e23 100644 (file)
@@ -2236,6 +2236,13 @@ static void InitMusicInfo(void)
   }
 }
 
+
+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");
@@ -2279,6 +2286,8 @@ static void ReinitializeGraphics(void)
   InitDoors();
   print_timestamp_time("InitDoors");
 
+  InitGameInfoFromArtworkInfo();
+
   print_timestamp_done("ReinitializeGraphics");
 }
 
@@ -3000,6 +3009,22 @@ void InitElementPropertiesStatic(void)
   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,
@@ -3297,6 +3322,29 @@ void InitElementPropertiesStatic(void)
     -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,
@@ -4099,6 +4147,22 @@ void InitElementPropertiesStatic(void)
   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,
@@ -4348,6 +4412,7 @@ void InitElementPropertiesStatic(void)
     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,
@@ -4371,6 +4436,7 @@ void InitElementPropertiesStatic(void)
     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,
@@ -4428,6 +4494,7 @@ void InitElementPropertiesStatic(void)
     { 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       },
@@ -4689,7 +4756,7 @@ void InitElementPropertiesEngine(int engine_version)
     // ---------- 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 --------------------------------------------------
@@ -5249,6 +5316,8 @@ static void InitGameInfo(void)
 
   game.request_active = FALSE;
   game.request_active_or_moving = FALSE;
+
+  game.use_masked_elements_initial = FALSE;
 }
 
 static void InitPlayerInfo(void)
@@ -5531,6 +5600,8 @@ static void InitGfx(void)
 
   DrawInitTextHead("Loading graphics");
 
+  InitMenuDesignSettings_Static();
+
   // initialize settings for busy animation with default values
   int parameter[NUM_GFX_ARGS];
   for (i = 0; i < NUM_GFX_ARGS; i++)
@@ -5572,6 +5643,9 @@ static void InitGfx(void)
        }
       }
 
+      // read values from custom graphics config file
+      InitMenuDesignSettings_FromHash(setup_file_hash, FALSE);
+
       freeSetupFileHash(setup_file_hash);
     }
   }
@@ -5619,8 +5693,6 @@ static void InitGfx(void)
   init.busy.width  = anim_initial.width;
   init.busy.height = anim_initial.height;
 
-  InitMenuDesignSettings_Static();
-
   InitGfxDrawBusyAnimFunction(DrawInitAnim);
   InitGfxDrawGlobalAnimFunction(DrawGlobalAnimations);
   InitGfxDrawGlobalBorderFunction(DrawMaskedBorderToTarget);
@@ -5952,10 +6024,8 @@ static void InitOverrideArtwork(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);
@@ -5963,7 +6033,6 @@ static char *getNewArtworkIdentifier(int 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
 
@@ -5991,14 +6060,6 @@ static char *getNewArtworkIdentifier(int type)
   /* 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;
@@ -6197,6 +6258,7 @@ void OpenAll(void)
 
   InitRND(NEW_RANDOMIZE);
   InitSimpleRandom(NEW_RANDOMIZE);
+  InitBetterRandom(NEW_RANDOMIZE);
 
   print_timestamp_time("[init global stuff]");
 
@@ -6330,6 +6392,9 @@ void OpenAll(void)
 
   print_timestamp_done("OpenAll");
 
+  if (setup.ask_for_remaining_tapes)
+    setup.ask_for_uploading_tapes = TRUE;
+
   DrawMainMenu();
 
 #if 0
@@ -6351,8 +6416,44 @@ void OpenAll(void)
 #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();