/* ---------- initialize font bitmap array ---------- */
if (font_bitmap_info != NULL)
- free(font_bitmap_info);
+ FreeFontInfo(font_bitmap_info);
font_bitmap_info =
checked_calloc(num_font_bitmaps * sizeof(struct FontBitmapInfo));
/* currently nothing to do */
}
-void InitElementProperties()
+void InitElementPropertiesStatic()
{
- int i, j;
-
static int ep_amoebalive[] =
{
EL_AMOEBA_WET,
-1
};
- static int ep_can_be_crumbled[] =
- {
- EL_SAND,
- EL_LANDMINE,
- EL_TRAP,
- EL_TRAP_ACTIVE,
- -1
- };
-
- static int ep_pforte[] =
+ static int ep_keygate[] =
{
EL_GATE_1,
EL_GATE_2,
EL_EM_GATE_2_GRAY,
EL_EM_GATE_3_GRAY,
EL_EM_GATE_4_GRAY,
- EL_SWITCHGATE_OPEN,
- EL_SWITCHGATE_OPENING,
- EL_SWITCHGATE_CLOSED,
- EL_SWITCHGATE_CLOSING,
- EL_TIMEGATE_OPEN,
- EL_TIMEGATE_OPENING,
- EL_TIMEGATE_CLOSED,
- EL_TIMEGATE_CLOSING,
- EL_TUBE_ANY,
- EL_TUBE_VERTICAL,
- EL_TUBE_HORIZONTAL,
- EL_TUBE_VERTICAL_LEFT,
- EL_TUBE_VERTICAL_RIGHT,
- EL_TUBE_HORIZONTAL_UP,
- EL_TUBE_HORIZONTAL_DOWN,
- EL_TUBE_LEFT_UP,
- EL_TUBE_LEFT_DOWN,
- EL_TUBE_RIGHT_UP,
- EL_TUBE_RIGHT_DOWN,
-1
};
- static int ep_solid[] =
+ static int ep_can_be_crumbled[] =
+ {
+ EL_SAND,
+ EL_LANDMINE,
+ EL_TRAP,
+ EL_TRAP_ACTIVE,
+ -1
+ };
+
+ static int ep_historic_solid[] =
{
EL_WALL,
EL_EXPANDABLE_WALL,
-1
};
- static int ep_mauer[] =
+ static int ep_historic_wall[] =
{
EL_STEELWALL,
EL_GATE_1,
{
EL_EMPTY_SPACE,
EL_SP_EMPTY_SPACE,
- /* !!! EL_GATE_[1-4], EL_GATE_[1-4]_GRAY !!! */
- /* !!! EL_EM_GATE_[1-4], EL_EM_GATE_[1-4]_GRAY !!! */
EL_SOKOBAN_FIELD_EMPTY,
EL_EXIT_OPEN,
EL_SP_EXIT_OPEN,
+ EL_GATE_1,
+ EL_GATE_2,
+ EL_GATE_3,
+ EL_GATE_4,
+ EL_GATE_1_GRAY,
+ EL_GATE_2_GRAY,
+ EL_GATE_3_GRAY,
+ EL_GATE_4_GRAY,
-1
};
- static int ep_walkable_through[] =
+ static int ep_walkable_inside[] =
{
EL_TUBE_ANY,
EL_TUBE_VERTICAL,
-1
};
- static int ep_passable_through[] =
+ static int ep_passable_inside[] =
{
EL_SP_PORT_LEFT,
EL_SP_PORT_RIGHT,
EL_TRAP,
EL_INVISIBLE_SAND,
EL_INVISIBLE_SAND_ACTIVE,
-#if 0
+#if 1
EL_LANDMINE,
+ EL_TRAP_ACTIVE,
EL_SP_BUGGY_BASE_ACTIVE,
#endif
-1
-1
};
- static int ep_over_player[] =
- {
- EL_SP_PORT_LEFT,
- EL_SP_PORT_RIGHT,
- EL_SP_PORT_UP,
- EL_SP_PORT_DOWN,
- EL_SP_PORT_HORIZONTAL,
- EL_SP_PORT_VERTICAL,
- EL_SP_PORT_ANY,
- EL_SP_GRAVITY_PORT_LEFT,
- EL_SP_GRAVITY_PORT_RIGHT,
- EL_SP_GRAVITY_PORT_UP,
- EL_SP_GRAVITY_PORT_DOWN,
- EL_TUBE_LEFT_UP,
- EL_TUBE_LEFT_DOWN,
- EL_TUBE_RIGHT_UP,
- EL_TUBE_RIGHT_DOWN,
- EL_TUBE_HORIZONTAL,
- EL_TUBE_HORIZONTAL_UP,
- EL_TUBE_HORIZONTAL_DOWN,
- EL_TUBE_VERTICAL,
- EL_TUBE_VERTICAL_LEFT,
- EL_TUBE_VERTICAL_RIGHT,
- EL_TUBE_ANY,
- -1
- };
-
static int ep_active_bomb[] =
{
EL_DYNAMITE_ACTIVE,
{
{ ep_amoebalive, EP_AMOEBALIVE },
{ ep_amoeboid, EP_AMOEBOID },
+ { ep_keygate, EP_KEYGATE },
{ ep_can_be_crumbled, EP_CAN_BE_CRUMBLED },
- { ep_pforte, EP_PFORTE },
- { ep_solid, EP_SOLID },
+ { ep_historic_solid, EP_HISTORIC_SOLID },
{ ep_indestructible, EP_INDESTRUCTIBLE },
{ ep_slippery, EP_SLIPPERY },
{ ep_enemy, EP_ENEMY },
- { ep_mauer, EP_MAUER },
+ { ep_historic_wall, EP_HISTORIC_WALL },
{ ep_can_fall, EP_CAN_FALL },
{ ep_can_smash, EP_CAN_SMASH },
{ ep_can_change, EP_CAN_CHANGE },
{ ep_pushable, EP_PUSHABLE },
{ ep_player, EP_PLAYER },
{ ep_walkable_over, EP_WALKABLE_OVER },
- { ep_walkable_through, EP_WALKABLE_THROUGH },
+ { ep_walkable_inside, EP_WALKABLE_INSIDE },
{ ep_walkable_under, EP_WALKABLE_UNDER },
{ ep_passable_over, EP_PASSABLE_OVER },
- { ep_passable_through, EP_PASSABLE_THROUGH },
+ { ep_passable_inside, EP_PASSABLE_INSIDE },
{ ep_passable_under, EP_PASSABLE_UNDER },
{ ep_diggable, EP_DIGGABLE },
{ ep_collectible, EP_COLLECTIBLE },
- { ep_over_player, EP_OVER_PLAYER },
{ ep_active_bomb, EP_ACTIVE_BOMB },
{ ep_belt, EP_BELT },
{ ep_belt_active, EP_BELT_ACTIVE },
{ NULL, -1 }
};
+ int i, j;
+
+ /* always start with reliable default values (element has no properties) */
+ for (i=0; i < MAX_NUM_ELEMENTS; i++)
+ for (j=0; j < NUM_ELEMENT_PROPERTIES; j++)
+ SET_PROPERTY(i, j, FALSE);
+
+ /* set all base element properties from above array definitions */
+ for (i=0; element_properties[i].elements != NULL; i++)
+ for (j=0; (element_properties[i].elements)[j] != -1; j++)
+ SET_PROPERTY((element_properties[i].elements)[j],
+ element_properties[i].property, TRUE);
+}
+
+void InitElementPropertiesEngine(int engine_version)
+{
#if 0
static int active_properties[] =
{
EP_PLAYER,
EP_HAS_CONTENT,
EP_DIGGABLE,
- EP_PASSABLE_THROUGH,
+ EP_PASSABLE_INSIDE,
EP_OVER_PLAYER,
EP_ACTIVE_BOMB,
};
#endif
- /* always start with reliable default values (no properties) */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
- for (j=0; j<NUM_EP_BITFIELDS; j++)
- Properties[i][j] = EP_BITMASK_DEFAULT;
-
- /* set all predefined element properties from above arrays */
- for (i=0; element_properties[i].elements != NULL; i++)
- for (j=0; (element_properties[i].elements)[j] != -1; j++)
- SET_PROPERTY((element_properties[i].elements)[j],
- element_properties[i].property, TRUE);
+ static int no_wall_properties[] =
+ {
+ EP_AMOEBALIVE,
+ EP_AMOEBOID,
+ EP_CAN_BE_CRUMBLED,
+ EP_ENEMY,
+ EP_CAN_FALL,
+ EP_CAN_SMASH,
+ EP_CAN_MOVE,
+ EP_COULD_MOVE,
+ EP_DONT_GO_TO,
+ EP_FOOD_DARK_YAMYAM,
+ EP_GEM,
+ EP_FOOD_PENGUIN,
+ EP_PUSHABLE,
+ EP_PLAYER,
+ EP_ACCESSIBLE,
+ EP_DIGGABLE,
+ EP_COLLECTIBLE,
+ EP_ACTIVE_BOMB,
+ EP_BELT,
+ EP_BELT_ACTIVE,
+ EP_TUBE,
+ -1
+ };
- /* set properties of character elements */
- for (i=EL_CHAR_START; i<=EL_CHAR_END; i++)
- SET_PROPERTY(i, EP_INACTIVE, TRUE);
+ int i, j;
- /* set properties derived from other properties */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ /* set all special, combined or engine dependant element properties */
+ for (i=0; i < MAX_NUM_ELEMENTS; i++)
{
- if (IS_WALKABLE_OVER(i) || IS_WALKABLE_THROUGH(i) || IS_WALKABLE_UNDER(i))
+ /* ---------- INACTIVE ------------------------------------------------- */
+ if (i >= EL_CHAR_START && i <= EL_CHAR_END)
+ SET_PROPERTY(i, EP_INACTIVE, TRUE);
+
+ /* ---------- WALKABLE, PASSABLE, ACCESSIBLE --------------------------- */
+ if (IS_WALKABLE_OVER(i) || IS_WALKABLE_INSIDE(i) || IS_WALKABLE_UNDER(i))
SET_PROPERTY(i, EP_WALKABLE, TRUE);
- if (IS_PASSABLE_OVER(i) || IS_PASSABLE_THROUGH(i) || IS_PASSABLE_UNDER(i))
+ if (IS_PASSABLE_OVER(i) || IS_PASSABLE_INSIDE(i) || IS_PASSABLE_UNDER(i))
SET_PROPERTY(i, EP_PASSABLE, TRUE);
if (IS_WALKABLE_OVER(i) || IS_PASSABLE_OVER(i))
- SET_PROPERTY(i, EP_PLAYER_OVER, TRUE);
+ SET_PROPERTY(i, EP_ACCESSIBLE_OVER, TRUE);
- if (IS_WALKABLE_THROUGH(i) || IS_PASSABLE_THROUGH(i))
- SET_PROPERTY(i, EP_PLAYER_INSIDE, TRUE);
+ if (IS_WALKABLE_INSIDE(i) || IS_PASSABLE_INSIDE(i))
+ SET_PROPERTY(i, EP_ACCESSIBLE_INSIDE, TRUE);
if (IS_WALKABLE_UNDER(i) || IS_PASSABLE_UNDER(i))
- SET_PROPERTY(i, EP_PLAYER_UNDER, TRUE);
+ SET_PROPERTY(i, EP_ACCESSIBLE_UNDER, TRUE);
+
+ if (IS_WALKABLE(i) || IS_PASSABLE(i))
+ SET_PROPERTY(i, EP_ACCESSIBLE, TRUE);
+
+ /* ---------- WALL ----------------------------------------------------- */
+ SET_PROPERTY(i, EP_WALL, TRUE); /* default: element is wall */
+
+ for (j=0; no_wall_properties[j] != -1; j++)
+ if (HAS_PROPERTY(i, no_wall_properties[j]) ||
+ i >= EL_FIRST_RUNTIME_UNREAL)
+ SET_PROPERTY(i, EP_WALL, FALSE);
+
+ if (IS_HISTORIC_WALL(i))
+ SET_PROPERTY(i, EP_WALL, TRUE);
+
+ /* ---------- SOLID ---------------------------------------------------- */
+ if (engine_version < VERSION_IDENT(2,2,0))
+ SET_PROPERTY(i, EP_SOLID, IS_HISTORIC_SOLID(i));
+ else
+ SET_PROPERTY(i, EP_SOLID, (!IS_WALKABLE(i) &&
+ !IS_DIGGABLE(i) &&
+ !IS_COLLECTIBLE(i)));
+
+ /* ---------- DRAGONFIRE_PROOF ----------------------------------------- */
+ if (IS_HISTORIC_SOLID(i) || i == EL_EXPLOSION)
+ SET_PROPERTY(i, EP_DRAGONFIRE_PROOF, TRUE);
+
+ /* ---------- EXPLOSION_PROOF ------------------------------------------ */
+ if (i == EL_FLAMES)
+ SET_PROPERTY(i, EP_EXPLOSION_PROOF, TRUE);
+ else if (engine_version < VERSION_IDENT(2,2,0))
+ SET_PROPERTY(i, EP_EXPLOSION_PROOF, IS_INDESTRUCTIBLE(i));
+ else
+ SET_PROPERTY(i, EP_EXPLOSION_PROOF, (IS_INDESTRUCTIBLE(i) &&
+ !IS_WALKABLE_OVER(i) &&
+ !IS_WALKABLE_UNDER(i)));
}
#if 0
}
#endif
-#if 0
- for (i=0; i < MAX_NUM_ELEMENTS; i++)
+ /* dynamically adjust element properties according to game engine version */
{
- boolean element_is_solid = TRUE;
-
- if (IS_DIGGABLE(i) ||
- IS_COLLECTIBLE(i) ||
- CAN_FALL(i) ||
- CAN_MOVE(i) ||
- IS_PUSHABLE(i))
- element_is_solid = FALSE;
-
- if (IS_INDESTRUCTIBLE(i))
- element_is_solid = TRUE;
-
- if (element_is_solid != HAS_PROPERTY(i, EP_SOLID))
- printf("::: '%s' should %s solid\n", element_info[i].token_name,
- (HAS_PROPERTY(i, EP_SOLID) ? "NOT be" : "be"));
+ static int ep_em_slippery_wall[] =
+ {
+ EL_STEELWALL,
+ EL_WALL,
+ EL_EXPANDABLE_WALL,
+ EL_EXPANDABLE_WALL_HORIZONTAL,
+ EL_EXPANDABLE_WALL_VERTICAL,
+ EL_EXPANDABLE_WALL_ANY,
+ -1
+ };
+
+ /* special EM style gems behaviour */
+ for (i=0; ep_em_slippery_wall[i] != -1; i++)
+ SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
+ level.em_slippery_gems);
+
+ /* "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)));
}
-#endif
}
static void InitGlobal()
InitEventFilter(FilterMouseMotionEvents);
- InitElementProperties();
+ InitElementPropertiesStatic();
InitGfx();