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)
- 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;
+ 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
- element_info[element].graphic[action] = graphic;
+ {
+ 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[i].direction_graphic[ACTION_DIGGING][dir] =
+ element_info[diggable_like].direction_graphic[ACTION_DIGGING][dir];
+ }
}
/* 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++)
/* 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]);
+ if (default_action_direction_crumbled == -1)
+ default_action_direction_crumbled =
+ (act_remove ? IMG_EMPTY : 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);
+ if (element_info[i].crumbled[act] == -1)
+ element_info[i].crumbled[act] =
+ (act_remove ? IMG_EMPTY : default_action_crumbled);
}
}
}
}
+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)
{
Bitmap *src_bitmap = getBitmapFromImageID(graphic);
/* 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 */
/* optional x and y tile position of animation frame sequence */
if (parameter[GFX_ARG_XPOS] != 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];
+
/* 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];
int src_x, src_y;
int first_frame, last_frame;
+#if 0
+ printf("::: image: '%s'\n", image->token);
+#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 */
sound_effect_properties[i] = ACTION_OTHER;
sound_info[i].loop = FALSE;
+#if 0
+ printf("::: sound %d: '%s'\n", i, sound->token);
+#endif
+
/* determine all loop sounds and identify certain sound classes */
for (j=0; element_action_info[j].suffix; j++)
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++)
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_EMPTY,
EL_SAND,
- EL_WALL_CRUMBLED,
+ EL_WALL_SLIPPERY,
EL_BD_WALL,
EL_ROCK,
EL_BD_ROCK,
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,
/* ---------- CAN_EXPLODE ---------------------------------------------- */
SET_PROPERTY(i, EP_CAN_EXPLODE, (CAN_EXPLODE_BY_FIRE(i) ||
CAN_EXPLODE_SMASHED(i) ||
- CAN_EXPLODE_BY_FIRE(i)));
+ CAN_EXPLODE_IMPACT(i)));
+
+ /* ---------- CAN_BE_CRUMBLED ------------------------------------------ */
+ SET_PROPERTY(i, EP_CAN_BE_CRUMBLED,
+ element_info[i].crumbled[ACTION_DEFAULT] != IMG_EMPTY);
+
+#if 0
+ if (CAN_BE_CRUMBLED(i))
+ printf("::: '%s' can be crumbled [%d]\n",
+ element_info[i].token_name,
+ element_info[i].crumbled[ACTION_DEFAULT]);
+#endif
}
#if 0
static void InitImages()
{
+ setLevelArtworkDir(artwork.gfx_first);
+
+#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;
+
+ /* set artwork path to send it to the sound server process */
+ setLevelArtworkDir(artwork.snd_first);
+
+ InitReloadCustomSounds(identifier);
ReinitializeSounds();
}
-static void InitMusic()
+static void InitMusic(char *identifier)
{
- InitReloadCustomMusic(artwork.mus_current->identifier);
+ if (identifier == NULL)
+ identifier = artwork.mus_current->identifier;
+
+ /* set artwork path to send it to the sound server process */
+ setLevelArtworkDir(artwork.mus_first);
+
+ 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 */
- char *gfx_new_identifier = artwork.gfx_current->identifier;
- char *snd_new_identifier = artwork.snd_current->identifier;
- char *mus_new_identifier = artwork.mus_current->identifier;
- boolean redraw_screen = FALSE;
-
-#if 0
- if (leveldir_current_identifier == NULL)
- leveldir_current_identifier = leveldir_current->identifier;
-#endif
-
-#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
-
-#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);
-#endif
+ 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;
+ char *leveldir_artwork_set = LEVELDIR_ARTWORK_SET(leveldir_current, type);
+ boolean has_level_artwork_set = (leveldir_artwork_set != NULL);
+ char *artwork_current_identifier;
+ char *artwork_new_identifier = NULL; /* default: nothing has changed */
/* leveldir_current may be invalid (level group, parent link) */
if (!validLevelSeries(leveldir_current))
- return;
+ 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;
- /* when a new level series was selected, check if there was a change
- in custom artwork stored in level series directory */
- if (leveldir_current_identifier != leveldir_current->identifier)
- {
-#if 0
- char *identifier_old = leveldir_current_identifier;
-#endif
- char *identifier_new = leveldir_current->identifier;
-#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));
-#endif
+ /* 2nd step: check if it is really needed to reload artwork set
+ ------------------------------------------------------------ */
-#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;
-#endif
+ /* ---------- 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;
-#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;
-#endif
+ leveldir_current_identifier[type] = leveldir_identifier;
+ last_has_level_artwork_set[type] = has_level_artwork_set;
-#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;
-#endif
+ /* ---------- reload if "override artwork" setting has changed ----------- */
+ if (last_override_level_artwork[type] != setup_override_artwork)
+ artwork_new_identifier = artwork_current_identifier;
-#if 0
- printf("::: 2: ['%s'] '%s', '%s'\n",
- gfx_new_identifier, identifier_old, identifier_new);
-#endif
+ last_override_level_artwork[type] = setup_override_artwork;
- leveldir_current_identifier = leveldir_current->identifier;
- }
+ /* ---------- 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;
+
+ /* ---------- do not reload directly after starting ---------------------- */
+ if (!initialized[type])
+ artwork_new_identifier = NULL;
- /* 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;
+ initialized[type] = TRUE;
#if 0
- printf("CHECKING OLD/NEW GFX:\n OLD: '%s'\n NEW: '%s' ['%s', '%s']\n",
- artwork.gfx_current_identifier, gfx_new_identifier,
- artwork.gfx_current->identifier, leveldir_current->graphics_set);
+ 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
- if (strcmp(artwork.gfx_current_identifier, gfx_new_identifier) != 0 ||
- last_override_level_graphics != setup.override_level_graphics)
+ return artwork_new_identifier;
+}
+
+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 (gfx_new_identifier != NULL)
{
#if 0
printf("RELOADING GRAPHICS '%s' -> '%s' ['%s']\n",
artwork.gfx_current->identifier);
#endif
-#if 0
- artwork.gfx_current =
- getTreeInfoFromIdentifier(artwork.gfx_first, gfx_new_identifier);
-#endif
-#if 0
- artwork.gfx_current_identifier = gfx_new_identifier;
-#endif
-
- setLevelArtworkDir(artwork.gfx_first);
-
ClearRectangle(window, 0, 0, WIN_XSIZE, WIN_YSIZE);
InitImages();
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;
}
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();