X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Finit.c;h=b4b78259e4db2b48151bad954c48574df729b3c2;hb=3bf51f147946d7080ed973f7d1fca2971e5009d2;hp=cc3b23d57273030597f55e17e1c56df70179b9cb;hpb=b180608242f0190c6c8b31772e4dcfce2e9af47c;p=rocksndiamonds.git diff --git a/src/init.c b/src/init.c index cc3b23d5..b4b78259 100644 --- a/src/init.c +++ b/src/init.c @@ -109,6 +109,14 @@ inline void InitElementSmallImagesScaledUp(int graphic) void InitElementSmallImages() { + static int special_graphics[] = + { + IMG_EDITOR_ELEMENT_BORDER, + IMG_EDITOR_ELEMENT_BORDER_INPUT, + IMG_EDITOR_CASCADE_LIST, + IMG_EDITOR_CASCADE_LIST_ACTIVE, + -1 + }; struct PropertyMapping *property_mapping = getImageListPropertyMapping(); int num_property_mappings = getImageListPropertyMappingSize(); int i; @@ -124,6 +132,10 @@ void InitElementSmallImages() /* initialize images from dynamic configuration (may be elements or other) */ for (i = 0; i < num_property_mappings; i++) InitElementSmallImagesScaledUp(property_mapping[i].artwork_index); + + /* initialize special images from above list (non-element images) */ + for (i = 0; special_graphics[i] > -1; i++) + InitElementSmallImagesScaledUp(special_graphics[i]); } #if 1 @@ -451,6 +463,17 @@ void InitElementGraphicInfo() element_info[EL_AMOEBA_TO_DIAMOND].graphic[ACTION_DEFAULT] = IMG_AMOEBA_DEAD; #endif +#if 1 + /* set hardcoded definitions for some internal elements without graphic */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (IS_EDITOR_CASCADE_INACTIVE(i)) + element_info[i].graphic[ACTION_DEFAULT] = IMG_EDITOR_CASCADE_LIST; + else if (IS_EDITOR_CASCADE_ACTIVE(i)) + element_info[i].graphic[ACTION_DEFAULT] = IMG_EDITOR_CASCADE_LIST_ACTIVE; + } +#endif + /* now set all undefined/invalid graphics to -1 to set to default after it */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) { @@ -3119,6 +3142,7 @@ void InitElementPropertiesStatic() EL_AMOEBA_DRY, EL_AMOEBA_FULL, EL_BD_AMOEBA, + EL_EMC_MAGIC_BALL, -1 }; @@ -3349,74 +3373,115 @@ void InitElementPropertiesStatic() -1 }; + static int ep_editor_cascade_active[] = + { + EL_INTERNAL_CASCADE_BD_ACTIVE, + EL_INTERNAL_CASCADE_EM_ACTIVE, + EL_INTERNAL_CASCADE_EMC_ACTIVE, + EL_INTERNAL_CASCADE_RND_ACTIVE, + EL_INTERNAL_CASCADE_SB_ACTIVE, + EL_INTERNAL_CASCADE_SP_ACTIVE, + EL_INTERNAL_CASCADE_DC_ACTIVE, + EL_INTERNAL_CASCADE_DX_ACTIVE, + EL_INTERNAL_CASCADE_CHARS_ACTIVE, + EL_INTERNAL_CASCADE_CE_ACTIVE, + EL_INTERNAL_CASCADE_GE_ACTIVE, + EL_INTERNAL_CASCADE_USER_ACTIVE, + EL_INTERNAL_CASCADE_GENERIC_ACTIVE, + EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE, + -1 + }; + + static int ep_editor_cascade_inactive[] = + { + EL_INTERNAL_CASCADE_BD, + EL_INTERNAL_CASCADE_EM, + EL_INTERNAL_CASCADE_EMC, + EL_INTERNAL_CASCADE_RND, + EL_INTERNAL_CASCADE_SB, + EL_INTERNAL_CASCADE_SP, + EL_INTERNAL_CASCADE_DC, + EL_INTERNAL_CASCADE_DX, + EL_INTERNAL_CASCADE_CHARS, + EL_INTERNAL_CASCADE_CE, + EL_INTERNAL_CASCADE_GE, + EL_INTERNAL_CASCADE_USER, + EL_INTERNAL_CASCADE_GENERIC, + EL_INTERNAL_CASCADE_DYNAMIC, + -1 + }; + static struct { int *elements; int property; } element_properties[] = { - { ep_diggable, EP_DIGGABLE }, - { 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_indestructible, EP_INDESTRUCTIBLE }, - { ep_slippery, EP_SLIPPERY }, - { ep_can_change, EP_CAN_CHANGE }, - { ep_can_move, EP_CAN_MOVE }, - { ep_can_fall, EP_CAN_FALL }, - { ep_can_smash_player, EP_CAN_SMASH_PLAYER }, - { ep_can_smash_enemies, EP_CAN_SMASH_ENEMIES }, - { ep_can_smash_everything, EP_CAN_SMASH_EVERYTHING }, - { ep_explodes_by_fire, EP_EXPLODES_BY_FIRE }, - { ep_explodes_smashed, EP_EXPLODES_SMASHED }, - { ep_explodes_impact, EP_EXPLODES_IMPACT }, - { ep_walkable_over, EP_WALKABLE_OVER }, - { ep_walkable_inside, EP_WALKABLE_INSIDE }, - { ep_walkable_under, EP_WALKABLE_UNDER }, - { ep_passable_over, EP_PASSABLE_OVER }, - { ep_passable_inside, EP_PASSABLE_INSIDE }, - { ep_passable_under, EP_PASSABLE_UNDER }, - { ep_droppable, EP_DROPPABLE }, - { ep_explodes_1x1_old, EP_EXPLODES_1X1_OLD }, - { ep_pushable, EP_PUSHABLE }, - { ep_explodes_cross_old, EP_EXPLODES_CROSS_OLD }, - { ep_protected, EP_PROTECTED }, - { ep_throwable, EP_THROWABLE }, - { ep_can_explode, EP_CAN_EXPLODE }, - { ep_gravity_reachable, EP_GRAVITY_REACHABLE }, - - { ep_player, EP_PLAYER }, - { ep_can_pass_magic_wall, EP_CAN_PASS_MAGIC_WALL }, - { ep_switchable, EP_SWITCHABLE }, - { ep_bd_element, EP_BD_ELEMENT }, - { ep_sp_element, EP_SP_ELEMENT }, - { ep_sb_element, EP_SB_ELEMENT }, - { ep_gem, EP_GEM }, - { ep_food_dark_yamyam, EP_FOOD_DARK_YAMYAM }, - { ep_food_penguin, EP_FOOD_PENGUIN }, - { ep_food_pig, EP_FOOD_PIG }, - { ep_historic_wall, EP_HISTORIC_WALL }, - { ep_historic_solid, EP_HISTORIC_SOLID }, - { ep_classic_enemy, EP_CLASSIC_ENEMY }, - { ep_belt, EP_BELT }, - { ep_belt_active, EP_BELT_ACTIVE }, - { ep_belt_switch, EP_BELT_SWITCH }, - { ep_tube, EP_TUBE }, - { ep_keygate, EP_KEYGATE }, - { ep_amoeboid, EP_AMOEBOID }, - { ep_amoebalive, EP_AMOEBALIVE }, - { ep_has_content, EP_HAS_CONTENT }, - { ep_can_turn_each_move, EP_CAN_TURN_EACH_MOVE }, - { ep_can_grow, EP_CAN_GROW }, - { 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_diggable, EP_DIGGABLE }, + { 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_indestructible, EP_INDESTRUCTIBLE }, + { ep_slippery, EP_SLIPPERY }, + { ep_can_change, EP_CAN_CHANGE }, + { ep_can_move, EP_CAN_MOVE }, + { ep_can_fall, EP_CAN_FALL }, + { ep_can_smash_player, EP_CAN_SMASH_PLAYER }, + { ep_can_smash_enemies, EP_CAN_SMASH_ENEMIES }, + { ep_can_smash_everything, EP_CAN_SMASH_EVERYTHING }, + { ep_explodes_by_fire, EP_EXPLODES_BY_FIRE }, + { ep_explodes_smashed, EP_EXPLODES_SMASHED }, + { ep_explodes_impact, EP_EXPLODES_IMPACT }, + { ep_walkable_over, EP_WALKABLE_OVER }, + { ep_walkable_inside, EP_WALKABLE_INSIDE }, + { ep_walkable_under, EP_WALKABLE_UNDER }, + { ep_passable_over, EP_PASSABLE_OVER }, + { ep_passable_inside, EP_PASSABLE_INSIDE }, + { ep_passable_under, EP_PASSABLE_UNDER }, + { ep_droppable, EP_DROPPABLE }, + { ep_explodes_1x1_old, EP_EXPLODES_1X1_OLD }, + { ep_pushable, EP_PUSHABLE }, + { ep_explodes_cross_old, EP_EXPLODES_CROSS_OLD }, + { ep_protected, EP_PROTECTED }, + { ep_throwable, EP_THROWABLE }, + { ep_can_explode, EP_CAN_EXPLODE }, + { ep_gravity_reachable, EP_GRAVITY_REACHABLE }, + + { ep_player, EP_PLAYER }, + { ep_can_pass_magic_wall, EP_CAN_PASS_MAGIC_WALL }, + { ep_switchable, EP_SWITCHABLE }, + { ep_bd_element, EP_BD_ELEMENT }, + { ep_sp_element, EP_SP_ELEMENT }, + { ep_sb_element, EP_SB_ELEMENT }, + { ep_gem, EP_GEM }, + { ep_food_dark_yamyam, EP_FOOD_DARK_YAMYAM }, + { ep_food_penguin, EP_FOOD_PENGUIN }, + { ep_food_pig, EP_FOOD_PIG }, + { ep_historic_wall, EP_HISTORIC_WALL }, + { ep_historic_solid, EP_HISTORIC_SOLID }, + { ep_classic_enemy, EP_CLASSIC_ENEMY }, + { ep_belt, EP_BELT }, + { ep_belt_active, EP_BELT_ACTIVE }, + { ep_belt_switch, EP_BELT_SWITCH }, + { ep_tube, EP_TUBE }, + { ep_keygate, EP_KEYGATE }, + { ep_amoeboid, EP_AMOEBOID }, + { ep_amoebalive, EP_AMOEBALIVE }, + { ep_has_content, EP_HAS_CONTENT }, + { ep_can_turn_each_move, EP_CAN_TURN_EACH_MOVE }, + { ep_can_grow, EP_CAN_GROW }, + { ep_active_bomb, EP_ACTIVE_BOMB }, + { ep_inactive, EP_INACTIVE }, + + { ep_em_slippery_wall, EP_EM_SLIPPERY_WALL }, + + { ep_gfx_crumbled, EP_GFX_CRUMBLED }, + + { ep_editor_cascade_active, EP_EDITOR_CASCADE_ACTIVE }, + { ep_editor_cascade_inactive, EP_EDITOR_CASCADE_INACTIVE }, + + { NULL, -1 } }; int i, j, k; @@ -3644,6 +3709,10 @@ void InitElementPropertiesEngine(int engine_version) SET_PROPERTY(i, EP_GFX_CRUMBLED, element_info[i].crumbled[ACTION_DEFAULT] != IMG_EMPTY); #endif + + /* ---------- EDITOR_CASCADE ------------------------------------------- */ + SET_PROPERTY(i, EP_EDITOR_CASCADE, (IS_EDITOR_CASCADE_ACTIVE(i) || + IS_EDITOR_CASCADE_INACTIVE(i))); } /* dynamically adjust element properties according to game engine version */ @@ -3802,6 +3871,10 @@ void Execute_Command(char *command) printf("# (The entries below are default and therefore commented out.)\n"); printf("\n"); + /* this is needed to be able to check element list for cascade elements */ + InitElementPropertiesStatic(); + InitElementPropertiesEngine(GAME_VERSION_ACTUAL); + PrintEditorElementList(); exit(0);