1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2024 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
15 struct GameInfo_BD game_bd;
16 struct LevelInfo_BD native_bd_level;
17 struct EngineSnapshotInfo_BD engine_snapshot_bd;
20 // ============================================================================
21 // level file functions
22 // ============================================================================
24 int map_action_RND_to_BD(int action)
26 GdDirection player_move = gd_direction_from_keypress(action & JOY_UP,
30 boolean player_fire = (action & (JOY_BUTTON_1 | JOY_BUTTON_2));
32 return (player_move | (player_fire ? GD_REPLAY_FIRE_MASK : 0));
35 int map_action_BD_to_RND(int action)
37 GdDirection player_move = action & GD_REPLAY_MOVE_MASK;
38 boolean player_fire = action & GD_REPLAY_FIRE_MASK;
40 int action_move = (player_move == GD_MV_UP ? JOY_UP :
41 player_move == GD_MV_UP_RIGHT ? JOY_UP | JOY_RIGHT :
42 player_move == GD_MV_RIGHT ? JOY_RIGHT :
43 player_move == GD_MV_DOWN_RIGHT ? JOY_DOWN | JOY_RIGHT :
44 player_move == GD_MV_DOWN ? JOY_DOWN :
45 player_move == GD_MV_DOWN_LEFT ? JOY_DOWN | JOY_LEFT :
46 player_move == GD_MV_LEFT ? JOY_LEFT :
47 player_move == GD_MV_UP_LEFT ? JOY_UP | JOY_LEFT : JOY_NO_ACTION);
48 int action_fire = (player_fire ? JOY_BUTTON_1 : JOY_NO_ACTION);
50 return (action_move | action_fire);
53 boolean checkGameRunning_BD(void)
55 return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CAVE_RUNNING);
58 void setLevelInfoToDefaults_BD_Ext(int width, int height)
60 GdCave *cave = native_bd_level.cave;
65 // get empty cave, using default values
68 // set cave size, if defined
69 if (width > 0 && height > 0)
75 gd_flatten_cave(cave, 0);
77 cave->selectable = TRUE;
78 cave->intermission = FALSE;
80 native_bd_level.cave = cave;
81 native_bd_level.replay = NULL;
83 native_bd_level.cave_nr = 0;
84 native_bd_level.level_nr = 0;
86 native_bd_level.loaded_from_caveset = FALSE;
89 void setLevelInfoToDefaults_BD(void)
91 setLevelInfoToDefaults_BD_Ext(0, 0);
94 boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_only)
96 static char *filename_loaded = NULL;
98 if (filename_loaded == NULL || !strEqual(filename, filename_loaded))
100 if (!gd_caveset_load_from_file(filename))
102 if (!level_info_only)
103 Warn("cannot load BD cave set from file '%s'", filename);
108 setString(&filename_loaded, filename);
111 if (level_pos < 0 || level_pos >= 5 * gd_caveset_count())
113 Warn("invalid level position %d in BD cave set", level_pos);
118 native_bd_level.cave_nr = level_pos % gd_caveset_count();
119 native_bd_level.level_nr = level_pos / gd_caveset_count();
121 if (native_bd_level.cave != NULL)
122 gd_cave_free(native_bd_level.cave);
124 // get selected cave, prepared for playing
125 native_bd_level.cave = gd_get_prepared_cave_from_caveset(native_bd_level.cave_nr,
126 native_bd_level.level_nr);
128 // set better initial cave speed (to set better native replay tape length)
129 set_initial_cave_speed(native_bd_level.cave);
131 native_bd_level.loaded_from_caveset = TRUE;
133 // check if this cave has any replays
134 if (native_bd_level.cave->replays != NULL)
136 GList *item = native_bd_level.cave->replays;
138 // try to find replay that was recorded for this difficulty level
139 while (item != NULL &&
140 (item->data == NULL ||
141 ((GdReplay *)item->data)->success == FALSE ||
142 ((GdReplay *)item->data)->level != native_bd_level.level_nr))
145 // matching replay found
147 native_bd_level.replay = (GdReplay *)item->data;