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 void setLevelInfoToDefaults_BD_Ext(int width, int height)
26 GdCave *cave = native_bd_level.cave;
31 // get empty cave, using default values
34 // set cave size, if defined
35 if (width > 0 && height > 0)
41 gd_flatten_cave(cave, 0);
43 cave->selectable = TRUE;
44 cave->intermission = FALSE;
46 native_bd_level.cave = cave;
47 native_bd_level.replay = NULL;
49 native_bd_level.cave_nr = 0;
50 native_bd_level.level_nr = 0;
52 native_bd_level.loaded_from_caveset = FALSE;
55 void setLevelInfoToDefaults_BD(void)
57 setLevelInfoToDefaults_BD_Ext(0, 0);
60 boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_only)
62 static char *filename_loaded = NULL;
64 if (filename_loaded == NULL || !strEqual(filename, filename_loaded))
66 if (!gd_caveset_load_from_file(filename))
69 Warn("cannot load BD cave set from file '%s'", filename);
74 setString(&filename_loaded, filename);
77 if (level_pos < 0 || level_pos >= 5 * gd_caveset_count())
79 Warn("invalid level position %d in BD cave set", level_pos);
84 native_bd_level.cave_nr = level_pos % gd_caveset_count();
85 native_bd_level.level_nr = level_pos / gd_caveset_count();
87 if (native_bd_level.cave != NULL)
88 gd_cave_free(native_bd_level.cave);
90 // get selected cave, prepared for playing
91 native_bd_level.cave = gd_get_prepared_cave_from_caveset(native_bd_level.cave_nr,
92 native_bd_level.level_nr);
94 // set better initial cave speed (to set better native replay tape length)
95 set_initial_cave_speed(native_bd_level.cave);
97 native_bd_level.loaded_from_caveset = TRUE;
99 // check if this cave has any replays
100 if (native_bd_level.cave->replays != NULL)
102 GList *item = native_bd_level.cave->replays;
104 // try to find replay that was recorded for this difficulty level
105 while (item != NULL &&
106 (item->data == NULL ||
107 ((GdReplay *)item->data)->success == FALSE ||
108 ((GdReplay *)item->data)->level != native_bd_level.level_nr))
111 // matching replay found
113 native_bd_level.replay = (GdReplay *)item->data;
120 // ============================================================================
121 // game engine functions
122 // ============================================================================
124 int map_action_RND_to_BD(int action)
126 GdDirection player_move = gd_direction_from_keypress(action & JOY_UP,
130 boolean player_fire = (action & (JOY_BUTTON_1 | JOY_BUTTON_2));
132 return (player_move | (player_fire ? GD_REPLAY_FIRE_MASK : 0));
135 int map_action_BD_to_RND(int action)
137 GdDirection player_move = action & GD_REPLAY_MOVE_MASK;
138 boolean player_fire = action & GD_REPLAY_FIRE_MASK;
140 int action_move = (player_move == GD_MV_UP ? JOY_UP :
141 player_move == GD_MV_UP_RIGHT ? JOY_UP | JOY_RIGHT :
142 player_move == GD_MV_RIGHT ? JOY_RIGHT :
143 player_move == GD_MV_DOWN_RIGHT ? JOY_DOWN | JOY_RIGHT :
144 player_move == GD_MV_DOWN ? JOY_DOWN :
145 player_move == GD_MV_DOWN_LEFT ? JOY_DOWN | JOY_LEFT :
146 player_move == GD_MV_LEFT ? JOY_LEFT :
147 player_move == GD_MV_UP_LEFT ? JOY_UP | JOY_LEFT : JOY_NO_ACTION);
148 int action_fire = (player_fire ? JOY_BUTTON_1 : JOY_NO_ACTION);
150 return (action_move | action_fire);
153 boolean checkGameRunning_BD(void)
155 return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CAVE_RUNNING);