2 * Copyright (c) 2007, 2008, 2009, Czirkos Zoltan <cirix@fw.hu>
4 * Permission to use, copy, modify, and distribute this software for any
5 * purpose with or without fee is hereby granted, provided that the above
6 * copyright notice and this permission notice appear in all copies.
8 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
9 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
10 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
11 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
12 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
13 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
14 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
20 // make all caves selectable.
21 static boolean gd_import_as_all_caves_selectable = TRUE;
23 // conversion table for imported bd1 caves.
24 static const GdElement bd1_import_table[] =
26 /* 0 */ O_SPACE, O_DIRT, O_BRICK, O_MAGIC_WALL,
27 /* 4 */ O_PRE_OUTBOX, O_OUTBOX, O_STEEL_EXPLODABLE, O_STEEL,
28 /* 8 */ O_FIREFLY_1, O_FIREFLY_2, O_FIREFLY_3, O_FIREFLY_4,
29 /* c */ O_FIREFLY_1, O_FIREFLY_2, O_FIREFLY_3, O_FIREFLY_4,
30 /* 10 */ O_STONE, O_STONE, O_STONE_F, O_STONE_F,
31 /* 14 */ O_DIAMOND, O_DIAMOND, O_DIAMOND_F, O_DIAMOND_F,
32 // ----- ACID: marek roth extension in crazy dream 3
33 /* 18 */ O_ACID, O_ACID, O_EXPLODE_1, O_EXPLODE_2,
34 /* 1c */ O_EXPLODE_3, O_EXPLODE_4, O_EXPLODE_5, O_PRE_DIA_1,
35 /* 20 */ O_PRE_DIA_2, O_PRE_DIA_3, O_PRE_DIA_4, O_PRE_DIA_5,
36 /* 24 */ O_PRE_DIA_5, O_INBOX, O_PRE_PL_1, O_PRE_PL_2,
37 /* 28 */ O_PRE_PL_3, O_PRE_PL_3, O_H_EXPANDING_WALL, O_H_EXPANDING_WALL,
38 /* 2c */ O_UNKNOWN, O_UNKNOWN, O_UNKNOWN, O_UNKNOWN,
39 /* 30 */ O_BUTTER_4, O_BUTTER_1, O_BUTTER_2, O_BUTTER_3,
40 /* 34 */ O_BUTTER_4, O_BUTTER_1, O_BUTTER_2, O_BUTTER_3,
41 /* 38 */ O_PLAYER, O_PLAYER, O_AMOEBA, O_AMOEBA,
42 /* 3c */ O_VOODOO, O_INVIS_OUTBOX, O_SLIME, O_UNKNOWN
45 // conversion table for imported plck caves.
46 static const GdElement plck_import_nybble[] =
48 /* 0 */ O_STONE, O_DIAMOND, O_MAGIC_WALL, O_BRICK,
49 /* 4 */ O_STEEL, O_H_EXPANDING_WALL, O_VOODOO, O_DIRT,
50 /* 8 */ O_FIREFLY_1, O_BUTTER_4, O_AMOEBA, O_SLIME,
51 /* 12 */ O_PRE_INVIS_OUTBOX, O_PRE_OUTBOX, O_INBOX, O_SPACE
54 // conversion table for imported 1stb caves.
55 static const GdElement firstboulder_import_table[] =
57 /* 0 */ O_SPACE, O_DIRT, O_BRICK, O_MAGIC_WALL,
58 /* 4 */ O_PRE_OUTBOX, O_OUTBOX, O_PRE_INVIS_OUTBOX, O_INVIS_OUTBOX,
59 /* 8 */ O_FIREFLY_1, O_FIREFLY_2, O_FIREFLY_3, O_FIREFLY_4,
60 /* c */ O_FIREFLY_1, O_FIREFLY_2, O_FIREFLY_3, O_FIREFLY_4,
61 /* 10 */ O_STONE, O_STONE, O_STONE_F, O_STONE_F,
62 /* 14 */ O_DIAMOND, O_DIAMOND, O_DIAMOND_F, O_DIAMOND_F,
63 /* 18 */ O_PRE_CLOCK_1, O_PRE_CLOCK_2, O_PRE_CLOCK_3, O_PRE_CLOCK_4,
64 /* 1c */ O_BITER_SWITCH, O_BITER_SWITCH, O_BLADDER_SPENDER, O_PRE_DIA_1,
65 /* 20 */ O_PRE_DIA_1, O_PRE_DIA_2, O_PRE_DIA_3, O_PRE_DIA_4,
66 /* 24 */ O_PRE_DIA_5, O_INBOX, O_PRE_PL_1, O_PRE_PL_2,
67 // ----- CLOCK: not mentioned in marek's bd inside faq
68 /* 28 */ O_PRE_PL_3, O_CLOCK, O_H_EXPANDING_WALL, O_H_EXPANDING_WALL,
69 /* 2c */ O_CREATURE_SWITCH, O_CREATURE_SWITCH, O_EXPANDING_WALL_SWITCH, O_EXPANDING_WALL_SWITCH,
70 /* 30 */ O_BUTTER_3, O_BUTTER_4, O_BUTTER_1, O_BUTTER_2,
71 /* 34 */ O_BUTTER_3, O_BUTTER_4, O_BUTTER_1, O_BUTTER_2,
72 /* 38 */ O_STEEL, O_SLIME, O_BOMB, O_SWEET,
73 /* 3c */ O_PRE_STONE_1, O_PRE_STONE_2, O_PRE_STONE_3, O_PRE_STONE_4,
74 /* 40 */ O_BLADDER, O_BLADDER_1, O_BLADDER_2, O_BLADDER_3,
75 /* 44 */ O_BLADDER_4, O_BLADDER_5, O_BLADDER_6, O_BLADDER_7,
76 /* 48 */ O_BLADDER_8, O_BLADDER_8, O_EXPLODE_1, O_EXPLODE_1,
77 /* 4c */ O_EXPLODE_2, O_EXPLODE_3, O_EXPLODE_4, O_EXPLODE_5,
78 /* 50 */ O_PLAYER, O_PLAYER, O_PLAYER_BOMB, O_PLAYER_BOMB,
79 /* 54 */ O_PLAYER_GLUED, O_PLAYER_GLUED, O_VOODOO, O_AMOEBA,
80 /* 58 */ O_AMOEBA, O_BOMB_TICK_1, O_BOMB_TICK_2, O_BOMB_TICK_3,
81 /* 5c */ O_BOMB_TICK_4, O_BOMB_TICK_5, O_BOMB_TICK_6, O_BOMB_TICK_7,
82 /* 60 */ O_BOMB_EXPL_1, O_BOMB_EXPL_2, O_BOMB_EXPL_3, O_BOMB_EXPL_4,
83 /* 64 */ O_GHOST, O_GHOST, O_GHOST_EXPL_1, O_GHOST_EXPL_2,
84 /* 68 */ O_GHOST_EXPL_3, O_GHOST_EXPL_4, O_GRAVESTONE, O_STONE_GLUED,
85 /* 6c */ O_DIAMOND_GLUED, O_DIAMOND_KEY, O_TRAPPED_DIAMOND, O_GRAVESTONE,
86 /* 70 */ O_WAITING_STONE, O_WAITING_STONE, O_CHASING_STONE, O_CHASING_STONE,
87 /* 74 */ O_PRE_STEEL_1, O_PRE_STEEL_2, O_PRE_STEEL_3, O_PRE_STEEL_4,
88 /* 78 */ O_BITER_1, O_BITER_2, O_BITER_3, O_BITER_4,
89 /* 7c */ O_BITER_1, O_BITER_2, O_BITER_3, O_BITER_4,
92 // conversion table for imported crazy dream caves.
93 static const GdElement crazydream_import_table[] =
95 /* 0 */ O_SPACE, O_DIRT, O_BRICK, O_MAGIC_WALL,
96 /* 4 */ O_PRE_OUTBOX, O_OUTBOX, O_PRE_INVIS_OUTBOX, O_INVIS_OUTBOX,
97 /* 8 */ O_FIREFLY_1, O_FIREFLY_2, O_FIREFLY_3, O_FIREFLY_4,
98 /* c */ O_FIREFLY_1, O_FIREFLY_2, O_FIREFLY_3, O_FIREFLY_4,
99 /* 10 */ O_STONE, O_STONE, O_STONE_F, O_STONE_F,
100 /* 14 */ O_DIAMOND, O_DIAMOND, O_DIAMOND_F, O_DIAMOND_F,
101 /* 18 */ O_PRE_CLOCK_1, O_PRE_CLOCK_2, O_PRE_CLOCK_3, O_PRE_CLOCK_4,
102 /* 1c */ O_BITER_SWITCH, O_BITER_SWITCH, O_BLADDER_SPENDER, O_PRE_DIA_1, // 6 different stages
103 /* 20 */ O_PRE_DIA_1, O_PRE_DIA_2, O_PRE_DIA_3, O_PRE_DIA_4,
104 /* 24 */ O_PRE_DIA_5, O_INBOX, O_PRE_PL_1, O_PRE_PL_2,
105 // ----- CLOCK: not mentioned in marek's bd inside faq
106 /* 28 */ O_PRE_PL_3, O_CLOCK, O_H_EXPANDING_WALL, O_H_EXPANDING_WALL,
107 /* 2c */ O_CREATURE_SWITCH, O_CREATURE_SWITCH, O_EXPANDING_WALL_SWITCH, O_EXPANDING_WALL_SWITCH,
108 /* 30 */ O_BUTTER_3, O_BUTTER_4, O_BUTTER_1, O_BUTTER_2,
109 /* 34 */ O_BUTTER_3, O_BUTTER_4, O_BUTTER_1, O_BUTTER_2,
110 /* 38 */ O_STEEL, O_SLIME, O_BOMB, O_SWEET,
111 /* 3c */ O_PRE_STONE_1, O_PRE_STONE_2, O_PRE_STONE_3, O_PRE_STONE_4,
112 /* 40 */ O_BLADDER, O_BLADDER_1, O_BLADDER_2, O_BLADDER_3,
113 /* 44 */ O_BLADDER_4, O_BLADDER_5, O_BLADDER_6, O_BLADDER_7,
114 /* 48 */ O_BLADDER_8, O_BLADDER_8|SCANNED, O_EXPLODE_1, O_EXPLODE_1,
115 /* 4c */ O_EXPLODE_2, O_EXPLODE_3, O_EXPLODE_4, O_EXPLODE_5,
116 /* 50 */ O_PLAYER, O_PLAYER, O_PLAYER_BOMB, O_PLAYER_BOMB,
117 /* 54 */ O_PLAYER_GLUED, O_PLAYER_GLUED, O_VOODOO, O_AMOEBA,
118 /* 58 */ O_AMOEBA, O_BOMB_TICK_1, O_BOMB_TICK_2, O_BOMB_TICK_3,
119 /* 5c */ O_BOMB_TICK_4, O_BOMB_TICK_5, O_BOMB_TICK_6, O_BOMB_TICK_7,
120 /* 60 */ O_BOMB_EXPL_1, O_BOMB_EXPL_2, O_BOMB_EXPL_3, O_BOMB_EXPL_4,
121 /* 64 */ O_GHOST, O_GHOST, O_GHOST_EXPL_1, O_GHOST_EXPL_2,
122 /* 68 */ O_GHOST_EXPL_3, O_GHOST_EXPL_4, O_GRAVESTONE, O_STONE_GLUED,
123 /* 6c */ O_DIAMOND_GLUED, O_DIAMOND_KEY, O_TRAPPED_DIAMOND, O_GRAVESTONE,
124 /* 70 */ O_WAITING_STONE, O_WAITING_STONE, O_CHASING_STONE, O_CHASING_STONE,
125 /* 74 */ O_PRE_STEEL_1, O_PRE_STEEL_2, O_PRE_STEEL_3, O_PRE_STEEL_4,
126 /* 78 */ O_BITER_1, O_BITER_2, O_BITER_3, O_BITER_4,
127 /* 7c */ O_BITER_1, O_BITER_2, O_BITER_3, O_BITER_4,
129 /* 80 */ O_POT, O_PLAYER_STIRRING, O_GRAVITY_SWITCH, O_GRAVITY_SWITCH,
130 /* 84 */ O_PNEUMATIC_HAMMER, O_PNEUMATIC_HAMMER, O_BOX, O_BOX,
131 /* 88 */ O_UNKNOWN, O_UNKNOWN, O_ACID, O_ACID,
132 /* 8c */ O_KEY_1, O_KEY_2, O_KEY_3, O_UNKNOWN,
133 /* 90 */ O_UNKNOWN, O_UNKNOWN, O_UNKNOWN, O_UNKNOWN,
134 /* 94 */ O_UNKNOWN, O_TELEPORTER, O_UNKNOWN, O_SKELETON,
135 /* 98 */ O_WATER, O_WATER_16, O_WATER_15, O_WATER_14,
136 /* 9c */ O_WATER_13, O_WATER_12, O_WATER_11, O_WATER_10,
137 /* a0 */ O_WATER_9, O_WATER_8, O_WATER_7, O_WATER_6,
138 /* a4 */ O_WATER_5, O_WATER_4, O_WATER_3, O_WATER_2,
139 /* a8 */ O_WATER_1, O_COW_ENCLOSED_1, O_COW_ENCLOSED_2, O_COW_ENCLOSED_3,
140 /* ac */ O_COW_ENCLOSED_4, O_COW_ENCLOSED_5, O_COW_ENCLOSED_6, O_COW_ENCLOSED_7,
141 /* b0 */ O_COW_1, O_COW_2, O_COW_3, O_COW_4,
142 /* b4 */ O_COW_1, O_COW_2, O_COW_3, O_COW_4,
143 /* b8 */ O_DIRT_GLUED, O_STEEL_EXPLODABLE, O_DOOR_1, O_DOOR_2,
144 /* bc */ O_DOOR_3, O_FALLING_WALL, O_FALLING_WALL_F, O_FALLING_WALL_F,
145 /* c0 */ O_WALLED_DIAMOND, O_UNKNOWN, O_WALLED_KEY_1, O_WALLED_KEY_2,
146 /* c5 = brick?! (vital key), c7 = dirt?! (think twice) */
147 /* c7 = dirt, as it has a code which will change it to dirt. */
148 /* c4 */ O_WALLED_KEY_3, O_BRICK, O_UNKNOWN, O_DIRT,
149 /* c8 */ O_DIRT2, O_UNKNOWN, O_UNKNOWN, O_UNKNOWN,
150 /* cc */ O_UNKNOWN, O_UNKNOWN, O_UNKNOWN, O_UNKNOWN,
151 /* d0 */ O_UNKNOWN, O_UNKNOWN, O_UNKNOWN, O_UNKNOWN,
152 /* d4 */ O_UNKNOWN, O_UNKNOWN, O_UNKNOWN, O_UNKNOWN,
153 /* d8 */ O_UNKNOWN, O_UNKNOWN, O_UNKNOWN, O_UNKNOWN,
154 /* dc */ O_UNKNOWN, O_UNKNOWN, O_UNKNOWN, O_UNKNOWN,
155 /* e0 */ O_ALT_FIREFLY_1, O_ALT_FIREFLY_2, O_ALT_FIREFLY_3, O_ALT_FIREFLY_4,
156 /* e4 */ O_ALT_FIREFLY_1, O_ALT_FIREFLY_2, O_ALT_FIREFLY_3, O_ALT_FIREFLY_4,
157 /* e8 */ O_ALT_BUTTER_3, O_ALT_BUTTER_4, O_ALT_BUTTER_1, O_ALT_BUTTER_2,
158 /* ec */ O_ALT_BUTTER_3, O_ALT_BUTTER_4, O_ALT_BUTTER_1, O_ALT_BUTTER_2,
159 /* f0 */ O_WATER, O_WATER, O_WATER, O_WATER,
160 /* f4 */ O_WATER, O_WATER, O_WATER, O_WATER,
161 /* f8 */ O_WATER, O_WATER, O_WATER, O_WATER,
162 /* fc */ O_WATER, O_WATER, O_WATER, O_WATER,
165 // conversion table for imported 1stb caves.
166 const GdElement gd_crazylight_import_table[] =
168 /* 0 */ O_SPACE, O_DIRT, O_BRICK, O_MAGIC_WALL,
169 /* 4 */ O_PRE_OUTBOX, O_OUTBOX, O_PRE_INVIS_OUTBOX, O_INVIS_OUTBOX,
170 /* 8 */ O_FIREFLY_1, O_FIREFLY_2, O_FIREFLY_3, O_FIREFLY_4,
171 /* c */ O_FIREFLY_1|SCANNED, O_FIREFLY_2|SCANNED, O_FIREFLY_3|SCANNED, O_FIREFLY_4|SCANNED,
172 /* 10 */ O_STONE, O_STONE|SCANNED, O_STONE_F, O_STONE_F|SCANNED,
173 /* 14 */ O_DIAMOND, O_DIAMOND|SCANNED, O_DIAMOND_F, O_DIAMOND_F|SCANNED,
174 /* 18 */ O_PRE_CLOCK_1, O_PRE_CLOCK_2, O_PRE_CLOCK_3, O_PRE_CLOCK_4,
175 /* 1c */ O_BITER_SWITCH, O_BITER_SWITCH, O_BLADDER_SPENDER, O_PRE_DIA_1, // 6 different stages, the first is the pre_dia_0
176 /* 20 */ O_PRE_DIA_1, O_PRE_DIA_2, O_PRE_DIA_3, O_PRE_DIA_4,
177 /* 24 */ O_PRE_DIA_5, O_INBOX, O_PRE_PL_1, O_PRE_PL_2,
178 // ----- CLOCK: not mentioned in marek's bd inside faq
179 /* 28 */ O_PRE_PL_3, O_CLOCK, O_H_EXPANDING_WALL, O_H_EXPANDING_WALL|SCANNED,
180 /* 2c */ O_CREATURE_SWITCH, O_CREATURE_SWITCH, O_EXPANDING_WALL_SWITCH, O_EXPANDING_WALL_SWITCH,
181 /* 30 */ O_BUTTER_3, O_BUTTER_4, O_BUTTER_1, O_BUTTER_2,
182 /* 34 */ O_BUTTER_3|SCANNED, O_BUTTER_4|SCANNED, O_BUTTER_1|SCANNED, O_BUTTER_2|SCANNED,
183 /* 38 */ O_STEEL, O_SLIME, O_BOMB, O_SWEET,
184 /* 3c */ O_PRE_STONE_1, O_PRE_STONE_2, O_PRE_STONE_3, O_PRE_STONE_4,
185 /* 40 */ O_BLADDER, O_BLADDER_1, O_BLADDER_2, O_BLADDER_3,
186 /* 44 */ O_BLADDER_4, O_BLADDER_5, O_BLADDER_6, O_BLADDER_7,
187 /* 48 */ O_BLADDER_8, O_BLADDER_8|SCANNED, O_EXPLODE_1, O_EXPLODE_1,
188 /* 4c */ O_EXPLODE_2, O_EXPLODE_3, O_EXPLODE_4, O_EXPLODE_5,
189 /* 50 */ O_PLAYER, O_PLAYER|SCANNED, O_PLAYER_BOMB, O_PLAYER_BOMB|SCANNED,
190 /* 54 */ O_PLAYER_GLUED, O_PLAYER_GLUED|SCANNED, O_VOODOO, O_AMOEBA,
191 /* 58 */ O_AMOEBA|SCANNED, O_BOMB_TICK_1, O_BOMB_TICK_2, O_BOMB_TICK_3,
192 /* 5c */ O_BOMB_TICK_4, O_BOMB_TICK_5, O_BOMB_TICK_6, O_BOMB_TICK_7,
193 /* 60 */ O_BOMB_EXPL_1, O_BOMB_EXPL_2, O_BOMB_EXPL_3, O_BOMB_EXPL_4,
194 /* 64 */ O_ACID, O_ACID, O_FALLING_WALL, O_FALLING_WALL_F,
195 /* 68 */ O_FALLING_WALL_F|SCANNED, O_BOX, O_GRAVESTONE, O_STONE_GLUED,
196 /* 6c */ O_DIAMOND_GLUED, O_DIAMOND_KEY, O_TRAPPED_DIAMOND, O_GRAVESTONE,
197 /* 70 */ O_WAITING_STONE, O_WAITING_STONE|SCANNED, O_CHASING_STONE, O_CHASING_STONE|SCANNED,
198 /* 74 */ O_PRE_STEEL_1, O_PRE_STEEL_2, O_PRE_STEEL_3, O_PRE_STEEL_4,
199 /* 78 */ O_BITER_1, O_BITER_2, O_BITER_3, O_BITER_4,
200 /* 7c */ O_BITER_1|SCANNED, O_BITER_2|SCANNED, O_BITER_3|SCANNED, O_BITER_4|SCANNED,
203 GdPropertyDefault gd_defaults_bd1[] =
205 {CAVE_OFFSET(level_amoeba_threshold), 200},
206 {CAVE_OFFSET(amoeba_growth_prob), 31250},
207 {CAVE_OFFSET(amoeba_fast_growth_prob), 250000},
208 {CAVE_OFFSET(amoeba_timer_started_immediately), TRUE},
209 {CAVE_OFFSET(amoeba_timer_wait_for_hatching), FALSE},
210 {CAVE_OFFSET(lineshift), TRUE},
211 {CAVE_OFFSET(wraparound_objects), TRUE},
212 {CAVE_OFFSET(diagonal_movements), FALSE},
213 {CAVE_OFFSET(voodoo_collects_diamonds), FALSE},
214 {CAVE_OFFSET(voodoo_dies_by_stone), FALSE},
215 {CAVE_OFFSET(voodoo_disappear_in_explosion), TRUE},
216 {CAVE_OFFSET(voodoo_any_hurt_kills_player), FALSE},
217 {CAVE_OFFSET(creatures_backwards), FALSE},
218 {CAVE_OFFSET(creatures_direction_auto_change_on_start), FALSE},
219 {CAVE_OFFSET(creatures_direction_auto_change_time), 0},
220 {CAVE_OFFSET(level_hatching_delay_time[0]), 2},
221 {CAVE_OFFSET(intermission_instantlife), TRUE},
222 {CAVE_OFFSET(intermission_rewardlife), FALSE},
223 {CAVE_OFFSET(magic_wall_stops_amoeba), TRUE},
224 {CAVE_OFFSET(magic_wall_breakscan), TRUE},
225 {CAVE_OFFSET(magic_timer_zero_is_infinite), TRUE},
226 {CAVE_OFFSET(magic_timer_wait_for_hatching), FALSE},
227 {CAVE_OFFSET(pushing_stone_prob), 250000},
228 {CAVE_OFFSET(pushing_stone_prob_sweet), 1000000},
229 {CAVE_OFFSET(active_is_first_found), FALSE},
230 {CAVE_OFFSET(short_explosions), TRUE},
231 {CAVE_OFFSET(slime_predictable), TRUE},
232 {CAVE_OFFSET(snap_element), O_SPACE},
233 {CAVE_OFFSET(max_time), 999},
235 {CAVE_OFFSET(scheduling), GD_SCHEDULING_BD1},
236 {CAVE_OFFSET(pal_timing), TRUE},
241 GdPropertyDefault gd_defaults_bd2[] =
243 {CAVE_OFFSET(level_amoeba_threshold), 200},
244 {CAVE_OFFSET(amoeba_growth_prob), 31250},
245 {CAVE_OFFSET(amoeba_fast_growth_prob), 250000},
246 {CAVE_OFFSET(amoeba_timer_started_immediately), FALSE},
247 {CAVE_OFFSET(amoeba_timer_wait_for_hatching), FALSE},
248 {CAVE_OFFSET(lineshift), TRUE},
249 {CAVE_OFFSET(wraparound_objects), TRUE},
250 {CAVE_OFFSET(diagonal_movements), FALSE},
251 {CAVE_OFFSET(voodoo_collects_diamonds), FALSE},
252 {CAVE_OFFSET(voodoo_dies_by_stone), FALSE},
253 {CAVE_OFFSET(voodoo_disappear_in_explosion), TRUE},
254 {CAVE_OFFSET(voodoo_any_hurt_kills_player), FALSE},
255 {CAVE_OFFSET(creatures_backwards), FALSE},
256 {CAVE_OFFSET(creatures_direction_auto_change_on_start), FALSE},
257 {CAVE_OFFSET(creatures_direction_auto_change_time), 0},
258 {CAVE_OFFSET(level_hatching_delay_time[0]), 2},
259 {CAVE_OFFSET(intermission_instantlife), TRUE},
260 {CAVE_OFFSET(intermission_rewardlife), FALSE},
261 {CAVE_OFFSET(magic_wall_stops_amoeba), FALSE}, // marek roth bd inside faq 3.0
262 {CAVE_OFFSET(magic_timer_zero_is_infinite), TRUE},
263 {CAVE_OFFSET(magic_timer_wait_for_hatching), FALSE},
264 {CAVE_OFFSET(pushing_stone_prob), 250000},
265 {CAVE_OFFSET(pushing_stone_prob_sweet), 1000000},
266 {CAVE_OFFSET(active_is_first_found), FALSE},
267 {CAVE_OFFSET(short_explosions), TRUE},
268 {CAVE_OFFSET(slime_predictable), TRUE},
269 {CAVE_OFFSET(snap_element), O_SPACE},
270 {CAVE_OFFSET(max_time), 999},
272 {CAVE_OFFSET(pal_timing), TRUE},
273 {CAVE_OFFSET(scheduling), GD_SCHEDULING_BD2},
278 GdPropertyDefault gd_defaults_plck[] =
280 {CAVE_OFFSET(amoeba_growth_prob), 31250},
281 {CAVE_OFFSET(amoeba_fast_growth_prob), 250000},
282 {CAVE_OFFSET(amoeba_timer_started_immediately), FALSE},
283 {CAVE_OFFSET(amoeba_timer_wait_for_hatching), FALSE},
284 {CAVE_OFFSET(lineshift), TRUE},
285 {CAVE_OFFSET(wraparound_objects), TRUE},
286 {CAVE_OFFSET(border_scan_first_and_last), FALSE},
287 {CAVE_OFFSET(diagonal_movements), FALSE},
288 {CAVE_OFFSET(voodoo_collects_diamonds), FALSE},
289 {CAVE_OFFSET(voodoo_dies_by_stone), FALSE},
290 {CAVE_OFFSET(voodoo_disappear_in_explosion), TRUE},
291 {CAVE_OFFSET(voodoo_any_hurt_kills_player), FALSE},
292 {CAVE_OFFSET(creatures_backwards), FALSE},
293 {CAVE_OFFSET(creatures_direction_auto_change_on_start), FALSE},
294 {CAVE_OFFSET(creatures_direction_auto_change_time), 0},
295 {CAVE_OFFSET(level_hatching_delay_time[0]), 2},
296 {CAVE_OFFSET(intermission_instantlife), TRUE},
297 {CAVE_OFFSET(intermission_rewardlife), FALSE},
298 {CAVE_OFFSET(magic_wall_stops_amoeba), FALSE},
299 {CAVE_OFFSET(magic_timer_zero_is_infinite), TRUE},
300 {CAVE_OFFSET(magic_timer_wait_for_hatching), FALSE},
301 {CAVE_OFFSET(pushing_stone_prob), 250000},
302 {CAVE_OFFSET(pushing_stone_prob_sweet), 1000000},
303 {CAVE_OFFSET(active_is_first_found), FALSE},
304 {CAVE_OFFSET(short_explosions), TRUE},
305 {CAVE_OFFSET(snap_element), O_SPACE},
306 {CAVE_OFFSET(max_time), 999},
308 {CAVE_OFFSET(pal_timing), TRUE},
309 {CAVE_OFFSET(scheduling), GD_SCHEDULING_PLCK},
314 GdPropertyDefault gd_defaults_1stb[] =
316 {CAVE_OFFSET(amoeba_growth_prob), 31250},
317 {CAVE_OFFSET(amoeba_fast_growth_prob), 250000},
318 {CAVE_OFFSET(amoeba_timer_started_immediately), FALSE},
319 {CAVE_OFFSET(amoeba_timer_wait_for_hatching), TRUE},
320 {CAVE_OFFSET(lineshift), TRUE},
321 {CAVE_OFFSET(wraparound_objects), TRUE},
322 {CAVE_OFFSET(voodoo_collects_diamonds), TRUE},
323 {CAVE_OFFSET(voodoo_dies_by_stone), TRUE},
324 {CAVE_OFFSET(voodoo_disappear_in_explosion), FALSE},
325 {CAVE_OFFSET(voodoo_any_hurt_kills_player), FALSE},
326 {CAVE_OFFSET(creatures_direction_auto_change_on_start), TRUE},
327 {CAVE_OFFSET(level_hatching_delay_time[0]), 2},
328 {CAVE_OFFSET(intermission_instantlife), FALSE},
329 {CAVE_OFFSET(intermission_rewardlife), TRUE},
330 {CAVE_OFFSET(magic_timer_zero_is_infinite), TRUE},
331 {CAVE_OFFSET(magic_timer_wait_for_hatching), TRUE},
332 {CAVE_OFFSET(pushing_stone_prob), 250000},
333 {CAVE_OFFSET(pushing_stone_prob_sweet), 1000000},
334 {CAVE_OFFSET(active_is_first_found), TRUE},
335 {CAVE_OFFSET(short_explosions), FALSE},
336 {CAVE_OFFSET(slime_predictable), TRUE},
337 {CAVE_OFFSET(snap_element), O_SPACE},
338 {CAVE_OFFSET(max_time), 999},
340 {CAVE_OFFSET(pal_timing), TRUE},
341 {CAVE_OFFSET(scheduling), GD_SCHEDULING_PLCK},
342 {CAVE_OFFSET(amoeba_enclosed_effect), O_PRE_DIA_1}, // not immediately to diamond, but with animation
343 {CAVE_OFFSET(dirt_looks_like), O_DIRT2},
348 GdPropertyDefault gd_defaults_crdr_7[] =
350 {CAVE_OFFSET(amoeba_growth_prob), 31250},
351 {CAVE_OFFSET(amoeba_fast_growth_prob), 250000},
352 {CAVE_OFFSET(amoeba_timer_started_immediately), FALSE},
353 {CAVE_OFFSET(amoeba_timer_wait_for_hatching), TRUE},
354 {CAVE_OFFSET(lineshift), TRUE},
355 {CAVE_OFFSET(wraparound_objects), TRUE},
356 {CAVE_OFFSET(voodoo_collects_diamonds), TRUE},
357 {CAVE_OFFSET(voodoo_dies_by_stone), TRUE},
358 {CAVE_OFFSET(voodoo_disappear_in_explosion), FALSE},
359 {CAVE_OFFSET(voodoo_any_hurt_kills_player), FALSE},
360 {CAVE_OFFSET(creatures_direction_auto_change_on_start), FALSE},
361 {CAVE_OFFSET(level_hatching_delay_time[0]), 2},
362 {CAVE_OFFSET(intermission_instantlife), FALSE},
363 {CAVE_OFFSET(intermission_rewardlife), TRUE},
364 {CAVE_OFFSET(magic_timer_zero_is_infinite), FALSE},
365 {CAVE_OFFSET(magic_timer_wait_for_hatching), TRUE},
366 {CAVE_OFFSET(pushing_stone_prob), 250000},
367 {CAVE_OFFSET(pushing_stone_prob_sweet), 1000000},
368 {CAVE_OFFSET(active_is_first_found), TRUE},
369 {CAVE_OFFSET(short_explosions), FALSE},
370 {CAVE_OFFSET(slime_predictable), TRUE},
371 {CAVE_OFFSET(snap_element), O_SPACE},
372 {CAVE_OFFSET(max_time), 999},
374 {CAVE_OFFSET(pal_timing), TRUE},
375 {CAVE_OFFSET(scheduling), GD_SCHEDULING_CRDR},
376 {CAVE_OFFSET(amoeba_enclosed_effect), O_PRE_DIA_1}, // not immediately to diamond, but with animation
377 {CAVE_OFFSET(water_does_not_flow_down), TRUE},
378 {CAVE_OFFSET(skeletons_worth_diamonds), 1}, // in crdr, skeletons can also be used to open the gate
379 {CAVE_OFFSET(gravity_affects_all), FALSE}, // the intermission "survive" needs this flag
384 GdPropertyDefault gd_defaults_crli[] =
386 {CAVE_OFFSET(amoeba_growth_prob), 31250},
387 {CAVE_OFFSET(amoeba_fast_growth_prob), 250000},
388 {CAVE_OFFSET(amoeba_timer_started_immediately), FALSE},
389 {CAVE_OFFSET(amoeba_timer_wait_for_hatching), TRUE},
390 {CAVE_OFFSET(lineshift), TRUE},
391 {CAVE_OFFSET(wraparound_objects), TRUE},
392 {CAVE_OFFSET(voodoo_collects_diamonds), TRUE},
393 {CAVE_OFFSET(voodoo_dies_by_stone), TRUE},
394 {CAVE_OFFSET(voodoo_disappear_in_explosion), FALSE},
395 {CAVE_OFFSET(voodoo_any_hurt_kills_player), FALSE},
396 {CAVE_OFFSET(creatures_direction_auto_change_on_start), FALSE},
397 {CAVE_OFFSET(level_hatching_delay_time[0]), 2},
398 {CAVE_OFFSET(intermission_instantlife), FALSE},
399 {CAVE_OFFSET(intermission_rewardlife), TRUE},
400 {CAVE_OFFSET(magic_timer_zero_is_infinite), FALSE},
401 {CAVE_OFFSET(magic_timer_wait_for_hatching), TRUE},
402 {CAVE_OFFSET(pushing_stone_prob), 250000},
403 {CAVE_OFFSET(pushing_stone_prob_sweet), 1000000},
404 {CAVE_OFFSET(active_is_first_found), TRUE},
405 {CAVE_OFFSET(short_explosions), FALSE},
406 {CAVE_OFFSET(slime_predictable), TRUE},
407 {CAVE_OFFSET(max_time), 999},
409 {CAVE_OFFSET(pal_timing), TRUE},
410 {CAVE_OFFSET(scheduling), GD_SCHEDULING_PLCK},
411 {CAVE_OFFSET(amoeba_enclosed_effect), O_PRE_DIA_1}, // not immediately to diamond, but with animation
416 // internal character (letter) codes in c64 games.
417 // missing: "triple line" after >, diamond between ()s, player's head after )
418 // used for converting names of caves imported from crli and other types of binary data
419 const char gd_bd_internal_chars[] =
420 " ,!./0123456789:*<=> ABCDEFGHIJKLMNOPQRSTUVWXYZ( ) _";
422 // used for bdcff engine flag.
423 const char *gd_engines[] =
433 // to convert predictable slime values to bit masks
434 static int slime_shift_msb(int c64_data)
440 for (i = 0; i < c64_data; i++)
441 // shift in this many msb 1's
442 perm = (0x100|perm) >> 1;
447 static GdElement bd1_import(byte c, int i)
449 if (c < ARRAY_SIZE(bd1_import_table))
450 return bd1_import_table[c];
452 Warn("Invalid BD1 element in imported file at cave data %d: %d", i, c);
457 // deluxe caves 1 contained a special element, non-sloped brick.
458 static GdElement deluxecaves_1_import(byte c, int i)
460 GdElement e = bd1_import(c, i);
462 if (e == O_H_EXPANDING_WALL)
463 e = O_BRICK_NON_SLOPED;
468 static GdElement firstboulder_import(byte c, int i)
470 if (c < ARRAY_SIZE(firstboulder_import_table))
471 return firstboulder_import_table[c];
473 Warn("Invalid 1stB element in imported file at cave data %d: %d", i, c);
478 static GdElement crazylight_import(byte c, int i)
480 if (c < ARRAY_SIZE(gd_crazylight_import_table))
481 return gd_crazylight_import_table[c] & O_MASK; // & O_MASK: do not import "scanned" flag
483 Warn("Invalid CrLi element in imported file at cave data %d: %d", i, c);
488 GdPropertyDefault *gd_get_engine_default_array(GdEngine engine)
493 return gd_defaults_bd1;
497 return gd_defaults_bd2;
501 return gd_defaults_plck;
505 return gd_defaults_1stb;
508 case GD_ENGINE_CRDR7:
509 return gd_defaults_crdr_7;
513 return gd_defaults_crli;
516 // to avoid compiler warning
517 case GD_ENGINE_INVALID:
521 return gd_defaults_bd1;
524 void gd_cave_set_engine_defaults(GdCave *cave, GdEngine engine)
526 gd_cave_set_defaults_from_array(cave, gd_get_engine_default_array(engine));
528 // these have hardcoded ckdelay.
529 // setting this ckdelay array does not fit into the gd_struct_default scheme.
530 if (engine == GD_ENGINE_BD1)
532 cave->level_ckdelay[0] = 12;
533 cave->level_ckdelay[1] = 6;
534 cave->level_ckdelay[2] = 3;
535 cave->level_ckdelay[3] = 1;
536 cave->level_ckdelay[4] = 0;
539 if (engine == GD_ENGINE_BD2)
541 cave->level_ckdelay[0] = 9; // 180ms
542 cave->level_ckdelay[1] = 8; // 160ms
543 cave->level_ckdelay[2] = 7; // 140ms
544 cave->level_ckdelay[3] = 6; // 120ms
545 cave->level_ckdelay[4] = 6; // 120ms (!) not faster than level4
549 GdEngine gd_cave_get_engine_from_string(const char *param)
553 for (i = 0; i < GD_ENGINE_INVALID; i++)
554 if (strcasecmp(param, gd_engines[i]) == 0)
557 return GD_ENGINE_INVALID;
560 // ============================================================================
562 // cave import routines.
563 // take a cave, data, and maybe remaining bytes.
564 // return the number of bytes read, -1 if error.
566 // ============================================================================
569 take care of required diamonds values == 0 or > 100.
570 in original bd, the counter was only two-digit. so bd3 cave f
571 says 150 diamonds required, but you only had to collect 50.
572 also, gate opening is triggered by incrementing diamond
573 count and THEN checking if more required; so if required was
574 0, you had to collect 100. (also check crazy light 8 cave "1000")
576 http://www.boulder-dash.nl/forum/viewtopic.php?t=88
579 // import bd1 cave data into our format.
580 static int cave_copy_from_bd1(GdCave *cave, const byte *data, int remaining_bytes,
581 GdCavefileFormat format)
583 int length, direction;
589 GdElement (* import_func) (byte c, int i);
592 // cant be shorted than this: header + no objects + delimiter
593 if (remaining_bytes < 33)
595 Error("truncated BD1 cave data, %d bytes", remaining_bytes);
600 gd_cave_set_engine_defaults(cave, GD_ENGINE_BD1);
602 if (format == GD_FORMAT_BD1_ATARI)
603 cave->scheduling = GD_SCHEDULING_BD1_ATARI;
605 if (format == GD_FORMAT_DC1)
606 import_func = deluxecaves_1_import;
608 import_func = bd1_import;
610 // set visible size for intermission
611 if (cave->intermission)
617 // cave number data[0]
618 cave->diamond_value = data[2];
619 cave->extra_diamond_value = data[3];
621 for (level = 0; level < 5; level++)
623 cave->level_amoeba_time[level] = data[1];
625 // 0 immediately underflowed to 999, so we use 999. example: sendydash 3, cave 02.
626 if (cave->level_amoeba_time[level] == 0)
627 cave->level_amoeba_time[level] = 999;
629 cave->level_magic_wall_time[level] = data[1];
630 cave->level_rand[level] = data[4 + level];
631 cave->level_diamonds[level] = data[9 + level] % 100; // check comment above
633 // gate opening is checked AFTER adding to diamonds collected, so 0 here means 100 to collect
634 if (cave->level_diamonds[level] == 0)
635 cave->level_diamonds[level] = 100;
636 cave->level_time[level] = data[14 + level];
640 LogicDeLuxe extension: acid
641 $16 Acid speed (unused in the original BD1)
642 $17 Bit 2: if set, Acid's original position converts to explosion puff during spreading.
643 Otherwise, Acid remains intact, ie. it's just growing. (unused in the original BD1)
644 $1C Acid eats this element. (also Probability of element 1)
646 there is no problem importing these; as other bd1 caves did not contain acid at all,
647 so it does not matter how we set the values.
650 // 0x1c index: same as probability1 !!!!! don't be surprised. we do a &0x3f because of this
651 cave->acid_eats_this = import_func(data[0x1c] & 0x3F, 0x1c);
653 // acid speed, *1e6 as probabilities are stored in int
654 cave->acid_spread_ratio = data[0x16] / 255.0 * 1E6 + 0.5;
656 cave->acid_turns_to = (data[0x17] & (1 << 2)) ? O_EXPLODE_3 : O_ACID;
658 cave->colorb = GD_GDASH_BLACK; // border - black
659 cave->color0 = GD_GDASH_BLACK; // background - black
660 cave->color1= GD_GDASH_RED;
661 cave->color2 = GD_GDASH_PURPLE;
662 cave->color3 = GD_GDASH_YELLOW;
663 cave->color4 = cave->color3; // in bd1, amoeba was color3
664 cave->color5 = cave->color3; // no slime, but let it be color 3
667 for (i = 0; i < 4; i++)
669 cave->random_fill[i] = import_func(data[24 + i], 24 + i);
670 cave->random_fill_probability[i] = data[28 + i];
674 * Decode the explicit cave data
678 while (data[index] != 0xFF && index < remaining_bytes && index < 255)
682 // crazy dream 3 extension:
685 int x1, y1, nx, ny, dx, dy;
688 // as this one uses nonstandard dx dy values, create points instead
689 elem = import_func(data[index + 1], index + 1);
690 x1 = data[index + 2];
691 y1 = data[index + 3] - 2;
692 nx = data[index + 4];
693 ny = data[index + 5];
694 dx = data[index + 6];
695 dy = data[index + 7] + 1;
697 for (y = 0; y < ny; y++)
699 for (x = 0; x < nx; x++)
701 int pos = x1 + y1 * 40 + y * dy * 40 + x * dx;
703 cave->objects = list_append(cave->objects, gd_object_new_point(GD_OBJECT_LEVEL_ALL, pos % 40, pos / 40, elem));
711 // object is code & 3f, object type is upper 2 bits
712 elem = import_func(code & 0x3F, index);
714 switch ((code >> 6) & 3)
717 x1 = data[index + 1];
718 y1 = data[index + 2] - 2;
720 if (x1 >= cave->w || y1 >= cave->h)
721 Warn("invalid point coordinates %d,%d at byte %d", x1, y1, index);
723 cave->objects = list_append(cave->objects, gd_object_new_point(GD_OBJECT_LEVEL_ALL, x1, y1, elem));
729 x1 = data[index + 1];
730 y1 = data[index + 2] - 2;
731 length = (byte)data[index + 3] - 1;
732 direction = data[index + 4];
736 Warn("line length negative, not displaying line at all, at byte %d", index);
740 if (direction > GD_MV_UP_LEFT)
742 Warn("invalid line direction %d at byte %d", direction, index);
743 direction = GD_MV_STILL;
746 x2 = x1 + length * gd_dx[direction + 1];
747 y2 = y1 + length * gd_dy[direction + 1];
753 Warn("invalid line coordinates %d,%d %d,%d at byte %d", x1, y1, x2, y2, index);
755 cave->objects = list_append(cave->objects, gd_object_new_line(GD_OBJECT_LEVEL_ALL, x1, y1, x2, y2, elem));
761 case 2: // 10: FILLED RECTANGLE
762 x1 = data[index + 1];
763 y1 = data[index + 2] - 2;
764 x2 = x1 + data[index + 3] - 1; // width
765 y2 = y1 + data[index + 4] - 1; // height
771 Warn("invalid filled rectangle coordinates %d,%d %d,%d at byte %d", x1, y1, x2, y2, index);
773 cave->objects = list_append(cave->objects, gd_object_new_filled_rectangle(GD_OBJECT_LEVEL_ALL, x1, y1, x2, y2, elem, import_func(data[index + 5], index + 5)));
778 case 3: // 11: OPEN RECTANGLE (OUTLINE)
779 x1 = data[index + 1];
780 y1 = data[index + 2] - 2;
781 x2 = x1 + data[index + 3] - 1;
782 y2 = y1 + data[index + 4] - 1;
788 Warn("invalid rectangle coordinates %d,%d %d,%d at byte %d", x1, y1, x2, y2, index);
790 cave->objects = list_append(cave->objects, gd_object_new_rectangle(GD_OBJECT_LEVEL_ALL, x1, y1, x2, y2, elem));
798 if (data[index] != 0xFF)
800 Error("import error, cave not delimited with 0xFF");
807 // import bd2 cave data into our format. return number of bytes if pointer passed.
808 // this is pretty much the same as above, only the encoding was different.
809 static int cave_copy_from_bd2(GdCave *cave, const byte *data, int remaining_bytes,
810 GdCavefileFormat format)
815 int x1, y1, x2, y2, dx, dy;
818 if (remaining_bytes < 0x1A + 5)
820 Error("truncated BD2 cave data, %d bytes", remaining_bytes);
824 gd_cave_set_engine_defaults(cave, GD_ENGINE_BD2);
826 if (format == GD_FORMAT_BD2_ATARI)
827 cave->scheduling = GD_SCHEDULING_BD2_PLCK_ATARI;
829 // set visible size for intermission
830 if (cave->intermission)
836 cave->diamond_value = data[1];
837 cave->extra_diamond_value = data[2];
839 for (i = 0; i < 5; i++)
841 // 0 immediately underflowed to 999, so we use 999. example: sendydash 3, cave 02.
842 cave->level_amoeba_time[i] = data[0] == 0 ? 999 : data[0];
843 cave->level_rand[i] = data[13 + i];
845 // gate opening is checked AFTER adding to diamonds collected, so 0 here is 1000 needed
846 cave->level_diamonds[i] = data[8 + i] == 0 ? 1000 : data[8 + i];
847 cave->level_time[i] = data[3 + i];
848 cave->level_magic_wall_time[i] = data[0];
851 for (i = 0; i < 4; i++)
853 cave->random_fill[i] = bd1_import(data[0x16 + i], 0x16 + i);
854 cave->random_fill_probability[i] = data[0x12 + i];
858 * Decode the explicit cave data
862 while (data[index] != 0xFF && index < remaining_bytes)
867 int length, direction;
872 elem = bd1_import(data[index + 1], index + 1);
873 y1 = data[index + 2];
874 x1 = data[index + 3];
876 // they are multiplied by two - 0 is up, 2 is upright, 4 is right...
877 direction = data[index + 4] / 2;
878 length = data[index + 5] - 1;
880 if (direction > GD_MV_UP_LEFT)
882 Warn("invalid line direction %d at byte %d", direction, index);
883 direction = GD_MV_STILL;
886 x2 = x1 + length * gd_dx[direction + 1];
887 y2 = y1 + length * gd_dy[direction + 1];
893 Warn("invalid line coordinates %d,%d %d,%d at byte %d", x1, y1, x2, y2, index);
895 cave->objects = list_append(cave->objects, gd_object_new_line(GD_OBJECT_LEVEL_ALL, x1, y1, x2, y2, elem));
900 case 1: // OPEN RECTANGLE
901 elem = bd1_import(data[index + 1], index + 1);
902 y1 = data[index + 2];
903 x1 = data[index + 3];
904 y2 = y1 + data[index + 4] - 1; // height
905 x2 = x1 + data[index + 5] - 1;
911 Warn("invalid rectangle coordinates %d,%d %d,%d at byte %d", x1, y1, x2, y2, index);
913 cave->objects = list_append(cave->objects, gd_object_new_rectangle(GD_OBJECT_LEVEL_ALL, x1, y1, x2, y2, elem));
918 case 2: // FILLED RECTANGLE
919 elem = bd1_import(data[index + 1], index + 1);
920 y1 = data[index + 2];
921 x1 = data[index + 3];
922 y2 = y1 + data[index + 4] - 1;
923 x2 = x1 + data[index + 5] - 1;
929 Warn("invalid filled rectangle coordinates %d,%d %d,%d at byte %d", x1, y1, x2, y2, index);
931 cave->objects = list_append(cave->objects, gd_object_new_filled_rectangle(GD_OBJECT_LEVEL_ALL, x1, y1, x2, y2, elem, bd1_import(data[index+6], index+6)));
937 elem = bd1_import(data[index + 1], index + 1);
938 y1 = data[index + 2];
939 x1 = data[index + 3];
943 Warn("invalid point coordinates %d,%d at byte %d", x1, y1, index);
945 cave->objects = list_append(cave->objects, gd_object_new_point(GD_OBJECT_LEVEL_ALL, x1, y1, elem));
951 elem = bd1_import(data[index + 1], index + 1);
952 y1 = data[index + 2]; // starting pos
953 x1 = data[index + 3];
954 ny = data[index + 4] - 1; // number of elements
955 nx = data[index + 5] - 1;
956 dy = data[index + 6]; // displacement
957 dx = data[index + 7];
958 y2 = y1 + dy * ny; // calculate rectangle
961 // guess this has to be here, after x2,y2 calculation, because of some bugs in imported data
971 Warn("invalid raster coordinates %d,%d %d,%d at byte %d", x1, y1, x2, y2, index);
973 cave->objects = list_append(cave->objects, gd_object_new_raster(GD_OBJECT_LEVEL_ALL, x1, y1, x2, y2, dx, dy, elem));
979 // profi boulder extension: bitmap
980 elem = bd1_import(data[index + 1], index + 1);
981 bytes = data[index + 2]; // number of bytes in bitmap
983 if (bytes >= cave->w * cave->h / 8)
984 Warn("invalid bitmap length at byte %d", index - 4);
987 addr += data[index + 3]; // msb
988 addr += data[index + 4] << 8; // lsb
990 // this was a pointer to the cave work memory (used during game).
993 if (addr >= cave->w * cave->h)
994 Warn("invalid bitmap start address at byte %d", index - 4);
999 for (i = 0; i < bytes; i++)
1001 // for ("bytes" number of bytes)
1002 val = data[index + 5 + i];
1004 for (n = 0; n < 8; n++)
1006 // for (8 bits in a byte)
1007 if ((val & 1) != 0) // convert to single points...
1008 cave->objects = list_append(cave->objects, gd_object_new_point(GD_OBJECT_LEVEL_ALL, x1, y1, elem));
1011 x1++; // next cave pos
1015 // maybe next line in map
1022 index += 5 + bytes; // 5 description bytes and "bytes" data bytes
1026 dy = data[index + 3] / 40;
1027 dx = data[index + 3] % 40; // same byte!!!
1028 cave->objects = list_append(cave->objects, gd_object_new_join(GD_OBJECT_LEVEL_ALL, dx, dy, bd1_import(data[index+1], index+1), bd1_import(data[index+2], index+2)));
1033 case 7: // SLIME PERMEABILITY
1034 // interesting this is set here, and not in the cave header
1035 for (i = 0; i < 5; i++)
1036 cave->level_slime_permeability_c64[i] = data[index + 1];
1042 // profi boulder extension by player: plck-like cave map. the import
1043 // routine (any2gdash) inserts it here.
1044 if (cave->map != NULL)
1046 Error("contains more than one PLCK map");
1047 gd_cave_map_free(cave->map);
1050 cave->map = gd_cave_map_new(cave, GdElement);
1052 for (x = 0; x < cave->w; x++)
1054 // fill the first and the last row with steel wall.
1055 cave->map[0][x] = O_STEEL;
1056 cave->map[cave->h - 1][x] = O_STEEL;
1059 n = 0; // number of bytes read from map
1061 // the first and the last rows are not stored.
1062 for (y = 1; y < cave->h - 1; y++)
1064 for (x = 0; x < cave->w; x += 2)
1066 cave->map[y][x] = plck_import_nybble[data[index + 3 + n] >> 4]; // msb 4 bits
1067 cave->map[y][x + 1] = plck_import_nybble[data[index + 3 + n] % 16]; // lsb 4 bits
1072 // the position of inbox is stored. this is to check the cave
1073 ry = data[index + 1] - 2;
1074 rx = data[index + 2];
1076 // at the start of the cave, bd scrolled to the last player placed during the drawing
1077 // (setup) of the cave.
1078 // i think this is why a map also stored the coordinates of the player - we can use
1079 // this to check its integrity
1080 if (rx >= cave->w || ry < 0 ||
1081 ry >= cave->h || cave->map[ry][rx] != O_INBOX)
1082 Warn ("embedded PLCK map may be corrupted, player coordinates %d,%d", rx, rx);
1088 Warn ("unknown bd2 extension no. %02x at byte %d", data[index], index);
1090 index += 1; // skip that byte
1094 if (data[index] != 0xFF)
1096 Error("import error, cave not delimited with 0xFF");
1103 // animation byte - told the engine which objects to animate - to make game faster
1106 // the colors from the memory dump are appended here by any2gdash
1107 cave->colorb = GD_GDASH_BLACK; // border - black
1108 cave->color0 = GD_GDASH_BLACK; // background - black
1109 cave->color1 = GD_GDASH_RED;
1110 cave->color2 = GD_GDASH_PURPLE;
1111 cave->color3 = GD_GDASH_YELLOW;
1112 cave->color4 = cave->color3; // in bd1, amoeba was color3
1113 cave->color5 = cave->color3; // no slime, but let it be color 3
1118 // import plck cave data into our format.
1119 // length is always 512 bytes, and contains if it is an intermission cave.
1120 static int cave_copy_from_plck(GdCave *cave, const byte *data,
1121 int remaining_bytes, GdCavefileFormat format)
1123 // i don't really think that all this table is needed, but included to be complete.
1124 // this is for the dirt and expanding wall looks like effect.
1125 // it also contains the individual frames
1126 static GdElement plck_graphic_table[] =
1128 /* 3000 */ O_UNKNOWN, O_UNKNOWN, O_UNKNOWN, O_UNKNOWN, O_UNKNOWN, O_UNKNOWN, O_UNKNOWN, O_UNKNOWN,
1129 /* 3100 */ O_BUTTER_1, O_MAGIC_WALL, O_PRE_DIA_1, O_PRE_DIA_2, O_PRE_DIA_3, O_PRE_DIA_4, O_PRE_DIA_5, O_OUTBOX_CLOSED,
1130 /* 3200 */ O_AMOEBA, O_VOODOO, O_STONE, O_DIRT, O_DIAMOND, O_STEEL, O_PLAYER, O_BRICK,
1131 /* 3300 */ O_SPACE, O_OUTBOX_OPEN, O_FIREFLY_1, O_EXPLODE_1, O_EXPLODE_2, O_EXPLODE_3, O_MAGIC_WALL, O_MAGIC_WALL,
1132 /* 3400 */ O_PLAYER_TAP_BLINK, O_PLAYER_TAP_BLINK, O_PLAYER_TAP_BLINK, O_PLAYER_TAP_BLINK, O_PLAYER_TAP_BLINK, O_PLAYER_TAP_BLINK, O_PLAYER_TAP_BLINK, O_PLAYER_TAP_BLINK,
1133 /* 3500 */ O_PLAYER_LEFT, O_PLAYER_LEFT, O_PLAYER_LEFT, O_PLAYER_LEFT, O_PLAYER_LEFT, O_PLAYER_LEFT, O_PLAYER_LEFT, O_PLAYER_LEFT,
1134 /* 3600 */ O_PLAYER_RIGHT, O_PLAYER_RIGHT, O_PLAYER_RIGHT, O_PLAYER_RIGHT, O_PLAYER_RIGHT, O_PLAYER_RIGHT, O_PLAYER_RIGHT, O_PLAYER_RIGHT,
1135 /* 3700 */ O_BUTTER_1, O_BUTTER_1, O_BUTTER_1, O_BUTTER_1, O_BUTTER_1, O_BUTTER_1, O_BUTTER_1, O_BUTTER_1,
1136 /* 3800 */ O_AMOEBA, O_AMOEBA, O_AMOEBA, O_AMOEBA, O_AMOEBA, O_AMOEBA, O_AMOEBA, O_AMOEBA,
1142 if (remaining_bytes < 512)
1144 Error("truncated plck cave data!");
1148 gd_cave_set_engine_defaults(cave, GD_ENGINE_PLCK);
1150 if (format == GD_FORMAT_PLC_ATARI)
1151 cave->scheduling = GD_SCHEDULING_BD2_PLCK_ATARI;
1153 cave->intermission = data[0x1da] != 0;
1155 if (cave->intermission)
1157 // set visible size for intermission
1162 // cave selection table, was not part of cave data, rather given in game packers.
1163 // if a new enough version of any2gdash is used, it will put information after the cave.
1164 // detect this here and act accordingly
1165 if ((data[0x1f0] == data[0x1f1] - 1) &&
1166 (data[0x1f0] == 0x19 ||
1167 data[0x1f0] == 0x0e))
1171 // found selection table
1172 cave->selectable = data[0x1f0] == 0x19;
1173 gd_strcpy(cave->name, " ");
1175 for (j = 0; j < 12; j++)
1176 cave->name[j] = data[0x1f2 + j];
1178 chompString(cave->name); // remove spaces
1182 // no selection info found, let intermissions be unselectable
1183 cave->selectable = !cave->intermission;
1186 cave->diamond_value = data[0x1be];
1187 cave->extra_diamond_value = data[0x1c0];
1189 for (i = 0; i < 5; i++)
1191 // plck doesnot really have levels, so just duplicate data five times
1192 cave->level_amoeba_time[i] = data[0x1c4];
1194 // immediately underflowed to 999, so we use 999. example: sendydash 3, cave 02.
1195 if (cave->level_amoeba_time[i] == 0)
1196 cave->level_amoeba_time[i] = 999;
1198 cave->level_time[i] = data[0x1ba];
1199 cave->level_diamonds[i] = data[0x1bc];
1201 // gate opening is checked AFTER adding to diamonds collected, so 0 here is 1000 needed
1202 if (cave->level_diamonds[i] == 0)
1203 cave->level_diamonds[i] = 1000;
1205 cave->level_ckdelay[i] = data[0x1b8];
1206 cave->level_magic_wall_time[i] = data[0x1c6];
1207 cave->level_slime_permeability_c64[i] = slime_shift_msb(data[0x1c2]);
1210 cave->colorb = GD_GDASH_BLACK; // border - black
1211 cave->color0 = GD_GDASH_BLACK; // background - black
1212 cave->color1 = GD_GDASH_RED;
1213 cave->color2 = GD_GDASH_PURPLE;
1214 cave->color3 = GD_GDASH_YELLOW;
1215 cave->color4 = cave->color3; // in bd1, amoeba was color3
1216 cave->color5 = cave->color3; // no slime, but let it be color 3
1218 // ... the cave is stored like a map.
1219 cave->map = gd_cave_map_new(cave, GdElement);
1221 // cave map looked like this.
1222 // two rows of steel wall ($44's), then cave description, 20 bytes (40 nybbles) for each line.
1223 // the bottom and top lines were not stored... originally.
1224 // some games write to the top line; so we import that, too.
1225 // also dlp 155 allowed writing to the bottom line; the first 20 $44-s now store the bottom line.
1226 // so the cave is essentially shifted one row down in the file:
1227 // cave->map[y][x] = data[... y+1 mod height ][x]
1228 for (y = 0; y < cave->h; y++)
1230 for (x = 0; x < cave->w; x += 2)
1232 // msb 4 bits: we do not check index ranges, as >>4 and %16 will result in 0..15
1233 cave->map[y][x] = plck_import_nybble[data[((y + 1) % cave->h) * 20 + x / 2] >> 4];
1236 cave->map[y][x + 1] = plck_import_nybble[data[((y + 1) % cave->h) * 20 + x / 2] % 16];
1240 // FOR NOW, WE DO NOT IMPORT THE BOTTOM BORDER
1241 for (x = 0; x < cave->w; x++)
1242 cave->map[cave->h - 1][x] = O_STEEL;
1245 if (steels && data[0] == 0x55)
1246 cave->map[cave->h - 1][0] = cave->map[cave->h - 1][1] = O_STEEL;
1249 // check for diego-effects
1250 // c64 magic values (byte sequences) 0x20 0x90 0x46, also 0xa9 0x1c 0x85
1251 if ((data[0x1e5] == 0x20 &&
1252 data[0x1e6] == 0x90 &&
1253 data[0x1e7] == 0x46) ||
1254 (data[0x1e5] == 0xa9 &&
1255 data[0x1e6] == 0x1c &&
1256 data[0x1e7] == 0x85))
1258 // diego effects enabled.
1259 cave->stone_bouncing_effect = bd1_import(data[0x1ea], 0x1ea);
1260 cave->diamond_falling_effect = bd1_import(data[0x1eb], 0x1eb);
1262 // explosions: 0x1e was explosion 5, if this is set to default, we also do not read it,
1263 // as in our engine this would cause an O_EXPLODE_5 to stay there.
1264 if (data[0x1ec] != 0x1e)
1265 cave->explosion_effect = bd1_import(data[0x1ec], 0x1ec);
1268 pointer to element graphic.
1269 two bytes/column (one element), that is data[xxx] % 16 / 2.
1270 also there are 16bytes/row.
1271 that is, 0x44 = stone, upper left character. 0x45 = upper right,
1272 0x54 = lower right, 0x55 = lower right.
1273 so high nybble must be shifted right twice -> data[xxx]/16*4.
1275 cave->dirt_looks_like = plck_graphic_table[(data[0x1ed] / 16) * 4 + (data[0x1ed] % 16) / 2];
1276 cave->expanding_wall_looks_like = plck_graphic_table[(data[0x1ee] / 16) * 4 + (data[0x1ee] % 16) / 2];
1278 for (i = 0; i < 5; i++)
1279 cave->level_amoeba_threshold[i] = data[0x1ef];
1285 // no one's delight boulder dash essentially: rle compressed plck maps.
1286 static int cave_copy_from_dlb(GdCave *cave, const byte *data, int remaining_bytes)
1291 START, // initial state
1292 SEPARATOR, // got a separator
1293 RLE, // after a separator, got the byte to duplicate
1294 NORMAL // normal, copy bytes till separator
1296 int pos, cavepos, i, x, y;
1297 byte byte, separator;
1299 gd_cave_set_engine_defaults(cave, GD_ENGINE_PLCK); // essentially the plck engine
1301 for (i = 0; i < 5; i++)
1303 // does not really have levels, so just duplicate data five times
1304 cave->level_time[i] = data[1];
1305 cave->level_diamonds[i] = data[2];
1307 // gate opening is checked AFTER adding to diamonds collected, so 0 here is 1000 needed
1308 if (cave->level_diamonds[i] == 0)
1309 cave->level_diamonds[i] = 1000;
1311 cave->level_ckdelay[i] = data[0];
1312 cave->level_amoeba_time[i] = data[6];
1314 // 0 immediately underflowed to 999, so we use 999. example: sendydash 3, cave 02.
1315 if (cave->level_amoeba_time[i] == 0)
1316 cave->level_amoeba_time[i] = 999;
1318 cave->level_magic_wall_time[i] = data[7];
1319 cave->level_slime_permeability_c64[i] = slime_shift_msb(data[5]);
1322 cave->diamond_value = data[3];
1323 cave->extra_diamond_value = data[4];
1325 // then 5 color bytes follow
1326 cave->colorb = gd_c64_color(data[8] & 0xf); // border
1327 cave->color0 = gd_c64_color(data[9] & 0xf);
1328 cave->color1 = gd_c64_color(data[10] & 0xf);
1329 cave->color2 = gd_c64_color(data[11] & 0xf);
1330 cave->color3 = gd_c64_color(data[12] & 0x7); // lower 3 bits only!
1331 cave->color4 = cave->color3; // in plck, amoeba was color3
1332 cave->color5 = cave->color3; // same for slime
1335 pos = 13; // those 13 bytes were the cave values above
1337 byte = 0; // just to get rid of compiler warning
1338 separator = 0; // just to get rid of compiler warning
1340 // employ a state machine.
1343 while (cavepos < 400 && pos < remaining_bytes)
1348 // first byte is a separator. remember it
1349 separator = data[pos];
1351 // after the first separator, no rle data, just copy.
1356 // we had a separator. remember this byte, as this will be duplicated (or more)
1362 // we had the first byte, duplicate this n times.
1363 if (data[pos] == 0xff)
1365 // if it is a 0xff, we will have another byte, which is also a length specifier.
1366 // and for this one, duplicate only 254 times
1367 if (cavepos + 254 > 400)
1369 Error("DLB import error: RLE data overflows buffer");
1373 for (i = 0; i < 254; i++)
1374 decomp[cavepos++] = byte;
1378 // if not 0xff, duplicate n times and back to copy mode
1379 if (cavepos + data[pos] > 400)
1381 Error("DLB import error: RLE data overflows buffer");
1385 for (i = 0; i < data[pos]; i++)
1386 decomp[cavepos++] = byte;
1393 // bytes duplicated; now only copy the remaining, till the next separator.
1394 if (data[pos] == separator)
1397 decomp[cavepos++] = data[pos]; // copy this byte and state is still NORMAL
1406 Error("DLB import error: RLE processing, cave length %d, should be 400", cavepos);
1410 // process uncompressed map
1411 cave->map = gd_cave_map_new(cave, GdElement);
1413 for (x = 0; x < cave->w; x++)
1415 // fill the first and the last row with steel wall.
1416 cave->map[0][x] = O_STEEL;
1417 cave->map[cave->h - 1][x] = O_STEEL;
1420 for (y = 1; y < cave->h - 1; y++)
1422 for (x = 0; x < cave->w; x += 2)
1425 cave->map[y][x] = plck_import_nybble[decomp[((y - 1) * cave->w + x) / 2] >> 4];
1427 cave->map[y][x + 1] = plck_import_nybble[decomp[((y - 1) * cave->w + x) / 2] % 16];
1431 // return number of bytes read from buffer
1435 // import plck cave data into our format.
1436 static int cave_copy_from_1stb(GdCave *cave, const byte *data, int remaining_bytes)
1441 if (remaining_bytes < 1024)
1443 Error("truncated 1stb cave data!");
1448 gd_cave_set_engine_defaults(cave, GD_ENGINE_1STB);
1451 gd_strcpy(cave->name, " ");
1453 for (i = 0; i < 14; i++)
1455 int c = data[0x3a0 + i];
1457 // import cave name; a conversion table is used for each character
1459 c = gd_bd_internal_chars[c];
1465 c = ' '; // don't know this, so change to space
1473 chompString(cave->name);
1475 cave->intermission = data[0x389] != 0;
1477 // if it is intermission but not scrollable
1478 if (cave->intermission && !data[0x38c])
1484 cave->diamond_value = 100 * data[0x379] + 10 * data[0x379 + 1] + data[0x379 + 2];
1485 cave->extra_diamond_value = 100 * data[0x376] + 10 * data[0x376 + 1] + data[0x376 + 2];
1487 for (i = 0; i < 5; i++)
1489 // plck doesnot really have levels, so just duplicate data five times
1490 cave->level_time[i] = 100 * data[0x370] + 10 * data[0x370+1] + data[0x370 + 2];
1492 // same as gate opening after 0 diamonds
1493 if (cave->level_time[i] == 0)
1494 cave->level_time[i] = 1000;
1496 cave->level_diamonds[i] = 100 * data[0x373] + 10 * data[0x373 + 1] + data[0x373 + 2];
1498 // gate opening is checked AFTER adding to diamonds collected, so 0 here is 1000 (!) needed
1499 if (cave->level_diamonds[i] == 0)
1500 cave->level_diamonds[i] = 1000;
1502 cave->level_ckdelay[i] = data[0x38a];
1503 cave->level_amoeba_time[i] = 256 * (int)data[0x37c] + data[0x37d];
1505 // 0 immediately underflowed to 999, so we use 999. example: sendydash 3, cave 02.
1506 if (cave->level_amoeba_time[i] == 0)
1507 cave->level_amoeba_time[i] = 999;
1509 cave->level_magic_wall_time[i] = 256 * (int)data[0x37e] + data[0x37f];
1510 cave->level_slime_permeability_c64[i] = data[0x38b];
1511 cave->level_bonus_time[i] = data[0x392];
1512 cave->level_penalty_time[i] = data[0x393];
1513 cave->level_amoeba_threshold[i] = 256 * (int)data[0x390] + data[0x390 + 1];
1516 // also has no random data...
1517 cave->colorb = gd_c64_color(data[0x384] & 0xf); // border
1518 cave->color0 = gd_c64_color(data[0x385] & 0xf);
1519 cave->color1 = gd_c64_color(data[0x386] & 0xf);
1520 cave->color2 = gd_c64_color(data[0x387] & 0xf);
1521 cave->color3 = gd_c64_color(data[0x388] & 0x7); // lower 3 bits only!
1522 cave->color4 = cave->color1;
1523 cave->color5 = cave->color1;
1525 cave->amoeba_growth_prob = (4.0 * 1E6 / (data[0x382] + 1)) + 0.5; // probabilities store *1M
1526 if (cave->amoeba_growth_prob > 1000000)
1527 cave->amoeba_growth_prob = 1000000;
1529 cave->amoeba_fast_growth_prob = (4.0 * 1E6 / (data[0x383] + 1)) + 0.5;
1530 if (cave->amoeba_fast_growth_prob > 1000000)
1531 cave->amoeba_fast_growth_prob = 1000000;
1533 if (data[0x380] != 0)
1534 cave->creatures_direction_auto_change_time = data[0x381];
1536 cave->diagonal_movements = data[0x381] != 0;
1538 // ... the cave is stored like a map.
1539 cave->map = gd_cave_map_new(cave, GdElement);
1540 for (y = 0; y < cave->h; y++)
1541 for (x = 0; x < cave->w; x++)
1542 cave->map[y][x] = firstboulder_import(data[y * 40 + x], y * 40 + x);
1544 cave->magic_wall_sound = data[0x38d] == 0xf1;
1546 // 2d was a normal switch, 2e a changed one.
1547 cave->creatures_backwards = data[0x38f] == 0x2d;
1549 // 2e horizontal, 2f vertical.
1550 cave->expanding_wall_changed = data[0x38e] == 0x2f;
1552 cave->biter_delay_frame = data[0x394];
1553 cave->magic_wall_stops_amoeba = data[0x395] == 0; // negated!!
1555 cave->bomb_explosion_effect = firstboulder_import(data[0x396], 0x396);
1556 cave->explosion_effect = firstboulder_import(data[0x397], 0x397);
1557 cave->stone_bouncing_effect = firstboulder_import(data[0x398], 0x398);
1558 cave->diamond_birth_effect = firstboulder_import(data[0x399], 0x399);
1559 cave->magic_diamond_to = firstboulder_import(data[0x39a], 0x39a);
1561 cave->bladder_converts_by = firstboulder_import(data[0x39b], 0x39b);
1562 cave->diamond_falling_effect = firstboulder_import(data[0x39c], 0x39c);
1563 cave->biter_eat = firstboulder_import(data[0x39d], 0x39d);
1564 cave->slime_eats_1 = firstboulder_import(data[0x39e], 0x39e);
1565 cave->slime_converts_1 = firstboulder_import(data[0x39e] + 3, 0x39e);
1566 cave->slime_eats_2 = firstboulder_import(data[0x39f], 0x39f);
1567 cave->slime_converts_2 = firstboulder_import(data[0x39f] + 3, 0x39f);
1568 cave->magic_diamond_to = firstboulder_import(data[0x39a], 0x39a);
1570 // length is always 1024 bytes
1575 static int cave_copy_from_crdr_7(GdCave *cave, const byte *data, int remaining_bytes)
1580 // if we have name, convert
1581 gd_strcpy(cave->name, " ");
1583 for (i = 0; i < 14; i++)
1587 // import cave name; a conversion table is used for each character
1589 c = gd_bd_internal_chars[c];
1602 chompString(cave->name); // remove trailing and leading spaces
1604 cave->selectable = data[14] != 0;
1606 // jump 15 bytes, 14 was the name and 15 selectability
1609 if (memcmp((char *)data + 0x30, "V4\0020", 4) != 0)
1610 Warn("unknown crdr version %c%c%c%c", data[0x30], data[0x31], data[0x32], data[0x33]);
1612 gd_cave_set_engine_defaults(cave, GD_ENGINE_CRDR7);
1614 for (i = 0; i < 5; i++)
1616 cave->level_time[i] = (int)data[0x0] * 100 + data[0x1] * 10 + data[0x2];
1618 // same as gate opening after 0 diamonds
1619 if (cave->level_time[i] == 0)
1620 cave->level_time[i] = 1000;
1622 cave->level_diamonds[i] = (int)data[0x3] * 100 + data[0x4] * 10 + data[0x5];
1624 // gate opening is checked AFTER adding to diamonds collected, so 0 here is 1000 (!) needed
1625 if (cave->level_diamonds[i] == 0)
1626 cave->level_diamonds[i] = 1000;
1628 cave->level_ckdelay[i] = data[0x1A];
1629 cave->level_rand[i] = data[0x40];
1630 cave->level_amoeba_time[i] = (int)data[0xC] * 256 + data[0xD];
1632 // 0 immediately underflowed to 999, so we use 999. example: sendydash 3, cave 02.
1633 if (cave->level_amoeba_time[i] == 0)
1634 cave->level_amoeba_time[i] = 999;
1636 cave->level_magic_wall_time[i] = (int)data[0xE] * 256 + data[0xF];
1637 cave->level_slime_permeability_c64[i] = data[0x1B];
1638 cave->level_bonus_time[i] = data[0x22];
1639 cave->level_penalty_time[i] = data[0x23];
1640 cave->level_bonus_time[i] = data[0x22];
1641 cave->level_penalty_time[i] = data[0x23];
1642 cave->level_amoeba_threshold[i] = 256 * (int)data[0x20] + data[0x21];
1645 cave->extra_diamond_value = (int)data[0x6] * 100 + data[0x7] * 10 + data[0x8];
1646 cave->diamond_value = (int)data[0x9] * 100 + data[0xA] * 10 + data[0xB];
1649 cave->creatures_direction_auto_change_time = data[0x11];
1651 cave->colorb = gd_c64_color(data[0x14] & 0xf); // border
1652 cave->color0 = gd_c64_color(data[0x15] & 0xf);
1653 cave->color1 = gd_c64_color(data[0x16] & 0xf);
1654 cave->color2 = gd_c64_color(data[0x17] & 0xf);
1655 cave->color3 = gd_c64_color(data[0x18] & 0x7); // lower 3 bits only!
1656 cave->color4 = cave->color3;
1657 cave->color5 = cave->color1;
1658 cave->intermission = data[0x19] != 0;
1660 // if it is intermission but not scrollable
1661 if (cave->intermission && !data[0x1c])
1668 AMOEBA in crazy dash 8:
1669 jsr $2500 ; generate true random
1670 and $94 ; binary and the current "probability"
1671 cmp #$04 ; compare to 4
1672 bcs out ; jump out (do not expand) if carry set, ie. result was less than 4.
1674 prob values can be like num = 3, 7, 15, 31, 63, ... n lsb bits count.
1675 0..3>=4? 0..7>=4? 0..15>=4? and similar.
1676 this way, probability of growing is 4/(num+1)
1679 cave->amoeba_growth_prob = (4.0 * 1E6 / (data[0x12] + 1)) + 0.5; // probabilities store * 1M
1680 if (cave->amoeba_growth_prob > 1000000)
1681 cave->amoeba_growth_prob = 1000000;
1683 cave->amoeba_fast_growth_prob = (4.0 * 1E6 / (data[0x13] + 1)) + 0.5;
1684 if (cave->amoeba_fast_growth_prob > 1000000)
1685 cave->amoeba_fast_growth_prob = 1000000;
1687 // expanding wall direction change - 2e horizontal, 2f vertical
1688 cave->expanding_wall_changed = data[0x1e] == 0x2f;
1690 // 2c was a normal switch, 2d a changed one.
1691 cave->creatures_backwards = data[0x1f] == 0x2d;
1692 cave->biter_delay_frame = data[0x24];
1693 cave->magic_wall_stops_amoeba = data[0x25] == 0; // negated!!
1695 cave->bomb_explosion_effect = crazydream_import_table[data[0x26]];
1696 cave->explosion_effect = crazydream_import_table[data[0x27]];
1697 cave->stone_bouncing_effect = crazydream_import_table[data[0x28]];
1698 cave->diamond_birth_effect = crazydream_import_table[data[0x29]];
1699 cave->magic_diamond_to = crazydream_import_table[data[0x2a]];
1701 cave->bladder_converts_by = crazydream_import_table[data[0x2b]];
1702 cave->diamond_falling_effect = crazydream_import_table[data[0x2c]];
1703 cave->biter_eat = crazydream_import_table[data[0x2d]];
1704 cave->slime_eats_1 = crazydream_import_table[data[0x2e]];
1705 cave->slime_converts_1 = crazydream_import_table[data[0x2e] + 3];
1706 cave->slime_eats_2 = crazydream_import_table[data[0x2f]];
1707 cave->slime_converts_2 = crazydream_import_table[data[0x2f] + 3];
1709 cave->diagonal_movements = (data[0x34] & 1) != 0;
1710 cave->gravity_change_time = data[0x35];
1711 cave->pneumatic_hammer_frame = data[0x36];
1712 cave->hammered_wall_reappear_frame = data[0x37];
1713 cave->hammered_walls_reappear = data[0x3f] != 0;
1716 acid in crazy dream 8:
1717 jsr $2500 ; true random
1718 cmp $03a8 ; compare to ratio
1719 bcs out ; if it was smaller, forget it for now.
1721 ie. random<=ratio, then acid grows.
1724 // 1e6, probabilities are stored as int
1725 cave->acid_spread_ratio = data[0x38] / 255.0 * 1E6 + 0.5;
1727 cave->acid_eats_this = crazydream_import_table[data[0x39]];
1728 switch(data[0x3a] & 3)
1730 case 0: cave->gravity = GD_MV_UP; break;
1731 case 1: cave->gravity = GD_MV_DOWN; break;
1732 case 2: cave->gravity = GD_MV_LEFT; break;
1733 case 3: cave->gravity = GD_MV_RIGHT; break;
1736 cave->snap_element = ((data[0x3a] & 4) != 0) ? O_EXPLODE_1 : O_SPACE;
1738 // we do not know the values for these, so do not import
1739 // cave->dirt_looks_like... data[0x3c]
1740 // cave->expanding_wall_looks_like... data[0x3b]
1741 for (i = 0; i < 4; i++)
1743 cave->random_fill[i] = crazydream_import_table[data[0x41 + i]];
1744 cave->random_fill_probability[i] = data[0x45 + i];
1750 while (data[index] != 0xff)
1753 int x1, y1, x2, y2, dx, dy;
1755 int length, direction;
1757 // for copy&paste; copy&paste are different objects, static = ugly solution :)
1758 static int cx1, cy1, cw, ch;
1760 switch (data[index])
1763 elem = crazydream_import_table[data[index + 1]];
1764 x1 = data[index + 2];
1765 y1 = data[index + 3];
1766 if (x1 >= cave->w || y1 >= cave->h)
1767 Warn("invalid point coordinates %d,%d at byte %d", x1, y1, index);
1769 cave->objects = list_append(cave->objects, gd_object_new_point(GD_OBJECT_LEVEL_ALL, x1, y1, elem));
1774 case 2: // rectangle
1775 elem = crazydream_import_table[data[index + 1]];
1776 x1 = data[index + 2];
1777 y1 = data[index + 3];
1778 x2 = x1 + data[index + 4] - 1;
1779 y2 = y1 + data[index + 5] - 1; // height
1781 if (x1 >= cave->w ||
1785 Warn("invalid rectangle coordinates %d,%d %d,%d at byte %d", x1, y1, x2, y2, index);
1787 cave->objects = list_append(cave->objects, gd_object_new_rectangle(GD_OBJECT_LEVEL_ALL, x1, y1, x2, y2, elem));
1793 x1 = data[index + 2];
1794 y1 = data[index + 3];
1795 x2 = x1 + data[index + 4] - 1;
1796 y2 = y1 + data[index + 5] - 1;
1798 if (x1 >= cave->w ||
1802 Warn("invalid filled rectangle coordinates %d,%d %d,%d at byte %d", x1, y1, x2, y2, index);
1804 // border and inside of fill is the same element.
1805 cave->objects = list_append(cave->objects, gd_object_new_filled_rectangle(GD_OBJECT_LEVEL_ALL, x1, y1, x2, y2, crazydream_import_table[data[index + 1]], crazydream_import_table[data[index + 1]]));
1811 elem = crazydream_import_table[data[index + 1]];
1812 if (elem == O_UNKNOWN)
1813 Warn("unknown element at %d: %x", index + 1, data[index + 1]);
1815 x1 = data[index + 2];
1816 y1 = data[index + 3];
1817 length = data[index + 4];
1818 direction = data[index + 5];
1819 nx = ((signed)direction - 128) % 40;
1820 ny = ((signed)direction - 128) / 40;
1821 x2 = x1 + (length - 1) * nx;
1822 y2 = y1 + (length - 1) * ny;
1824 // if either is bigger than one, we cannot treat this as a line. create points instead
1825 if (ABS(nx) >= 2 || ABS(ny) >= 2)
1827 for (i = 0; i < length; i++)
1829 cave->objects = list_append(cave->objects, gd_object_new_point(GD_OBJECT_LEVEL_ALL, x1, y1, elem));
1836 // this is a normal line, and will be appended. only do the checking here
1837 if (x1 >= cave->w ||
1841 Warn("invalid line coordinates %d,%d %d,%d at byte %d", x1, y1, x2, y2, index - 5);
1843 cave->objects = list_append(cave->objects, gd_object_new_line(GD_OBJECT_LEVEL_ALL, x1, y1, x2, y2, elem));
1850 cx1 = data[index + 1];
1851 cy1 = data[index + 2];
1852 cw = data[index + 3];
1853 ch = data[index + 4];
1855 if (cx1 >= cave->w ||
1857 cx1 + cw > cave->w ||
1859 Warn("invalid copy coordinates %d,%d or size %d,%d at byte %d", cx1, cy1, cw, ch, index);
1868 // original stored width and height, we store the coordinates of the source area
1871 dx = data[index + 1]; // new pos
1872 dy = data[index + 2];
1874 if (dx >= cave->w ||
1876 dx + cw > cave->w ||
1878 Warn("invalid paste coordinates %d,%d at byte %d", dx, dy, index);
1880 cave->objects = list_append(cave->objects, gd_object_new_copy_paste(GD_OBJECT_LEVEL_ALL, x1, y1, x2, y2, dx, dy, FALSE, FALSE));
1886 elem = crazydream_import_table[data[index + 1]];
1887 x1 = data[index + 2];
1888 y1 = data[index + 3];
1889 dx = data[index + 4];
1890 dy = data[index + 5];
1891 nx = data[index + 6] - 1;
1892 ny = data[index + 7] - 1;
1893 x2 = x1 + dx * nx; // calculate rectangle we use
1901 if (x1 >= cave->w ||
1905 Warn("invalid raster coordinates %d,%d %d,%d at byte %d", x1, y1, x2, y2, index);
1907 cave->objects = list_append(cave->objects, gd_object_new_raster(GD_OBJECT_LEVEL_ALL, x1, y1, x2, y2, dx, dy, elem));
1913 Warn ("unknown crdr extension no. %02x at byte %d", data[index], index);
1914 index += 1; // skip that byte
1919 index++; // skip $ff
1921 // crazy dream 7 hack
1924 for (i = 0; i < 0x3b0; i++)
1925 checksum = checksum^data[i];
1927 if (strEqual(cave->name, "Crazy maze") && checksum == 195)
1928 cave->skeletons_needed_for_pot = 0;
1930 return 15 + 0x49 + index;
1933 static void crazy_dream_9_add_specials(GdCave *cave, const byte *buf, const int length)
1938 // crazy dream 9 hack
1940 for (i = 0; i < length; i++)
1941 checksum = checksum^buf[i];
1943 // check cave name and the checksum. both are hardcoded here
1944 if (strEqual(cave->name, "Rockfall") && checksum == 134)
1946 GdElement rand[4] = { O_DIAMOND, O_STONE, O_ACID, O_DIRT };
1947 int prob[4] = { 37, 32, 2, 0 };
1948 int seeds[5] = { -1, -1, -1, -1, -1 };
1950 cave->objects = list_append(cave->objects, gd_object_new_random_fill(GD_OBJECT_LEVEL_ALL, 0, 0, 39, 21, seeds, O_DIRT, rand, prob, O_BLADDER_SPENDER, FALSE));
1953 if (strEqual(cave->name, "Roll dice now!") && checksum == 235)
1955 GdElement rand[4] = { O_STONE, O_BUTTER_3, O_DIRT, O_DIRT };
1956 int prob[4] = { 0x18, 0x08, 0, 0 };
1957 int seeds[5] = { -1, -1, -1, -1, -1 };
1959 cave->objects = list_append(cave->objects, gd_object_new_random_fill(GD_OBJECT_LEVEL_ALL, 0, 0, 39, 21, seeds, O_DIRT, rand, prob, O_BLADDER_SPENDER, FALSE));
1962 if (strEqual(cave->name, "Random maze") && checksum == 24)
1964 int seeds[5] = { -1, -1, -1, -1, -1 };
1965 cave->objects = list_append(cave->objects, gd_object_new_maze(GD_OBJECT_LEVEL_ALL, 1, 4, 35, 20, 1, 1, O_NONE, O_DIRT, 50, seeds));
1968 if (strEqual(cave->name, "Metamorphosis") && checksum == 53)
1970 int seeds[5] = { -1, -1, -1, -1, -1 };
1971 GdElement rand[4] = { O_STONE, O_DIRT, O_DIRT, O_DIRT };
1972 int prob[4] = { 0x18, 0, 0, 0 };
1974 cave->objects = list_append(cave->objects, gd_object_new_maze(GD_OBJECT_LEVEL_ALL, 4, 1, 38, 19, 1, 3, O_NONE, O_BLADDER_SPENDER, 50, seeds));
1975 cave->objects = list_append(cave->objects, gd_object_new_random_fill(GD_OBJECT_LEVEL_ALL, 4, 1, 38, 19, seeds, O_DIRT, rand, prob, O_BLADDER_SPENDER, FALSE));
1976 cave->creatures_backwards = TRUE; // for some reason, this level worked like that
1979 if (strEqual(cave->name, "All the way") && checksum == 33)
1981 int seeds[5] = { -1, -1, -1, -1, -1 };
1983 cave->objects = list_append(cave->objects, gd_object_new_maze_unicursal(GD_OBJECT_LEVEL_ALL, 1, 1, 35, 19, 1, 1, O_BRICK, O_PRE_DIA_1, 50, seeds));
1985 // a point which "breaks" the unicursal maze, making it one very long path
1986 cave->objects = list_append(cave->objects, gd_object_new_point(GD_OBJECT_LEVEL_ALL, 35, 18, O_BRICK));
1990 // crazy light contruction kit
1991 static int cave_copy_from_crli(GdCave *cave, const byte *data, int remaining_bytes)
1993 byte uncompressed[1024];
1994 int datapos, cavepos, i, x, y;
1996 const char *versions[] = { "V2.2", "V2.6", "V3.0" };
2000 V2_2, // XXX whats the difference between 2.2 and 2.6?
2004 GdElement (*import) (byte c, int i) = NULL; // import function
2006 gd_cave_set_engine_defaults(cave, GD_ENGINE_CRLI);
2008 // detect if this is a cavefile
2015 datapos = 5; // cavefile, skipping 0x00 0xc4 D L P
2020 // converted from snapshot, skip "selectable" and 14byte name
2025 // if we have name, convert
2028 gd_strcpy(cave->name, " ");
2030 for (i = 0; i < 14; i++)
2032 int c = data[i + 1];
2034 // import cave name; a conversion table is used for each character
2036 c = gd_bd_internal_chars[c];
2050 chompString(cave->name); // remove trailing and leading spaces
2053 // uncompress rle data
2056 while (cavepos < 0x3b0)
2058 // <- loop until the uncompressed reaches its size
2059 if (datapos >= remaining_bytes)
2061 Error("truncated crli cave data");
2065 if (data[datapos] == 0xbf)
2067 // magic value 0xbf is the escape byte
2068 if (datapos + 2 >= remaining_bytes)
2070 Error("truncated crli cave data");
2074 if (data[datapos + 2] + datapos >= sizeof(uncompressed))
2076 // we would run out of buffer, this must be some error
2077 Error("invalid crli cave data - RLE length value is too big");
2081 // 0xbf, number, byte to dup
2082 for (i = 0; i < data[datapos + 2]; i++)
2083 uncompressed[cavepos++] = data[datapos + 1];
2089 uncompressed[cavepos++] = data[datapos++];
2093 // check crli version
2094 for (i = 0; i < ARRAY_SIZE(versions); i++)
2095 if (memcmp((char *)uncompressed + 0x3a0, versions[i], 4) == 0)
2098 // v3.0 has falling wall and box, and no ghost.
2099 import = version >= V3_0 ? crazylight_import : firstboulder_import;
2101 if (version == none)
2103 Warn("unknown crli version %c%c%c%c", uncompressed[0x3a0], uncompressed[0x3a1], uncompressed[0x3a2], uncompressed[0x3a3]);
2104 import = crazylight_import;
2108 cave->map = gd_cave_map_new(cave, GdElement);
2110 for (y = 0; y < cave->h; y++)
2112 for (x = 0; x < cave->w; x++)
2114 int index = y * cave->w + x;
2116 cave->map[y][x] = import(uncompressed[index], index);
2120 // crli has no levels
2121 for (i = 0; i < 5; i++)
2123 cave->level_time[i] = (int)uncompressed[0x370] * 100 + uncompressed[0x371] * 10 + uncompressed[0x372];
2125 // same as gate opening after 0 diamonds
2126 if (cave->level_time[i] == 0)
2127 cave->level_time[i] = 1000;
2129 cave->level_diamonds[i] = (int)uncompressed[0x373] * 100 + uncompressed[0x374] * 10 + uncompressed[0x375];
2131 // gate opening is checked AFTER adding to diamonds collected, so 0 here is 1000 (!) needed
2132 if (cave->level_diamonds[i] == 0)
2133 cave->level_diamonds[i] = 1000;
2135 cave->level_ckdelay[i] = uncompressed[0x38A];
2136 cave->level_amoeba_time[i] = (int)uncompressed[0x37C] * 256 + uncompressed[0x37D];
2138 // 0 immediately underflowed to 999, so we use 999. example: sendydash 3, cave 02.
2139 if (cave->level_amoeba_time[i] == 0)
2140 cave->level_amoeba_time[i] = 999;
2142 cave->level_magic_wall_time[i] = (int)uncompressed[0x37E] * 256 + uncompressed[0x37F];
2143 cave->level_slime_permeability_c64[i] = uncompressed[0x38B];
2144 cave->level_bonus_time[i] = uncompressed[0x392];
2145 cave->level_penalty_time[i] = uncompressed[0x393];
2146 cave->level_amoeba_threshold[i] = 256 * (int)uncompressed[0x390] + uncompressed[0x390 + 1];
2149 cave->extra_diamond_value = (int)uncompressed[0x376] * 100 + uncompressed[0x377] * 10 + uncompressed[0x378];
2150 cave->diamond_value = (int)uncompressed[0x379] * 100 + uncompressed[0x37A] * 10 + uncompressed[0x37B];
2152 if (uncompressed[0x380])
2153 cave->creatures_direction_auto_change_time = uncompressed[0x381];
2155 cave->colorb = gd_c64_color(uncompressed[0x384] & 0xf); // border
2156 cave->color0 = gd_c64_color(uncompressed[0x385] & 0xf);
2157 cave->color1 = gd_c64_color(uncompressed[0x386] & 0xf);
2158 cave->color2 = gd_c64_color(uncompressed[0x387] & 0xf);
2159 cave->color3 = gd_c64_color(uncompressed[0x388] & 0x7); // lower 3 bits only!
2160 cave->color4 = cave->color3;
2161 cave->color5 = cave->color1;
2162 cave->intermission = uncompressed[0x389] != 0;
2164 // if it is intermission but not scrollable
2165 if (cave->intermission && !uncompressed[0x38c])
2172 AMOEBA in crazy dash 8:
2173 jsr $2500 ; generate true random
2174 and $94 ; binary and the current "probability"
2175 cmp #$04 ; compare to 4
2176 bcs out ; jump out (do not expand) if carry set, ie. result was less than 4.
2178 prob values can be like num = 3, 7, 15, 31, 63, ... n lsb bits count.
2179 0..3>=4? 0..7>=4? 0..15>=4? and similar.
2180 this way, probability of growing is 4/(num+1)
2183 // probabilities store * 1M
2184 cave->amoeba_growth_prob = (1E6 * 4.0 / (uncompressed[0x382] + 1)) + 0.5;
2186 if (cave->amoeba_growth_prob > 1000000)
2187 cave->amoeba_growth_prob = 1000000;
2189 cave->amoeba_fast_growth_prob = (1E6*4.0/(uncompressed[0x383] + 1)) + 0.5;
2191 if (cave->amoeba_fast_growth_prob > 1000000)
2192 cave->amoeba_fast_growth_prob = 1000000;
2194 // 2c was a normal switch, 2d a changed one.
2195 cave->creatures_backwards = uncompressed[0x38f] == 0x2d;
2196 cave->magic_wall_sound = uncompressed[0x38d] == 0xf1;
2198 // 2e horizontal, 2f vertical. we implement this by changing them
2199 if (uncompressed[0x38e] == 0x2f)
2201 for (y = 0; y < cave->h; y++)
2203 for (x = 0; x < cave->w; x++)
2205 if (cave->map[y][x] == O_H_EXPANDING_WALL)
2206 cave->map[y][x] = O_V_EXPANDING_WALL;
2211 cave->biter_delay_frame = uncompressed[0x394];
2212 cave->magic_wall_stops_amoeba = uncompressed[0x395] == 0; // negated!!
2213 cave->bomb_explosion_effect = import(uncompressed[0x396], 0x396);
2214 cave->explosion_effect = import(uncompressed[0x397], 0x397);
2215 cave->stone_bouncing_effect = import(uncompressed[0x398], 0x398);
2216 cave->diamond_birth_effect = import(uncompressed[0x399], 0x399);
2217 cave->magic_diamond_to = import(uncompressed[0x39a], 0x39a);
2219 cave->bladder_converts_by = import(uncompressed[0x39b], 0x39b);
2220 cave->diamond_falling_effect = import(uncompressed[0x39c], 0x39c);
2221 cave->biter_eat = import(uncompressed[0x39d], 0x39d);
2222 cave->slime_eats_1 = import(uncompressed[0x39e], 0x39e);
2223 cave->slime_converts_1 = import(uncompressed[0x39e] + 3, 0x39e);
2224 cave->slime_eats_2 = import(uncompressed[0x39f], 0x39f);
2225 cave->slime_converts_2 = import(uncompressed[0x39f] + 3, 0x39f);
2227 // v3.0 has some new properties.
2228 if (version >= V3_0)
2230 cave->diagonal_movements = uncompressed[0x3a4] != 0;
2231 cave->amoeba_too_big_effect = import(uncompressed[0x3a6], 0x3a6);
2232 cave->amoeba_enclosed_effect = import(uncompressed[0x3a7], 0x3a7);
2235 acid in crazy dream 8:
2236 jsr $2500 ; true random
2237 cmp $03a8 ; compare to ratio
2238 bcs out ; if it was smaller, forget it for now.
2240 ie. random<=ratio, then acid grows.
2243 // * 1e6, probabilities are stored as int
2244 cave->acid_spread_ratio = uncompressed[0x3a8] / 255.0 * 1E6;
2245 cave->acid_eats_this = import(uncompressed[0x3a9], 0x3a9);
2246 cave->expanding_wall_looks_like = import(uncompressed[0x3ab], 0x3ab);
2247 cave->dirt_looks_like = import(uncompressed[0x3ac], 0x3ac);
2251 // version is <= 3.0, so this is a 1stb cave.
2252 // the only parameters, for which this matters, are these:
2253 if (uncompressed[0x380] != 0)
2254 cave->creatures_direction_auto_change_time = uncompressed[0x381];
2256 cave->diagonal_movements = uncompressed[0x381] != 0;
2260 cave->selectable = !cave->intermission; // best we can do
2262 cave->selectable = !data[0]; // given by converter
2267 GdCavefileFormat gd_caveset_imported_get_format(const byte *buf)
2269 const char *s_bd1 = "GDashBD1";
2270 const char *s_bd1_atari = "GDashB1A";
2271 const char *s_dc1 = "GDashDC1";
2272 const char *s_bd2 = "GDashBD2";
2273 const char *s_bd2_atari = "GDashB2A";
2274 const char *s_plc = "GDashPLC";
2275 const char *s_plc_atari = "GDashPCA";
2276 const char *s_dlb = "GDashDLB";
2277 const char *s_crl = "GDashCRL";
2278 const char *s_cd7 = "GDashCD7";
2279 const char *s_cd9 = "GDashCD9";
2280 const char *s_1st = "GDash1ST";
2282 if (memcmp((char *)buf, s_bd1, strlen(s_bd1)) == 0)
2283 return GD_FORMAT_BD1;
2284 if (memcmp((char *)buf, s_bd1_atari, strlen(s_bd1_atari)) == 0)
2285 return GD_FORMAT_BD1_ATARI;
2286 if (memcmp((char *)buf, s_dc1, strlen(s_dc1)) == 0)
2287 return GD_FORMAT_DC1;
2288 if (memcmp((char *)buf, s_bd2, strlen(s_bd2)) == 0)
2289 return GD_FORMAT_BD2;
2290 if (memcmp((char *)buf, s_bd2_atari, strlen(s_bd2_atari)) == 0)
2291 return GD_FORMAT_BD2_ATARI;
2292 if (memcmp((char *)buf, s_plc, strlen(s_plc)) == 0)
2293 return GD_FORMAT_PLC;
2294 if (memcmp((char *)buf, s_plc_atari, strlen(s_plc_atari)) == 0)
2295 return GD_FORMAT_PLC_ATARI;
2296 if (memcmp((char *)buf, s_dlb, strlen(s_dlb)) == 0)
2297 return GD_FORMAT_DLB;
2298 if (memcmp((char *)buf, s_crl, strlen(s_crl)) == 0)
2299 return GD_FORMAT_CRLI;
2300 if (memcmp((char *)buf, s_cd7, strlen(s_cd7)) == 0)
2301 return GD_FORMAT_CRDR_7;
2302 if (memcmp((char *)buf, s_cd9, strlen(s_cd9)) == 0)
2303 return GD_FORMAT_CRDR_9;
2304 if (memcmp((char *)buf, s_1st, strlen(s_1st)) == 0)
2305 return GD_FORMAT_FIRSTB;
2307 return GD_FORMAT_UNKNOWN;
2311 // ----------------------------------------------------------------------------
2312 // Load caveset from memory buffer.
2313 // Loads the caveset from a memory buffer.
2314 // returns: List * of caves.
2315 // ----------------------------------------------------------------------------
2317 List *gd_caveset_import_from_buffer (const byte *buf, size_t length)
2320 int cavenum, intermissionnum, num;
2321 int cavelength, bufp;
2322 List *caveset = NULL, *iter;
2323 unsigned int encodedlength;
2324 GdCavefileFormat format;
2326 if (length != -1 && length < 12)
2328 Warn("buffer too short to be a GDash datafile");
2332 encodedlength = (unsigned int)(*((unsigned int *)(buf + 8)));
2333 if (length != -1 && encodedlength != length - 12)
2335 Warn("file length and data size mismatch in GDash datafile");
2339 format = gd_caveset_imported_get_format(buf);
2340 if (format == GD_FORMAT_UNKNOWN)
2342 Warn("buffer does not contain a GDash datafile");
2347 length = encodedlength;
2352 while (bufp < length)
2355 // default is to append cave to caveset; list_insert appends when pos = -1
2358 newcave = gd_cave_new();
2360 cavelength = 0; // to avoid compiler warning
2364 case GD_FORMAT_BD1: // boulder dash 1
2365 case GD_FORMAT_BD1_ATARI: // boulder dash 1, atari version
2366 case GD_FORMAT_DC1: // deluxe caves 1
2367 case GD_FORMAT_BD2: // boulder dash 2
2368 case GD_FORMAT_BD2_ATARI: // boulder dash 2
2369 // these are not in the data so we guess
2370 newcave->selectable = (cavenum < 16) && (cavenum % 4 == 0);
2371 newcave->intermission = cavenum > 15;
2373 // no name, so we make up one
2374 if (newcave->intermission)
2375 snprintf(newcave->name, sizeof(newcave->name), _("Intermission %d"), cavenum - 15);
2377 snprintf(newcave->name, sizeof(newcave->name), _("Cave %c"), 'A' + cavenum);
2382 case GD_FORMAT_BD1_ATARI:
2384 cavelength = cave_copy_from_bd1(newcave, buf + bufp, length - bufp, format);
2387 case GD_FORMAT_BD2_ATARI:
2388 cavelength = cave_copy_from_bd2(newcave, buf + bufp, length - bufp, format);
2395 // original bd1 had level order ABCDEFGH... and then the last four were the intermissions.
2396 // those should be inserted between D-E, H-I... caves.
2398 insertpos = (cavenum - 15) * 5 - 1;
2401 case GD_FORMAT_FIRSTB:
2402 cavelength = cave_copy_from_1stb(newcave, buf + bufp, length - bufp);
2404 // every fifth cave (4+1 intermission) is selectable.
2405 newcave->selectable = cavenum % 5 == 0;
2408 case GD_FORMAT_PLC: // peter liepa construction kit
2409 case GD_FORMAT_PLC_ATARI: // peter liepa construction kit, atari version
2410 cavelength = cave_copy_from_plck(newcave, buf + bufp, length - bufp, format);
2414 // no one's delight boulder dash, something like rle compressed plck caves
2415 // but there are 20 of them, as if it was a bd1 or bd2 game. also num%5 = 4 is intermission.
2416 // we have to set intermission flag on our own, as the file did not contain the info explicitly
2417 newcave->intermission = (cavenum % 5) == 4;
2418 if (newcave->intermission)
2420 // also set visible size
2425 newcave->selectable = cavenum % 5 == 0; // original selection scheme
2426 if (newcave->intermission)
2427 snprintf(newcave->name, sizeof(newcave->name), _("Intermission %d"), cavenum / 5 + 1);
2429 snprintf(newcave->name, sizeof(newcave->name), _("Cave %c"), 'A'+(cavenum % 5 + cavenum / 5 * 4));
2431 cavelength = cave_copy_from_dlb (newcave, buf + bufp, length - bufp);
2434 case GD_FORMAT_CRLI:
2435 cavelength = cave_copy_from_crli (newcave, buf + bufp, length - bufp);
2438 case GD_FORMAT_CRDR_7:
2439 cavelength = cave_copy_from_crdr_7 (newcave, buf + bufp, length - bufp);
2442 case GD_FORMAT_CRDR_9:
2443 cavelength = cave_copy_from_crli (newcave, buf + bufp, length - bufp);
2444 if (cavelength != -1)
2445 crazy_dream_9_add_specials(newcave, buf, cavelength);
2448 case GD_FORMAT_UNKNOWN:
2452 if (cavelength == -1)
2454 gd_cave_free(newcave);
2456 Error("Aborting cave import.");
2461 caveset = list_insert(caveset, newcave, insertpos);
2467 // hack: some dlb files contain junk data after 20 caves.
2468 if (format == GD_FORMAT_DLB && cavenum == 20)
2471 Warn("excess data in dlb file, %d bytes", (int)(length-bufp));
2476 // try to detect if plc caves are in standard layout.
2477 // that is, caveset looks like an original, (4 cave,1 intermission)+
2478 if (format == GD_FORMAT_PLC)
2479 // if no selection table stored by any2gdash
2480 if ((buf[2 + 0x1f0] != buf[2 + 0x1f1] - 1) ||
2481 (buf[2 + 0x1f0] != 0x19 && buf[2 + 0x1f0] != 0x0e))
2487 standard = (list_length(caveset)%5) == 0; // cave count % 5 != 0 -> nonstandard
2489 for (n = 0, iter = caveset; iter != NULL; n++, iter = iter->next)
2491 GdCave *cave = iter->data;
2493 if ((n % 5 == 4 && !cave->intermission) ||
2494 (n % 5 != 4 && cave->intermission))
2495 standard = FALSE; // 4 cave, 1 intermission
2498 // if test passed, update selectability
2500 for (n = 0, iter = caveset; iter != NULL; n++, iter = iter->next)
2502 GdCave *cave = iter->data;
2504 // update "selectable"
2505 cave->selectable = (n % 5) == 0;
2509 // try to give some names for the caves
2511 intermissionnum = 1;
2514 // use numbering instead of letters, if following formats or too many caves
2515 // (as we would run out of letters)
2516 numbering = format == GD_FORMAT_PLC || format == GD_FORMAT_CRLI || list_length(caveset) > 26;
2518 for (iter = caveset; iter != NULL; iter = iter->next)
2520 GdCave *cave = (GdCave *)iter->data;
2522 if (!strEqual(cave->name, "")) // if it already has a name, skip
2525 if (cave->intermission)
2529 snprintf(cave->name, sizeof(cave->name), _("Intermission %02d"), num);
2531 snprintf(cave->name, sizeof(cave->name), _("Intermission %d"), intermissionnum);
2534 snprintf(cave->name, sizeof(cave->name), _("Cave %02d"), num);
2536 snprintf(cave->name, sizeof(cave->name), _("Cave %c"), 'A' - 1 + cavenum);
2540 if (cave->intermission)
2546 // if the user requests, we make all caves selectable. intermissions not.
2547 if (gd_import_as_all_caves_selectable)
2549 for (iter = caveset; iter != NULL; iter = iter->next)
2551 GdCave *cave = (GdCave *)iter->data;
2553 // make selectable if not an intermission.
2554 // also selectable, if it was selectable originally, for some reason.
2555 cave->selectable = cave->selectable || !cave->intermission;
2562 // to be called at program start.
2563 void gd_c64_import_init_tables(void)