added single step support for BD engine
[rocksndiamonds.git] / src / game_bd / main_bd.c
1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2024 by Artsoft Entertainment
5 //                  Holger Schemel
6 //                  info@artsoft.org
7 //                  https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
9 // main_bd.c
10 // ============================================================================
11
12 #include "main_bd.h"
13
14
15 struct GameInfo_BD game_bd;
16 struct LevelInfo_BD native_bd_level;
17 struct EngineSnapshotInfo_BD engine_snapshot_bd;
18
19
20 // ============================================================================
21 // initialization functions
22 // ============================================================================
23
24 void InitGfxBuffers_BD(void)
25 {
26   ReCreateBitmap(&gd_screen_bitmap, SXSIZE, SYSIZE);
27
28   set_cell_size(TILESIZE_VAR);
29   set_play_area(SXSIZE, SYSIZE);
30 }
31
32 void bd_open_all(void)
33 {
34   InitGraphicInfo_BD();
35
36   gd_cave_init();
37   gd_cave_db_init();
38
39   gd_c64_import_init_tables();
40
41   gd_caveset_clear();
42
43   gd_init_play_area();
44
45   gd_sound_init();
46 }
47
48 void bd_close_all(void)
49 {
50 }
51
52
53 // ============================================================================
54 // level file functions
55 // ============================================================================
56
57 void setLevelInfoToDefaults_BD_Ext(int width, int height)
58 {
59   GdCave *cave = native_bd_level.cave;
60
61   if (cave != NULL)
62     gd_cave_free(cave);
63
64   // get empty cave, using default values
65   cave = gd_cave_new();
66
67   // set cave size, if defined
68   if (width > 0 && height > 0)
69   {
70     cave->w = width;
71     cave->h = height;
72
73     cave->x1 = 0;
74     cave->y1 = 0;
75     cave->x2 = cave->w - 1;
76     cave->y2 = cave->h - 1;
77   }
78
79   gd_flatten_cave(cave, 0);
80
81   cave->selectable = TRUE;
82   cave->intermission = FALSE;
83
84   native_bd_level.cave = cave;
85   native_bd_level.replay = NULL;
86
87   native_bd_level.cave_nr = 0;
88   native_bd_level.level_nr = 0;
89
90   native_bd_level.loaded_from_caveset = FALSE;
91 }
92
93 void setLevelInfoToDefaults_BD(void)
94 {
95   setLevelInfoToDefaults_BD_Ext(0, 0);
96 }
97
98 static List *getNativeLevelReplay_BD_Ext(List *item, boolean only_successful_replays)
99 {
100   // look for replay that was recorded for the current difficulty level
101   while (item != NULL &&
102          (item->data == NULL ||
103           (((GdReplay *)item->data)->success == FALSE && only_successful_replays) ||
104           ((GdReplay *)item->data)->level != native_bd_level.level_nr))
105     item = item->next;
106
107   return item;
108 }
109
110 static List *getNativeLevelReplay_BD(List *replays)
111 {
112   // 1st try: look for successful replay
113   List *item = getNativeLevelReplay_BD_Ext(replays, TRUE);
114
115   if (item != NULL)
116     return item;
117
118   // 2nd try: look for any replay
119   return getNativeLevelReplay_BD_Ext(replays, FALSE);
120 }
121
122 boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_only)
123 {
124   static char *filename_loaded = NULL;
125
126   if (filename_loaded == NULL || !strEqual(filename, filename_loaded))
127   {
128     if (!gd_caveset_load_from_file(filename))
129     {
130       if (!level_info_only)
131         Warn("cannot load BD cave set from file '%s'", filename);
132
133       return FALSE;
134     }
135
136     setString(&filename_loaded, filename);
137   }
138
139   if (level_pos < 0 || level_pos >= 5 * gd_caveset_count())
140   {
141     Warn("invalid level position %d in BD cave set", level_pos);
142
143     return FALSE;
144   }
145
146   native_bd_level.cave_nr  = level_pos % gd_caveset_count();
147   native_bd_level.level_nr = level_pos / gd_caveset_count();
148
149   if (native_bd_level.cave != NULL)
150     gd_cave_free(native_bd_level.cave);
151
152   // get selected cave, prepared for playing
153   native_bd_level.cave = gd_get_prepared_cave_from_caveset(native_bd_level.cave_nr,
154                                                            native_bd_level.level_nr);
155
156   // set better initial cave speed (to set better native replay tape length)
157   set_initial_cave_speed(native_bd_level.cave);
158
159   native_bd_level.loaded_from_caveset = TRUE;
160
161   // check if this cave has any replays
162   if (native_bd_level.cave->replays != NULL)
163   {
164     List *item = getNativeLevelReplay_BD(native_bd_level.cave->replays);
165
166     // check if any matching replay was found
167     if (item != NULL)
168       native_bd_level.replay = (GdReplay *)item->data;
169   }
170
171   return TRUE;
172 }
173
174 boolean SaveNativeLevel_BD(char *filename)
175 {
176   GdCave *cave = gd_cave_new_from_cave(native_bd_level.cave);
177
178   gd_caveset_clear();
179   gd_caveset = list_append(gd_caveset, cave);
180
181   return gd_caveset_save_to_file(filename);
182 }
183
184 void DumpLevelset_BD(void)
185 {
186   int num_levels_per_cave = (gd_caveset_has_levels() ? 5 : 1);
187
188   Print("Number of levels:   %d\n", num_levels_per_cave * gd_caveset_count());
189   Print("First level number: %d\n", 1);
190 }
191
192
193 // ============================================================================
194 // game engine functions
195 // ============================================================================
196
197 int map_action_RND_to_BD(int action)
198 {
199   GdDirection player_move = gd_direction_from_keypress(action & JOY_UP,
200                                                        action & JOY_DOWN,
201                                                        action & JOY_LEFT,
202                                                        action & JOY_RIGHT);
203   boolean player_fire = (action & (JOY_BUTTON_1 | JOY_BUTTON_2));
204
205   return (player_move | (player_fire ? GD_REPLAY_FIRE_MASK : 0));
206 }
207
208 int map_action_BD_to_RND(int action)
209 {
210   GdDirection player_move = action & GD_REPLAY_MOVE_MASK;
211   boolean     player_fire = action & GD_REPLAY_FIRE_MASK;
212
213   int action_move = (player_move == GD_MV_UP            ? JOY_UP                :
214                      player_move == GD_MV_UP_RIGHT      ? JOY_UP   | JOY_RIGHT  :
215                      player_move == GD_MV_RIGHT         ?            JOY_RIGHT  :
216                      player_move == GD_MV_DOWN_RIGHT    ? JOY_DOWN | JOY_RIGHT  :
217                      player_move == GD_MV_DOWN          ? JOY_DOWN              :
218                      player_move == GD_MV_DOWN_LEFT     ? JOY_DOWN | JOY_LEFT   :
219                      player_move == GD_MV_LEFT          ?            JOY_LEFT   :
220                      player_move == GD_MV_UP_LEFT       ? JOY_UP   | JOY_LEFT   : JOY_NO_ACTION);
221   int action_fire = (player_fire ? JOY_BUTTON_1 : JOY_NO_ACTION);
222
223   return (action_move | action_fire);
224 }
225
226 boolean checkGameRunning_BD(void)
227 {
228   return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CAVE_RUNNING);
229 }
230
231 boolean checkGamePlaying_BD(void)
232 {
233   return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CAVE_RUNNING &&
234           game_bd.game->cave != NULL && game_bd.game->cave->hatched);
235 }
236
237 boolean checkBonusTime_BD(void)
238 {
239   return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CHECK_BONUS_TIME);
240 }
241
242 int getFramesPerSecond_BD(void)
243 {
244   if (game_bd.game != NULL && game_bd.game->cave != NULL && game_bd.game->cave->pal_timing)
245     return FRAMES_PER_SECOND_NTSC;
246
247   return FRAMES_PER_SECOND_PAL;
248 }
249
250 int getTimeLeft_BD(void)
251 {
252   if (game_bd.game != NULL && game_bd.game->cave != NULL)
253     return gd_cave_time_show(game_bd.game->cave, game_bd.game->cave->time);
254
255   return 0;
256 }
257
258 void SetTimeFrames_BD(int frames_played)
259 {
260   // needed to store final time after solving game (before counting down remaining time)
261   if (game_bd.game->state_counter == GAME_INT_CAVE_RUNNING)
262     game_bd.frames_played = frames_played;
263
264 }
265
266 static void UpdateGameDoorValues_BD(void)
267 {
268   GdCave *cave = game_bd.game->cave;
269   int time_left = gd_cave_time_show(cave, cave->time);
270   int gems_still_needed = MAX(0, (cave->diamonds_needed - cave->diamonds_collected));
271
272   game_bd.time_left = time_left;
273   game_bd.gems_still_needed = gems_still_needed;
274   game_bd.score = game_bd.game->player_score;
275
276   if (game.LevelSolved)
277   {
278     // update time and score in panel while counting bonus time
279     game.LevelSolved_CountingTime  = game_bd.time_left;
280     game.LevelSolved_CountingScore = game_bd.score;
281   }
282 }
283
284 static void PrepareGameTileBitmap_BD(void)
285 {
286   struct GraphicInfo_BD *g_template = &graphic_info_bd_color_template;
287   struct GraphicInfo_BD *g_default  = &graphic_info_bd_object[O_STONE][0];
288
289   // prepare bitmap using cave ready for playing (may have changed colors)
290   gd_prepare_tile_bitmap(game_bd.game->cave, g_template->bitmap, 1);
291
292   // set reference bitmap which should be replaced with prepared bitmap
293   gd_set_tile_bitmap_reference(g_default->bitmap);
294 }
295
296 void PreparePreviewTileBitmap_BD(Bitmap *bitmap, int scale_down_factor)
297 {
298   // prepare bitmap using cave from file (with originally defined colors)
299   gd_prepare_tile_bitmap(native_bd_level.cave, bitmap, scale_down_factor);
300 }
301
302 void SetPreviewTileBitmapReference_BD(Bitmap *bitmap)
303 {
304   gd_set_tile_bitmap_reference(bitmap);
305 }
306
307 Bitmap *GetPreviewTileBitmap_BD(Bitmap *bitmap)
308 {
309   return gd_get_tile_bitmap(bitmap);
310 }
311
312 unsigned int InitEngineRandom_BD(int seed)
313 {
314   if (seed == NEW_RANDOMIZE)
315   {
316     // get randomly selected seed to render the cave
317     seed = gd_random_int_range(0, GD_CAVE_SEED_MAX);
318   }
319
320   game_bd.random_seed = seed;
321
322   return (unsigned int)seed;
323 }
324
325 void InitGameEngine_BD(void)
326 {
327   game_bd.level_solved = FALSE;
328   game_bd.game_over = FALSE;
329   game_bd.cover_screen = FALSE;
330
331   gd_caveset_last_selected       = native_bd_level.cave_nr;
332   gd_caveset_last_selected_level = native_bd_level.level_nr;
333
334   if (game_bd.game != NULL)
335     gd_game_free(game_bd.game);
336
337   game_bd.game = gd_game_new(native_bd_level.cave_nr, native_bd_level.level_nr);
338
339   game_bd.game->itercycle = 0;
340   game_bd.game->itermax = 8;    // default; dynamically changed at runtime
341   game_bd.game->itermax_last = game_bd.game->itermax;
342
343   game_bd.player_moving = FALSE;
344   game_bd.player_snapping = FALSE;
345
346   // default: start with completely covered playfield
347   int next_state = GAME_INT_START_UNCOVER + 1;
348
349   // when skipping uncovering, start with uncovered playfield
350   if (setup.bd_skip_uncovering)
351     next_state = GAME_INT_LOAD_CAVE + 1;
352
353   // first iteration loads and prepares the cave (may change colors)
354   play_game_func(game_bd.game, 0);
355
356   // prepare tile bitmap with level-specific colors, if available
357   PrepareGameTileBitmap_BD();
358
359   // fast-forward game engine to selected state (covered or uncovered)
360   while (game_bd.game->state_counter < next_state)
361     play_game_func(game_bd.game, 0);
362
363   // when skipping uncovering, continue with uncovered playfield
364   if (setup.bd_skip_uncovering)
365     game_bd.game->state_counter = GAME_INT_UNCOVER_ALL + 1;
366   else if (isLevelEditorFastStart())
367     game_bd.game->state_counter = GAME_INT_UNCOVER_ALL - 8;
368
369   if (setup.bd_skip_uncovering || isLevelEditorFastStart())
370     gd_scroll(game_bd.game, TRUE, TRUE);
371
372   ClearRectangle(gd_screen_bitmap, 0, 0, SXSIZE, SYSIZE);
373
374   RedrawPlayfield_BD(TRUE);
375
376   UpdateGameDoorValues_BD();
377 }
378
379 void GameActions_BD(byte action[MAX_PLAYERS])
380 {
381   GdCave *cave = game_bd.game->cave;
382   boolean player_found = FALSE;
383   int player_x = 0;
384   int player_y = 0;
385   int x, y;
386
387   if (cave->getp)
388   {
389     for (y = 0; y < cave->h && !player_found; y++)
390     {
391       for (x = 0; x < cave->w && !player_found; x++)
392       {
393         int element = *cave->getp(cave, x, y);
394
395         if (element == O_PLAYER ||
396             element == O_PLAYER_BOMB ||
397             element == O_PLAYER_STIRRING ||
398             element == O_PLAYER_PNEUMATIC_LEFT ||
399             element == O_PLAYER_PNEUMATIC_RIGHT)
400         {
401           player_x = x;
402           player_y = y;
403
404           player_found = TRUE;
405         }
406       }
407     }
408   }
409
410   UpdateEngineValues(get_scroll_x(),
411                      get_scroll_y(),
412                      player_x,
413                      player_y);
414
415   if (setup.bd_skip_hatching && !game_bd.game->cave->hatched &&
416       game_bd.game->state_counter == GAME_INT_CAVE_RUNNING)
417   {
418     // fast-forward game engine until player hatched
419     while (!game_bd.game->cave->hatched)
420     {
421       play_game_func(game_bd.game, 0);
422
423       // also record or replay tape action during fast-forward
424       action = TapeCorrectAction_BD(action);
425     }
426   }
427
428   play_game_func(game_bd.game, action[0]);
429
430   // scroll without iterating engine if player out of sight (mainly due to wrap-around)
431   // (this is needed to prevent broken tapes in case of viewport or tile size changes)
432   while (game_bd.game->out_of_window)
433   {
434     RedrawPlayfield_BD(TRUE);
435
436     BlitScreenToBitmap_BD(backbuffer);
437
438     BackToFront();
439
440     play_game_func(game_bd.game, action[0]);
441   }
442
443   boolean single_step_mode_paused =
444     CheckSingleStepMode_BD(check_iteration_reached(game_bd.game),
445                            game_bd.player_moving,
446                            game_bd.player_snapping);
447
448   // draw final movement animation frame before going to single step pause mode
449   if (single_step_mode_paused)
450     game_bd.game->itercycle = game_bd.game->itermax - 1;
451
452   RedrawPlayfield_BD(FALSE);
453
454   UpdateGameDoorValues_BD();
455 }
456
457
458 // ============================================================================
459 // graphics functions
460 // ============================================================================
461
462 // check if native BD graphics engine requested in custom graphics configuration
463 boolean use_native_bd_graphics_engine(void)
464 {
465   return game.use_native_bd_graphics_engine;
466 }
467
468 // check if smooth game element movements selected in setup menu
469 boolean use_bd_smooth_movements(void)
470 {
471   return ((setup.bd_smooth_movements == STATE_TRUE) ||
472           (setup.bd_smooth_movements == STATE_AUTO && !use_native_bd_graphics_engine()));
473 }
474
475 // check if player pushing graphics selected in setup menu
476 boolean use_bd_pushing_graphics(void)
477 {
478   return ((setup.bd_pushing_graphics == STATE_TRUE) ||
479           (setup.bd_pushing_graphics == STATE_AUTO && !use_native_bd_graphics_engine()));
480 }
481
482 // check if player up/down graphics selected in setup menu
483 boolean use_bd_up_down_graphics(void)
484 {
485   return ((setup.bd_up_down_graphics == STATE_TRUE) ||
486           (setup.bd_up_down_graphics == STATE_AUTO && !use_native_bd_graphics_engine()));
487 }
488
489 // check if element falling sounds selected in setup menu
490 boolean use_bd_falling_sounds(void)
491 {
492   return ((setup.bd_falling_sounds == STATE_TRUE) ||
493           (setup.bd_falling_sounds == STATE_AUTO && game.use_native_bd_sound_engine));
494 }
495
496 boolean hasColorTemplate_BD(void)
497 {
498   return gd_bitmap_has_c64_colors(graphic_info_bd_color_template.bitmap);
499 }
500
501 Bitmap **GetTitleScreenBitmaps_BD(void)
502 {
503   Bitmap **title_screen_bitmaps = gd_get_title_screen_bitmaps();
504
505   if (title_screen_bitmaps == NULL || title_screen_bitmaps[0] == NULL)
506     return NULL;
507
508   return title_screen_bitmaps;
509 }
510
511 void CoverScreen_BD(void)
512 {
513   game_bd.cover_screen = FALSE;
514
515   if (setup.bd_skip_uncovering)
516     return;
517
518   game_bd.game->state_counter = GAME_INT_COVER_START;
519
520   // play game engine (with normal speed) until cave covered
521   while (game_bd.game->state_counter < GAME_INT_COVER_ALL + 1)
522   {
523     play_game_func(game_bd.game, 0);
524
525     RedrawPlayfield_BD(TRUE);
526
527     BlitScreenToBitmap_BD(backbuffer);
528
529     BackToFront();
530   }
531
532   // stop uncovering loop sound when not using native sound engine
533   FadeSounds();
534 }
535
536 void BlitScreenToBitmap_BD(Bitmap *target_bitmap)
537 {
538   GdCave *cave = native_bd_level.cave;
539   int xsize = SXSIZE;
540   int ysize = SYSIZE;
541   int full_xsize = (cave->x2 - cave->x1 + 1) * TILESIZE_VAR;
542   int full_ysize = (cave->y2 - cave->y1 + 1) * TILESIZE_VAR;
543   int sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
544   int sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
545   int sxsize = (full_xsize < xsize ? full_xsize : xsize);
546   int sysize = (full_ysize < ysize ? full_ysize : ysize);
547
548   BlitBitmap(gd_screen_bitmap, target_bitmap, 0, 0, sxsize, sysize, sx, sy);
549 }
550
551 void RedrawPlayfield_BD(boolean force_redraw)
552 {
553   gd_drawcave(gd_screen_bitmap, game_bd.game, force_redraw);
554 }
555
556
557 // ============================================================================
558 // snapshot functions
559 // ============================================================================
560
561 void SaveEngineSnapshotValues_BD(void)
562 {
563   GdGame *game = game_bd.game;
564   GdCave *cave = game_bd.game->cave;
565   int x, y;
566
567   engine_snapshot_bd.game = *game;
568
569   for (y = 0; y < cave->h; y++)
570   {
571     for (x = 0; x < cave->w; x++)
572     {
573       engine_snapshot_bd.element_buffer[x][y]      = game->element_buffer[y][x];
574       engine_snapshot_bd.last_element_buffer[x][y] = game->last_element_buffer[y][x];
575       engine_snapshot_bd.dir_buffer[x][y]          = game->dir_buffer[y][x];
576       engine_snapshot_bd.gfx_buffer[x][y]          = game->gfx_buffer[y][x];
577     }
578   }
579
580   engine_snapshot_bd.cave = *cave;
581
582   for (y = 0; y < cave->h; y++)
583   {
584     for (x = 0; x < cave->w; x++)
585     {
586       engine_snapshot_bd.map[x][y] = cave->map[y][x];
587
588       if (cave->hammered_walls_reappear)
589         engine_snapshot_bd.hammered_reappear[x][y] = cave->hammered_reappear[y][x];
590     }
591   }
592 }
593
594 void LoadEngineSnapshotValues_BD(void)
595 {
596   GdGame *game = game_bd.game;
597   GdCave *cave = game_bd.game->cave;
598   int x, y;
599
600   // copy pointers
601   engine_snapshot_bd.game.cave                = game->cave;
602   engine_snapshot_bd.game.original_cave       = game->original_cave;
603
604   engine_snapshot_bd.game.element_buffer      = game->element_buffer;
605   engine_snapshot_bd.game.last_element_buffer = game->last_element_buffer;
606   engine_snapshot_bd.game.dir_buffer          = game->dir_buffer;
607   engine_snapshot_bd.game.gfx_buffer          = game->gfx_buffer;
608
609   *game = engine_snapshot_bd.game;
610
611   for (y = 0; y < cave->h; y++)
612   {
613     for (x = 0; x < cave->w; x++)
614     {
615       game->element_buffer[y][x]      = engine_snapshot_bd.element_buffer[x][y];
616       game->last_element_buffer[y][x] = engine_snapshot_bd.last_element_buffer[x][y];
617       game->dir_buffer[y][x]          = engine_snapshot_bd.dir_buffer[x][y];
618       game->gfx_buffer[y][x]          = engine_snapshot_bd.gfx_buffer[x][y];
619     }
620   }
621
622   // copy pointers
623   engine_snapshot_bd.cave.story             = cave->story;
624   engine_snapshot_bd.cave.remark            = cave->remark;
625   engine_snapshot_bd.cave.tags              = cave->tags;
626   engine_snapshot_bd.cave.map               = cave->map;
627   engine_snapshot_bd.cave.objects           = cave->objects;
628   engine_snapshot_bd.cave.replays           = cave->replays;
629   engine_snapshot_bd.cave.random            = cave->random;
630   engine_snapshot_bd.cave.objects_order     = cave->objects_order;
631   engine_snapshot_bd.cave.hammered_reappear = cave->hammered_reappear;
632
633   *cave = engine_snapshot_bd.cave;
634
635   for (y = 0; y < cave->h; y++)
636   {
637     for (x = 0; x < cave->w; x++)
638     {
639       cave->map[y][x] = engine_snapshot_bd.map[x][y];
640
641       if (cave->hammered_walls_reappear)
642         cave->hammered_reappear[y][x] = engine_snapshot_bd.hammered_reappear[x][y];
643     }
644   }
645
646   gd_scroll(game_bd.game, TRUE, TRUE);
647 }