1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2024 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
15 struct GameInfo_BD game_bd;
16 struct LevelInfo_BD native_bd_level;
17 struct EngineSnapshotInfo_BD engine_snapshot_bd;
20 // ============================================================================
21 // initialization functions
22 // ============================================================================
24 void InitGfxBuffers_BD(void)
26 ReCreateBitmap(&gd_screen_bitmap, SXSIZE, SYSIZE);
28 set_cell_size(TILESIZE_VAR);
29 set_play_area(SXSIZE, SYSIZE);
32 void bd_open_all(void)
39 gd_c64_import_init_tables();
48 void bd_close_all(void)
53 // ============================================================================
54 // level file functions
55 // ============================================================================
57 void setLevelInfoToDefaults_BD_Ext(int width, int height)
59 GdCave *cave = native_bd_level.cave;
64 // get empty cave, using default values
67 // set cave size, if defined
68 if (width > 0 && height > 0)
74 gd_flatten_cave(cave, 0);
76 cave->selectable = TRUE;
77 cave->intermission = FALSE;
79 native_bd_level.cave = cave;
80 native_bd_level.replay = NULL;
82 native_bd_level.cave_nr = 0;
83 native_bd_level.level_nr = 0;
85 native_bd_level.loaded_from_caveset = FALSE;
88 void setLevelInfoToDefaults_BD(void)
90 setLevelInfoToDefaults_BD_Ext(0, 0);
93 boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_only)
95 static char *filename_loaded = NULL;
97 if (filename_loaded == NULL || !strEqual(filename, filename_loaded))
99 if (!gd_caveset_load_from_file(filename))
101 if (!level_info_only)
102 Warn("cannot load BD cave set from file '%s'", filename);
107 setString(&filename_loaded, filename);
110 if (level_pos < 0 || level_pos >= 5 * gd_caveset_count())
112 Warn("invalid level position %d in BD cave set", level_pos);
117 native_bd_level.cave_nr = level_pos % gd_caveset_count();
118 native_bd_level.level_nr = level_pos / gd_caveset_count();
120 if (native_bd_level.cave != NULL)
121 gd_cave_free(native_bd_level.cave);
123 // get selected cave, prepared for playing
124 native_bd_level.cave = gd_get_prepared_cave_from_caveset(native_bd_level.cave_nr,
125 native_bd_level.level_nr);
127 // set better initial cave speed (to set better native replay tape length)
128 set_initial_cave_speed(native_bd_level.cave);
130 native_bd_level.loaded_from_caveset = TRUE;
132 // check if this cave has any replays
133 if (native_bd_level.cave->replays != NULL)
135 GList *item = native_bd_level.cave->replays;
137 // try to find replay that was recorded for this difficulty level
138 while (item != NULL &&
139 (item->data == NULL ||
140 ((GdReplay *)item->data)->success == FALSE ||
141 ((GdReplay *)item->data)->level != native_bd_level.level_nr))
144 // matching replay found
146 native_bd_level.replay = (GdReplay *)item->data;
153 // ============================================================================
154 // game engine functions
155 // ============================================================================
157 int map_action_RND_to_BD(int action)
159 GdDirection player_move = gd_direction_from_keypress(action & JOY_UP,
163 boolean player_fire = (action & (JOY_BUTTON_1 | JOY_BUTTON_2));
165 return (player_move | (player_fire ? GD_REPLAY_FIRE_MASK : 0));
168 int map_action_BD_to_RND(int action)
170 GdDirection player_move = action & GD_REPLAY_MOVE_MASK;
171 boolean player_fire = action & GD_REPLAY_FIRE_MASK;
173 int action_move = (player_move == GD_MV_UP ? JOY_UP :
174 player_move == GD_MV_UP_RIGHT ? JOY_UP | JOY_RIGHT :
175 player_move == GD_MV_RIGHT ? JOY_RIGHT :
176 player_move == GD_MV_DOWN_RIGHT ? JOY_DOWN | JOY_RIGHT :
177 player_move == GD_MV_DOWN ? JOY_DOWN :
178 player_move == GD_MV_DOWN_LEFT ? JOY_DOWN | JOY_LEFT :
179 player_move == GD_MV_LEFT ? JOY_LEFT :
180 player_move == GD_MV_UP_LEFT ? JOY_UP | JOY_LEFT : JOY_NO_ACTION);
181 int action_fire = (player_fire ? JOY_BUTTON_1 : JOY_NO_ACTION);
183 return (action_move | action_fire);
186 boolean checkGameRunning_BD(void)
188 return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CAVE_RUNNING);
191 boolean checkGamePlaying_BD(void)
193 return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CAVE_RUNNING &&
194 game_bd.game->cave != NULL && game_bd.game->cave->hatched);
197 boolean checkBonusTime_BD(void)
199 return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CHECK_BONUS_TIME);
202 int getFramesPerSecond_BD(void)
204 if (game_bd.game != NULL && game_bd.game->cave != NULL && game_bd.game->cave->pal_timing)
205 return FRAMES_PER_SECOND_NTSC;
207 return FRAMES_PER_SECOND_PAL;
210 int getTimeLeft_BD(void)
212 if (game_bd.game != NULL && game_bd.game->cave != NULL)
213 return gd_cave_time_show(game_bd.game->cave, game_bd.game->cave->time);
218 static void UpdateGameDoorValues_BD(void)
220 GdCave *cave = game_bd.game->cave;
221 int time_secs = gd_cave_time_show(cave, cave->time);
222 int gems_still_needed = MAX(0, (cave->diamonds_needed - cave->diamonds_collected));
224 game_bd.time_played = time_secs;
225 game_bd.gems_still_needed = gems_still_needed;
226 game_bd.score = game_bd.game->player_score;
228 if (game.LevelSolved)
230 // update time and score in panel while counting bonus time
231 game.LevelSolved_CountingTime = game_bd.time_played;
232 game.LevelSolved_CountingScore = game_bd.score;
236 unsigned int InitEngineRandom_BD(int seed)
238 if (seed == NEW_RANDOMIZE)
240 // get randomly selected seed to render the cave
241 seed = g_random_int_range(0, GD_CAVE_SEED_MAX);
244 game_bd.random_seed = seed;
246 return (unsigned int)seed;
249 void InitGameEngine_BD(void)
251 game_bd.level_solved = FALSE;
252 game_bd.game_over = FALSE;
253 game_bd.cover_screen = FALSE;
255 game_bd.time_played = 0;
256 game_bd.gems_still_needed = 0;
259 gd_caveset_last_selected = native_bd_level.cave_nr;
260 gd_caveset_last_selected_level = native_bd_level.level_nr;
262 if (game_bd.game != NULL)
263 gd_game_free(game_bd.game);
265 game_bd.game = gd_game_new(native_bd_level.cave_nr, native_bd_level.level_nr);
267 // default: start with completely covered playfield
268 int next_state = GAME_INT_START_UNCOVER + 1;
270 // when skipping uncovering, start with uncovered playfield
271 if (setup.bd_skip_uncovering)
272 next_state = GAME_INT_LOAD_CAVE + 1;
274 // fast-forward game engine until cave loaded (covered or uncovered)
275 while (game_bd.game->state_counter < next_state)
276 play_game_func(game_bd.game, 0);
278 // when skipping uncovering, continue with uncovered playfield
279 if (setup.bd_skip_uncovering)
280 game_bd.game->state_counter = GAME_INT_UNCOVER_ALL + 1;
282 if (setup.bd_skip_uncovering)
283 gd_scroll(game_bd.game, TRUE, TRUE);
285 RedrawPlayfield_BD(TRUE);
287 UpdateGameDoorValues_BD();
290 void GameActions_BD(byte action[MAX_PLAYERS])
292 GdCave *cave = game_bd.game->cave;
293 boolean player_found = FALSE;
300 for (y = 0; y < cave->h && !player_found; y++)
302 for (x = 0; x < cave->w && !player_found; x++)
304 int element = *cave->getp(cave, x, y);
306 if (element == O_PLAYER ||
307 element == O_PLAYER_BOMB ||
308 element == O_PLAYER_STIRRING ||
309 element == O_PLAYER_PNEUMATIC_LEFT ||
310 element == O_PLAYER_PNEUMATIC_RIGHT)
321 UpdateEngineValues(get_scroll_x(),
326 if (setup.bd_skip_hatching && !game_bd.game->cave->hatched &&
327 game_bd.game->state_counter == GAME_INT_CAVE_RUNNING)
329 // fast-forward game engine until player hatched
330 while (!game_bd.game->cave->hatched)
332 play_game_func(game_bd.game, 0);
334 // also record or replay tape action during fast-forward
335 action = TapeCorrectAction_BD(action);
339 play_game_func(game_bd.game, action[0]);
341 RedrawPlayfield_BD(FALSE);
343 UpdateGameDoorValues_BD();
347 // ============================================================================
348 // graphics functions
349 // ============================================================================
351 void CoverScreen_BD(void)
353 game_bd.cover_screen = FALSE;
355 if (setup.bd_skip_uncovering)
358 game_bd.game->state_counter = GAME_INT_COVER_START;
360 // play game engine (with normal speed) until cave covered
361 while (game_bd.game->state_counter < GAME_INT_COVER_ALL + 1)
363 play_game_func(game_bd.game, 0);
365 RedrawPlayfield_BD(TRUE);
367 BlitScreenToBitmap_BD(backbuffer);
372 // stop uncovering loop sound when not using native sound engine
376 void BlitScreenToBitmap_BD(Bitmap *target_bitmap)
380 int full_xsize = native_bd_level.cave->w * TILESIZE_VAR;
381 int full_ysize = native_bd_level.cave->h * TILESIZE_VAR;
382 int sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
383 int sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
384 int sxsize = (full_xsize < xsize ? full_xsize : xsize);
385 int sysize = (full_ysize < ysize ? full_ysize : ysize);
387 BlitBitmap(gd_screen_bitmap, target_bitmap, 0, 0, sxsize, sysize, sx, sy);
390 void RedrawPlayfield_BD(boolean force_redraw)
392 gd_drawcave(gd_screen_bitmap, game_bd.game, force_redraw);