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)
75 cave->x2 = cave->w - 1;
76 cave->y2 = cave->h - 1;
79 gd_flatten_cave(cave, 0);
81 cave->selectable = TRUE;
82 cave->intermission = FALSE;
84 native_bd_level.cave = cave;
85 native_bd_level.replay = NULL;
87 native_bd_level.cave_nr = 0;
88 native_bd_level.level_nr = 0;
90 native_bd_level.loaded_from_caveset = FALSE;
93 void setLevelInfoToDefaults_BD(void)
95 setLevelInfoToDefaults_BD_Ext(0, 0);
98 boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_only)
100 static char *filename_loaded = NULL;
102 if (filename_loaded == NULL || !strEqual(filename, filename_loaded))
104 if (!gd_caveset_load_from_file(filename))
106 if (!level_info_only)
107 Warn("cannot load BD cave set from file '%s'", filename);
112 setString(&filename_loaded, filename);
115 if (level_pos < 0 || level_pos >= 5 * gd_caveset_count())
117 Warn("invalid level position %d in BD cave set", level_pos);
122 native_bd_level.cave_nr = level_pos % gd_caveset_count();
123 native_bd_level.level_nr = level_pos / gd_caveset_count();
125 if (native_bd_level.cave != NULL)
126 gd_cave_free(native_bd_level.cave);
128 // get selected cave, prepared for playing
129 native_bd_level.cave = gd_get_prepared_cave_from_caveset(native_bd_level.cave_nr,
130 native_bd_level.level_nr);
132 // set better initial cave speed (to set better native replay tape length)
133 set_initial_cave_speed(native_bd_level.cave);
135 native_bd_level.loaded_from_caveset = TRUE;
137 // check if this cave has any replays
138 if (native_bd_level.cave->replays != NULL)
140 List *item = native_bd_level.cave->replays;
142 // try to find replay that was recorded for this difficulty level
143 while (item != NULL &&
144 (item->data == NULL ||
145 ((GdReplay *)item->data)->success == FALSE ||
146 ((GdReplay *)item->data)->level != native_bd_level.level_nr))
149 // matching replay found
151 native_bd_level.replay = (GdReplay *)item->data;
157 boolean SaveNativeLevel_BD(char *filename)
159 GdCave *cave = gd_cave_new_from_cave(native_bd_level.cave);
162 gd_caveset = list_append(gd_caveset, cave);
164 return gd_caveset_save_to_file(filename);
168 // ============================================================================
169 // game engine functions
170 // ============================================================================
172 int map_action_RND_to_BD(int action)
174 GdDirection player_move = gd_direction_from_keypress(action & JOY_UP,
178 boolean player_fire = (action & (JOY_BUTTON_1 | JOY_BUTTON_2));
180 return (player_move | (player_fire ? GD_REPLAY_FIRE_MASK : 0));
183 int map_action_BD_to_RND(int action)
185 GdDirection player_move = action & GD_REPLAY_MOVE_MASK;
186 boolean player_fire = action & GD_REPLAY_FIRE_MASK;
188 int action_move = (player_move == GD_MV_UP ? JOY_UP :
189 player_move == GD_MV_UP_RIGHT ? JOY_UP | JOY_RIGHT :
190 player_move == GD_MV_RIGHT ? JOY_RIGHT :
191 player_move == GD_MV_DOWN_RIGHT ? JOY_DOWN | JOY_RIGHT :
192 player_move == GD_MV_DOWN ? JOY_DOWN :
193 player_move == GD_MV_DOWN_LEFT ? JOY_DOWN | JOY_LEFT :
194 player_move == GD_MV_LEFT ? JOY_LEFT :
195 player_move == GD_MV_UP_LEFT ? JOY_UP | JOY_LEFT : JOY_NO_ACTION);
196 int action_fire = (player_fire ? JOY_BUTTON_1 : JOY_NO_ACTION);
198 return (action_move | action_fire);
201 boolean checkGameRunning_BD(void)
203 return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CAVE_RUNNING);
206 boolean checkGamePlaying_BD(void)
208 return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CAVE_RUNNING &&
209 game_bd.game->cave != NULL && game_bd.game->cave->hatched);
212 boolean checkBonusTime_BD(void)
214 return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CHECK_BONUS_TIME);
217 int getFramesPerSecond_BD(void)
219 if (game_bd.game != NULL && game_bd.game->cave != NULL && game_bd.game->cave->pal_timing)
220 return FRAMES_PER_SECOND_NTSC;
222 return FRAMES_PER_SECOND_PAL;
225 int getTimeLeft_BD(void)
227 if (game_bd.game != NULL && game_bd.game->cave != NULL)
228 return gd_cave_time_show(game_bd.game->cave, game_bd.game->cave->time);
233 static void UpdateGameDoorValues_BD(void)
235 GdCave *cave = game_bd.game->cave;
236 int time_secs = gd_cave_time_show(cave, cave->time);
237 int gems_still_needed = MAX(0, (cave->diamonds_needed - cave->diamonds_collected));
239 game_bd.time_played = time_secs;
240 game_bd.gems_still_needed = gems_still_needed;
241 game_bd.score = game_bd.game->player_score;
243 if (game.LevelSolved)
245 // update time and score in panel while counting bonus time
246 game.LevelSolved_CountingTime = game_bd.time_played;
247 game.LevelSolved_CountingScore = game_bd.score;
251 unsigned int InitEngineRandom_BD(int seed)
253 if (seed == NEW_RANDOMIZE)
255 // get randomly selected seed to render the cave
256 seed = gd_random_int_range(0, GD_CAVE_SEED_MAX);
259 game_bd.random_seed = seed;
261 return (unsigned int)seed;
264 void InitGameEngine_BD(void)
266 game_bd.level_solved = FALSE;
267 game_bd.game_over = FALSE;
268 game_bd.cover_screen = FALSE;
270 game_bd.time_played = 0;
271 game_bd.gems_still_needed = 0;
274 gd_caveset_last_selected = native_bd_level.cave_nr;
275 gd_caveset_last_selected_level = native_bd_level.level_nr;
277 if (game_bd.game != NULL)
278 gd_game_free(game_bd.game);
280 game_bd.game = gd_game_new(native_bd_level.cave_nr, native_bd_level.level_nr);
282 game_bd.game->itercycle = 0;
283 game_bd.game->itermax = 8; // default; dynamically changed at runtime
284 game_bd.game->itermax_last = game_bd.game->itermax;
286 // default: start with completely covered playfield
287 int next_state = GAME_INT_START_UNCOVER + 1;
289 // when skipping uncovering, start with uncovered playfield
290 if (setup.bd_skip_uncovering)
291 next_state = GAME_INT_LOAD_CAVE + 1;
293 // fast-forward game engine until cave loaded (covered or uncovered)
294 while (game_bd.game->state_counter < next_state)
295 play_game_func(game_bd.game, 0);
297 // when skipping uncovering, continue with uncovered playfield
298 if (setup.bd_skip_uncovering)
299 game_bd.game->state_counter = GAME_INT_UNCOVER_ALL + 1;
301 if (setup.bd_skip_uncovering)
302 gd_scroll(game_bd.game, TRUE, TRUE);
304 ClearRectangle(gd_screen_bitmap, 0, 0, SXSIZE, SYSIZE);
306 RedrawPlayfield_BD(TRUE);
308 UpdateGameDoorValues_BD();
311 void GameActions_BD(byte action[MAX_PLAYERS])
313 GdCave *cave = game_bd.game->cave;
314 boolean player_found = FALSE;
321 for (y = 0; y < cave->h && !player_found; y++)
323 for (x = 0; x < cave->w && !player_found; x++)
325 int element = *cave->getp(cave, x, y);
327 if (element == O_PLAYER ||
328 element == O_PLAYER_BOMB ||
329 element == O_PLAYER_STIRRING ||
330 element == O_PLAYER_PNEUMATIC_LEFT ||
331 element == O_PLAYER_PNEUMATIC_RIGHT)
342 UpdateEngineValues(get_scroll_x(),
347 if (setup.bd_skip_hatching && !game_bd.game->cave->hatched &&
348 game_bd.game->state_counter == GAME_INT_CAVE_RUNNING)
350 // fast-forward game engine until player hatched
351 while (!game_bd.game->cave->hatched)
353 play_game_func(game_bd.game, 0);
355 // also record or replay tape action during fast-forward
356 action = TapeCorrectAction_BD(action);
360 play_game_func(game_bd.game, action[0]);
362 RedrawPlayfield_BD(FALSE);
364 UpdateGameDoorValues_BD();
368 // ============================================================================
369 // graphics functions
370 // ============================================================================
372 void CoverScreen_BD(void)
374 game_bd.cover_screen = FALSE;
376 if (setup.bd_skip_uncovering)
379 game_bd.game->state_counter = GAME_INT_COVER_START;
381 // play game engine (with normal speed) until cave covered
382 while (game_bd.game->state_counter < GAME_INT_COVER_ALL + 1)
384 play_game_func(game_bd.game, 0);
386 RedrawPlayfield_BD(TRUE);
388 BlitScreenToBitmap_BD(backbuffer);
393 // stop uncovering loop sound when not using native sound engine
397 void BlitScreenToBitmap_BD(Bitmap *target_bitmap)
399 GdCave *cave = native_bd_level.cave;
402 int full_xsize = (cave->x2 - cave->x1 + 1) * TILESIZE_VAR;
403 int full_ysize = (cave->y2 - cave->y1 + 1) * TILESIZE_VAR;
404 int sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
405 int sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
406 int sxsize = (full_xsize < xsize ? full_xsize : xsize);
407 int sysize = (full_ysize < ysize ? full_ysize : ysize);
409 BlitBitmap(gd_screen_bitmap, target_bitmap, 0, 0, sxsize, sysize, sx, sy);
412 void RedrawPlayfield_BD(boolean force_redraw)
414 gd_drawcave(gd_screen_bitmap, game_bd.game, force_redraw);