#include "files.h"
#include "init.h"
#include "screens.h"
+#include "editor.h"
#include "tools.h"
#include "tape.h"
#include "config.h"
TYPE_INTEGER, CONF_VALUE_8_BIT(23),
&li.bd_cave_random_seed_c64, 0
},
+ {
+ -1, -1,
+ TYPE_INTEGER, CONF_VALUE_32_BIT(3),
+ &li.bd_color_b, GD_C64_COLOR(0)
+ },
+ {
+ -1, -1,
+ TYPE_INTEGER, CONF_VALUE_32_BIT(4),
+ &li.bd_color_0, GD_C64_COLOR(0)
+ },
+ {
+ -1, -1,
+ TYPE_INTEGER, CONF_VALUE_32_BIT(5),
+ &li.bd_color_1, GD_C64_COLOR(8)
+ },
+ {
+ -1, -1,
+ TYPE_INTEGER, CONF_VALUE_32_BIT(6),
+ &li.bd_color_2, GD_C64_COLOR(11)
+ },
+ {
+ -1, -1,
+ TYPE_INTEGER, CONF_VALUE_32_BIT(7),
+ &li.bd_color_3, GD_C64_COLOR(1)
+ },
+ {
+ -1, -1,
+ TYPE_INTEGER, CONF_VALUE_32_BIT(8),
+ &li.bd_color_4, GD_C64_COLOR(5)
+ },
+ {
+ -1, -1,
+ TYPE_INTEGER, CONF_VALUE_32_BIT(9),
+ &li.bd_color_5, GD_C64_COLOR(6)
+ },
{
-1, -1,
&li.bd_snap_element, EL_EMPTY
},
+ {
+ EL_BD_SAND, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
+ &li.bd_sand_looks_like, EL_BD_SAND
+ },
+
{
EL_BD_ROCK, -1,
TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
&li.bd_diamond_turns_to_on_impact, EL_BD_DIAMOND
},
+ {
+ EL_BD_FIREFLY, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
+ &li.bd_firefly_explodes_to, EL_BD_EXPLODING_1
+ },
+
+ {
+ EL_BD_FIREFLY_2, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
+ &li.bd_firefly_2_explodes_to, EL_BD_EXPLODING_1
+ },
+
+ {
+ EL_BD_BUTTERFLY, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
+ &li.bd_butterfly_explodes_to, EL_BD_DIAMOND_GROWING_1
+ },
+
+ {
+ EL_BD_BUTTERFLY_2, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
+ &li.bd_butterfly_2_explodes_to, EL_BD_DIAMOND_GROWING_1
+ },
+
+ {
+ EL_BD_STONEFLY, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
+ &li.bd_stonefly_explodes_to, EL_BD_ROCK_GROWING_1
+ },
+
+ {
+ EL_BD_DRAGONFLY, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
+ &li.bd_dragonfly_explodes_to, EL_BD_EXPLODING_1
+ },
+
+ {
+ EL_BD_DIAMOND_GROWING_5, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
+ &li.bd_diamond_birth_turns_to, EL_BD_DIAMOND
+ },
+
+ {
+ EL_BD_BOMB_EXPLODING_4, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
+ &li.bd_bomb_explosion_turns_to, EL_BD_WALL
+ },
+
+ {
+ EL_BD_NITRO_PACK_EXPLODING_4, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
+ &li.bd_nitro_explosion_turns_to, EL_EMPTY
+ },
+
+ {
+ EL_BD_EXPLODING_5, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
+ &li.bd_explosion_turns_to, EL_EMPTY
+ },
+
{
EL_BD_MAGIC_WALL, -1,
TYPE_BOOLEAN, CONF_VALUE_8_BIT(1),
TYPE_BOOLEAN, CONF_VALUE_8_BIT(2),
&li.bd_magic_wall_stops_amoeba, TRUE
},
+ {
+ EL_BD_MAGIC_WALL, -1,
+ TYPE_BOOLEAN, CONF_VALUE_8_BIT(3),
+ &li.bd_magic_wall_zero_infinite, TRUE
+ },
+ {
+ EL_BD_MAGIC_WALL, -1,
+ TYPE_BOOLEAN, CONF_VALUE_8_BIT(4),
+ &li.bd_magic_wall_break_scan, FALSE
+ },
{
EL_BD_MAGIC_WALL, -1,
TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
&li.bd_hammer_walls_reappear_delay, 100
},
+ {
+ EL_BD_ROCKET_LAUNCHER, -1,
+ TYPE_BOOLEAN, CONF_VALUE_8_BIT(1),
+ &li.bd_infinite_rockets, FALSE
+ },
+
{
EL_BD_SKELETON, -1,
TYPE_INTEGER, CONF_VALUE_8_BIT(1),
&li.bd_gravity_affects_all, TRUE
},
- {
- EL_BD_SAND, -1,
- TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
- &li.bd_sand_looks_like, EL_BD_SAND
- },
-
// (the following values are related to various game elements)
{
// detect custom elements when loading them
level->file_has_custom_elements = FALSE;
+ // set random colors for BD style levels according to preferred color type
+ SetRandomLevelColors_BD(setup.bd_default_color_type);
+
+ // set default color type and colors for BD style level colors
+ SetDefaultLevelColorType_BD();
+ SetDefaultLevelColors_BD();
+
// set all bug compatibility flags to "false" => do not emulate this bug
level->use_action_after_change_bug = FALSE;
cave->voodoo_disappear_in_explosion = level->bd_voodoo_vanish_by_explosion;
cave->level_penalty_time[0] = level->bd_voodoo_penalty_time;
cave->level_magic_wall_time[0] = level->time_magic_wall;
+ cave->magic_timer_zero_is_infinite = level->bd_magic_wall_zero_infinite;
cave->magic_timer_wait_for_hatching = level->bd_magic_wall_wait_hatching;
cave->magic_wall_stops_amoeba = level->bd_magic_wall_stops_amoeba;
+ cave->magic_wall_breakscan = level->bd_magic_wall_break_scan;
cave->magic_diamond_to = LEVEL_TO_CAVE(level->bd_magic_wall_diamond_to);
cave->magic_stone_to = LEVEL_TO_CAVE(level->bd_magic_wall_rock_to);
cave->hammered_walls_reappear = level->bd_hammer_walls_reappear;
cave->hammered_wall_reappear_frame = level->bd_hammer_walls_reappear_delay;
+ cave->infinite_rockets = level->bd_infinite_rockets;
+
cave->skeletons_needed_for_pot = level->bd_num_skeletons_needed_for_pot;
cave->skeletons_worth_diamonds = level->bd_skeleton_worth_num_diamonds;
cave->diamond_falling_effect = LEVEL_TO_CAVE(level->bd_diamond_turns_to_on_falling);
cave->diamond_bouncing_effect = LEVEL_TO_CAVE(level->bd_diamond_turns_to_on_impact);
+ cave->firefly_explode_to = LEVEL_TO_CAVE(level->bd_firefly_explodes_to);
+ cave->alt_firefly_explode_to = LEVEL_TO_CAVE(level->bd_firefly_2_explodes_to);
+ cave->butterfly_explode_to = LEVEL_TO_CAVE(level->bd_butterfly_explodes_to);
+ cave->alt_butterfly_explode_to = LEVEL_TO_CAVE(level->bd_butterfly_2_explodes_to);
+ cave->stonefly_explode_to = LEVEL_TO_CAVE(level->bd_stonefly_explodes_to);
+ cave->dragonfly_explode_to = LEVEL_TO_CAVE(level->bd_dragonfly_explodes_to);
+
+ cave->diamond_birth_effect = LEVEL_TO_CAVE(level->bd_diamond_birth_turns_to);
+ cave->bomb_explosion_effect = LEVEL_TO_CAVE(level->bd_bomb_explosion_turns_to);
+ cave->nitro_explosion_effect = LEVEL_TO_CAVE(level->bd_nitro_explosion_turns_to);
+ cave->explosion_effect = LEVEL_TO_CAVE(level->bd_explosion_turns_to);
+
+ cave->colorb = level->bd_color_b;
+ cave->color0 = level->bd_color_0;
+ cave->color1 = level->bd_color_1;
+ cave->color2 = level->bd_color_2;
+ cave->color3 = level->bd_color_3;
+ cave->color4 = level->bd_color_4;
+ cave->color5 = level->bd_color_5;
+
// level name
strncpy(cave->name, level->name, sizeof(GdString));
cave->name[sizeof(GdString) - 1] = '\0';
level->bd_voodoo_vanish_by_explosion = cave->voodoo_disappear_in_explosion;
level->bd_voodoo_penalty_time = cave->level_penalty_time[bd_level_nr];
level->time_magic_wall = cave->level_magic_wall_time[bd_level_nr];
+ level->bd_magic_wall_zero_infinite = cave->magic_timer_zero_is_infinite;
level->bd_magic_wall_wait_hatching = cave->magic_timer_wait_for_hatching;
level->bd_magic_wall_stops_amoeba = cave->magic_wall_stops_amoeba;
+ level->bd_magic_wall_break_scan = cave->magic_wall_breakscan;
level->bd_magic_wall_diamond_to = CAVE_TO_LEVEL(cave->magic_diamond_to);
level->bd_magic_wall_rock_to = CAVE_TO_LEVEL(cave->magic_stone_to);
level->bd_hammer_walls_reappear = cave->hammered_walls_reappear;
level->bd_hammer_walls_reappear_delay = cave->hammered_wall_reappear_frame;
+ level->bd_infinite_rockets = cave->infinite_rockets;
+
level->bd_num_skeletons_needed_for_pot= cave->skeletons_needed_for_pot;
level->bd_skeleton_worth_num_diamonds = cave->skeletons_worth_diamonds;
level->bd_diamond_turns_to_on_falling = CAVE_TO_LEVEL(cave->diamond_falling_effect);
level->bd_diamond_turns_to_on_impact = CAVE_TO_LEVEL(cave->diamond_bouncing_effect);
+ level->bd_firefly_explodes_to = CAVE_TO_LEVEL(cave->firefly_explode_to);
+ level->bd_firefly_2_explodes_to = CAVE_TO_LEVEL(cave->alt_firefly_explode_to);
+ level->bd_butterfly_explodes_to = CAVE_TO_LEVEL(cave->butterfly_explode_to);
+ level->bd_butterfly_2_explodes_to = CAVE_TO_LEVEL(cave->alt_butterfly_explode_to);
+ level->bd_stonefly_explodes_to = CAVE_TO_LEVEL(cave->stonefly_explode_to);
+ level->bd_dragonfly_explodes_to = CAVE_TO_LEVEL(cave->dragonfly_explode_to);
+
+ level->bd_diamond_birth_turns_to = CAVE_TO_LEVEL(cave->diamond_birth_effect);
+ level->bd_bomb_explosion_turns_to = CAVE_TO_LEVEL(cave->bomb_explosion_effect);
+ level->bd_nitro_explosion_turns_to = CAVE_TO_LEVEL(cave->nitro_explosion_effect);
+ level->bd_explosion_turns_to = CAVE_TO_LEVEL(cave->explosion_effect);
+
+ level->bd_color_b = cave->colorb;
+ level->bd_color_0 = cave->color0;
+ level->bd_color_1 = cave->color1;
+ level->bd_color_2 = cave->color2;
+ level->bd_color_3 = cave->color3;
+ level->bd_color_4 = cave->color4;
+ level->bd_color_5 = cave->color5;
+
+ // set default color type and colors for BD style level colors
+ SetDefaultLevelColorType_BD();
+ SetDefaultLevelColors_BD();
+
// level name
char *cave_name = getStringPrint("%s / %d", cave->name, bd_level_nr + 1);
}
TapeHaltRecording();
+
+ if (!replay->success)
+ Warn("BD replay is marked as not successful");
}
TYPE_SWITCH3,
&setup.bd_smooth_movements, "bd_smooth_movements"
},
+ {
+ TYPE_INTEGER,
+ &setup.bd_palette_c64, "bd_palette_c64"
+ },
+ {
+ TYPE_INTEGER,
+ &setup.bd_palette_c64dtv, "bd_palette_c64dtv"
+ },
+ {
+ TYPE_INTEGER,
+ &setup.bd_palette_atari, "bd_palette_atari"
+ },
+ {
+ TYPE_INTEGER,
+ &setup.bd_default_color_type, "bd_default_color_type"
+ },
{
TYPE_SWITCH,
&setup.sp_show_border_elements, "sp_show_border_elements"
si->bd_skip_hatching = FALSE;
si->bd_scroll_delay = TRUE;
si->bd_smooth_movements = AUTO;
+ si->bd_palette_c64 = GD_DEFAULT_PALETTE_C64;
+ si->bd_palette_c64dtv = GD_DEFAULT_PALETTE_C64DTV;
+ si->bd_palette_atari = GD_DEFAULT_PALETTE_ATARI;
+ si->bd_default_color_type = GD_DEFAULT_COLOR_TYPE;
si->sp_show_border_elements = FALSE;
si->small_game_graphics = FALSE;
si->show_load_save_buttons = FALSE;