#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_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),
static void setLevelInfoToDefaults_Level(struct LevelInfo *level)
{
+ boolean add_border = FALSE;
+ int x1 = 0;
+ int y1 = 0;
+ int x2 = STD_LEV_FIELDX - 1;
+ int y2 = STD_LEV_FIELDY - 1;
int i, x, y;
li = *level; // copy level data into temporary buffer
strcpy(level->name, NAMELESS_LEVEL_NAME);
strcpy(level->author, ANONYMOUS_NAME);
+ // set default game engine type
+ level->game_engine_type = setup.default_game_engine_type;
+
+ // some game engines should have a default playfield with border elements
+ if (level->game_engine_type == GAME_ENGINE_TYPE_BD ||
+ level->game_engine_type == GAME_ENGINE_TYPE_EM ||
+ level->game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ add_border = TRUE;
+ x1++;
+ y1++;
+ x2--;
+ y2--;
+ }
+
// set level playfield to playable default level with player and exit
for (x = 0; x < MAX_LEV_FIELDX; x++)
+ {
for (y = 0; y < MAX_LEV_FIELDY; y++)
- level->field[x][y] = EL_SAND;
+ {
+ if (add_border && (x == 0 || x == STD_LEV_FIELDX - 1 ||
+ y == 0 || y == STD_LEV_FIELDY - 1))
+ level->field[x][y] = getEngineElement(EL_STEELWALL);
+ else
+ level->field[x][y] = getEngineElement(EL_SAND);
+ }
+ }
- level->field[0][0] = EL_PLAYER_1;
- level->field[STD_LEV_FIELDX - 1][STD_LEV_FIELDY - 1] = EL_EXIT_CLOSED;
+ level->field[x1][y1] = getEngineElement(EL_PLAYER_1);
+ level->field[x2][y2] = getEngineElement(EL_EXIT_CLOSED);
- BorderElement = EL_STEELWALL;
+ BorderElement = getEngineElement(EL_STEELWALL);
// 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_INTEGER,
&setup.game_frame_delay, "game_frame_delay"
},
+ {
+ TYPE_INTEGER,
+ &setup.default_game_engine_type, "default_game_engine_type"
+ },
{
TYPE_SWITCH,
&setup.bd_skip_uncovering, "bd_skip_uncovering"
TYPE_SWITCH3,
&setup.bd_smooth_movements, "bd_smooth_movements"
},
+ {
+ TYPE_SWITCH3,
+ &setup.bd_pushing_graphics, "bd_pushing_graphics"
+ },
+ {
+ 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.bd_random_colors, "bd_random_colors"
+ },
{
TYPE_SWITCH,
&setup.sp_show_border_elements, "sp_show_border_elements"
si->prefer_extra_panel_items = TRUE;
si->game_speed_extended = FALSE;
si->game_frame_delay = GAME_FRAME_DELAY;
+ si->default_game_engine_type = GAME_ENGINE_TYPE_RND;
si->bd_skip_uncovering = FALSE;
si->bd_skip_hatching = FALSE;
si->bd_scroll_delay = TRUE;
si->bd_smooth_movements = AUTO;
+ si->bd_pushing_graphics = TRUE;
+ 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->bd_random_colors = FALSE;
si->sp_show_border_elements = FALSE;
si->small_game_graphics = FALSE;
si->show_load_save_buttons = FALSE;