// functions for loading R'n'D level
// ----------------------------------------------------------------------------
-static int getMappedElement(int element)
+int getMappedElement(int element)
{
// remap some (historic, now obsolete) elements
break;
case 0x13f5:
- element = EL_YAMYAM;
+ element = EL_YAMYAM_UP;
break;
case 0x1425:
break;
case 0x1682: // secret gate (red)
- element = EL_GATE_1_GRAY;
+ element = EL_EM_GATE_1_GRAY;
break;
case 0x1683: // gate (yellow)
break;
case 0x1684: // secret gate (yellow)
- element = EL_GATE_2_GRAY;
+ element = EL_EM_GATE_2_GRAY;
break;
case 0x1685: // gate (blue)
break;
case 0x1686: // secret gate (blue)
- element = EL_GATE_4_GRAY;
+ element = EL_EM_GATE_4_GRAY;
break;
case 0x1687: // gate (green)
break;
case 0x1688: // secret gate (green)
- element = EL_GATE_3_GRAY;
+ element = EL_EM_GATE_3_GRAY;
break;
case 0x1689: // gate (white)
level->extra_time = header[56] | (header[57] << 8);
level->shield_normal_time = header[58] | (header[59] << 8);
+ // shield and extra time elements do not have a score
+ level->score[SC_SHIELD] = 0;
+ level->extra_time_score = 0;
+
+ // set time for normal and deadly shields to the same value
+ level->shield_deadly_time = level->shield_normal_time;
+
// Diamond Caves has the same (strange) behaviour as Emerald Mine that gems
// can slip down from flat walls, like normal walls and steel walls
level->em_slippery_gems = TRUE;
tape.length_seconds = GetTapeLengthSeconds();
#if 0
- printf("::: tape file version: %d\n", tape.file_version);
- printf("::: tape game version: %d\n", tape.game_version);
- printf("::: tape engine version: %d\n", tape.engine_version);
+ Debug("files:LoadTapeFromFilename", "tape file version: %d",
+ tape.file_version);
+ Debug("files:LoadTapeFromFilename", "tape game version: %d",
+ tape.game_version);
+ Debug("files:LoadTapeFromFilename", "tape engine version: %d",
+ tape.engine_version);
#endif
}
#if 0
for (i = 0; i < num_list_entries; i++)
- printf("::: '%s': %d, %d, %d => %d\n",
- EL_NAME(helpanim_info[i].element),
- helpanim_info[i].element,
- helpanim_info[i].action,
- helpanim_info[i].direction,
- helpanim_info[i].delay);
+ Debug("files:LoadHelpAnimInfo", "'%s': %d, %d, %d => %d",
+ EL_NAME(helpanim_info[i].element),
+ helpanim_info[i].element,
+ helpanim_info[i].action,
+ helpanim_info[i].direction,
+ helpanim_info[i].delay);
#endif
}
#if 0
BEGIN_HASH_ITERATION(helptext_info, itr)
{
- printf("::: '%s' => '%s'\n",
- HASH_ITERATION_TOKEN(itr), HASH_ITERATION_VALUE(itr));
+ Debug("files:LoadHelpTextInfo", "'%s' => '%s'",
+ HASH_ITERATION_TOKEN(itr), HASH_ITERATION_VALUE(itr));
}
END_HASH_ITERATION(hash, itr)
#endif
global.convert_leveldir);
if (convert_leveldir == NULL)
- Error(ERR_EXIT, "no such level identifier: '%s'",
- global.convert_leveldir);
+ Fail("no such level identifier: '%s'", global.convert_leveldir);
leveldir_current = convert_leveldir;
BlitBitmap(drawto, bitmap1, SX, SY, TILEX, TILEY, 0, 0);
if (SDL_SaveBMP(bitmap1->surface, filename1) != 0)
- Error(ERR_EXIT, "cannot save level sketch image file '%s'", filename1);
+ Fail("cannot save level sketch image file '%s'", filename1);
DrawSizedElement(0, 0, element, MINI_TILESIZE);
BlitBitmap(drawto, bitmap2, SX, SY, MINI_TILEX, MINI_TILEY, 0, 0);
if (SDL_SaveBMP(bitmap2->surface, filename2) != 0)
- Error(ERR_EXIT, "cannot save level sketch image file '%s'", filename2);
+ Fail("cannot save level sketch image file '%s'", filename2);
free(filename1);
free(filename2);
}
if (SDL_SaveBMP(bitmap->surface, dst_filename) != 0)
- Error(ERR_EXIT, "cannot save CE graphics file '%s'", dst_filename);
+ Fail("cannot save CE graphics file '%s'", dst_filename);
FreeBitmap(bitmap);