int i, j, x, y;
+ level->native_em_level = &native_em_level;
+
level->game_engine_type = GAME_ENGINE_TYPE_RND;
level->file_version = FILE_VERSION_ACTUAL;
/* functions for loading EM level */
/* ------------------------------------------------------------------------- */
+#if 0
+
static int map_em_element_yam(int element)
{
switch (element)
#define EM_LEVEL_XSIZE 64
#define EM_LEVEL_YSIZE 32
-static void LoadLevelFromFileInfo_EM(struct LevelInfo *level,
- struct LevelFileInfo *level_file_info)
+static void OLD_LoadLevelFromFileInfo_EM(struct LevelInfo *level,
+ struct LevelFileInfo *level_file_info)
{
char *filename = level_file_info->filename;
FILE *file;
unsigned char leveldata[EM_LEVEL_SIZE];
unsigned char *header = &leveldata[EM_LEVEL_XSIZE * EM_LEVEL_YSIZE];
- unsigned char code0 = 0x65;
- unsigned char code1 = 0x11;
- boolean level_is_crypted = FALSE;
int nr = level_file_info->nr;
int i, x, y;
return;
}
- for(i = 0; i < EM_LEVEL_SIZE; i++)
+ for (i = 0; i < EM_LEVEL_SIZE; i++)
leveldata[i] = fgetc(file);
fclose(file);
if ((leveldata[0] == 0xf1 ||
leveldata[0] == 0xf5) && leveldata[2] == 0xe7 && leveldata[3] == 0xee)
{
- level_is_crypted = TRUE;
+ unsigned char code0 = 0x65;
+ unsigned char code1 = 0x11;
if (leveldata[0] == 0xf5) /* error in crypted Emerald Mine 2 levels */
leveldata[0] = 0xf1;
- }
- if (level_is_crypted) /* decode crypted level data */
- {
- for(i = 0; i < EM_LEVEL_SIZE; i++)
+ /* decode crypted level data */
+
+ for (i = 0; i < EM_LEVEL_SIZE; i++)
{
leveldata[i] ^= code0;
leveldata[i] -= code1;
- code0 = (code0 + 7) & 0xff;
+ code0 = (code0 + 7) & 0xff;
}
}
level->num_yamyam_contents = 4;
- for(i = 0; i < level->num_yamyam_contents; i++)
- for(y = 0; y < 3; y++)
- for(x = 0; x < 3; x++)
+ for (i = 0; i < level->num_yamyam_contents; i++)
+ for (y = 0; y < 3; y++)
+ for (x = 0; x < 3; x++)
level->yamyam_content[i][x][y] =
map_em_element_yam(header[i * 9 + y * 3 + x]);
level->field[x][y] = EL_PLAYER_2;
}
+#else
+
+void CopyNativeLevel_RND_to_EM(struct LevelInfo *level)
+{
+ struct LevelInfo_EM *level_em = level->native_em_level;
+ struct LEVEL *lev = level_em->lev;
+ struct PLAYER *ply1 = level_em->ply1;
+ struct PLAYER *ply2 = level_em->ply2;
+ int i, x, y;
+
+ lev->width = MIN(level->fieldx, EM_MAX_CAVE_WIDTH);
+ lev->height = MIN(level->fieldy, EM_MAX_CAVE_HEIGHT);
+
+ lev->time_initial = level->time;
+ lev->required_initial = level->gems_needed;
+
+ lev->emerald_score = level->score[SC_EMERALD];
+ lev->diamond_score = level->score[SC_DIAMOND];
+ lev->alien_score = level->score[SC_ROBOT];
+ lev->tank_score = level->score[SC_SPACESHIP];
+ lev->bug_score = level->score[SC_BUG];
+ lev->eater_score = level->score[SC_YAMYAM];
+ lev->nut_score = level->score[SC_NUT];
+ lev->dynamite_score = level->score[SC_DYNAMITE];
+ lev->key_score = level->score[SC_TIME_BONUS]; /* ??? CHECK THIS */
+
+ for (i = 0; i < MAX_ELEMENT_CONTENTS; i++)
+ for (y = 0; y < 3; y++)
+ for (x = 0; x < 3; x++)
+ lev->eater_array[i][y * 3 + x] =
+ map_element_RND_to_EM(level->yamyam_content[i][x][y]);
+
+ lev->amoeba_time = level->amoeba_speed;
+ lev->wonderwall_time_initial = level->time_magic_wall;
+ lev->wheel_time = level->time_wheel;
+
+ /* first fill the complete playfield with the default border element */
+ for (y = 0; y < EM_MAX_CAVE_HEIGHT; y++)
+ for (x = 0; x < EM_MAX_CAVE_WIDTH; x++)
+ level_em->cave[x][y] = ZBORDER;
+
+ /* then copy the real level contents from level file into the playfield */
+ for (y = 0; y < lev->height; y++) for (x = 0; x < lev->width; x++)
+ {
+ int new_element = map_element_RND_to_EM(level->field[x][y]);
+
+ level_em->cave[x + 1][y + 1] = new_element;
+ }
+
+ ply1->x_initial = 0;
+ ply1->y_initial = 0;
+
+ ply2->x_initial = 0;
+ ply2->y_initial = 0;
+
+ /* at last, set the two players to their positions in the playfield */
+ for (y = 0; y < lev->height; y++) for (x = 0; x < lev->width; x++)
+ {
+ if (level->field[x][y] == EL_PLAYER_1)
+ {
+ ply1->x_initial = x + 1;
+ ply1->y_initial = y + 1;
+ }
+ else if (level->field[x][y] == EL_PLAYER_2)
+ {
+ ply2->x_initial = x + 1;
+ ply2->y_initial = y + 1;
+ }
+ }
+}
+
+void CopyNativeLevel_EM_to_RND(struct LevelInfo *level)
+{
+ struct LevelInfo_EM *level_em = level->native_em_level;
+ struct LEVEL *lev = level_em->lev;
+ struct PLAYER *ply1 = level_em->ply1;
+ struct PLAYER *ply2 = level_em->ply2;
+ int i, x, y;
+
+ level->fieldx = MIN(lev->width, MAX_LEV_FIELDX);
+ level->fieldy = MIN(lev->height, MAX_LEV_FIELDY);
+
+ level->time = lev->time_initial;
+ level->gems_needed = lev->required_initial;
+
+ sprintf(level->name, "Level %d", level->file_info.nr);
+
+ level->score[SC_EMERALD] = lev->emerald_score;
+ level->score[SC_DIAMOND] = lev->diamond_score;
+ level->score[SC_ROBOT] = lev->alien_score;
+ level->score[SC_SPACESHIP] = lev->tank_score;
+ level->score[SC_BUG] = lev->bug_score;
+ level->score[SC_YAMYAM] = lev->eater_score;
+ level->score[SC_NUT] = lev->nut_score;
+ level->score[SC_DYNAMITE] = lev->dynamite_score;
+ level->score[SC_TIME_BONUS] = lev->key_score; /* ??? CHECK THIS */
+
+ level->num_yamyam_contents = MAX_ELEMENT_CONTENTS;
+
+ for (i = 0; i < level->num_yamyam_contents; i++)
+ for (y = 0; y < 3; y++)
+ for (x = 0; x < 3; x++)
+ level->yamyam_content[i][x][y] =
+ map_element_EM_to_RND(lev->eater_array[i][y * 3 + x]);
+
+ level->amoeba_speed = lev->amoeba_time;
+ level->time_magic_wall = lev->wonderwall_time_initial;
+ level->time_wheel = lev->wheel_time;
+
+ for (y = 0; y < level->fieldy; y++) for (x = 0; x < level->fieldx; x++)
+ {
+ int new_element = map_element_EM_to_RND(level_em->cave[x + 1][y + 1]);
+
+ if (new_element == EL_AMOEBA_WET && level->amoeba_speed == 0)
+ new_element = EL_AMOEBA_DEAD;
+
+ level->field[x][y] = new_element;
+ }
+
+ level->field[ply1->x_initial - 1][ply1->y_initial - 1] = EL_PLAYER_1;
+ level->field[ply2->x_initial - 1][ply2->y_initial - 1] = EL_PLAYER_2;
+}
+
+static void LoadLevelFromFileInfo_EM(struct LevelInfo *level,
+ struct LevelFileInfo *level_file_info)
+{
+ if (!LoadNativeLevel_EM(level_file_info->filename))
+ level->no_valid_file = TRUE;
+}
+
+#endif
+
+void CopyNativeLevel_RND_to_Native(struct LevelInfo *level)
+{
+ if (level->game_engine_type == GAME_ENGINE_TYPE_EM)
+ CopyNativeLevel_RND_to_EM(level);
+}
+
+void CopyNativeLevel_Native_to_RND(struct LevelInfo *level)
+{
+ if (level->game_engine_type == GAME_ENGINE_TYPE_EM)
+ CopyNativeLevel_EM_to_RND(level);
+}
+
+
/* ------------------------------------------------------------------------- */
/* functions for loading SP level */
/* ------------------------------------------------------------------------- */
level->time_wheel = 0;
level->amoeba_content = EL_EMPTY;
- for(i = 0; i < LEVEL_SCORE_ELEMENTS; i++)
+ for (i = 0; i < LEVEL_SCORE_ELEMENTS; i++)
level->score[i] = 0; /* !!! CORRECT THIS !!! */
/* there are no yamyams in supaplex levels */
- for(i = 0; i < level->num_yamyam_contents; i++)
- for(y = 0; y < 3; y++)
- for(x = 0; x < 3; x++)
+ for (i = 0; i < level->num_yamyam_contents; i++)
+ for (y = 0; y < 3; y++)
+ for (x = 0; x < 3; x++)
level->yamyam_content[i][x][y] = EL_EMPTY;
}
if (level->game_engine_type == GAME_ENGINE_TYPE_UNKNOWN)
level->game_engine_type = GAME_ENGINE_TYPE_RND;
+
+ CopyNativeLevel_Native_to_RND(level);
}
void LoadLevelFromFilename(struct LevelInfo *level, char *filename)