#define CHUNK_SIZE_NONE -1 /* do not write chunk size */
#define FILE_VERS_CHUNK_SIZE 8 /* size of file version chunk */
#define LEVEL_HEADER_SIZE 80 /* size of level file header */
-#define LEVEL_HEADER_UNUSED 1 /* unused level header bytes */
+#define LEVEL_HEADER_UNUSED 0 /* unused level header bytes */
#define LEVEL_CHUNK_CNT2_SIZE 160 /* size of level CNT2 chunk */
#define LEVEL_CHUNK_CNT2_UNUSED 11 /* unused CNT2 chunk bytes */
#define LEVEL_CHUNK_CNT3_HEADER 16 /* size of level CNT3 header */
#define TAPE_COOKIE_TMPL "ROCKSNDIAMONDS_TAPE_FILE_VERSION_x.x"
#define SCORE_COOKIE "ROCKSNDIAMONDS_SCORE_FILE_VERSION_1.2"
-/* values for level file type identifier */
-#define LEVEL_FILE_TYPE_UNKNOWN 0
-#define LEVEL_FILE_TYPE_RND 1
-#define LEVEL_FILE_TYPE_BD 2
-#define LEVEL_FILE_TYPE_EM 3
-#define LEVEL_FILE_TYPE_SP 4
-#define LEVEL_FILE_TYPE_DX 5
-#define LEVEL_FILE_TYPE_SB 6
-#define LEVEL_FILE_TYPE_DC 7
-
-#define LEVEL_FILE_TYPE_RND_PACKED (10 + LEVEL_FILE_TYPE_RND)
-#define LEVEL_FILE_TYPE_EM_PACKED (10 + LEVEL_FILE_TYPE_EM)
-
-#define IS_SINGLE_LEVEL_FILE(x) (x < 10)
-#define IS_PACKED_LEVEL_FILE(x) (x > 10)
-
/* ========================================================================= */
/* level file functions */
int i, j, x, y;
+ level->game_engine_type = GAME_ENGINE_TYPE_RND;
+
level->file_version = FILE_VERSION_ACTUAL;
level->game_version = GAME_VERSION_ACTUAL;
level->double_speed = FALSE;
level->initial_gravity = FALSE;
level->em_slippery_gems = FALSE;
- level->block_last_field = FALSE;
- level->sp_block_last_field = TRUE;
level->instant_relocation = FALSE;
level->can_pass_to_walkable = FALSE;
level->grow_into_diggable = TRUE;
+ level->block_last_field = FALSE; /* EM does not block by default */
+ level->sp_block_last_field = TRUE; /* SP blocks the last field */
+ level->block_delay = 8; /* when blocking, block 8 frames */
+ level->sp_block_delay = 9; /* SP indeed blocks 9 frames, not 8 */
+
level->can_move_into_acid_bits = ~0; /* everything can move into acid */
- level->dont_collide_with_bits = ~0; /* always deadly when colliding */
+ level->dont_collide_with_bits = ~0; /* always deadly when colliding */
level->use_spring_bug = FALSE;
level->use_step_counter = FALSE;
element_info[element].use_gfx_element = FALSE;
element_info[element].gfx_element = EL_EMPTY_SPACE;
+
+ element_info[element].modified_settings = FALSE;
}
if (IS_CUSTOM_ELEMENT(element) ||
/* now set default properties */
SET_PROPERTY(element, EP_CAN_MOVE_INTO_ACID, TRUE);
-
- element_info[element].modified_settings = FALSE;
}
if (IS_GROUP_ELEMENT(element) ||
level->no_valid_file = FALSE;
+ level->changed = FALSE;
+
if (leveldir_current == NULL) /* only when dumping level */
return;
lfi->type = getFileTypeFromBasename(lfi->basename);
}
+#if 1
+static void setLevelFileInfo(struct LevelFileInfo *level_file_info, int nr)
+{
+ /* always start with reliable default values */
+ setFileInfoToDefaults(level_file_info);
+
+ level_file_info->nr = nr; /* set requested level number */
+
+ determineLevelFileInfo_Filename(level_file_info);
+ determineLevelFileInfo_Filetype(level_file_info);
+}
+
+#else
+
static struct LevelFileInfo *getLevelFileInfo(int nr)
{
static struct LevelFileInfo level_file_info;
return &level_file_info;
}
-
+#endif
/* ------------------------------------------------------------------------- */
/* functions for loading R'n'D level */
level->can_pass_to_walkable = (getFile8Bit(file) == 1 ? TRUE : FALSE);
level->grow_into_diggable = (getFile8Bit(file) == 1 ? TRUE : FALSE);
+ level->game_engine_type = getFile8Bit(file);
+
ReadUnusedBytesFromFile(file, LEVEL_HEADER_UNUSED);
return chunk_size;
/* 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
+
+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
+
+
/* ------------------------------------------------------------------------- */
/* functions for loading SP level */
/* ------------------------------------------------------------------------- */
static void LoadLevelFromFileStream_SP(FILE *file, struct LevelInfo *level,
int nr)
{
+ int num_special_ports;
int i, x, y;
+ /* for details of the Supaplex level format, see Herman Perk's Supaplex
+ documentation file "SPFIX63.DOC" from his Supaplex "SpeedFix" package */
+
/* read level body (width * height == 60 * 24 tiles == 1440 bytes) */
for (y = 0; y < SP_LEVEL_YSIZE; y++)
{
}
}
- ReadUnusedBytesFromFile(file, 4);
+ ReadUnusedBytesFromFile(file, 4); /* (not used by Supaplex engine) */
- /* Initial gravitation: 1 == "on", anything else (0) == "off" */
+ /* initial gravity: 1 == "on", anything else (0) == "off" */
level->initial_gravity = (fgetc(file) == 1 ? TRUE : FALSE);
- ReadUnusedBytesFromFile(file, 1);
+ ReadUnusedBytesFromFile(file, 1); /* (not used by Supaplex engine) */
/* level title in uppercase letters, padded with dashes ("-") (23 bytes) */
for (i = 0; i < SP_LEVEL_NAME_LEN; i++)
level->name[i] = fgetc(file);
level->name[SP_LEVEL_NAME_LEN] = '\0';
- /* initial "freeze zonks": 2 == "on", anything else (0) == "off" */
- ReadUnusedBytesFromFile(file, 1); /* !!! NOT SUPPORTED YET !!! */
+ /* initial "freeze zonks": 2 == "on", anything else (0, 1) == "off" */
+ ReadUnusedBytesFromFile(file, 1); /* (not used by R'n'D engine) */
/* number of infotrons needed; 0 means that Supaplex will count the total
- amount of infotrons in the level and use the low byte of that number.
+ amount of infotrons in the level and use the low byte of that number
(a multiple of 256 infotrons will result in "0 infotrons needed"!) */
level->gems_needed = fgetc(file);
- /* information about special gravity port entries */
- ReadUnusedBytesFromFile(file, 65); /* !!! NOT SUPPORTED YET !!! */
+ /* number of special ("gravity") port entries below (maximum 10 allowed) */
+ num_special_ports = fgetc(file);
+
+ /* database of properties of up to 10 special ports (6 bytes per port) */
+ for (i = 0; i < 10; i++)
+ {
+ int port_location, port_x, port_y, port_element;
+ int gravity;
+
+ /* high and low byte of the location of a special port; if (x, y) are the
+ coordinates of a port in the field and (0, 0) is the top-left corner,
+ the 16 bit value here calculates as 2 * (x + (y * 60)) (this is twice
+ of what may be expected: Supaplex works with a game field in memory
+ which is 2 bytes per tile) */
+ port_location = getFile16BitBE(file);
+
+ /* change gravity: 1 == "turn on", anything else (0) == "turn off" */
+ gravity = fgetc(file);
+
+ /* "freeze zonks": 2 == "turn on", anything else (0, 1) == "turn off" */
+ ReadUnusedBytesFromFile(file, 1); /* (not used by R'n'D engine) */
+
+ /* "freeze enemies": 1 == "turn on", anything else (0) == "turn off" */
+ ReadUnusedBytesFromFile(file, 1); /* (not used by R'n'D engine) */
+
+ ReadUnusedBytesFromFile(file, 1); /* (not used by Supaplex engine) */
+
+ if (i >= num_special_ports)
+ continue;
+
+ port_x = (port_location / 2) % SP_LEVEL_XSIZE;
+ port_y = (port_location / 2) / SP_LEVEL_XSIZE;
+
+ if (port_x < 0 || port_x >= SP_LEVEL_XSIZE ||
+ port_y < 0 || port_y >= SP_LEVEL_YSIZE)
+ {
+ Error(ERR_WARN, "special port position (%d, %d) out of bounds",
+ port_x, port_y);
+
+ continue;
+ }
+
+ port_element = level->field[port_x][port_y];
+
+ if (port_element < EL_SP_GRAVITY_PORT_RIGHT ||
+ port_element > EL_SP_GRAVITY_PORT_UP)
+ {
+ Error(ERR_WARN, "no special port at position (%d, %d)", port_x, port_y);
+
+ continue;
+ }
+
+ /* change previous (wrong) gravity inverting special port to either
+ gravity enabling special port or gravity disabling special port */
+ level->field[port_x][port_y] +=
+ (gravity == 1 ? EL_SP_GRAVITY_ON_PORT_RIGHT :
+ EL_SP_GRAVITY_OFF_PORT_RIGHT) - EL_SP_GRAVITY_PORT_RIGHT;
+ }
+
+ ReadUnusedBytesFromFile(file, 4); /* (not used by Supaplex engine) */
+
+ /* change special gravity ports without database entries to normal ports */
+ for (y = 0; y < SP_LEVEL_YSIZE; y++)
+ for (x = 0; x < SP_LEVEL_XSIZE; x++)
+ if (level->field[x][y] >= EL_SP_GRAVITY_PORT_RIGHT &&
+ level->field[x][y] <= EL_SP_GRAVITY_PORT_UP)
+ level->field[x][y] += EL_SP_PORT_RIGHT - EL_SP_GRAVITY_PORT_RIGHT;
+
+ /* auto-determine number of infotrons if it was stored as "0" -- see above */
+ if (level->gems_needed == 0)
+ {
+ for (y = 0; y < SP_LEVEL_YSIZE; y++)
+ for (x = 0; x < SP_LEVEL_XSIZE; x++)
+ if (level->field[x][y] == EL_SP_INFOTRON)
+ level->gems_needed++;
+
+ level->gems_needed &= 0xff; /* only use low byte -- see above */
+ }
level->fieldx = SP_LEVEL_XSIZE;
level->fieldy = SP_LEVEL_YSIZE;
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;
}
case LEVEL_FILE_TYPE_EM:
LoadLevelFromFileInfo_EM(level, level_file_info);
+ level->game_engine_type = GAME_ENGINE_TYPE_EM;
break;
case LEVEL_FILE_TYPE_SP:
LoadLevelFromFileInfo_RND(level, level_file_info);
break;
}
+
+ if (level->game_engine_type == GAME_ENGINE_TYPE_UNKNOWN)
+ level->game_engine_type = GAME_ENGINE_TYPE_RND;
}
void LoadLevelFromFilename(struct LevelInfo *level, char *filename)
if (level->game_version == VERSION_IDENT(2,0,1,0))
level->em_slippery_gems = TRUE;
+ /* springs could be pushed over pits before (pre-release version) 2.2.0 */
if (level->game_version < VERSION_IDENT(2,2,0,0))
level->use_spring_bug = TRUE;
+ /* only few elements were able to actively move into acid before 3.1.0 */
if (level->game_version < VERSION_IDENT(3,1,0,0))
{
int i, j;
}
}
}
+
+#if 1 /* USE_NEW_BLOCK_STYLE */
+ /* blocking the last field when moving was corrected in version 3.1.1 */
+ if (level->game_version < VERSION_IDENT(3,1,1,0))
+ {
+#if 0
+ printf("::: %d\n", level->block_last_field);
+#endif
+
+ /* even "not blocking" was blocking the last field for one frame */
+ level->block_delay = (level->block_last_field ? 7 : 1);
+ level->sp_block_delay = (level->sp_block_last_field ? 7 : 1);
+
+ level->block_last_field = TRUE;
+ level->sp_block_last_field = TRUE;
+ }
+#endif
}
- else
+ else /* always use the latest game engine version */
{
#if 0
printf("\n::: ALWAYS USE LATEST ENGINE FOR THIS LEVEL: [%d] '%s'\n",
}
/* initialize "can_explode" field for old levels which did not store this */
- if (level->game_version <= VERSION_IDENT(3,1,0,2))
+ /* !!! CHECK THIS -- "<= 3,1,0,0" IS PROBABLY WRONG !!! */
+ if (level->game_version <= VERSION_IDENT(3,1,0,0))
{
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
}
}
+ /* correct previously hard-coded move delay values for maze runner style */
+ if (level->game_version < VERSION_IDENT(3,1,1,0))
+ {
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ if (element_info[element].move_pattern & MV_MAZE_RUNNER_STYLE)
+ {
+ /* previously hard-coded and therefore ignored */
+ element_info[element].move_delay_fixed = 9;
+ element_info[element].move_delay_random = 0;
+ }
+ }
+ }
+
#if 0
/* set default push delay values (corrected since version 3.0.7-1) */
if (level->game_version < VERSION_IDENT(3,0,7,1))
void LoadLevelTemplate(int nr)
{
+#if 1
+ char *filename;
+
+ setLevelFileInfo(&level_template.file_info, nr);
+ filename = level_template.file_info.filename;
+
+ LoadLevelFromFileInfo(&level_template, &level_template.file_info);
+
+#else
+
#if 1
struct LevelFileInfo *level_file_info = getLevelFileInfo(nr);
char *filename = level_file_info->filename;
LoadLevelFromFilename_RND(&level_template, filename);
#endif
+#endif
+#if 1
+ LoadLevel_InitVersion(&level_template, filename);
+ LoadLevel_InitElements(&level_template, filename);
+#else
LoadLevel_InitVersion(&level, filename);
LoadLevel_InitElements(&level, filename);
+#endif
ActivateLevelTemplate();
}
void LoadLevel(int nr)
{
+#if 1
+ char *filename;
+
+ setLevelFileInfo(&level.file_info, nr);
+ filename = level.file_info.filename;
+
+ LoadLevelFromFileInfo(&level, &level.file_info);
+
+#else
+
#if 1
struct LevelFileInfo *level_file_info = getLevelFileInfo(nr);
char *filename = level_file_info->filename;
char *filename = getLevelFilename(nr);
LoadLevelFromFilename_RND(&level, filename);
+#endif
#endif
if (level.use_custom_template)
putFile8Bit(file, (level->can_pass_to_walkable ? 1 : 0));
putFile8Bit(file, (level->grow_into_diggable ? 1 : 0));
+ putFile8Bit(file, level->game_engine_type);
+
WriteUnusedBytesToFile(file, LEVEL_HEADER_UNUSED);
}
printf_line("-", 79);
printf("Tape of Level %03d (file version %08d, game version %08d)\n",
tape->level_nr, tape->file_version, tape->game_version);
+ printf(" (effective engine version %08d)\n",
+ tape->engine_version);
printf("Level series identifier: '%s'\n", tape->level_identifier);
printf_line("-", 79);
END_HASH_ITERATION(hash, itr)
#endif
}
+
+
+/* ------------------------------------------------------------------------- *
+ * convert levels
+ * ------------------------------------------------------------------------- */
+
+#define MAX_NUM_CONVERT_LEVELS 1000
+
+void ConvertLevels()
+{
+ static LevelDirTree *convert_leveldir = NULL;
+ static int convert_level_nr = -1;
+ static int num_levels_handled = 0;
+ static int num_levels_converted = 0;
+ static boolean levels_failed[MAX_NUM_CONVERT_LEVELS];
+ int i;
+
+ convert_leveldir = getTreeInfoFromIdentifier(leveldir_first,
+ global.convert_leveldir);
+
+ if (convert_leveldir == NULL)
+ Error(ERR_EXIT, "no such level identifier: '%s'",
+ global.convert_leveldir);
+
+ leveldir_current = convert_leveldir;
+
+ if (global.convert_level_nr != -1)
+ {
+ convert_leveldir->first_level = global.convert_level_nr;
+ convert_leveldir->last_level = global.convert_level_nr;
+ }
+
+ convert_level_nr = convert_leveldir->first_level;
+
+ printf_line("=", 79);
+ printf("Converting levels\n");
+ printf_line("-", 79);
+ printf("Level series identifier: '%s'\n", convert_leveldir->identifier);
+ printf("Level series name: '%s'\n", convert_leveldir->name);
+ printf("Level series author: '%s'\n", convert_leveldir->author);
+ printf("Number of levels: %d\n", convert_leveldir->levels);
+ printf_line("=", 79);
+ printf("\n");
+
+ for (i = 0; i < MAX_NUM_CONVERT_LEVELS; i++)
+ levels_failed[i] = FALSE;
+
+ while (convert_level_nr <= convert_leveldir->last_level)
+ {
+ char *level_filename;
+ boolean new_level;
+
+ level_nr = convert_level_nr++;
+
+ printf("Level %03d: ", level_nr);
+
+ LoadLevel(level_nr);
+ if (level.no_valid_file)
+ {
+ printf("(no level)\n");
+ continue;
+ }
+
+ printf("converting level ... ");
+
+ level_filename = getDefaultLevelFilename(level_nr);
+ new_level = !fileExists(level_filename);
+
+ if (new_level)
+ {
+ SaveLevel(level_nr);
+
+ num_levels_converted++;
+
+ printf("converted.\n");
+ }
+ else
+ {
+ if (level_nr >= 0 && level_nr < MAX_NUM_CONVERT_LEVELS)
+ levels_failed[level_nr] = TRUE;
+
+ printf("NOT CONVERTED -- LEVEL ALREADY EXISTS.\n");
+ }
+
+ num_levels_handled++;
+ }
+
+ printf("\n");
+ printf_line("=", 79);
+ printf("Number of levels handled: %d\n", num_levels_handled);
+ printf("Number of levels converted: %d (%d%%)\n", num_levels_converted,
+ (num_levels_handled ?
+ num_levels_converted * 100 / num_levels_handled : 0));
+ printf_line("-", 79);
+ printf("Summary (for automatic parsing by scripts):\n");
+ printf("LEVELDIR '%s', CONVERTED %d/%d (%d%%)",
+ convert_leveldir->identifier, num_levels_converted,
+ num_levels_handled,
+ (num_levels_handled ?
+ num_levels_converted * 100 / num_levels_handled : 0));
+
+ if (num_levels_handled != num_levels_converted)
+ {
+ printf(", FAILED:");
+ for (i = 0; i < MAX_NUM_CONVERT_LEVELS; i++)
+ if (levels_failed[i])
+ printf(" %03d", i);
+ }
+
+ printf("\n");
+ printf_line("=", 79);
+
+ CloseAllAndExit(0);
+}