int i, k;
int time = (game.LevelSolved ?
game.LevelSolved_CountingTime :
+ level.game_engine_type == GAME_ENGINE_TYPE_BD ?
+ game_bd.time_played :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
game_em.lev->time :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
game.no_level_time_limit ? TimePlayed : TimeLeft);
int score = (game.LevelSolved ?
game.LevelSolved_CountingScore :
+ level.game_engine_type == GAME_ENGINE_TYPE_BD ?
+ game_bd.score :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
game_em.lev->score :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
level.game_engine_type == GAME_ENGINE_TYPE_MM ?
game_mm.score :
game.score);
- int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ int gems = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
+ game_bd.gems_still_needed :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
game_em.lev->gems_needed :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
game_sp.infotrons_still_needed :
game_mm.kettles_still_needed :
game.gems_still_needed);
int gems_total = level.gems_needed;
- int gems_collected = gems_total - gems;
- int gems_score = level.score[SC_EMERALD];
- int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ int gems_collected = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
+ game_bd.game->cave->diamonds_collected :
+ gems_total - gems);
+ int gems_score = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
+ game_bd.game->cave->diamond_value :
+ level.score[SC_EMERALD]);
+ int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
+ game_bd.gems_still_needed > 0 :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
game_em.lev->gems_needed > 0 :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
game_sp.infotrons_still_needed > 0 :
scroll_y = game.forced_scroll_y;
// !!! FIX THIS (START) !!!
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+ {
+ InitGameEngine_BD();
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
InitGameEngine_EM();
}
static void LevelSolved_SetFinalGameValues(void)
{
- game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
+ game.time_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.time_played :
+ game.no_level_time_limit ? TimePlayed : TimeLeft);
game.score_time_final = (level.use_step_counter ? TimePlayed :
TimePlayed * FRAMES_PER_SECOND + TimeFrames);
- game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
- game_em.lev->score :
- level.game_engine_type == GAME_ENGINE_TYPE_MM ?
- game_mm.score :
+ game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.score :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ? game_em.lev->score :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ? game_mm.score :
game.score);
game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
time_count_steps = MAX(1, ABS(time_final - time) / 100);
- if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+ {
+ // keep previous values (final values already processed here)
+ time_final = time;
+ score_final = score;
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
{
health_final = 0;
score_final += health * time_score;
}
// if not counting score after game, immediately update game panel values
- if (level_editor_test_game || !setup.count_score_after_game)
+ if (level_editor_test_game || !setup.count_score_after_game ||
+ level.game_engine_type == GAME_ENGINE_TYPE_BD)
{
time = time_final;
score = score_final;
static void CheckLevelSolved(void)
{
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+ {
+ if (game_bd.level_solved &&
+ !game_bd.game_over) // game won
+ {
+ LevelSolved();
+
+ game_bd.game_over = TRUE;
+
+ game.all_players_gone = TRUE;
+ }
+
+ if (game_bd.game_over) // game lost
+ game.all_players_gone = TRUE;
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
if (game_em.level_solved &&
!game_em.game_over) // game won
}
}
+static void PlayTimeoutSound(int seconds_left)
+{
+ // will be played directly by BD engine (for classic bonus time sounds)
+ if (level.game_engine_type == GAME_ENGINE_TYPE_BD && checkBonusTime_BD())
+ return;
+
+ // try to use individual "running out of time" sound for each second left
+ int sound = SND_GAME_RUNNING_OUT_OF_TIME_0 - seconds_left;
+
+ // if special sound per second not defined, use default sound
+ if (getSoundInfoEntryFilename(sound) == NULL)
+ sound = SND_GAME_RUNNING_OUT_OF_TIME;
+
+ // if out of time, but player still alive, play special "timeout" sound, if defined
+ if (seconds_left == 0 && !checkGameFailed())
+ if (getSoundInfoEntryFilename(SND_GAME_TIMEOUT) != NULL)
+ sound = SND_GAME_TIMEOUT;
+
+ PlaySound(sound);
+}
+
static void CheckLevelTime_StepCounter(void)
{
int i;
TimeLeft--;
if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
- PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+ PlayTimeoutSound(TimeLeft);
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
static void CheckLevelTime(void)
{
+ int frames_per_second = FRAMES_PER_SECOND;
int i;
- if (TimeFrames >= FRAMES_PER_SECOND)
+ if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+ {
+ // level time may be running slower in native BD engine
+ frames_per_second = getFramesPerSecond_BD();
+
+ // if native engine time changed, force main engine time change
+ if (getTimeLeft_BD() < TimeLeft)
+ TimeFrames = frames_per_second;
+
+ // if last second running, wait for native engine time to exactly reach zero
+ if (getTimeLeft_BD() == 1 && TimeLeft == 1)
+ TimeFrames = frames_per_second - 1;
+ }
+
+ if (TimeFrames >= frames_per_second)
{
TimeFrames = 0;
TimeLeft--;
if (TimeLeft <= 10 && game.time_limit)
- PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+ PlayTimeoutSound(TimeLeft);
/* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
is reset from other values in UpdateGameDoorValues() -- FIX THIS */
if (!TimeLeft && game.time_limit)
{
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+ {
+ if (game_bd.game->cave->player_state == GD_PL_LIVING)
+ game_bd.game->cave->player_state = GD_PL_TIMEOUT;
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
game_em.lev->killed_out_of_time = TRUE;
+ }
else
+ {
for (i = 0; i < MAX_PLAYERS; i++)
KillPlayer(&stored_player[i]);
+ }
}
}
else if (game.no_level_time_limit && !game.all_players_gone)
{
int i;
+ // handle game and tape time differently for native BD game engine
+
+ // tape time is running in native BD engine even if player is not hatched yet
+ if (!checkGameRunning())
+ return;
+
// advance frame counters (global frame counter and tape time frame counter)
FrameCounter++;
TapeTimeFrames++;
+ // level time is running in native BD engine after player is being hatched
+ if (!checkGamePlaying())
+ return;
+
// advance time frame counter (used to control available time to solve level)
TimeFrames++;
game.snapshot.last_action[i] = stored_player[i].effective_action;
}
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+ {
+ GameActions_BD_Main();
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
GameActions_EM_Main();
}
GameActions_CheckSaveEngineSnapshot();
}
+void GameActions_BD_Main(void)
+{
+ byte effective_action[MAX_PLAYERS];
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ effective_action[i] = stored_player[i].effective_action;
+
+ GameActions_BD(effective_action);
+}
+
void GameActions_EM_Main(void)
{
byte effective_action[MAX_PLAYERS];
case GD_S_DIAMOND_RANDOM:
nr = GetSimpleRandom(8);
sound_effect = SND_BD_DIAMOND_IMPACT_RANDOM_1 + nr;
+
+ if (getSoundInfoEntryFilename(sound_effect) == NULL)
+ sound_effect = SND_BD_DIAMOND_IMPACT;
break;
case GD_S_DIAMOND_1:
case GD_S_DIAMOND_8:
nr = sample - GD_S_DIAMOND_1;
sound_effect = SND_BD_DIAMOND_IMPACT_RANDOM_1 + nr;
+
+ if (getSoundInfoEntryFilename(sound_effect) == NULL)
+ sound_effect = SND_BD_DIAMOND_IMPACT;
break;
case GD_S_TIMEOUT_0:
}
else
{
+ // when using BD game engine, cover screen before fading out
+ if (!quick_quit && level.game_engine_type == GAME_ENGINE_TYPE_BD)
+ game_bd.cover_screen = TRUE;
+
if (quick_quit)
FadeSkipNextFadeIn();
return TRUE;
}
+boolean checkGameRunning(void)
+{
+ if (game_status != GAME_MODE_PLAYING)
+ return FALSE;
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_BD && !checkGameRunning_BD())
+ return FALSE;
+
+ return TRUE;
+}
+
+boolean checkGamePlaying(void)
+{
+ if (game_status != GAME_MODE_PLAYING)
+ return FALSE;
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_BD && !checkGamePlaying_BD())
+ return FALSE;
+
+ return TRUE;
+}
+
boolean checkGameSolved(void)
{
// set for all game engines if level was solved
boolean checkGameFailed(void)
{
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+ return (game_bd.game_over && !game_bd.level_solved);
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
return (game_em.game_over && !game_em.level_solved);
else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
return (game_sp.game_over && !game_sp.level_solved);