cleanup of unnecessarily convoluted function call
[rocksndiamonds.git] / src / game_bd / main_bd.c
index e7844fcb6e2a4922c6d21552438f31ec564cf08f..4404d0ab06d3765ffd1afb71ae93d1f3cdc04c36 100644 (file)
@@ -40,7 +40,7 @@ void bd_open_all(void)
 
   gd_caveset_clear();
 
-  gd_init_keystate();
+  gd_init_play_area();
 
   gd_sound_init();
 }
@@ -95,6 +95,30 @@ void setLevelInfoToDefaults_BD(void)
   setLevelInfoToDefaults_BD_Ext(0, 0);
 }
 
+static List *getNativeLevelReplay_BD_Ext(List *item, boolean only_successful_replays)
+{
+  // look for replay that was recorded for the current difficulty level
+  while (item != NULL &&
+        (item->data == NULL ||
+         (((GdReplay *)item->data)->success == FALSE && only_successful_replays) ||
+         ((GdReplay *)item->data)->level != native_bd_level.level_nr))
+    item = item->next;
+
+  return item;
+}
+
+static List *getNativeLevelReplay_BD(List *replays)
+{
+  // 1st try: look for successful replay
+  List *item = getNativeLevelReplay_BD_Ext(replays, TRUE);
+
+  if (item != NULL)
+    return item;
+
+  // 2nd try: look for any replay
+  return getNativeLevelReplay_BD_Ext(replays, FALSE);
+}
+
 boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_only)
 {
   static char *filename_loaded = NULL;
@@ -137,16 +161,9 @@ boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_onl
   // check if this cave has any replays
   if (native_bd_level.cave->replays != NULL)
   {
-    List *item = native_bd_level.cave->replays;
+    List *item = getNativeLevelReplay_BD(native_bd_level.cave->replays);
 
-    // try to find replay that was recorded for this difficulty level
-    while (item != NULL &&
-          (item->data == NULL ||
-           ((GdReplay *)item->data)->success == FALSE ||
-           ((GdReplay *)item->data)->level != native_bd_level.level_nr))
-      item = item->next;
-
-    // matching replay found
+    // check if any matching replay was found
     if (item != NULL)
       native_bd_level.replay = (GdReplay *)item->data;
   }
@@ -164,6 +181,14 @@ boolean SaveNativeLevel_BD(char *filename)
   return gd_caveset_save_to_file(filename);
 }
 
+void DumpLevelset_BD(void)
+{
+  int num_levels_per_cave = (gd_caveset_has_levels() ? 5 : 1);
+
+  Print("Number of levels:   %d\n", num_levels_per_cave * gd_caveset_count());
+  Print("First level number: %d\n", 1);
+}
+
 
 // ============================================================================
 // game engine functions
@@ -230,29 +255,58 @@ int getTimeLeft_BD(void)
   return 0;
 }
 
+void SetTimeFrames_BD(int frames_played)
+{
+  // needed to store final time after solving game (before counting down remaining time)
+  if (game_bd.game->state_counter == GAME_INT_CAVE_RUNNING)
+    game_bd.frames_played = frames_played;
+
+}
+
 static void UpdateGameDoorValues_BD(void)
 {
   GdCave *cave = game_bd.game->cave;
-  int time_secs = gd_cave_time_show(cave, cave->time);
+  int time_left = gd_cave_time_show(cave, cave->time);
   int gems_still_needed = MAX(0, (cave->diamonds_needed - cave->diamonds_collected));
 
-  game_bd.time_played = time_secs;
+  game_bd.time_left = time_left;
   game_bd.gems_still_needed = gems_still_needed;
   game_bd.score = game_bd.game->player_score;
 
   if (game.LevelSolved)
   {
     // update time and score in panel while counting bonus time
-    game.LevelSolved_CountingTime  = game_bd.time_played;
+    game.LevelSolved_CountingTime  = game_bd.time_left;
     game.LevelSolved_CountingScore = game_bd.score;
   }
 }
 
 static void PrepareGameTileBitmap_BD(void)
 {
-  struct GraphicInfo_BD *g = &graphic_info_bd_object[O_STONE][0];
+  struct GraphicInfo_BD *g_template = &graphic_info_bd_color_template;
+  struct GraphicInfo_BD *g_default  = &graphic_info_bd_object[O_STONE][0];
+
+  // prepare bitmap using cave ready for playing (may have changed colors)
+  gd_prepare_tile_bitmap(game_bd.game->cave, g_template->bitmap, 1);
+
+  // set reference bitmap which should be replaced with prepared bitmap
+  gd_set_tile_bitmap_reference(g_default->bitmap);
+}
+
+void PreparePreviewTileBitmap_BD(Bitmap *bitmap, int scale_down_factor)
+{
+  // prepare bitmap using cave from file (with originally defined colors)
+  gd_prepare_tile_bitmap(native_bd_level.cave, bitmap, scale_down_factor);
+}
 
-  gd_prepare_tile_bitmap(native_bd_level.cave, g->bitmap, 1);
+void SetPreviewTileBitmapReference_BD(Bitmap *bitmap)
+{
+  gd_set_tile_bitmap_reference(bitmap);
+}
+
+Bitmap *GetPreviewTileBitmap_BD(Bitmap *bitmap)
+{
+  return gd_get_tile_bitmap(bitmap);
 }
 
 unsigned int InitEngineRandom_BD(int seed)
@@ -274,10 +328,6 @@ void InitGameEngine_BD(void)
   game_bd.game_over = FALSE;
   game_bd.cover_screen = FALSE;
 
-  game_bd.time_played = 0;
-  game_bd.gems_still_needed = 0;
-  game_bd.score = 0;
-
   gd_caveset_last_selected       = native_bd_level.cave_nr;
   gd_caveset_last_selected_level = native_bd_level.level_nr;
 
@@ -289,9 +339,11 @@ void InitGameEngine_BD(void)
   game_bd.game->itercycle = 0;
   game_bd.game->itermax = 8;   // default; dynamically changed at runtime
   game_bd.game->itermax_last = game_bd.game->itermax;
+  game_bd.game->itermax2[0] = game_bd.game->itermax;
+  game_bd.game->itermax2[1] = game_bd.game->itermax;
 
-  // prepare tile bitmap with level-specific colors, if available
-  PrepareGameTileBitmap_BD();
+  game_bd.player_moving = FALSE;
+  game_bd.player_snapping = FALSE;
 
   // default: start with completely covered playfield
   int next_state = GAME_INT_START_UNCOVER + 1;
@@ -300,15 +352,23 @@ void InitGameEngine_BD(void)
   if (setup.bd_skip_uncovering)
     next_state = GAME_INT_LOAD_CAVE + 1;
 
-  // fast-forward game engine until cave loaded (covered or uncovered)
+  // first iteration loads and prepares the cave (may change colors)
+  play_game_func(game_bd.game, 0);
+
+  // prepare tile bitmap with level-specific colors, if available
+  PrepareGameTileBitmap_BD();
+
+  // fast-forward game engine to selected state (covered or uncovered)
   while (game_bd.game->state_counter < next_state)
     play_game_func(game_bd.game, 0);
 
   // when skipping uncovering, continue with uncovered playfield
   if (setup.bd_skip_uncovering)
     game_bd.game->state_counter = GAME_INT_UNCOVER_ALL + 1;
+  else if (isLevelEditorFastStart())
+    game_bd.game->state_counter = GAME_INT_UNCOVER_ALL - 8;
 
-  if (setup.bd_skip_uncovering)
+  if (setup.bd_skip_uncovering || isLevelEditorFastStart())
     gd_scroll(game_bd.game, TRUE, TRUE);
 
   ClearRectangle(gd_screen_bitmap, 0, 0, SXSIZE, SYSIZE);
@@ -369,6 +429,28 @@ void GameActions_BD(byte action[MAX_PLAYERS])
 
   play_game_func(game_bd.game, action[0]);
 
+  // scroll without iterating engine if player out of sight (mainly due to wrap-around)
+  // (this is needed to prevent broken tapes in case of viewport or tile size changes)
+  while (game_bd.game->out_of_window)
+  {
+    RedrawPlayfield_BD(TRUE);
+
+    BlitScreenToBitmap_BD(backbuffer);
+
+    BackToFront();
+
+    play_game_func(game_bd.game, action[0]);
+  }
+
+  boolean single_step_mode_paused =
+    CheckSingleStepMode_BD(check_iteration_reached(game_bd.game),
+                           game_bd.player_moving,
+                           game_bd.player_snapping);
+
+  // draw final movement animation frame before going to single step pause mode
+  if (single_step_mode_paused)
+    game_bd.game->itercycle = game_bd.game->itermax - 1;
+
   RedrawPlayfield_BD(FALSE);
 
   UpdateGameDoorValues_BD();
@@ -379,6 +461,55 @@ void GameActions_BD(byte action[MAX_PLAYERS])
 // graphics functions
 // ============================================================================
 
+// check if native BD graphics engine requested in custom graphics configuration
+boolean use_native_bd_graphics_engine(void)
+{
+  return game.use_native_bd_graphics_engine;
+}
+
+// check if smooth game element movements selected in setup menu
+boolean use_bd_smooth_movements(void)
+{
+  return ((setup.bd_smooth_movements == STATE_TRUE) ||
+         (setup.bd_smooth_movements == STATE_AUTO && !use_native_bd_graphics_engine()));
+}
+
+// check if player pushing graphics selected in setup menu
+boolean use_bd_pushing_graphics(void)
+{
+  return ((setup.bd_pushing_graphics == STATE_TRUE) ||
+         (setup.bd_pushing_graphics == STATE_AUTO && !use_native_bd_graphics_engine()));
+}
+
+// check if player up/down graphics selected in setup menu
+boolean use_bd_up_down_graphics(void)
+{
+  return ((setup.bd_up_down_graphics == STATE_TRUE) ||
+         (setup.bd_up_down_graphics == STATE_AUTO && !use_native_bd_graphics_engine()));
+}
+
+// check if element falling sounds selected in setup menu
+boolean use_bd_falling_sounds(void)
+{
+  return ((setup.bd_falling_sounds == STATE_TRUE) ||
+         (setup.bd_falling_sounds == STATE_AUTO && game.use_native_bd_sound_engine));
+}
+
+boolean hasColorTemplate_BD(void)
+{
+  return gd_bitmap_has_c64_colors(graphic_info_bd_color_template.bitmap);
+}
+
+Bitmap **GetTitleScreenBitmaps_BD(void)
+{
+  Bitmap **title_screen_bitmaps = gd_get_title_screen_bitmaps();
+
+  if (title_screen_bitmaps == NULL || title_screen_bitmaps[0] == NULL)
+    return NULL;
+
+  return title_screen_bitmaps;
+}
+
 void CoverScreen_BD(void)
 {
   game_bd.cover_screen = FALSE;
@@ -423,3 +554,99 @@ void RedrawPlayfield_BD(boolean force_redraw)
 {
   gd_drawcave(gd_screen_bitmap, game_bd.game, force_redraw);
 }
+
+
+// ============================================================================
+// snapshot functions
+// ============================================================================
+
+void SaveEngineSnapshotValues_BD(void)
+{
+  GdGame *game = game_bd.game;
+  GdCave *cave = game_bd.game->cave;
+  int x, y;
+
+  engine_snapshot_bd.game = *game;
+
+  for (y = 0; y < cave->h; y++)
+  {
+    for (x = 0; x < cave->w; x++)
+    {
+      engine_snapshot_bd.element_buffer[x][y]      = game->element_buffer[y][x];
+      engine_snapshot_bd.last_element_buffer[x][y] = game->last_element_buffer[y][x];
+      engine_snapshot_bd.dir_buffer_from[x][y]     = game->dir_buffer_from[y][x];
+      engine_snapshot_bd.dir_buffer_to[x][y]       = game->dir_buffer_to[y][x];
+      engine_snapshot_bd.gfx_buffer[x][y]          = game->gfx_buffer[y][x];
+    }
+  }
+
+  engine_snapshot_bd.cave = *cave;
+
+  for (y = 0; y < cave->h; y++)
+  {
+    for (x = 0; x < cave->w; x++)
+    {
+      engine_snapshot_bd.map[x][y] = cave->map[y][x];
+
+      if (cave->hammered_walls_reappear)
+        engine_snapshot_bd.hammered_reappear[x][y] = cave->hammered_reappear[y][x];
+    }
+  }
+}
+
+void LoadEngineSnapshotValues_BD(void)
+{
+  GdGame *game = game_bd.game;
+  GdCave *cave = game_bd.game->cave;
+  int x, y;
+
+  // copy pointers
+  engine_snapshot_bd.game.cave                = game->cave;
+  engine_snapshot_bd.game.original_cave       = game->original_cave;
+
+  engine_snapshot_bd.game.element_buffer      = game->element_buffer;
+  engine_snapshot_bd.game.last_element_buffer = game->last_element_buffer;
+  engine_snapshot_bd.game.dir_buffer_from     = game->dir_buffer_from;
+  engine_snapshot_bd.game.dir_buffer_to       = game->dir_buffer_to;
+  engine_snapshot_bd.game.gfx_buffer          = game->gfx_buffer;
+
+  *game = engine_snapshot_bd.game;
+
+  for (y = 0; y < cave->h; y++)
+  {
+    for (x = 0; x < cave->w; x++)
+    {
+      game->element_buffer[y][x]      = engine_snapshot_bd.element_buffer[x][y];
+      game->last_element_buffer[y][x] = engine_snapshot_bd.last_element_buffer[x][y];
+      game->dir_buffer_from[y][x]     = engine_snapshot_bd.dir_buffer_from[x][y];
+      game->dir_buffer_to[y][x]       = engine_snapshot_bd.dir_buffer_to[x][y];
+      game->gfx_buffer[y][x]          = engine_snapshot_bd.gfx_buffer[x][y];
+    }
+  }
+
+  // copy pointers
+  engine_snapshot_bd.cave.story             = cave->story;
+  engine_snapshot_bd.cave.remark            = cave->remark;
+  engine_snapshot_bd.cave.tags              = cave->tags;
+  engine_snapshot_bd.cave.map               = cave->map;
+  engine_snapshot_bd.cave.objects           = cave->objects;
+  engine_snapshot_bd.cave.replays           = cave->replays;
+  engine_snapshot_bd.cave.random            = cave->random;
+  engine_snapshot_bd.cave.objects_order     = cave->objects_order;
+  engine_snapshot_bd.cave.hammered_reappear = cave->hammered_reappear;
+
+  *cave = engine_snapshot_bd.cave;
+
+  for (y = 0; y < cave->h; y++)
+  {
+    for (x = 0; x < cave->w; x++)
+    {
+      cave->map[y][x] = engine_snapshot_bd.map[x][y];
+
+      if (cave->hammered_walls_reappear)
+        cave->hammered_reappear[y][x] = engine_snapshot_bd.hammered_reappear[x][y];
+    }
+  }
+
+  gd_scroll(game_bd.game, TRUE, TRUE);
+}