added setup option for using "player is pushing" graphics in BD engine
[rocksndiamonds.git] / src / game_bd / main_bd.c
index 991523c5539e8d616a81508080a982c9543285a4..3992593359260faac31cd6b3823666dd57ac1889 100644 (file)
@@ -69,6 +69,11 @@ void setLevelInfoToDefaults_BD_Ext(int width, int height)
   {
     cave->w = width;
     cave->h = height;
+
+    cave->x1 = 0;
+    cave->y1 = 0;
+    cave->x2 = cave->w - 1;
+    cave->y2 = cave->h - 1;
   }
 
   gd_flatten_cave(cave, 0);
@@ -90,6 +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;
@@ -132,16 +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)
   {
-    GList *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;
   }
@@ -149,6 +171,16 @@ boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_onl
   return TRUE;
 }
 
+boolean SaveNativeLevel_BD(char *filename)
+{
+  GdCave *cave = gd_cave_new_from_cave(native_bd_level.cave);
+
+  gd_caveset_clear();
+  gd_caveset = list_append(gd_caveset, cave);
+
+  return gd_caveset_save_to_file(filename);
+}
+
 
 // ============================================================================
 // game engine functions
@@ -187,3 +219,291 @@ boolean checkGameRunning_BD(void)
 {
   return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CAVE_RUNNING);
 }
+
+boolean checkGamePlaying_BD(void)
+{
+  return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CAVE_RUNNING &&
+         game_bd.game->cave != NULL && game_bd.game->cave->hatched);
+}
+
+boolean checkBonusTime_BD(void)
+{
+  return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CHECK_BONUS_TIME);
+}
+
+int getFramesPerSecond_BD(void)
+{
+  if (game_bd.game != NULL && game_bd.game->cave != NULL && game_bd.game->cave->pal_timing)
+    return FRAMES_PER_SECOND_NTSC;
+
+  return FRAMES_PER_SECOND_PAL;
+}
+
+int getTimeLeft_BD(void)
+{
+  if (game_bd.game != NULL && game_bd.game->cave != NULL)
+    return gd_cave_time_show(game_bd.game->cave, game_bd.game->cave->time);
+
+  return 0;
+}
+
+static void UpdateGameDoorValues_BD(void)
+{
+  GdCave *cave = game_bd.game->cave;
+  int time_secs = 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.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_CountingScore = game_bd.score;
+  }
+}
+
+static void PrepareGameTileBitmap_BD(void)
+{
+  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);
+}
+
+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)
+{
+  if (seed == NEW_RANDOMIZE)
+  {
+    // get randomly selected seed to render the cave
+    seed = gd_random_int_range(0, GD_CAVE_SEED_MAX);
+  }
+
+  game_bd.random_seed = seed;
+
+  return (unsigned int)seed;
+}
+
+void InitGameEngine_BD(void)
+{
+  game_bd.level_solved = FALSE;
+  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;
+
+  if (game_bd.game != NULL)
+    gd_game_free(game_bd.game);
+
+  game_bd.game = gd_game_new(native_bd_level.cave_nr, native_bd_level.level_nr);
+
+  game_bd.game->itercycle = 0;
+  game_bd.game->itermax = 8;   // default; dynamically changed at runtime
+  game_bd.game->itermax_last = game_bd.game->itermax;
+
+  // default: start with completely covered playfield
+  int next_state = GAME_INT_START_UNCOVER + 1;
+
+  // when skipping uncovering, start with uncovered playfield
+  if (setup.bd_skip_uncovering)
+    next_state = GAME_INT_LOAD_CAVE + 1;
+
+  // 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;
+
+  if (setup.bd_skip_uncovering)
+    gd_scroll(game_bd.game, TRUE, TRUE);
+
+  ClearRectangle(gd_screen_bitmap, 0, 0, SXSIZE, SYSIZE);
+
+  RedrawPlayfield_BD(TRUE);
+
+  UpdateGameDoorValues_BD();
+}
+
+void GameActions_BD(byte action[MAX_PLAYERS])
+{
+  GdCave *cave = game_bd.game->cave;
+  boolean player_found = FALSE;
+  int player_x = 0;
+  int player_y = 0;
+  int x, y;
+
+  if (cave->getp)
+  {
+    for (y = 0; y < cave->h && !player_found; y++)
+    {
+      for (x = 0; x < cave->w && !player_found; x++)
+      {
+       int element = *cave->getp(cave, x, y);
+
+       if (element == O_PLAYER ||
+           element == O_PLAYER_BOMB ||
+           element == O_PLAYER_STIRRING ||
+           element == O_PLAYER_PNEUMATIC_LEFT ||
+           element == O_PLAYER_PNEUMATIC_RIGHT)
+       {
+         player_x = x;
+         player_y = y;
+
+         player_found = TRUE;
+       }
+      }
+    }
+  }
+
+  UpdateEngineValues(get_scroll_x(),
+                    get_scroll_y(),
+                    player_x,
+                    player_y);
+
+  if (setup.bd_skip_hatching && !game_bd.game->cave->hatched &&
+      game_bd.game->state_counter == GAME_INT_CAVE_RUNNING)
+  {
+    // fast-forward game engine until player hatched
+    while (!game_bd.game->cave->hatched)
+    {
+      play_game_func(game_bd.game, 0);
+
+      // also record or replay tape action during fast-forward
+      action = TapeCorrectAction_BD(action);
+    }
+  }
+
+  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]);
+  }
+
+  RedrawPlayfield_BD(FALSE);
+
+  UpdateGameDoorValues_BD();
+}
+
+
+// ============================================================================
+// 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 == TRUE) ||
+         (setup.bd_smooth_movements == 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 == TRUE) ||
+         (setup.bd_pushing_graphics == AUTO && !use_native_bd_graphics_engine()));
+}
+
+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;
+
+  if (setup.bd_skip_uncovering)
+    return;
+
+  game_bd.game->state_counter = GAME_INT_COVER_START;
+
+  // play game engine (with normal speed) until cave covered
+  while (game_bd.game->state_counter < GAME_INT_COVER_ALL + 1)
+  {
+    play_game_func(game_bd.game, 0);
+
+    RedrawPlayfield_BD(TRUE);
+
+    BlitScreenToBitmap_BD(backbuffer);
+
+    BackToFront();
+  }
+
+  // stop uncovering loop sound when not using native sound engine
+  FadeSounds();
+}
+
+void BlitScreenToBitmap_BD(Bitmap *target_bitmap)
+{
+  GdCave *cave = native_bd_level.cave;
+  int xsize = SXSIZE;
+  int ysize = SYSIZE;
+  int full_xsize = (cave->x2 - cave->x1 + 1) * TILESIZE_VAR;
+  int full_ysize = (cave->y2 - cave->y1 + 1) * TILESIZE_VAR;
+  int sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
+  int sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
+  int sxsize = (full_xsize < xsize ? full_xsize : xsize);
+  int sysize = (full_ysize < ysize ? full_ysize : ysize);
+
+  BlitBitmap(gd_screen_bitmap, target_bitmap, 0, 0, sxsize, sysize, sx, sy);
+}
+
+void RedrawPlayfield_BD(boolean force_redraw)
+{
+  gd_drawcave(gd_screen_bitmap, game_bd.game, force_redraw);
+}