X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fmain_bd.c;h=2d742bee733d5aca128a37f8366df99e0b599407;hb=11f100237c5f4e22a11df896c15e144eea2be887;hp=fdc5cf0c0a6350f576ac309400ad14bb768536e7;hpb=dc7bcae20949adb40e3bf797eab98ecb286a2453;p=rocksndiamonds.git diff --git a/src/game_bd/main_bd.c b/src/game_bd/main_bd.c index fdc5cf0c..2d742bee 100644 --- a/src/game_bd/main_bd.c +++ b/src/game_bd/main_bd.c @@ -40,7 +40,7 @@ void bd_open_all(void) gd_caveset_clear(); - gd_init_keystate(); + gd_init_play_area(); gd_sound_init(); } @@ -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 @@ -188,15 +220,304 @@ 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 = g_random_int_range(0, GD_CAVE_SEED_MAX); + 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())); +} + +// check if player up/down graphics selected in setup menu +boolean use_bd_up_down_graphics(void) +{ + return ((setup.bd_up_down_graphics == TRUE) || + (setup.bd_up_down_graphics == AUTO && !use_native_bd_graphics_engine())); +} + +// check if skipping falling sounds selected in setup menu +boolean skip_bd_falling_sounds(void) +{ + return ((setup.bd_skip_falling_sounds == TRUE) || + (setup.bd_skip_falling_sounds == AUTO && !game.use_native_bd_sound_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); +}