X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fmain_bd.c;h=e6def9ed41643850f7e1dead0799690339f5cd08;hb=f7132b81a5b7559991e1048ab8680c65cc4b98c2;hp=1a7705b6de73795c6a0d15ca25a89a03302a9a34;hpb=06ca530f089d0f4a0e98f1ce11fd47387bd20a0d;p=rocksndiamonds.git diff --git a/src/game_bd/main_bd.c b/src/game_bd/main_bd.c index 1a7705b6..e6def9ed 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(); } @@ -181,6 +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 @@ -247,20 +255,28 @@ 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; } } @@ -270,12 +286,16 @@ 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]; - gd_prepare_tile_bitmap(native_bd_level.cave, g_template->bitmap, 1); + // 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); } @@ -308,10 +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; @@ -324,9 +340,6 @@ void InitGameEngine_BD(void) game_bd.game->itermax = 8; // default; dynamically changed at runtime game_bd.game->itermax_last = game_bd.game->itermax; - // prepare tile bitmap with level-specific colors, if available - PrepareGameTileBitmap_BD(); - // default: start with completely covered playfield int next_state = GAME_INT_START_UNCOVER + 1; @@ -334,15 +347,23 @@ 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 (isLevelEditorTestGame()) + game_bd.game->state_counter = GAME_INT_UNCOVER_ALL - 8; - if (setup.bd_skip_uncovering) + if (setup.bd_skip_uncovering || isLevelEditorTestGame()) gd_scroll(game_bd.game, TRUE, TRUE); ClearRectangle(gd_screen_bitmap, 0, 0, SXSIZE, SYSIZE); @@ -426,6 +447,40 @@ 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 skipping falling sounds selected in setup menu +boolean skip_bd_falling_sounds(void) +{ + return ((setup.bd_skip_falling_sounds == STATE_TRUE) || + (setup.bd_skip_falling_sounds == STATE_AUTO && !game.use_native_bd_sound_engine)); +} + Bitmap **GetTitleScreenBitmaps_BD(void) { Bitmap **title_screen_bitmaps = gd_get_title_screen_bitmaps();