X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fconvert.c;h=2ea8e96215aeb08299cd39203a0f34502605ae64;hb=1006b2dbfc57cf28d482faa99be6de5a75adeeb3;hp=9b4b75682c7c02f3b995750434769fef8a0b9b7b;hpb=58ea80c54f5a1e6605e2c33b554dff1fcc0c26b5;p=rocksndiamonds.git diff --git a/src/game_em/convert.c b/src/game_em/convert.c index 9b4b7568..2ea8e962 100644 --- a/src/game_em/convert.c +++ b/src/game_em/convert.c @@ -53,6 +53,8 @@ static const short map[CAVE_TILE_MAX] = [Cbomb] = Xbomb, [Cnut] = Xnut, [Cspring] = Xspring, + [Cspring_e] = Xspring_e, + [Cspring_w] = Xspring_w, [Cpush_emerald_e] = Xpush_emerald_e, [Cpush_emerald_w] = Xpush_emerald_w, [Cpush_diamond_e] = Xpush_diamond_e, @@ -213,17 +215,19 @@ static const short map[CAVE_TILE_MAX] = int map_em_element_C_to_X(int element_em_cave) { - if (element_em_cave >= 0 && element_em_cave < CAVE_TILE_MAX) - return map[element_em_cave]; + if (element_em_cave < 0 || element_em_cave >= CAVE_TILE_MAX) + { + Error(ERR_WARN, "invalid EM cave element %d", element_em_cave); - Error(ERR_WARN, "invalid EM cave element %d", element_em_cave); + return Xblank; + } - return Xblank; + return map[element_em_cave]; } int map_em_element_X_to_C(int element_em_game) { - static unsigned short map_reverse[TILE_MAX]; + static unsigned short map_reverse[GAME_TILE_MAX]; static boolean map_reverse_initialized = FALSE; if (!map_reverse_initialized) @@ -231,7 +235,7 @@ int map_em_element_X_to_C(int element_em_game) int i; // return "Cblank" for all undefined elements in mapping array - for (i = 0; i < TILE_MAX; i++) + for (i = 0; i < GAME_TILE_MAX; i++) map_reverse[i] = Cblank; for (i = 0; i < CAVE_TILE_MAX; i++) @@ -240,19 +244,19 @@ int map_em_element_X_to_C(int element_em_game) map_reverse_initialized = TRUE; } - if (element_em_game >= 0 && element_em_game < TILE_MAX) + if (element_em_game < 0 || element_em_game >= GAME_TILE_MAX) { - int element_em_cave = map_reverse[element_em_game]; - - if (element_em_cave == Cblank && element_em_game != Xblank) - Error(ERR_WARN, "unknown EM game element %d", element_em_game); + Error(ERR_WARN, "invalid EM game element %d", element_em_game); - return element_em_cave; + return Cblank; } - Error(ERR_WARN, "invalid EM game element %d", element_em_game); + int element_em_cave = map_reverse[element_em_game]; - return Cblank; + if (element_em_cave == Cblank && element_em_game != Xblank) + Error(ERR_WARN, "unknown EM game element %d", element_em_game); + + return element_em_cave; } void prepare_em_level(void) @@ -273,18 +277,21 @@ void prepare_em_level(void) lev.right = lev.left + lev.width; lev.bottom = lev.top + lev.height; - /* add linked cave buffer columns for wrap-around movement */ - for (x = 0; x < lev.left; x++) + if (cav.infinite) { - lev.cavecol[x] = lev.cavecol[lev.width + x]; - lev.nextcol[x] = lev.nextcol[lev.width + x]; - lev.drawcol[x] = lev.drawcol[lev.width + x]; - lev.boomcol[x] = lev.boomcol[lev.width + x]; - - lev.cavecol[lev.right + x] = lev.cavecol[lev.left + x]; - lev.nextcol[lev.right + x] = lev.nextcol[lev.left + x]; - lev.drawcol[lev.right + x] = lev.drawcol[lev.left + x]; - lev.boomcol[lev.right + x] = lev.boomcol[lev.left + x]; + /* add linked cave buffer columns for wrap-around movement */ + for (x = 0; x < lev.left; x++) + { + lev.cavecol[x] = lev.cavecol[lev.width + x]; + lev.nextcol[x] = lev.nextcol[lev.width + x]; + lev.drawcol[x] = lev.drawcol[lev.width + x]; + lev.boomcol[x] = lev.boomcol[lev.width + x]; + + lev.cavecol[lev.right + x] = lev.cavecol[lev.left + x]; + lev.nextcol[lev.right + x] = lev.nextcol[lev.left + x]; + lev.drawcol[lev.right + x] = lev.drawcol[lev.left + x]; + lev.boomcol[lev.right + x] = lev.boomcol[lev.left + x]; + } } for (x = 0; x < lev.width; x++) @@ -299,6 +306,14 @@ void prepare_em_level(void) lev.gems_needed = cav.gems_needed; lev.score = 0; + lev.testmode = cav.testmode; + + if (lev.testmode) + { + lev.time = 0; + lev.gems_needed = 0; + } + lev.eater_score = cav.eater_score; lev.alien_score = cav.alien_score; lev.bug_score = cav.bug_score; @@ -323,7 +338,7 @@ void prepare_em_level(void) lev.ball_time = cav.ball_time; lev.ball_cnt = cav.ball_time; - lev.ball_state = cav.ball_state; + lev.ball_active = cav.ball_active; lev.ball_random = cav.ball_random; lev.ball_pos = 0; @@ -331,26 +346,27 @@ void prepare_em_level(void) lev.shine_cnt = 0; lev.lenses_time = cav.lenses_time; - lev.lenses_cnt = cav.lenses_cnt; + lev.lenses_cnt = cav.lenses_active ? cav.lenses_time : 0; lev.magnify_time = cav.magnify_time; - lev.magnify_cnt = cav.magnify_cnt; + lev.magnify_cnt = cav.magnify_active ? cav.magnify_time : 0; lev.wheel_time = cav.wheel_time; - lev.wheel_cnt = cav.wheel_cnt; - lev.wheel_x = cav.wheel_x; - lev.wheel_y = cav.wheel_y; + lev.wheel_cnt = cav.wheel_active ? cav.wheel_time : 0; + lev.wheel_x = cav.wheel_x + lev.left; + lev.wheel_y = cav.wheel_y + lev.top; lev.wind_time = cav.wind_time; - lev.wind_cnt = cav.wind_cnt; + lev.wind_cnt = cav.wind_time; lev.wind_direction = cav.wind_direction; - lev.wonderwall_time = cav.wonderwall_time; - lev.wonderwall_state = cav.wonderwall_state; + lev.wonderwall_time = cav.wonderwall_time; + lev.wonderwall_active = cav.wonderwall_active; lev.killed_out_of_time = FALSE; - lev.num_ball_arrays = cav.num_ball_arrays; + lev.num_eater_arrays = cav.num_eater_arrays; + lev.num_ball_arrays = cav.num_ball_arrays; for (i = 0; i < 8; i++) for (j = 0; j < 9; j++) @@ -360,21 +376,21 @@ void prepare_em_level(void) for (j = 0; j < 8; j++) lev.ball_array[i][j] = map[cav.ball_array[i][j]]; - for (i = 0; i < TILE_MAX; i++) + for (i = 0; i < GAME_TILE_MAX; i++) lev.android_array[i] = map[cav.android_array[i]]; - /* determine number of players in this level */ lev.home_initial = 0; + /* check for players in this level */ for (i = 0; i < MAX_PLAYERS; i++) { - ply[i].exists = 0; - ply[i].alive_initial = FALSE; + ply[i].exists = FALSE; + ply[i].alive = FALSE; if (cav.player_x[i] != -1 && cav.player_y[i] != -1) { - ply[i].exists = 1; + ply[i].exists = TRUE; lev.home_initial++; } @@ -388,41 +404,56 @@ void prepare_em_level(void) lev.home = lev.home_initial; players_left = lev.home_initial; + /* assign active players */ for (i = 0; i < MAX_PLAYERS; i++) { - if (ply[i].exists) + if (ply[i].exists && isActivePlayer_EM(i)) { if (players_left) { - ply[i].alive_initial = TRUE; + ply[i].alive = TRUE; players_left--; } - else - { - int x = cav.player_x[i]; - int y = cav.player_y[i]; + } + } - lev.cave[lev.left + x][lev.top + y] = Xblank; - lev.next[lev.left + x][lev.top + y] = Xblank; - lev.draw[lev.left + x][lev.top + y] = Xblank; - } + /* remove inactive players */ + for (i = 0; i < MAX_PLAYERS; i++) + { + if (ply[i].exists && !ply[i].alive) + { + int x = cav.player_x[i]; + int y = cav.player_y[i]; + + lev.cave[lev.left + x][lev.top + y] = Xblank; + lev.next[lev.left + x][lev.top + y] = Xblank; + lev.draw[lev.left + x][lev.top + y] = Xblank; } } for (i = 0; i < MAX_PLAYERS; i++) { ply[i].num = i; - ply[i].alive = ply[i].alive_initial; - ply[i].dynamite = 0; - ply[i].dynamite_cnt = 0; - ply[i].keys = 0; - ply[i].anim = 0; - ply[i].oldx = ply[i].x = cav.player_x[i] + lev.left; - ply[i].oldy = ply[i].y = cav.player_y[i] + lev.top; + ply[i].anim = PLY_still; + + ply[i].x = cav.player_x[i] + lev.left; + ply[i].y = cav.player_y[i] + lev.top; + ply[i].prev_x = ply[i].x; + ply[i].prev_y = ply[i].y; + + ply[i].dynamite = 0; + ply[i].dynamite_cnt = 0; + ply[i].keys = 0; + ply[i].last_move_dir = MV_NONE; - ply[i].joy_n = ply[i].joy_e = ply[i].joy_s = ply[i].joy_w = 0; - ply[i].joy_snap = ply[i].joy_drop = 0; - ply[i].joy_stick = ply[i].joy_spin = 0; + + ply[i].joy_n = FALSE; + ply[i].joy_e = FALSE; + ply[i].joy_s = FALSE; + ply[i].joy_w = FALSE; + ply[i].joy_snap = FALSE; + ply[i].joy_drop = FALSE; + ply[i].joy_stick = FALSE; } // the following engine variables are initialized to version-specific values @@ -430,7 +461,12 @@ void prepare_em_level(void) // // - game_em.use_single_button (default: TRUE) // - game_em.use_snap_key_bug (default: FALSE) + // - game_em.use_random_bug (default: FALSE) // - game_em.use_old_explosions (default: FALSE) + // - game_em.use_old_android (default: FALSE) + // - game_em.use_old_push_elements (default: FALSE) + // - game_em.use_old_push_into_acid (default: FALSE) + // - game_em.use_wrap_around (default: TRUE) game_em.level_solved = FALSE; game_em.game_over = FALSE;