X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Ffiles.c;h=4ef0174af5d82563ac31646637060ea587327f72;hp=e17ef526412bcca6ec178c60922d4d50dacdb657;hb=c781e660ed2fe6ad36c9eee0a77d64ee07163030;hpb=945d51a5966241e4964a2b72058b6295cbc4a688 diff --git a/src/files.c b/src/files.c index e17ef526..4ef0174a 100644 --- a/src/files.c +++ b/src/files.c @@ -47,6 +47,56 @@ /* level file functions */ /* ========================================================================= */ +void setElementChangePages(struct ElementInfo *ei, int change_pages) +{ + int change_page_size = sizeof(struct ElementChangeInfo); + + ei->num_change_pages = MAX(1, change_pages); + + ei->change_page = + checked_realloc(ei->change_page, ei->num_change_pages * change_page_size); + + if (ei->current_change_page >= ei->num_change_pages) + ei->current_change_page = ei->num_change_pages - 1; + + ei->change = &ei->change_page[ei->current_change_page]; +} + +void setElementChangeInfoToDefaults(struct ElementChangeInfo *change) +{ + int x, y; + + change->can_change = FALSE; + + change->events = CE_BITMASK_DEFAULT; + change->target_element = EL_EMPTY_SPACE; + + change->delay_fixed = 0; + change->delay_random = 0; + change->delay_frames = -1; /* later set to reliable default value */ + + change->trigger_element = EL_EMPTY_SPACE; + + change->explode = FALSE; + change->use_content = FALSE; + change->only_complete = FALSE; + change->use_random_change = FALSE; + change->random = 0; + change->power = CP_NON_DESTRUCTIVE; + + for(x=0; x<3; x++) + for(y=0; y<3; y++) + change->content[x][y] = EL_EMPTY_SPACE; + + change->player_action = 0; + change->collide_action = 0; + change->other_action = 0; + + change->pre_change_function = NULL; + change->change_function = NULL; + change->post_change_function = NULL; +} + static void setLevelInfoToDefaults(struct LevelInfo *level) { int i, j, x, y; @@ -87,6 +137,10 @@ static void setLevelInfoToDefaults(struct LevelInfo *level) strcpy(level->name, NAMELESS_LEVEL_NAME); strcpy(level->author, ANONYMOUS_NAME); + level->envelope[0] = '\0'; + level->envelope_xsize = MAX_ENVELOPE_XSIZE; + level->envelope_ysize = MAX_ENVELOPE_YSIZE; + for(i=0; iscore[i] = 10; @@ -100,11 +154,17 @@ static void setLevelInfoToDefaults(struct LevelInfo *level) level->field[0][0] = EL_PLAYER_1; level->field[STD_LEV_FIELDX - 1][STD_LEV_FIELDY - 1] = EL_EXIT_CLOSED; + for (i=0; i < MAX_NUM_ELEMENTS; i++) + { + setElementChangePages(&element_info[i], 1); + setElementChangeInfoToDefaults(element_info[i].change); + } + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) { int element = EL_CUSTOM_START + i; - for(j=0; jtarget_element = custom_target_element; else Error(ERR_WARN, "invalid custom element number %d", element); } @@ -515,29 +554,29 @@ static int LoadLevel_CUS3(FILE *file, int chunk_size, struct LevelInfo *level) element_info[element].content[x][y] = checkLevelElement(getFile16BitBE(file)); - element_info[element].change.events = getFile32BitBE(file); + element_info[element].change->events = getFile32BitBE(file); - element_info[element].change.target_element = + element_info[element].change->target_element = checkLevelElement(getFile16BitBE(file)); - element_info[element].change.delay_fixed = getFile16BitBE(file); - element_info[element].change.delay_random = getFile16BitBE(file); - element_info[element].change.delay_frames = getFile16BitBE(file); + element_info[element].change->delay_fixed = getFile16BitBE(file); + element_info[element].change->delay_random = getFile16BitBE(file); + element_info[element].change->delay_frames = getFile16BitBE(file); - element_info[element].change.trigger_element = + element_info[element].change->trigger_element = checkLevelElement(getFile16BitBE(file)); - element_info[element].change.explode = getFile8Bit(file); - element_info[element].change.use_content = getFile8Bit(file); - element_info[element].change.only_complete = getFile8Bit(file); - element_info[element].change.use_random_change = getFile8Bit(file); + element_info[element].change->explode = getFile8Bit(file); + element_info[element].change->use_content = getFile8Bit(file); + element_info[element].change->only_complete = getFile8Bit(file); + element_info[element].change->use_random_change = getFile8Bit(file); - element_info[element].change.random = getFile8Bit(file); - element_info[element].change.power = getFile8Bit(file); + element_info[element].change->random = getFile8Bit(file); + element_info[element].change->power = getFile8Bit(file); for(y=0; y<3; y++) for(x=0; x<3; x++) - element_info[element].change.content[x][y] = + element_info[element].change->content[x][y] = checkLevelElement(getFile16BitBE(file)); element_info[element].slippery_type = getFile8Bit(file); @@ -680,6 +719,170 @@ void LoadLevelFromFilename(struct LevelInfo *level, char *filename) fclose(file); } +#if 1 + +static void LoadLevel_InitVersion(struct LevelInfo *level, char *filename) +{ + if (leveldir_current == NULL) /* only when dumping level */ + return; + + /* determine correct game engine version of current level */ + if (IS_LEVELCLASS_CONTRIBUTION(leveldir_current) || + IS_LEVELCLASS_USER(leveldir_current)) + { +#if 0 + printf("\n::: This level is private or contributed: '%s'\n", filename); +#endif + + /* For user contributed and private levels, use the version of + the game engine the levels were created for. + Since 2.0.1, the game engine version is now directly stored + in the level file (chunk "VERS"), so there is no need anymore + to set the game version from the file version (except for old, + pre-2.0 levels, where the game version is still taken from the + file format version used to store the level -- see above). */ + + /* do some special adjustments to support older level versions */ + if (level->file_version == FILE_VERSION_1_0) + { + Error(ERR_WARN, "level file '%s'has version number 1.0", filename); + Error(ERR_WARN, "using high speed movement for player"); + + /* player was faster than monsters in (pre-)1.0 levels */ + level->double_speed = TRUE; + } + + /* Default behaviour for EM style gems was "slippery" only in 2.0.1 */ + if (level->game_version == VERSION_IDENT(2,0,1)) + level->em_slippery_gems = TRUE; + } + else + { +#if 0 + printf("\n::: ALWAYS USE LATEST ENGINE FOR THIS LEVEL: [%d] '%s'\n", + leveldir_current->sort_priority, filename); +#endif + + /* Always use the latest version of the game engine for all but + user contributed and private levels; this allows for actual + corrections in the game engine to take effect for existing, + converted levels (from "classic" or other existing games) to + make the game emulation more accurate, while (hopefully) not + breaking existing levels created from other players. */ + + level->game_version = GAME_VERSION_ACTUAL; + + /* Set special EM style gems behaviour: EM style gems slip down from + normal, steel and growing wall. As this is a more fundamental change, + it seems better to set the default behaviour to "off" (as it is more + natural) and make it configurable in the level editor (as a property + of gem style elements). Already existing converted levels (neither + private nor contributed levels) are changed to the new behaviour. */ + + if (level->file_version < FILE_VERSION_2_0) + level->em_slippery_gems = TRUE; + } +} + +static void LoadLevel_InitElements(struct LevelInfo *level, char *filename) +{ + int i, j; + + /* map custom element change events that have changed in newer versions + (these following values have accidentally changed in version 3.0.1) */ + if (level->game_version <= VERSION_IDENT(3,0,0)) + { + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + + /* order of checking events to be mapped is important */ + for (j=CE_BY_OTHER; j >= CE_BY_PLAYER; j--) + { + if (HAS_CHANGE_EVENT(element, j - 2)) + { + SET_CHANGE_EVENT(element, j - 2, FALSE); + SET_CHANGE_EVENT(element, j, TRUE); + } + } + + /* order of checking events to be mapped is important */ + for (j=CE_OTHER_GETS_COLLECTED; j >= CE_COLLISION; j--) + { + if (HAS_CHANGE_EVENT(element, j - 1)) + { + SET_CHANGE_EVENT(element, j - 1, FALSE); + SET_CHANGE_EVENT(element, j, TRUE); + } + } + } + } + + /* initialize "can_change" field for old levels with only one change page */ + if (level->game_version <= VERSION_IDENT(3,0,2)) + { + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + + if (CAN_CHANGE(element)) + element_info[element].change->can_change = TRUE; + } + } + + /* initialize element properties for level editor etc. */ + InitElementPropertiesEngine(level->game_version); +} + +static void LoadLevel_InitPlayfield(struct LevelInfo *level, char *filename) +{ + int x, y; + + /* map elements that have changed in newer versions */ + for(y=0; yfieldy; y++) + { + for(x=0; xfieldx; x++) + { + int element = level->field[x][y]; + + if (level->game_version <= VERSION_IDENT(2,2,0)) + { + /* map game font elements */ + element = (element == EL_CHAR('[') ? EL_CHAR_AUMLAUT : + element == EL_CHAR('\\') ? EL_CHAR_OUMLAUT : + element == EL_CHAR(']') ? EL_CHAR_UUMLAUT : + element == EL_CHAR('^') ? EL_CHAR_COPYRIGHT : element); + } + + if (level->game_version < VERSION_IDENT(3,0,0)) + { + /* map Supaplex gravity tube elements */ + element = (element == EL_SP_GRAVITY_PORT_LEFT ? EL_SP_PORT_LEFT : + element == EL_SP_GRAVITY_PORT_RIGHT ? EL_SP_PORT_RIGHT : + element == EL_SP_GRAVITY_PORT_UP ? EL_SP_PORT_UP : + element == EL_SP_GRAVITY_PORT_DOWN ? EL_SP_PORT_DOWN : + element); + } + + level->field[x][y] = element; + } + } + + /* copy elements to runtime playfield array */ + for(x=0; xfield[x][y]; + + /* initialize level size variables for faster access */ + lev_fieldx = level->fieldx; + lev_fieldy = level->fieldy; + + /* determine border element for this level */ + SetBorderElement(); +} + +#else + static void LoadLevel_InitLevel(struct LevelInfo *level, char *filename) { int i, j, x, y; @@ -804,6 +1007,18 @@ static void LoadLevel_InitLevel(struct LevelInfo *level, char *filename) } } + /* initialize "can_change" field for old levels with only one change page */ + if (level->game_version <= VERSION_IDENT(3,0,2)) + { + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + + if (CAN_CHANGE(element)) + element_info[element].change->can_change = TRUE; + } + } + /* copy elements to runtime playfield array */ for(x=0; xgame_version); } +#endif + void LoadLevelTemplate(int level_nr) { char *filename = getLevelFilename(level_nr); LoadLevelFromFilename(&level_template, filename); + LoadLevel_InitVersion(&level, filename); + LoadLevel_InitElements(&level, filename); + ActivateLevelTemplate(); } @@ -838,7 +1058,13 @@ void LoadLevel(int level_nr) if (level.use_custom_template) LoadLevelTemplate(-1); +#if 1 + LoadLevel_InitVersion(&level, filename); + LoadLevel_InitElements(&level, filename); + LoadLevel_InitPlayfield(&level, filename); +#else LoadLevel_InitLevel(&level, filename); +#endif } static void SaveLevel_VERS(FILE *file, struct LevelInfo *level) @@ -1015,12 +1241,12 @@ static void SaveLevel_CUS2(FILE *file, struct LevelInfo *level, { int element = EL_CUSTOM_START + i; - if (element_info[element].change.target_element != EL_EMPTY_SPACE) + if (element_info[element].change->target_element != EL_EMPTY_SPACE) { if (check < num_changed_custom_elements) { putFile16BitBE(file, element); - putFile16BitBE(file, element_info[element].change.target_element); + putFile16BitBE(file, element_info[element].change->target_element); } check++; @@ -1076,27 +1302,27 @@ static void SaveLevel_CUS3(FILE *file, struct LevelInfo *level, for(x=0; x<3; x++) putFile16BitBE(file, element_info[element].content[x][y]); - putFile32BitBE(file, element_info[element].change.events); + putFile32BitBE(file, element_info[element].change->events); - putFile16BitBE(file, element_info[element].change.target_element); + putFile16BitBE(file, element_info[element].change->target_element); - putFile16BitBE(file, element_info[element].change.delay_fixed); - putFile16BitBE(file, element_info[element].change.delay_random); - putFile16BitBE(file, element_info[element].change.delay_frames); + putFile16BitBE(file, element_info[element].change->delay_fixed); + putFile16BitBE(file, element_info[element].change->delay_random); + putFile16BitBE(file, element_info[element].change->delay_frames); - putFile16BitBE(file, element_info[element].change.trigger_element); + putFile16BitBE(file, element_info[element].change->trigger_element); - putFile8Bit(file, element_info[element].change.explode); - putFile8Bit(file, element_info[element].change.use_content); - putFile8Bit(file, element_info[element].change.only_complete); - putFile8Bit(file, element_info[element].change.use_random_change); + putFile8Bit(file, element_info[element].change->explode); + putFile8Bit(file, element_info[element].change->use_content); + putFile8Bit(file, element_info[element].change->only_complete); + putFile8Bit(file, element_info[element].change->use_random_change); - putFile8Bit(file, element_info[element].change.random); - putFile8Bit(file, element_info[element].change.power); + putFile8Bit(file, element_info[element].change->random); + putFile8Bit(file, element_info[element].change->power); for(y=0; y<3; y++) for(x=0; x<3; x++) - putFile16BitBE(file, element_info[element].change.content[x][y]); + putFile16BitBE(file, element_info[element].change->content[x][y]); putFile8Bit(file, element_info[element].slippery_type); @@ -1839,8 +2065,9 @@ void SaveScore(int level_nr) #define SETUP_TOKEN_EDITOR_EL_DX_BOULDERDASH 6 #define SETUP_TOKEN_EDITOR_EL_CHARS 7 #define SETUP_TOKEN_EDITOR_EL_CUSTOM 8 +#define SETUP_TOKEN_EDITOR_EL_HEADLINES 9 -#define NUM_EDITOR_SETUP_TOKENS 9 +#define NUM_EDITOR_SETUP_TOKENS 10 /* shortcut setup */ #define SETUP_TOKEN_SHORTCUT_SAVE_GAME 0 @@ -1926,6 +2153,7 @@ static struct TokenInfo editor_setup_tokens[] = { TYPE_SWITCH, &sei.el_chars, "editor.el_chars" }, { TYPE_SWITCH, &sei.el_custom, "editor.el_custom" }, { TYPE_SWITCH, &sei.el_custom_more, "editor.el_custom_more" }, + { TYPE_SWITCH, &sei.el_headlines, "editor.el_headlines" }, }; static struct TokenInfo shortcut_setup_tokens[] = @@ -2023,6 +2251,8 @@ static void setSetupInfoToDefaults(struct SetupInfo *si) si->editor.el_custom = TRUE; si->editor.el_custom_more = FALSE; + si->editor.el_headlines = TRUE; + si->shortcut.save_game = DEFAULT_KEY_SAVE_GAME; si->shortcut.load_game = DEFAULT_KEY_LOAD_GAME; si->shortcut.toggle_pause = DEFAULT_KEY_TOGGLE_PAUSE;