6 /* ------------------------------------------------------------------------- */
7 /* functions for loading Supaplex level */
8 /* ------------------------------------------------------------------------- */
10 void setLevelInfoToDefaults_SP()
12 LevelInfoType *header = &native_sp_level.header;
13 char *empty_title = "-------- EMPTY --------";
16 native_sp_level.width = SP_PLAYFIELD_WIDTH;
17 native_sp_level.height = SP_PLAYFIELD_HEIGHT;
19 for (x = 0; x < native_sp_level.width; x++)
20 for (y = 0; y < native_sp_level.height; y++)
21 native_sp_level.playfield[x][y] = fiSpace;
23 /* copy string (without terminating '\0' character!) */
24 for (i = 0; i < SP_LEVEL_NAME_LEN; i++)
25 header->LevelTitle[i] = empty_title[i];
27 header->InitialGravity = 0;
29 header->InitialFreezeZonks = 0;
30 header->InfotronsNeeded = 0;
31 header->SpecialPortCount = 0;
32 header->SpeedByte = 0;
33 header->CheckSumByte = 0;
34 header->DemoRandomSeed = 0;
36 for (i = 0; i < SP_MAX_SPECIAL_PORTS; i++)
38 SpecialPortType *port = &header->SpecialPort[i];
40 port->PortLocation = 0;
42 port->FreezeZonks = 0;
43 port->FreezeEnemies = 0;
46 /* set raw header bytes (used for subsequent buffer zone) to "hardware" */
47 for (i = 0; i < SP_HEADER_SIZE; i++)
48 native_sp_level.header_raw_bytes[i] = 0x20;
50 native_sp_level.demo.is_available = FALSE;
51 native_sp_level.demo.length = 0;
54 void copyInternalEngineVars_SP()
59 LInfo = native_sp_level.header;
61 FieldWidth = native_sp_level.width;
62 FieldHeight = native_sp_level.height;
65 FieldMax = (FieldWidth * FieldHeight) + HeaderSize - 1;
66 LevelMax = (FieldWidth * FieldHeight) - 1;
68 FileMax = FieldMax + native_sp_level.demo.length;
70 PlayField8 = REDIM_1D(sizeof(byte), 0, FileMax + 1 - 1);
71 DisPlayField = REDIM_1D(sizeof(byte), 0, FieldMax + 1 - 1);
72 PlayField16 = REDIM_1D(sizeof(int), -FieldWidth, FieldMax);
77 for (y = 0; y < native_sp_level.height; y++)
78 for (x = 0; x < native_sp_level.width; x++)
79 PlayField8[count++] = native_sp_level.playfield[x][y];
81 /* add raw header bytes to subsequent playfield buffer zone */
82 for (i = 0; i < SP_HEADER_SIZE; i++)
83 PlayField8[count++] = native_sp_level.header_raw_bytes[i];
85 for (i = 0; i < count; i++)
87 PlayField16[i] = PlayField8[i];
88 DisPlayField[i] = PlayField8[i];
94 for (i = 0; y = 0; y < native_sp_level.height; y++)
96 for (x = 0; x < native_sp_level.width; x++)
98 PlayField8[i] = native_sp_level.playfield[x][y];
100 PlayField16[i] = PlayField8[i];
101 DisPlayField[i] = PlayField8[i];
110 if (native_sp_level.demo.is_available)
112 DemoAvailable = True;
114 PlayField8[FieldMax + 1] = native_sp_level.demo.level_nr;
116 for (i = 0; i < native_sp_level.demo.length; i++)
117 PlayField8[FieldMax + i + 2] = native_sp_level.demo.data[i];
120 AnimationPosTable = REDIM_1D(sizeof(int), 0, LevelMax - 2 * FieldWidth);
121 AnimationSubTable = REDIM_1D(sizeof(byte), 0, LevelMax - 2 * FieldWidth);
122 TerminalState = REDIM_1D(sizeof(byte), 0, FieldMax + 1 - 1);
124 DemoPointer = FieldMax + 1;
125 DemoOffset = DemoPointer;
126 DemoKeyRepeatCounter = 0;
128 GravityFlag = LInfo.InitialGravity;
129 FreezeZonks = LInfo.InitialFreezeZonks;
132 /* set by main game tape code directly */
136 printf("::: file.c: copyInternalEngineVars_SP(): RandomSeed = LInfo.DemoRandomSeed\n");
139 RandomSeed = LInfo.DemoRandomSeed;
146 static void LoadNativeLevelFromFileStream_SP(FILE *file, boolean demo_available)
148 LevelInfoType *header = &native_sp_level.header;
151 /* for details of the Supaplex level format, see Herman Perk's Supaplex
152 documentation file "SPFIX63.DOC" from his Supaplex "SpeedFix" package */
154 native_sp_level.width = SP_PLAYFIELD_WIDTH;
155 native_sp_level.height = SP_PLAYFIELD_HEIGHT;
157 /* read level playfield (width * height == 60 * 24 tiles == 1440 bytes) */
158 for (y = 0; y < native_sp_level.height; y++)
159 for (x = 0; x < native_sp_level.width; x++)
160 native_sp_level.playfield[x][y] = getFile8Bit(file);
162 /* read level header (96 bytes) */
164 ReadUnusedBytesFromFile(file, 4); /* (not used by Supaplex engine) */
166 /* initial gravity: 1 == "on", anything else (0) == "off" */
167 header->InitialGravity = getFile8Bit(file);
169 /* SpeedFixVersion XOR 0x20 */
170 header->Version = getFile8Bit(file);
172 /* level title in uppercase letters, padded with dashes ("-") (23 bytes) */
173 for (i = 0; i < SP_LEVEL_NAME_LEN; i++)
174 header->LevelTitle[i] = getFile8Bit(file);
176 /* initial "freeze zonks": 2 == "on", anything else (0, 1) == "off" */
177 header->InitialFreezeZonks = getFile8Bit(file);
179 /* number of infotrons needed; 0 means that Supaplex will count the total
180 amount of infotrons in the level and use the low byte of that number
181 (a multiple of 256 infotrons will result in "0 infotrons needed"!) */
182 header->InfotronsNeeded = getFile8Bit(file);
184 /* number of special ("gravity") port entries below (maximum 10 allowed) */
185 header->SpecialPortCount = getFile8Bit(file);
188 printf("::: num_special_ports == %d\n", header->SpecialPortCount);
191 /* database of properties of up to 10 special ports (6 bytes per port) */
192 for (i = 0; i < SP_MAX_SPECIAL_PORTS; i++)
194 SpecialPortType *port = &header->SpecialPort[i];
196 /* high and low byte of the location of a special port; if (x, y) are the
197 coordinates of a port in the field and (0, 0) is the top-left corner,
198 the 16 bit value here calculates as 2 * (x + (y * 60)) (this is twice
199 of what may be expected: Supaplex works with a game field in memory
200 which is 2 bytes per tile) */
201 port->PortLocation = getFile16BitBE(file); /* yes, big endian */
205 int port_x = (port->PortLocation / 2) % SP_PLAYFIELD_WIDTH;
206 int port_y = (port->PortLocation / 2) / SP_PLAYFIELD_WIDTH;
208 printf("::: %d: port_location == %d => (%d, %d)\n",
209 i, port->PortLocation, port_x, port_y);
213 /* change gravity: 1 == "turn on", anything else (0) == "turn off" */
214 port->Gravity = getFile8Bit(file);
216 /* "freeze zonks": 2 == "turn on", anything else (0, 1) == "turn off" */
217 port->FreezeZonks = getFile8Bit(file);
219 /* "freeze enemies": 1 == "turn on", anything else (0) == "turn off" */
220 port->FreezeEnemies = getFile8Bit(file);
222 ReadUnusedBytesFromFile(file, 1); /* (not used by Supaplex engine) */
225 /* SpeedByte XOR Highbyte(RandomSeed) */
226 header->SpeedByte = getFile8Bit(file);
228 /* CheckSum XOR SpeedByte */
229 header->CheckSumByte = getFile8Bit(file);
231 /* random seed used for recorded demos */
232 header->DemoRandomSeed = getFile16BitLE(file); /* yes, little endian */
235 printf("::: file.c: DemoRandomSeed == %d\n", header->DemoRandomSeed);
238 /* auto-determine number of infotrons if it was stored as "0" -- see above */
239 if (header->InfotronsNeeded == 0)
241 for (x = 0; x < native_sp_level.width; x++)
242 for (y = 0; y < native_sp_level.height; y++)
243 if (native_sp_level.playfield[x][y] == fiInfotron)
244 header->InfotronsNeeded++;
246 header->InfotronsNeeded &= 0xff; /* only use low byte -- see above */
249 /* read raw level header bytes (96 bytes) */
251 fseek(file, -(SP_HEADER_SIZE), SEEK_CUR); /* rewind file */
252 for (i = 0; i < SP_HEADER_SIZE; i++)
253 native_sp_level.header_raw_bytes[i] = fgetc(file);
255 /* also load demo tape, if available */
259 int level_nr = getFile8Bit(file);
261 level_nr &= 0x7f; /* clear highest bit */
262 level_nr = (level_nr < 1 ? 1 :
263 level_nr > 111 ? 111 : level_nr);
265 native_sp_level.demo.level_nr = level_nr;
267 for (i = 0; i < SP_MAX_TAPE_LEN && !feof(file); i++)
269 native_sp_level.demo.data[i] = getFile8Bit(file);
271 if (native_sp_level.demo.data[i] == 0xff) /* "end of demo" byte */
279 native_sp_level.demo.length = i;
280 native_sp_level.demo.is_available = (native_sp_level.demo.length > 0);
284 boolean LoadNativeLevel_SP(char *filename, int pos)
288 char name_first, name_last;
289 struct LevelInfo_SP multipart_level;
290 int multipart_xpos, multipart_ypos;
291 boolean is_multipart_level;
292 boolean is_first_part;
293 boolean reading_multipart_level = FALSE;
294 boolean use_empty_level = FALSE;
295 LevelInfoType *header = &native_sp_level.header;
296 boolean demo_available = (strSuffix(filename, ".sp") ||
297 strSuffix(filename, ".SP"));
299 /* always start with reliable default values */
300 setLevelInfoToDefaults_SP();
301 copyInternalEngineVars_SP();
303 if (!(file = fopen(filename, MODE_READ)))
305 Error(ERR_WARN, "cannot open level '%s' -- using empty level", filename);
310 /* position file stream to the requested level (in case of level package) */
311 if (fseek(file, pos * SP_LEVEL_SIZE, SEEK_SET) != 0)
313 Error(ERR_WARN, "cannot fseek in file '%s' -- using empty level", filename);
318 /* there exist Supaplex level package files with multi-part levels which
319 can be detected as follows: instead of leading and trailing dashes ('-')
320 to pad the level name, they have leading and trailing numbers which are
321 the x and y coordinations of the current part of the multi-part level;
322 if there are '?' characters instead of numbers on the left or right side
323 of the level name, the multi-part level consists of only horizontal or
326 for (l = pos; l < SP_NUM_LEVELS_PER_PACKAGE; l++)
328 LoadNativeLevelFromFileStream_SP(file, demo_available);
330 /* check if this level is a part of a bigger multi-part level */
332 name_first = header->LevelTitle[0];
333 name_last = header->LevelTitle[SP_LEVEL_NAME_LEN - 1];
336 ((name_first == '?' || (name_first >= '0' && name_first <= '9')) &&
337 (name_last == '?' || (name_last >= '0' && name_last <= '9')));
340 ((name_first == '?' || name_first == '1') &&
341 (name_last == '?' || name_last == '1'));
343 /* correct leading multipart level meta information in level name */
344 for (i = 0; i < SP_LEVEL_NAME_LEN && header->LevelTitle[i] == name_first; i++)
345 header->LevelTitle[i] = '-';
347 /* correct trailing multipart level meta information in level name */
348 for (i = SP_LEVEL_NAME_LEN - 1; i >= 0 && header->LevelTitle[i] == name_last; i--)
349 header->LevelTitle[i] = '-';
351 /* ---------- check for normal single level ---------- */
353 if (!reading_multipart_level && !is_multipart_level)
355 /* the current level is simply a normal single-part level, and we are
356 not reading a multi-part level yet, so return the level as it is */
361 /* ---------- check for empty level (unused multi-part) ---------- */
363 if (!reading_multipart_level && is_multipart_level && !is_first_part)
365 /* this is a part of a multi-part level, but not the first part
366 (and we are not already reading parts of a multi-part level);
367 in this case, use an empty level instead of the single part */
369 use_empty_level = TRUE;
374 /* ---------- check for finished multi-part level ---------- */
376 if (reading_multipart_level &&
377 (!is_multipart_level ||
378 !strEqualN(header->LevelTitle, multipart_level.header.LevelTitle,
381 /* we are already reading parts of a multi-part level, but this level is
382 either not a multi-part level, or a part of a different multi-part
383 level; in both cases, the multi-part level seems to be complete */
388 /* ---------- here we have one part of a multi-part level ---------- */
390 reading_multipart_level = TRUE;
392 if (is_first_part) /* start with first part of new multi-part level */
394 /* copy level info structure from first part */
395 multipart_level = native_sp_level;
397 /* clear playfield of new multi-part level */
398 for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
399 for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++)
400 multipart_level.playfield[x][y] = fiSpace;
403 if (name_first == '?')
405 if (name_last == '?')
408 multipart_xpos = (int)(name_first - '0');
409 multipart_ypos = (int)(name_last - '0');
412 printf("----------> part (%d/%d) of multi-part level '%s'\n",
413 multipart_xpos, multipart_ypos, multipart_level.header.LevelTitle);
416 if (multipart_xpos * SP_PLAYFIELD_WIDTH > SP_MAX_PLAYFIELD_WIDTH ||
417 multipart_ypos * SP_PLAYFIELD_HEIGHT > SP_MAX_PLAYFIELD_HEIGHT)
419 Error(ERR_WARN, "multi-part level is too big -- ignoring part of it");
424 multipart_level.width = MAX(multipart_level.width,
425 multipart_xpos * SP_PLAYFIELD_WIDTH);
426 multipart_level.height = MAX(multipart_level.height,
427 multipart_ypos * SP_PLAYFIELD_HEIGHT);
429 /* copy level part at the right position of multi-part level */
430 for (x = 0; x < SP_PLAYFIELD_WIDTH; x++)
432 for (y = 0; y < SP_PLAYFIELD_HEIGHT; y++)
434 int start_x = (multipart_xpos - 1) * SP_PLAYFIELD_WIDTH;
435 int start_y = (multipart_ypos - 1) * SP_PLAYFIELD_HEIGHT;
437 multipart_level.playfield[start_x + x][start_y + y] =
438 native_sp_level.playfield[x][y];
447 setLevelInfoToDefaults_SP();
449 Error(ERR_WARN, "single part of multi-part level -- using empty level");
452 if (reading_multipart_level)
453 native_sp_level = multipart_level;
455 copyInternalEngineVars_SP();