int graphic = getTitleScreenGraphic(i, initial);
Bitmap *bitmap = graphic_info[graphic].bitmap;
int sort_priority = graphic_info[graphic].sort_priority;
+ boolean has_title_screen = (bitmap != NULL);
- if (bitmap != NULL)
+ // check for optional title screen of native BD style level set
+ if (!has_title_screen && level.game_engine_type == GAME_ENGINE_TYPE_BD && !initial && i == 0)
+ has_title_screen = (GetTitleScreen_BD() != NULL);
+
+ if (has_title_screen)
InitializeTitleControlsExt_AddTitleInfo(TRUE, initial, i, sort_priority);
}
int src_y = graphic_info[graphic].src_y;
int dst_x, dst_y;
+ // check for optional title screen of native BD style level set
+ if (bitmap == NULL && level.game_engine_type == GAME_ENGINE_TYPE_BD && !initial && nr == 0)
+ {
+ bitmap = GetTitleScreen_BD();
+
+ if (bitmap != NULL)
+ {
+ width = bitmap->width;
+ height = bitmap->height;
+ src_x = 0;
+ src_y = 0;
+ }
+ }
+
if (bitmap == NULL)
return;
// store first level of this level set for "level_nr" style animations
SetAnimationFirstLevel(leveldir_current->first_level);
+ // level_nr may have been set to value over handicap with level editor
+ if (setup.handicap && level_nr > leveldir_current->handicap_level)
+ level_nr = leveldir_current->handicap_level;
+
+ LoadLevel(level_nr);
+ LoadScore(level_nr);
+
+ SaveLevelSetup_SeriesInfo();
+
// needed if last screen (level choice) changed graphics, sounds or music
ReloadCustomArtwork(0);
SetDrawtoField(DRAW_TO_BACKBUFFER);
- // level_nr may have been set to value over handicap with level editor
- if (setup.handicap && level_nr > leveldir_current->handicap_level)
- level_nr = leveldir_current->handicap_level;
-
- LoadLevel(level_nr);
- LoadScore(level_nr);
-
- SaveLevelSetup_SeriesInfo();
-
// set this after "ChangeViewportPropertiesIfNeeded()" (which may reset it)
SetDrawDeactivationMask(REDRAW_NONE);
SetDrawBackgroundMask(REDRAW_FIELD);
if (setup.handicap && new_level_nr > leveldir_current->handicap_level)
{
// skipping levels is only allowed when trying to skip single level
- if (setup.skip_levels && new_level_nr == old_level_nr + 1 &&
- Request("Level still unsolved! Skip it anyway?", REQ_ASK))
+ // (also, skipping BD style intermission levels is always possible)
+ if (new_level_nr == old_level_nr + 1 &&
+ (level.bd_intermission ||
+ (setup.skip_levels && Request("Level still unsolved! Skip it anyway?", REQ_ASK))))
{
leveldir_current->handicap_level++;
SaveLevelSetup_SeriesInfo();