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added setup option to select default game engine type
[rocksndiamonds.git]
/
src
/
editor.c
diff --git
a/src/editor.c
b/src/editor.c
index cea409513013fdb6a051fa5ec5e87389ba160637..7566391988dbcdb635f32465cdab4ad98fe0afd2 100644
(file)
--- a/
src/editor.c
+++ b/
src/editor.c
@@
-11452,13
+11452,13
@@
void SetDefaultLevelColors_BD(void)
bd_color_default[i] = *bd_color[i];
}
bd_color_default[i] = *bd_color[i];
}
-
static void SetRandomLevelColors_BD(void
)
+
void SetRandomLevelColors_BD(int bd_color_type
)
{
struct LevelInfo_BD *level_bd = level.native_bd_level;
GdCave *cave = level_bd->cave;
// create random cave colors
{
struct LevelInfo_BD *level_bd = level.native_bd_level;
GdCave *cave = level_bd->cave;
// create random cave colors
- gd_cave_set_random_colors(cave,
level.
bd_color_type);
+ gd_cave_set_random_colors(cave, bd_color_type);
// copy colors to level editor
level.bd_color_b = cave->colorb;
// copy colors to level editor
level.bd_color_b = cave->colorb;
@@
-11514,7
+11514,7
@@
static void DrawEngineConfigColors(void)
else
{
// color type switched to different color type as default colors => use random colors
else
{
// color type switched to different color type as default colors => use random colors
- SetRandomLevelColors_BD();
+ SetRandomLevelColors_BD(
level.bd_color_type
);
}
}
}
}
@@
-11573,6
+11573,11
@@
static void DrawLevelConfigWindow(void)
stick_element_properties_window = FALSE;
stick_element_properties_window = FALSE;
+ // make sure that previous level config edit mode exists for this level
+ if (edit_mode_levelconfig == ED_MODE_LEVELCONFIG_ENGINE &&
+ level.game_engine_type != GAME_ENGINE_TYPE_BD)
+ edit_mode_levelconfig = ED_MODE_LEVELCONFIG_LEVEL;
+
SetAutomaticNumberOfGemsNeeded();
UnmapLevelEditorFieldGadgets();
SetAutomaticNumberOfGemsNeeded();
UnmapLevelEditorFieldGadgets();
@@
-16636,7
+16641,7
@@
static void HandleTextbuttonGadgets(struct GadgetInfo *gi)
}
else if (type_id == ED_TEXTBUTTON_ID_BD_SET_RANDOM_COLORS)
{
}
else if (type_id == ED_TEXTBUTTON_ID_BD_SET_RANDOM_COLORS)
{
- SetRandomLevelColors_BD();
+ SetRandomLevelColors_BD(
level.bd_color_type
);
// update BD color palette gadgets after setting random colors
DrawLevelConfigWindow();
// update BD color palette gadgets after setting random colors
DrawLevelConfigWindow();