// functions for loading R'n'D level
// ----------------------------------------------------------------------------
// functions for loading R'n'D level
// ----------------------------------------------------------------------------
level->extra_time = header[56] | (header[57] << 8);
level->shield_normal_time = header[58] | (header[59] << 8);
level->extra_time = header[56] | (header[57] << 8);
level->shield_normal_time = header[58] | (header[59] << 8);
// Diamond Caves has the same (strange) behaviour as Emerald Mine that gems
// can slip down from flat walls, like normal walls and steel walls
level->em_slippery_gems = TRUE;
// Diamond Caves has the same (strange) behaviour as Emerald Mine that gems
// can slip down from flat walls, like normal walls and steel walls
level->em_slippery_gems = TRUE;
- Error(ERR_EXIT, "no such level identifier: '%s'",
- global.convert_leveldir);
+ Fail("no such level identifier: '%s'", global.convert_leveldir);
BlitBitmap(drawto, bitmap1, SX, SY, TILEX, TILEY, 0, 0);
if (SDL_SaveBMP(bitmap1->surface, filename1) != 0)
BlitBitmap(drawto, bitmap1, SX, SY, TILEX, TILEY, 0, 0);
if (SDL_SaveBMP(bitmap1->surface, filename1) != 0)
DrawSizedElement(0, 0, element, MINI_TILESIZE);
BlitBitmap(drawto, bitmap2, SX, SY, MINI_TILEX, MINI_TILEY, 0, 0);
if (SDL_SaveBMP(bitmap2->surface, filename2) != 0)
DrawSizedElement(0, 0, element, MINI_TILESIZE);
BlitBitmap(drawto, bitmap2, SX, SY, MINI_TILEX, MINI_TILEY, 0, 0);
if (SDL_SaveBMP(bitmap2->surface, filename2) != 0)