projects
/
rocksndiamonds.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
added setup option to always play native BD caves with random colors
[rocksndiamonds.git]
/
src
/
game_bd
/
export_bd.h
diff --git
a/src/game_bd/export_bd.h
b/src/game_bd/export_bd.h
index 7c12293076a2b7c13d4f50b89e7becf382e0a2e7..688d506ef9072309a2c8537c18687dd8e2876ed3 100644
(file)
--- a/
src/game_bd/export_bd.h
+++ b/
src/game_bd/export_bd.h
@@
-65,6
+65,9
@@
struct GraphicInfo_BD
Bitmap *bitmap;
int src_x, src_y;
int width, height;
Bitmap *bitmap;
int src_x, src_y;
int width, height;
+
+ int graphic;
+ int frame;
};
struct EngineSnapshotInfo_BD
};
struct EngineSnapshotInfo_BD
@@
-79,6
+82,7
@@
struct EngineSnapshotInfo_BD
extern struct GameInfo_BD game_bd;
extern struct LevelInfo_BD native_bd_level;
extern struct GraphicInfo_BD graphic_info_bd_object[O_MAX_ALL][8];
extern struct GameInfo_BD game_bd;
extern struct LevelInfo_BD native_bd_level;
extern struct GraphicInfo_BD graphic_info_bd_object[O_MAX_ALL][8];
+extern struct GraphicInfo_BD graphic_info_bd_color_template;
extern struct EngineSnapshotInfo_BD engine_snapshot_bd;
void bd_open_all(void);
extern struct EngineSnapshotInfo_BD engine_snapshot_bd;
void bd_open_all(void);
@@
-88,13
+92,30
@@
int map_action_RND_to_BD(int);
int map_action_BD_to_RND(int);
boolean checkGameRunning_BD(void);
int map_action_BD_to_RND(int);
boolean checkGameRunning_BD(void);
+boolean checkGamePlaying_BD(void);
+boolean checkBonusTime_BD(void);
+int getFramesPerSecond_BD(void);
+int getTimeLeft_BD(void);
void InitGfxBuffers_BD(void);
void setLevelInfoToDefaults_BD_Ext(int, int);
void setLevelInfoToDefaults_BD(void);
boolean LoadNativeLevel_BD(char *, int, boolean);
void InitGfxBuffers_BD(void);
void setLevelInfoToDefaults_BD_Ext(int, int);
void setLevelInfoToDefaults_BD(void);
boolean LoadNativeLevel_BD(char *, int, boolean);
+boolean SaveNativeLevel_BD(char *);
+
+void PreparePreviewTileBitmap_BD(Bitmap *, int);
+void SetPreviewTileBitmapReference_BD(Bitmap *);
+Bitmap *GetPreviewTileBitmap_BD(Bitmap *);
unsigned int InitEngineRandom_BD(int);
unsigned int InitEngineRandom_BD(int);
+void InitGameEngine_BD(void);
+void GameActions_BD(byte[MAX_PLAYERS]);
+
+Bitmap **GetTitleScreenBitmaps_BD(void);
+void CoverScreen_BD(void);
+
+void BlitScreenToBitmap_BD(Bitmap *);
+void RedrawPlayfield_BD(boolean);
#endif // EXPORT_BD_H
#endif // EXPORT_BD_H