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added fast uncovering of native BD games when started from editor
[rocksndiamonds.git]
/
src
/
game_bd
/
main_bd.c
diff --git
a/src/game_bd/main_bd.c
b/src/game_bd/main_bd.c
index a35f3873f29a27b9c47b67fb4cc9e5c6499f3b00..06ecfd0458fa7cea799a9fe044236b56122a75b9 100644
(file)
--- a/
src/game_bd/main_bd.c
+++ b/
src/game_bd/main_bd.c
@@
-181,6
+181,14
@@
boolean SaveNativeLevel_BD(char *filename)
return gd_caveset_save_to_file(filename);
}
return gd_caveset_save_to_file(filename);
}
+void DumpLevelset_BD(void)
+{
+ int num_levels_per_cave = (gd_caveset_has_levels() ? 5 : 1);
+
+ Print("Number of levels: %d\n", num_levels_per_cave * gd_caveset_count());
+ Print("First level number: %d\n", 1);
+}
+
// ============================================================================
// game engine functions
// ============================================================================
// game engine functions
@@
-348,8
+356,10
@@
void InitGameEngine_BD(void)
// when skipping uncovering, continue with uncovered playfield
if (setup.bd_skip_uncovering)
game_bd.game->state_counter = GAME_INT_UNCOVER_ALL + 1;
// when skipping uncovering, continue with uncovered playfield
if (setup.bd_skip_uncovering)
game_bd.game->state_counter = GAME_INT_UNCOVER_ALL + 1;
+ else if (isLevelEditorTestGame())
+ game_bd.game->state_counter = GAME_INT_UNCOVER_ALL - 8;
- if (setup.bd_skip_uncovering)
+ if (setup.bd_skip_uncovering
|| isLevelEditorTestGame()
)
gd_scroll(game_bd.game, TRUE, TRUE);
ClearRectangle(gd_screen_bitmap, 0, 0, SXSIZE, SYSIZE);
gd_scroll(game_bd.game, TRUE, TRUE);
ClearRectangle(gd_screen_bitmap, 0, 0, SXSIZE, SYSIZE);
@@
-442,29
+452,29
@@
boolean use_native_bd_graphics_engine(void)
// check if smooth game element movements selected in setup menu
boolean use_bd_smooth_movements(void)
{
// check if smooth game element movements selected in setup menu
boolean use_bd_smooth_movements(void)
{
- return ((setup.bd_smooth_movements == TRUE) ||
- (setup.bd_smooth_movements ==
MOD
E_AUTO && !use_native_bd_graphics_engine()));
+ return ((setup.bd_smooth_movements ==
STATE_
TRUE) ||
+ (setup.bd_smooth_movements ==
STAT
E_AUTO && !use_native_bd_graphics_engine()));
}
// check if player pushing graphics selected in setup menu
boolean use_bd_pushing_graphics(void)
{
}
// check if player pushing graphics selected in setup menu
boolean use_bd_pushing_graphics(void)
{
- return ((setup.bd_pushing_graphics == TRUE) ||
- (setup.bd_pushing_graphics ==
MOD
E_AUTO && !use_native_bd_graphics_engine()));
+ return ((setup.bd_pushing_graphics ==
STATE_
TRUE) ||
+ (setup.bd_pushing_graphics ==
STAT
E_AUTO && !use_native_bd_graphics_engine()));
}
// check if player up/down graphics selected in setup menu
boolean use_bd_up_down_graphics(void)
{
}
// check if player up/down graphics selected in setup menu
boolean use_bd_up_down_graphics(void)
{
- return ((setup.bd_up_down_graphics == TRUE) ||
- (setup.bd_up_down_graphics ==
MOD
E_AUTO && !use_native_bd_graphics_engine()));
+ return ((setup.bd_up_down_graphics ==
STATE_
TRUE) ||
+ (setup.bd_up_down_graphics ==
STAT
E_AUTO && !use_native_bd_graphics_engine()));
}
// check if skipping falling sounds selected in setup menu
boolean skip_bd_falling_sounds(void)
{
}
// check if skipping falling sounds selected in setup menu
boolean skip_bd_falling_sounds(void)
{
- return ((setup.bd_skip_falling_sounds == TRUE) ||
- (setup.bd_skip_falling_sounds ==
MOD
E_AUTO && !game.use_native_bd_sound_engine));
+ return ((setup.bd_skip_falling_sounds ==
STATE_
TRUE) ||
+ (setup.bd_skip_falling_sounds ==
STAT
E_AUTO && !game.use_native_bd_sound_engine));
}
Bitmap **GetTitleScreenBitmaps_BD(void)
}
Bitmap **GetTitleScreenBitmaps_BD(void)