+ setLevelInfoToDefaults_BD_Ext(0, 0);
+}
+
+boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_only)
+{
+ static char *filename_loaded = NULL;
+
+ if (filename_loaded == NULL || !strEqual(filename, filename_loaded))
+ {
+ if (!gd_caveset_load_from_file(filename))
+ {
+ if (!level_info_only)
+ Warn("cannot load BD cave set from file '%s'", filename);
+
+ return FALSE;
+ }
+
+ setString(&filename_loaded, filename);
+ }
+
+ if (level_pos < 0 || level_pos >= 5 * gd_caveset_count())
+ {
+ Warn("invalid level position %d in BD cave set", level_pos);
+
+ return FALSE;
+ }
+
+ native_bd_level.cave_nr = level_pos % gd_caveset_count();
+ native_bd_level.level_nr = level_pos / gd_caveset_count();
+
+ if (native_bd_level.cave != NULL)
+ gd_cave_free(native_bd_level.cave);
+
+ // get selected cave, prepared for playing
+ native_bd_level.cave = gd_get_prepared_cave_from_caveset(native_bd_level.cave_nr,
+ native_bd_level.level_nr);
+
+ // set better initial cave speed (to set better native replay tape length)
+ set_initial_cave_speed(native_bd_level.cave);
+
+ native_bd_level.loaded_from_caveset = TRUE;
+
+ // check if this cave has any replays
+ if (native_bd_level.cave->replays != NULL)
+ {
+ GList *item = native_bd_level.cave->replays;
+
+ // try to find replay that was recorded for this difficulty level
+ while (item != NULL &&
+ (item->data == NULL ||
+ ((GdReplay *)item->data)->success == FALSE ||
+ ((GdReplay *)item->data)->level != native_bd_level.level_nr))
+ item = item->next;
+
+ // matching replay found
+ if (item != NULL)
+ native_bd_level.replay = (GdReplay *)item->data;
+ }
+
+ return TRUE;
+}
+
+
+// ============================================================================
+// game engine functions
+// ============================================================================
+
+int map_action_RND_to_BD(int action)
+{
+ GdDirection player_move = gd_direction_from_keypress(action & JOY_UP,
+ action & JOY_DOWN,
+ action & JOY_LEFT,
+ action & JOY_RIGHT);
+ boolean player_fire = (action & (JOY_BUTTON_1 | JOY_BUTTON_2));
+
+ return (player_move | (player_fire ? GD_REPLAY_FIRE_MASK : 0));
+}
+
+int map_action_BD_to_RND(int action)
+{
+ GdDirection player_move = action & GD_REPLAY_MOVE_MASK;
+ boolean player_fire = action & GD_REPLAY_FIRE_MASK;
+
+ int action_move = (player_move == GD_MV_UP ? JOY_UP :
+ player_move == GD_MV_UP_RIGHT ? JOY_UP | JOY_RIGHT :
+ player_move == GD_MV_RIGHT ? JOY_RIGHT :
+ player_move == GD_MV_DOWN_RIGHT ? JOY_DOWN | JOY_RIGHT :
+ player_move == GD_MV_DOWN ? JOY_DOWN :
+ player_move == GD_MV_DOWN_LEFT ? JOY_DOWN | JOY_LEFT :
+ player_move == GD_MV_LEFT ? JOY_LEFT :
+ player_move == GD_MV_UP_LEFT ? JOY_UP | JOY_LEFT : JOY_NO_ACTION);
+ int action_fire = (player_fire ? JOY_BUTTON_1 : JOY_NO_ACTION);
+
+ return (action_move | action_fire);
+}
+
+boolean checkGameRunning_BD(void)
+{
+ return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CAVE_RUNNING);