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changed most comments from C to C++ style for BD engine code
[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 933505233746c064d3e445d5290acadece34b594..da296229a6652392b2ecd6f56ea05f05b49e304a 100644
(file)
--- a/
src/game_bd/main_bd.c
+++ b/
src/game_bd/main_bd.c
@@
-137,7
+137,7
@@
boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_onl
// check if this cave has any replays
if (native_bd_level.cave->replays != NULL)
{
// check if this cave has any replays
if (native_bd_level.cave->replays != NULL)
{
-
G
List *item = native_bd_level.cave->replays;
+ List *item = native_bd_level.cave->replays;
// try to find replay that was recorded for this difficulty level
while (item != NULL &&
// try to find replay that was recorded for this difficulty level
while (item != NULL &&
@@
-154,6
+154,16
@@
boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_onl
return TRUE;
}
return TRUE;
}
+boolean SaveNativeLevel_BD(char *filename)
+{
+ GdCave *cave = gd_cave_new_from_cave(native_bd_level.cave);
+
+ gd_caveset_clear();
+ gd_caveset = list_append(gd_caveset, cave);
+
+ return gd_caveset_save_to_file(filename);
+}
+
// ============================================================================
// game engine functions
// ============================================================================
// game engine functions
@@
-243,7
+253,7
@@
unsigned int InitEngineRandom_BD(int seed)
if (seed == NEW_RANDOMIZE)
{
// get randomly selected seed to render the cave
if (seed == NEW_RANDOMIZE)
{
// get randomly selected seed to render the cave
- seed = g_random_int_range(0, GD_CAVE_SEED_MAX);
+ seed = g
d
_random_int_range(0, GD_CAVE_SEED_MAX);
}
game_bd.random_seed = seed;
}
game_bd.random_seed = seed;
@@
-269,6
+279,10
@@
void InitGameEngine_BD(void)
game_bd.game = gd_game_new(native_bd_level.cave_nr, native_bd_level.level_nr);
game_bd.game = gd_game_new(native_bd_level.cave_nr, native_bd_level.level_nr);
+ game_bd.game->itercycle = 0;
+ game_bd.game->itermax = 8; // default; dynamically changed at runtime
+ game_bd.game->itermax_last = game_bd.game->itermax;
+
// default: start with completely covered playfield
int next_state = GAME_INT_START_UNCOVER + 1;
// default: start with completely covered playfield
int next_state = GAME_INT_START_UNCOVER + 1;