projects
/
rocksndiamonds.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
added support for level-specific game graphics colors for BD engine
[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 da296229a6652392b2ecd6f56ea05f05b49e304a..e7844fcb6e2a4922c6d21552438f31ec564cf08f 100644
(file)
--- a/
src/game_bd/main_bd.c
+++ b/
src/game_bd/main_bd.c
@@
-248,6
+248,13
@@
static void UpdateGameDoorValues_BD(void)
}
}
}
}
+static void PrepareGameTileBitmap_BD(void)
+{
+ struct GraphicInfo_BD *g = &graphic_info_bd_object[O_STONE][0];
+
+ gd_prepare_tile_bitmap(native_bd_level.cave, g->bitmap, 1);
+}
+
unsigned int InitEngineRandom_BD(int seed)
{
if (seed == NEW_RANDOMIZE)
unsigned int InitEngineRandom_BD(int seed)
{
if (seed == NEW_RANDOMIZE)
@@
-283,6
+290,9
@@
void InitGameEngine_BD(void)
game_bd.game->itermax = 8; // default; dynamically changed at runtime
game_bd.game->itermax_last = game_bd.game->itermax;
game_bd.game->itermax = 8; // default; dynamically changed at runtime
game_bd.game->itermax_last = game_bd.game->itermax;
+ // prepare tile bitmap with level-specific colors, if available
+ PrepareGameTileBitmap_BD();
+
// 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;