if (level.game_engine_type == game_engine_type_last)
return;
- if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
- {
- new_element1 = EL_BD_WALL;
- new_element2 = EL_EMPTY;
- new_element3 = EL_BD_SAND;
- }
- else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
- {
- new_element1 = EL_SP_CHIP_SINGLE;
- new_element2 = EL_EMPTY;
- new_element3 = EL_SP_BASE;
- }
- else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
- {
- new_element1 = EL_MM_MIRROR_START;
- new_element2 = EL_EMPTY;
- new_element3 = EL_MM_WOODEN_WALL;
- }
- else
- {
- new_element1 = EL_WALL;
- new_element2 = EL_EMPTY;
- new_element3 = EL_SAND;
- }
+ // select drawing elements according to game engine type
+ new_element1 = getDrawingElement(EL_WALL);
+ new_element2 = getDrawingElement(EL_EMPTY);
+ new_element3 = getDrawingElement(EL_SAND);
game_engine_type_last = level.game_engine_type;
}
bd_color_default[i] = *bd_color[i];
}
-static void SetRandomLevelColors_BD(void)
+void SetRandomLevelColors_BD(int bd_color_type)
{
struct LevelInfo_BD *level_bd = level.native_bd_level;
GdCave *cave = level_bd->cave;
// create random cave colors
- gd_cave_set_random_colors(cave, level.bd_color_type);
+ gd_cave_set_random_colors(cave, bd_color_type);
// copy colors to level editor
level.bd_color_b = cave->colorb;
else
{
// color type switched to different color type as default colors => use random colors
- SetRandomLevelColors_BD();
+ SetRandomLevelColors_BD(level.bd_color_type);
}
}
stick_element_properties_window = FALSE;
+ // make sure that previous level config edit mode exists for this level
+ if (edit_mode_levelconfig == ED_MODE_LEVELCONFIG_ENGINE &&
+ level.game_engine_type != GAME_ENGINE_TYPE_BD)
+ edit_mode_levelconfig = ED_MODE_LEVELCONFIG_LEVEL;
+
SetAutomaticNumberOfGemsNeeded();
UnmapLevelEditorFieldGadgets();
}
else if (type_id == ED_TEXTBUTTON_ID_BD_SET_RANDOM_COLORS)
{
- SetRandomLevelColors_BD();
+ SetRandomLevelColors_BD(level.bd_color_type);
// update BD color palette gadgets after setting random colors
DrawLevelConfigWindow();