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
// 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);
// 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 == MODE_AUTO && !use_native_bd_graphics_engine()));
+ return ((setup.bd_smooth_movements == STATE_TRUE) ||
+ (setup.bd_smooth_movements == STATE_AUTO && !use_native_bd_graphics_engine()));
}
// 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 == MODE_AUTO && !use_native_bd_graphics_engine()));
+ return ((setup.bd_pushing_graphics == STATE_TRUE) ||
+ (setup.bd_pushing_graphics == STATE_AUTO && !use_native_bd_graphics_engine()));
}
// 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 == MODE_AUTO && !use_native_bd_graphics_engine()));
+ return ((setup.bd_up_down_graphics == STATE_TRUE) ||
+ (setup.bd_up_down_graphics == STATE_AUTO && !use_native_bd_graphics_engine()));
}
// 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 == MODE_AUTO && !game.use_native_bd_sound_engine));
+ return ((setup.bd_skip_falling_sounds == STATE_TRUE) ||
+ (setup.bd_skip_falling_sounds == STATE_AUTO && !game.use_native_bd_sound_engine));
}
Bitmap **GetTitleScreenBitmaps_BD(void)