// check if this cave has any replays
if (native_bd_level.cave->replays != NULL)
{
- GList *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 &&
if (seed == NEW_RANDOMIZE)
{
// get randomly selected seed to render the cave
- seed = g_random_int_range(0, GD_CAVE_SEED_MAX);
+ seed = gd_random_int_range(0, GD_CAVE_SEED_MAX);
}
game_bd.random_seed = seed;
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;