extended support for expanding wall settings in BD engine to level editor
[rocksndiamonds.git] / src / game_bd / main_bd.c
index d637acc85fc0348b2b89fcaa2e3317628a22b9dc..6b3ba1043116ebfb468eccff1cb2b3c83f274adc 100644 (file)
@@ -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)
   {
-    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 &&
@@ -154,6 +154,16 @@ boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_onl
   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
@@ -238,12 +248,36 @@ static void UpdateGameDoorValues_BD(void)
   }
 }
 
+static void PrepareGameTileBitmap_BD(void)
+{
+  struct GraphicInfo_BD *g_template = &graphic_info_bd_color_template;
+  struct GraphicInfo_BD *g_default  = &graphic_info_bd_object[O_STONE][0];
+
+  gd_prepare_tile_bitmap(native_bd_level.cave, g_template->bitmap, 1);
+  gd_set_tile_bitmap_reference(g_default->bitmap);
+}
+
+void PreparePreviewTileBitmap_BD(Bitmap *bitmap, int scale_down_factor)
+{
+  gd_prepare_tile_bitmap(native_bd_level.cave, bitmap, scale_down_factor);
+}
+
+void SetPreviewTileBitmapReference_BD(Bitmap *bitmap)
+{
+  gd_set_tile_bitmap_reference(bitmap);
+}
+
+Bitmap *GetPreviewTileBitmap_BD(Bitmap *bitmap)
+{
+  return gd_get_tile_bitmap(bitmap);
+}
+
 unsigned int InitEngineRandom_BD(int seed)
 {
   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;
@@ -273,6 +307,9 @@ void InitGameEngine_BD(void)
   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;
 
@@ -349,6 +386,19 @@ void GameActions_BD(byte action[MAX_PLAYERS])
 
   play_game_func(game_bd.game, action[0]);
 
+  // scroll without iterating engine if player out of sight (mainly due to wrap-around)
+  // (this is needed to prevent broken tapes in case of viewport or tile size changes)
+  while (game_bd.game->out_of_window)
+  {
+    RedrawPlayfield_BD(TRUE);
+
+    BlitScreenToBitmap_BD(backbuffer);
+
+    BackToFront();
+
+    play_game_func(game_bd.game, action[0]);
+  }
+
   RedrawPlayfield_BD(FALSE);
 
   UpdateGameDoorValues_BD();
@@ -359,6 +409,11 @@ void GameActions_BD(byte action[MAX_PLAYERS])
 // graphics functions
 // ============================================================================
 
+Bitmap *GetTitleScreen_BD(void)
+{
+  return gd_get_title_screen_bitmap();
+}
+
 void CoverScreen_BD(void)
 {
   game_bd.cover_screen = FALSE;