setLevelInfoToDefaults_BD_Ext(0, 0);
}
+static List *getNativeLevelReplay_BD_Ext(List *item, boolean only_successful_replays)
+{
+ // look for replay that was recorded for the current difficulty level
+ while (item != NULL &&
+ (item->data == NULL ||
+ (((GdReplay *)item->data)->success == FALSE && only_successful_replays) ||
+ ((GdReplay *)item->data)->level != native_bd_level.level_nr))
+ item = item->next;
+
+ return item;
+}
+
+static List *getNativeLevelReplay_BD(List *replays)
+{
+ // 1st try: look for successful replay
+ List *item = getNativeLevelReplay_BD_Ext(replays, TRUE);
+
+ if (item != NULL)
+ return item;
+
+ // 2nd try: look for any replay
+ return getNativeLevelReplay_BD_Ext(replays, FALSE);
+}
+
boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_only)
{
static char *filename_loaded = NULL;
// check if this cave has any replays
if (native_bd_level.cave->replays != NULL)
{
- List *item = native_bd_level.cave->replays;
-
- // try to find replay that was recorded for this difficulty level
- while (item != NULL &&
- (item->data == NULL ||
- ((GdReplay *)item->data)->success == FALSE ||
- ((GdReplay *)item->data)->level != native_bd_level.level_nr))
- item = item->next;
+ List *item = getNativeLevelReplay_BD(native_bd_level.cave->replays);
- // matching replay found
+ // check if any matching replay was found
if (item != NULL)
native_bd_level.replay = (GdReplay *)item->data;
}
}
}
+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)
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;
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();
// graphics functions
// ============================================================================
+Bitmap *GetTitleScreen_BD(void)
+{
+ return gd_get_title_screen_bitmap();
+}
+
void CoverScreen_BD(void)
{
game_bd.cover_screen = FALSE;