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
}
}
+static void PrepareGameTileBitmap_BD(void)
+{
+ struct GraphicInfo_BD *g = &graphic_info_bd_object[O_STONE][0];
+
+ gd_prepare_tile_bitmap(native_bd_level.cave, g->bitmap, 1);
+}
+
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;