added showing optional title screen for native BD cavesets
[rocksndiamonds.git] / src / screens.c
index 2a3fe054684971063b05ca295dd01c010f7b2b95..0d7c6dd8079dae94976c2b85059b54430c2b8fb4 100644 (file)
@@ -1142,8 +1142,13 @@ static void InitializeTitleControls_CheckTitleInfo(boolean initial)
     int graphic = getTitleScreenGraphic(i, initial);
     Bitmap *bitmap = graphic_info[graphic].bitmap;
     int sort_priority = graphic_info[graphic].sort_priority;
+    boolean has_title_screen = (bitmap != NULL);
 
-    if (bitmap != NULL)
+    // check for optional title screen of native BD style level set
+    if (!has_title_screen && level.game_engine_type == GAME_ENGINE_TYPE_BD && !initial && i == 0)
+      has_title_screen = (GetTitleScreen_BD() != NULL);
+
+    if (has_title_screen)
       InitializeTitleControlsExt_AddTitleInfo(TRUE, initial, i, sort_priority);
   }
 
@@ -1605,6 +1610,20 @@ static void DrawTitleScreenImage(int nr, boolean initial)
   int src_y = graphic_info[graphic].src_y;
   int dst_x, dst_y;
 
+  // check for optional title screen of native BD style level set
+  if (bitmap == NULL && level.game_engine_type == GAME_ENGINE_TYPE_BD && !initial && nr == 0)
+  {
+    bitmap = GetTitleScreen_BD();
+
+    if (bitmap != NULL)
+    {
+      width  = bitmap->width;
+      height = bitmap->height;
+      src_x = 0;
+      src_y = 0;
+    }
+  }
+
   if (bitmap == NULL)
     return;
 
@@ -1785,6 +1804,15 @@ void DrawMainMenu(void)
   // store first level of this level set for "level_nr" style animations
   SetAnimationFirstLevel(leveldir_current->first_level);
 
+  // level_nr may have been set to value over handicap with level editor
+  if (setup.handicap && level_nr > leveldir_current->handicap_level)
+    level_nr = leveldir_current->handicap_level;
+
+  LoadLevel(level_nr);
+  LoadScore(level_nr);
+
+  SaveLevelSetup_SeriesInfo();
+
   // needed if last screen (level choice) changed graphics, sounds or music
   ReloadCustomArtwork(0);
 
@@ -1810,15 +1838,6 @@ void DrawMainMenu(void)
 
   SetDrawtoField(DRAW_TO_BACKBUFFER);
 
-  // level_nr may have been set to value over handicap with level editor
-  if (setup.handicap && level_nr > leveldir_current->handicap_level)
-    level_nr = leveldir_current->handicap_level;
-
-  LoadLevel(level_nr);
-  LoadScore(level_nr);
-
-  SaveLevelSetup_SeriesInfo();
-
   // set this after "ChangeViewportPropertiesIfNeeded()" (which may reset it)
   SetDrawDeactivationMask(REDRAW_NONE);
   SetDrawBackgroundMask(REDRAW_FIELD);
@@ -2131,8 +2150,10 @@ static void HandleMainMenu_SelectLevel(int step, int direction,
   if (setup.handicap && new_level_nr > leveldir_current->handicap_level)
   {
     // skipping levels is only allowed when trying to skip single level
-    if (setup.skip_levels && new_level_nr == old_level_nr + 1 &&
-       Request("Level still unsolved! Skip it anyway?", REQ_ASK))
+    // (also, skipping BD style intermission levels is always possible)
+    if (new_level_nr == old_level_nr + 1 &&
+       (level.bd_intermission ||
+        (setup.skip_levels && Request("Level still unsolved! Skip it anyway?", REQ_ASK))))
     {
       leveldir_current->handicap_level++;
       SaveLevelSetup_SeriesInfo();