X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fmain_bd.c;h=e7844fcb6e2a4922c6d21552438f31ec564cf08f;hb=baaeb610c5e1390ebfd7616f8ea17c00221d8503;hp=d637acc85fc0348b2b89fcaa2e3317628a22b9dc;hpb=0f4ca4876cd7e3ac7f05620a6d048f5cd7dac294;p=rocksndiamonds.git diff --git a/src/game_bd/main_bd.c b/src/game_bd/main_bd.c index d637acc8..e7844fcb 100644 --- a/src/game_bd/main_bd.c +++ b/src/game_bd/main_bd.c @@ -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 +248,19 @@ static void UpdateGameDoorValues_BD(void) } } +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) { // 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 +290,9 @@ 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;