void SaveNativeLevel(struct LevelInfo *level)
{
- if (level->game_engine_type == GAME_ENGINE_TYPE_SP)
+ if (level->game_engine_type == GAME_ENGINE_TYPE_BD)
+ {
+ char *basename = getSingleLevelBasenameExt(level->file_info.nr, "bd");
+ char *filename = getLevelFilenameFromBasename(basename);
+
+ CopyNativeLevel_RND_to_BD(level);
+ // CopyNativeTape_RND_to_BD(level);
+
+ SaveNativeLevel_BD(filename);
+ }
+ else if (level->game_engine_type == GAME_ENGINE_TYPE_SP)
{
char *basename = getSingleLevelBasenameExt(level->file_info.nr, "sp");
char *filename = getLevelFilenameFromBasename(basename);
void setLevelInfoToDefaults_BD_Ext(int, int);
void setLevelInfoToDefaults_BD(void);
boolean LoadNativeLevel_BD(char *, int, boolean);
+boolean SaveNativeLevel_BD(char *);
unsigned int InitEngineRandom_BD(int);
void InitGameEngine_BD(void);
return TRUE;
}
+boolean SaveNativeLevel_BD(char *filename)
+{
+ return gd_caveset_save_to_file(filename);
+}
+
// ============================================================================
// game engine functions