void setLevelInfoToDefaults_BD(void);
boolean LoadNativeLevel_BD(char *, int, boolean);
+unsigned int InitEngineRandom_BD(int);
+
#endif // EXPORT_BD_H
{
return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CAVE_RUNNING);
}
+
+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);
+ }
+
+ game_bd.random_seed = seed;
+
+ return (unsigned int)seed;
+}
unsigned int InitRND(int seed)
{
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+ return InitEngineRandom_BD(seed);
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
return InitEngineRandom_EM(seed);
else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
return InitEngineRandom_SP(seed);