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moved setting auto-exit for Sokoban-style levels from runtime to level
[rocksndiamonds.git]
/
src
/
game.c
diff --git
a/src/game.c
b/src/game.c
index 574d394f12dbce661af48c7ac3dad1762bac55b8..0dc37771206428ec53ab7a72d6bccf0ea9cee016 100644
(file)
--- a/
src/game.c
+++ b/
src/game.c
@@
-3542,7
+3542,6
@@
void InitGame(void)
int fade_mask = REDRAW_FIELD;
boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
int fade_mask = REDRAW_FIELD;
boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
- boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
int initial_move_dir = MV_DOWN;
int i, j, x, y;
boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
int initial_move_dir = MV_DOWN;
int i, j, x, y;
@@
-3886,8
+3885,6
@@
void InitGame(void)
{
if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
emulate_bd = FALSE;
{
if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
emulate_bd = FALSE;
- if (emulate_sb && !IS_SB_ELEMENT(Tile[x][y]))
- emulate_sb = FALSE;
if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
emulate_sp = FALSE;
if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
emulate_sp = FALSE;
@@
-3912,7
+3909,6
@@
void InitGame(void)
}
game.emulation = (emulate_bd ? EMU_BOULDERDASH :
}
game.emulation = (emulate_bd ? EMU_BOULDERDASH :
- emulate_sb ? EMU_SOKOBAN :
emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
// initialize type of slippery elements
emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
// initialize type of slippery elements
@@
-14527,7
+14523,7
@@
static int DigField(struct PlayerInfo *player,
if (sokoban_task_solved &&
game.sokoban_fields_still_needed == 0 &&
game.sokoban_objects_still_needed == 0 &&
if (sokoban_task_solved &&
game.sokoban_fields_still_needed == 0 &&
game.sokoban_objects_still_needed == 0 &&
-
(game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban)
)
+
level.auto_exit_sokoban
)
{
game.players_still_needed = 0;
{
game.players_still_needed = 0;