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added handling 64-bit random value bug with old tapes in EM engine
[rocksndiamonds.git]
/
src
/
game_em
/
convert.c
diff --git
a/src/game_em/convert.c
b/src/game_em/convert.c
index bae0130c3920adcd4ed56a4e3e0ea4a0474855d5..2ea8e96215aeb08299cd39203a0f34502605ae64 100644
(file)
--- a/
src/game_em/convert.c
+++ b/
src/game_em/convert.c
@@
-53,6
+53,8
@@
static const short map[CAVE_TILE_MAX] =
[Cbomb] = Xbomb,
[Cnut] = Xnut,
[Cspring] = Xspring,
[Cbomb] = Xbomb,
[Cnut] = Xnut,
[Cspring] = Xspring,
+ [Cspring_e] = Xspring_e,
+ [Cspring_w] = Xspring_w,
[Cpush_emerald_e] = Xpush_emerald_e,
[Cpush_emerald_w] = Xpush_emerald_w,
[Cpush_diamond_e] = Xpush_diamond_e,
[Cpush_emerald_e] = Xpush_emerald_e,
[Cpush_emerald_w] = Xpush_emerald_w,
[Cpush_diamond_e] = Xpush_diamond_e,
@@
-351,8
+353,8
@@
void prepare_em_level(void)
lev.wheel_time = cav.wheel_time;
lev.wheel_cnt = cav.wheel_active ? cav.wheel_time : 0;
lev.wheel_time = cav.wheel_time;
lev.wheel_cnt = cav.wheel_active ? cav.wheel_time : 0;
- lev.wheel_x = cav.wheel_x;
- lev.wheel_y = cav.wheel_y;
+ lev.wheel_x = cav.wheel_x
+ lev.left
;
+ lev.wheel_y = cav.wheel_y
+ lev.top
;
lev.wind_time = cav.wind_time;
lev.wind_cnt = cav.wind_time;
lev.wind_time = cav.wind_time;
lev.wind_cnt = cav.wind_time;
@@
-363,7
+365,8
@@
void prepare_em_level(void)
lev.killed_out_of_time = FALSE;
lev.killed_out_of_time = FALSE;
- lev.num_ball_arrays = cav.num_ball_arrays;
+ lev.num_eater_arrays = cav.num_eater_arrays;
+ lev.num_ball_arrays = cav.num_ball_arrays;
for (i = 0; i < 8; i++)
for (j = 0; j < 9; j++)
for (i = 0; i < 8; i++)
for (j = 0; j < 9; j++)
@@
-458,7
+461,11
@@
void prepare_em_level(void)
//
// - game_em.use_single_button (default: TRUE)
// - game_em.use_snap_key_bug (default: FALSE)
//
// - game_em.use_single_button (default: TRUE)
// - game_em.use_snap_key_bug (default: FALSE)
+ // - game_em.use_random_bug (default: FALSE)
// - game_em.use_old_explosions (default: FALSE)
// - game_em.use_old_explosions (default: FALSE)
+ // - game_em.use_old_android (default: FALSE)
+ // - game_em.use_old_push_elements (default: FALSE)
+ // - game_em.use_old_push_into_acid (default: FALSE)
// - game_em.use_wrap_around (default: TRUE)
game_em.level_solved = FALSE;
// - game_em.use_wrap_around (default: TRUE)
game_em.level_solved = FALSE;