X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fconvert.c;h=5c5e79befbbfdb6fba3203b0cd79e8e6b1a5a46e;hb=6eaf8f1f31cd229a7315063f4434389d00aa5cff;hp=0ae1f35bccf9338818bf47d1c62230ec56345e65;hpb=038fb64da88a05a91c974dc1e3b14cf4cdc69743;p=rocksndiamonds.git diff --git a/src/game_em/convert.c b/src/game_em/convert.c index 0ae1f35b..5c5e79be 100644 --- 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, + [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, @@ -336,7 +338,7 @@ void prepare_em_level(void) lev.ball_time = cav.ball_time; lev.ball_cnt = cav.ball_time; - lev.ball_state = cav.ball_state; + lev.ball_active = cav.ball_active; lev.ball_random = cav.ball_random; lev.ball_pos = 0; @@ -344,22 +346,22 @@ void prepare_em_level(void) lev.shine_cnt = 0; lev.lenses_time = cav.lenses_time; - lev.lenses_cnt = cav.lenses_cnt; + lev.lenses_cnt = cav.lenses_active ? cav.lenses_time : 0; lev.magnify_time = cav.magnify_time; - lev.magnify_cnt = cav.magnify_cnt; + lev.magnify_cnt = cav.magnify_active ? cav.magnify_time : 0; lev.wheel_time = cav.wheel_time; - lev.wheel_cnt = cav.wheel_cnt; + lev.wheel_cnt = cav.wheel_active ? cav.wheel_time : 0; lev.wheel_x = cav.wheel_x; lev.wheel_y = cav.wheel_y; lev.wind_time = cav.wind_time; - lev.wind_cnt = cav.wind_cnt; + lev.wind_cnt = cav.wind_time; lev.wind_direction = cav.wind_direction; - lev.wonderwall_time = cav.wonderwall_time; - lev.wonderwall_state = cav.wonderwall_state; + lev.wonderwall_time = cav.wonderwall_time; + lev.wonderwall_active = cav.wonderwall_active; lev.killed_out_of_time = FALSE; @@ -376,9 +378,9 @@ void prepare_em_level(void) for (i = 0; i < GAME_TILE_MAX; i++) lev.android_array[i] = map[cav.android_array[i]]; - /* determine number of players in this level */ lev.home_initial = 0; + /* check for players in this level */ for (i = 0; i < MAX_PLAYERS; i++) { ply[i].exists = FALSE; @@ -401,41 +403,56 @@ void prepare_em_level(void) lev.home = lev.home_initial; players_left = lev.home_initial; + /* assign active players */ for (i = 0; i < MAX_PLAYERS; i++) { - if (ply[i].exists) + if (ply[i].exists && isActivePlayer_EM(i)) { if (players_left) { ply[i].alive = TRUE; players_left--; } - else - { - int x = cav.player_x[i]; - int y = cav.player_y[i]; + } + } - lev.cave[lev.left + x][lev.top + y] = Xblank; - lev.next[lev.left + x][lev.top + y] = Xblank; - lev.draw[lev.left + x][lev.top + y] = Xblank; - } + /* remove inactive players */ + for (i = 0; i < MAX_PLAYERS; i++) + { + if (ply[i].exists && !ply[i].alive) + { + int x = cav.player_x[i]; + int y = cav.player_y[i]; + + lev.cave[lev.left + x][lev.top + y] = Xblank; + lev.next[lev.left + x][lev.top + y] = Xblank; + lev.draw[lev.left + x][lev.top + y] = Xblank; } } for (i = 0; i < MAX_PLAYERS; i++) { ply[i].num = i; - ply[i].dynamite = 0; - ply[i].dynamite_cnt = 0; - ply[i].keys = 0; - ply[i].anim = 0; - ply[i].prev_x = ply[i].x = cav.player_x[i] + lev.left; - ply[i].prev_y = ply[i].y = cav.player_y[i] + lev.top; + ply[i].anim = PLY_still; + + ply[i].x = cav.player_x[i] + lev.left; + ply[i].y = cav.player_y[i] + lev.top; + ply[i].prev_x = ply[i].x; + ply[i].prev_y = ply[i].y; + + ply[i].dynamite = 0; + ply[i].dynamite_cnt = 0; + ply[i].keys = 0; + ply[i].last_move_dir = MV_NONE; - ply[i].joy_n = ply[i].joy_e = ply[i].joy_s = ply[i].joy_w = 0; - ply[i].joy_snap = 0; - ply[i].joy_drop = 0; - ply[i].joy_stick = 0; + + ply[i].joy_n = FALSE; + ply[i].joy_e = FALSE; + ply[i].joy_s = FALSE; + ply[i].joy_w = FALSE; + ply[i].joy_snap = FALSE; + ply[i].joy_drop = FALSE; + ply[i].joy_stick = FALSE; } // the following engine variables are initialized to version-specific values @@ -444,6 +461,8 @@ void prepare_em_level(void) // - game_em.use_single_button (default: TRUE) // - game_em.use_snap_key_bug (default: FALSE) // - game_em.use_old_explosions (default: FALSE) + // - game_em.use_old_android (default: FALSE) + // - game_em.use_wrap_around (default: TRUE) game_em.level_solved = FALSE; game_em.game_over = FALSE;