From: Holger Schemel Date: Sun, 26 May 2024 00:31:12 +0000 (+0200) Subject: improved converting BD game engine elements for R'n'D game engine X-Git-Tag: 4.4.0.0-test-2~10 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;ds=sidebyside;h=4a80f76e43a36b3b81db56711959eaa207d26d94;p=rocksndiamonds.git improved converting BD game engine elements for R'n'D game engine --- diff --git a/src/game.c b/src/game.c index d835b19f..8b1bab36 100644 --- a/src/game.c +++ b/src/game.c @@ -1840,13 +1840,30 @@ static void InitFieldForEngine_RND(int x, int y) int element = Tile[x][y]; // convert BD engine elements to corresponding R'n'D engine elements - element = (element == EL_BDX_EMPTY ? EL_EMPTY : - element == EL_BDX_PLAYER ? EL_PLAYER_1 : - element == EL_BDX_INBOX ? EL_PLAYER_1 : - element == EL_BDX_SAND_1 ? EL_SAND : - element == EL_BDX_STEELWALL ? EL_STEELWALL : - element == EL_BDX_EXIT_CLOSED ? EL_EXIT_CLOSED : - element == EL_BDX_EXIT_OPEN ? EL_EXIT_OPEN : + element = (element == EL_BDX_EMPTY ? EL_EMPTY : + element == EL_BDX_PLAYER ? EL_PLAYER_1 : + element == EL_BDX_INBOX ? EL_PLAYER_1 : + element == EL_BDX_SAND_1 ? EL_SAND : + element == EL_BDX_WALL ? EL_BD_WALL : + element == EL_BDX_STEELWALL ? EL_STEELWALL : + element == EL_BDX_ROCK ? EL_BD_ROCK : + element == EL_BDX_DIAMOND ? EL_BD_DIAMOND : + element == EL_BDX_AMOEBA_1 ? EL_BD_AMOEBA : + element == EL_BDX_MAGIC_WALL ? EL_BD_MAGIC_WALL : + element == EL_BDX_BUTTERFLY_1_RIGHT ? EL_BD_BUTTERFLY_RIGHT : + element == EL_BDX_BUTTERFLY_1_UP ? EL_BD_BUTTERFLY_UP : + element == EL_BDX_BUTTERFLY_1_LEFT ? EL_BD_BUTTERFLY_LEFT : + element == EL_BDX_BUTTERFLY_1_DOWN ? EL_BD_BUTTERFLY_DOWN : + element == EL_BDX_BUTTERFLY_1 ? EL_BD_BUTTERFLY : + element == EL_BDX_FIREFLY_1_RIGHT ? EL_BD_FIREFLY_RIGHT : + element == EL_BDX_FIREFLY_1_UP ? EL_BD_FIREFLY_UP : + element == EL_BDX_FIREFLY_1_LEFT ? EL_BD_FIREFLY_LEFT : + element == EL_BDX_FIREFLY_1_DOWN ? EL_BD_FIREFLY_DOWN : + element == EL_BDX_FIREFLY_1 ? EL_BD_FIREFLY : + element == EL_BDX_EXPANDABLE_WALL_HORIZONTAL ? EL_BD_EXPANDABLE_WALL : + element == EL_BDX_WALL_DIAMOND ? EL_WALL_BD_DIAMOND : + element == EL_BDX_EXIT_CLOSED ? EL_EXIT_CLOSED : + element == EL_BDX_EXIT_OPEN ? EL_EXIT_OPEN : element); Tile[x][y] = element;