From: Holger Schemel Date: Sat, 28 Jan 2023 10:27:01 +0000 (+0100) Subject: removed workaround for playing some older tapes for MM engine X-Git-Tag: 4.3.5.0~29 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;h=e81db25c94af29e469fe78f4217089b111a39eff;p=rocksndiamonds.git removed workaround for playing some older tapes for MM engine This removes a workaround that added compatibility code for replaying old tapes which used the game engine's random number generator for drawing game elements, which generally should not happen. This affects the tapes for levels 033 and 048 of "classic_mindbender", which have been re-recorded with the above change. This change reverts commit 8b514628. --- diff --git a/src/game_mm/export.h b/src/game_mm/export.h index 2af2b0ea..b628a8d0 100644 --- a/src/game_mm/export.h +++ b/src/game_mm/export.h @@ -143,8 +143,6 @@ struct GameInfo_MM int ball_choice_pos; // current content element choice position boolean laser_red, laser_green, laser_blue; - boolean lightball_rnd; - boolean level_solved; boolean game_over; int game_over_cause; diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index 20e27068..bd03e337 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -644,8 +644,6 @@ void InitGameEngine_MM(void) game_mm.laser_green = FALSE; game_mm.laser_blue = TRUE; - game_mm.lightball_rnd = TRUE; - game_mm.level_solved = FALSE; game_mm.game_over = FALSE; game_mm.game_over_cause = 0; @@ -716,8 +714,6 @@ void InitGameActions_MM(void) InitLaser(); - game_mm.lightball_rnd = FALSE; - for (i = 0; i <= num_init_game_frames; i++) { if (i == num_init_game_frames) @@ -753,8 +749,6 @@ void InitGameActions_MM(void) #endif } - game_mm.lightball_rnd = TRUE; - ScanLaser(); if (game_mm.kettles_still_needed == 0) diff --git a/src/game_mm/mm_tools.c b/src/game_mm/mm_tools.c index 44fb257c..d8dbe8be 100644 --- a/src/game_mm/mm_tools.c +++ b/src/game_mm/mm_tools.c @@ -398,11 +398,6 @@ void DrawField_MM(int x, int y) int element = Tile[x][y]; DrawElement_MM(x, y, element); - - // old game versions randomly changed colors of bonus light balls - if (game.engine_version < VERSION_IDENT(4,3,3,0) && - element == EL_LIGHTBALL && game_mm.lightball_rnd) - RND(3); } void DrawLevel_MM(void)