fixed handling of androids in EM engine for old tapes
[rocksndiamonds.git] / src / game_em / convert.c
index d8a202d6166883b03cc5fbcdbd8987c407a248c8..5c5e79befbbfdb6fba3203b0cd79e8e6b1a5a46e 100644 (file)
@@ -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,
@@ -404,7 +406,7 @@ void prepare_em_level(void)
   /* assign active players */
   for (i = 0; i < MAX_PLAYERS; i++)
   {
-    if (ply[i].exists)
+    if (ply[i].exists && isActivePlayer_EM(i))
     {
       if (players_left)
       {
@@ -459,6 +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;