X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Ffiles.c;h=66fbeec693f338686f54c703e7df3476beab2a6c;hp=87741c788b1fc42c6d76e02cfb5f2f2076428f63;hb=80a9825ee7983ea810b89f4e827efc85e01b69bc;hpb=000f4fbffe0d915d1ded9c981a5a2d521cdf7e5e diff --git a/src/files.c b/src/files.c index 87741c78..66fbeec6 100644 --- a/src/files.c +++ b/src/files.c @@ -4252,7 +4252,7 @@ int getMappedElement_DC(int element) break; case 0x1437: - element = EL_SWITCHGATE_SWITCH_UP; + element = EL_DC_SWITCHGATE_SWITCH_UP; break; case 0x143a: @@ -4320,15 +4320,15 @@ int getMappedElement_DC(int element) break; case 0x14ce: /* growing steel wall (left/right) */ - element = EL_EXPANDABLE_WALL_HORIZONTAL; + element = EL_EXPANDABLE_STEELWALL_HORIZONTAL; break; case 0x14df: /* growing steel wall (up/down) */ - element = EL_EXPANDABLE_WALL_VERTICAL; + element = EL_EXPANDABLE_STEELWALL_VERTICAL; break; case 0x14e8: /* growing steel wall (up/down/left/right) */ - element = EL_EXPANDABLE_WALL_ANY; + element = EL_EXPANDABLE_STEELWALL_ANY; break; case 0x14e9: @@ -4359,7 +4359,7 @@ int getMappedElement_DC(int element) /* EL_SAND */ /* 0x1590 - 0x159f: */ - /* EL_LANDMINE */ + /* EL_DC_LANDMINE */ case 0x15a0: element = EL_DYNAMITE; @@ -5310,7 +5310,7 @@ int getMappedElement_DC(int element) break; case 0x168d: - element = EL_TIMEGATE_SWITCH; + element = EL_DC_TIMEGATE_SWITCH; break; case 0x168e: @@ -5516,7 +5516,7 @@ int getMappedElement_DC(int element) else if (element >= 0x157c && element <= 0x158b) element = EL_SAND; else if (element >= 0x1590 && element <= 0x159f) - element = EL_LANDMINE; + element = EL_DC_LANDMINE; else if (element >= 0x16bc && element <= 0x16cb) element = EL_INVISIBLE_SAND; else @@ -5696,9 +5696,16 @@ static void LoadLevelFromFileInfo_DC(struct LevelInfo *level, fclose(file); + /* Diamond Caves has the same (strange) behaviour as Emerald Mine that gems + can slip down from flat walls, like normal walls and steel walls */ + level->em_slippery_gems = TRUE; + +#if 0 /* Diamond Caves II levels are always surrounded by indestructible wall, but not necessarily in a rectangular way -- fill with invisible steel wall */ + /* !!! not always true !!! keep level and set BorderElement instead !!! */ + for (y = 0; y < level->fieldy; y++) for (x = 0; x < level->fieldx; x++) { #if 1 @@ -5714,6 +5721,7 @@ static void LoadLevelFromFileInfo_DC(struct LevelInfo *level, level->field, level->fieldx, level->fieldy); #endif } +#endif } @@ -6077,7 +6085,10 @@ static void LoadLevel_InitPlayfield(struct LevelInfo *level, char *filename) lev_fieldy = level->fieldy; /* determine border element for this level */ - SetBorderElement(); + if (level->file_info.type == LEVEL_FILE_TYPE_DC) + BorderElement = EL_EMPTY; /* (in editor, SetBorderElement() is used) */ + else + SetBorderElement(); } static void LoadLevel_InitNativeEngines(struct LevelInfo *level,char *filename)