+ for(x=0; x<MAX_LEV_FIELDX; x++)
+ for(y=0; y<MAX_LEV_FIELDY; y++)
+ Feld[x][y] = level->field[x][y];
+
+ /* initialize level size variables for faster access */
+ lev_fieldx = level->fieldx;
+ lev_fieldy = level->fieldy;
+
+ /* determine border element for this level */
+ SetBorderElement();
+}
+
+#else
+
+static void LoadLevel_InitLevel(struct LevelInfo *level, char *filename)
+{
+ int i, j, x, y;
+
+ if (leveldir_current == NULL) /* only when dumping level */
+ return;
+
+ /* determine correct game engine version of current level */
+ if (IS_LEVELCLASS_CONTRIBUTION(leveldir_current) ||
+ IS_LEVELCLASS_USER(leveldir_current))
+ {
+#if 0
+ printf("\n::: This level is private or contributed: '%s'\n", filename);
+#endif
+
+ /* For user contributed and private levels, use the version of
+ the game engine the levels were created for.
+ Since 2.0.1, the game engine version is now directly stored
+ in the level file (chunk "VERS"), so there is no need anymore
+ to set the game version from the file version (except for old,
+ pre-2.0 levels, where the game version is still taken from the
+ file format version used to store the level -- see above). */
+
+ /* do some special adjustments to support older level versions */
+ if (level->file_version == FILE_VERSION_1_0)
+ {
+ Error(ERR_WARN, "level file '%s'has version number 1.0", filename);
+ Error(ERR_WARN, "using high speed movement for player");
+
+ /* player was faster than monsters in (pre-)1.0 levels */
+ level->double_speed = TRUE;
+ }
+
+ /* Default behaviour for EM style gems was "slippery" only in 2.0.1 */
+ if (level->game_version == VERSION_IDENT(2,0,1))
+ level->em_slippery_gems = TRUE;
+ }
+ else
+ {
+#if 0
+ printf("\n::: ALWAYS USE LATEST ENGINE FOR THIS LEVEL: [%d] '%s'\n",
+ leveldir_current->sort_priority, filename);
+#endif
+
+ /* Always use the latest version of the game engine for all but
+ user contributed and private levels; this allows for actual
+ corrections in the game engine to take effect for existing,
+ converted levels (from "classic" or other existing games) to
+ make the game emulation more accurate, while (hopefully) not
+ breaking existing levels created from other players. */
+
+ level->game_version = GAME_VERSION_ACTUAL;
+
+ /* Set special EM style gems behaviour: EM style gems slip down from
+ normal, steel and growing wall. As this is a more fundamental change,
+ it seems better to set the default behaviour to "off" (as it is more
+ natural) and make it configurable in the level editor (as a property
+ of gem style elements). Already existing converted levels (neither
+ private nor contributed levels) are changed to the new behaviour. */
+
+ if (level->file_version < FILE_VERSION_2_0)
+ level->em_slippery_gems = TRUE;
+ }
+
+ /* map elements that have changed in newer versions */