struct PLAYER **ply = level_em->ply;
int i, j, x, y;
- lev->width = MIN(level->fieldx, EM_MAX_CAVE_WIDTH);
- lev->height = MIN(level->fieldy, EM_MAX_CAVE_HEIGHT);
+ lev->width = MIN(level->fieldx, EM_MAX_CAVE_BUFFER_WIDTH);
+ lev->height = MIN(level->fieldy, EM_MAX_CAVE_BUFFER_HEIGHT);
lev->time_seconds = level->time;
lev->required_initial = level->gems_needed;
map_android_clone_elements_RND_to_EM(level);
// first fill the complete playfield with the default border element
- for (y = 0; y < EM_MAX_CAVE_HEIGHT; y++)
- for (x = 0; x < EM_MAX_CAVE_WIDTH; x++)
- level_em->cave[x][y] = ZBORDER;
+ for (y = 0; y < EM_MAX_CAVE_BUFFER_HEIGHT; y++)
+ for (x = 0; x < EM_MAX_CAVE_BUFFER_WIDTH; x++)
+ level_em->cave[x][y] = Zborder;
if (BorderElement == EL_STEELWALL)
{
TYPE_BOOLEAN,
&setup.internal.show_scaling_in_title, "show_scaling_in_title"
},
+ {
+ TYPE_BOOLEAN,
+ &setup.internal.create_user_levelset, "create_user_levelset"
+ },
{
TYPE_BOOLEAN,
&setup.internal.menu_game, "menu_game"
si->internal.default_level_series = getStringCopy(UNDEFINED_LEVELSET);
si->internal.choose_from_top_leveldir = FALSE;
si->internal.show_scaling_in_title = TRUE;
+ si->internal.create_user_levelset = TRUE;
si->internal.default_window_width = WIN_XSIZE_DEFAULT;
si->internal.default_window_height = WIN_YSIZE_DEFAULT;