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, MAX_PLAYFIELD_WIDTH);
+ lev->height = MIN(level->fieldy, MAX_PLAYFIELD_HEIGHT);
lev->time_seconds = level->time;
lev->required_initial = level->gems_needed;
for (x = 0; x < EM_MAX_CAVE_WIDTH; x++)
level_em->cave[x][y] = Zborder;
- if (BorderElement == EL_STEELWALL)
- {
- for (y = 0; y < lev->height + 2; y++)
- for (x = 0; x < lev->width + 2; x++)
- level_em->cave[x + 1][y + 1] = map_element_RND_to_EM(EL_STEELWALL);
- }
-
// then copy the real level contents from level file into the playfield
for (y = 0; y < lev->height; y++) for (x = 0; x < lev->width; x++)
{
int new_element = map_element_RND_to_EM(level->field[x][y]);
- int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
- int xx = x + 1 + offset;
- int yy = y + 1 + offset;
if (level->field[x][y] == EL_AMOEBA_DEAD)
new_element = map_element_RND_to_EM(EL_AMOEBA_WET);
- level_em->cave[xx][yy] = new_element;
+ level_em->cave[x][y] = new_element;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
- ply[i]->x_initial = 0;
- ply[i]->y_initial = 0;
+ ply[i]->x_initial = -1;
+ ply[i]->y_initial = -1;
}
// initialize player positions and delete players from the playfield
if (ELEM_IS_PLAYER(level->field[x][y]))
{
int player_nr = GET_PLAYER_NR(level->field[x][y]);
- int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
- int xx = x + 1 + offset;
- int yy = y + 1 + offset;
- ply[player_nr]->x_initial = xx;
- ply[player_nr]->y_initial = yy;
+ ply[player_nr]->x_initial = x;
+ ply[player_nr]->y_initial = y;
- level_em->cave[xx][yy] = map_element_RND_to_EM(EL_EMPTY);
+ level_em->cave[x][y] = map_element_RND_to_EM(EL_EMPTY);
}
}
-
- if (BorderElement == EL_STEELWALL)
- {
- lev->width += 2;
- lev->height += 2;
- }
}
static void CopyNativeLevel_EM_to_RND(struct LevelInfo *level)
// convert the playfield (some elements need special treatment)
for (y = 0; y < level->fieldy; y++) for (x = 0; x < level->fieldx; x++)
{
- int new_element = map_element_EM_to_RND(level_em->cave[x + 1][y + 1]);
+ int new_element = map_element_EM_to_RND(level_em->cave[x][y]);
if (new_element == EL_AMOEBA_WET && level->amoeba_speed == 0)
new_element = EL_AMOEBA_DEAD;
{
// in case of all players set to the same field, use the first player
int nr = MAX_PLAYERS - i - 1;
- int jx = ply[nr]->x_initial - 1;
- int jy = ply[nr]->y_initial - 1;
+ int jx = ply[nr]->x_initial;
+ int jy = ply[nr]->y_initial;
if (jx != -1 && jy != -1)
level->field[jx][jy] = EL_PLAYER_1 + nr;