&li.initial_inventory_size[3], 1, MAX_INITIAL_INVENTORY_SIZE
},
+ // (these values are only valid for BD style levels)
+ {
+ EL_BD_PLAYER, -1,
+ TYPE_BOOLEAN, CONF_VALUE_8_BIT(1),
+ &li.bd_diagonal_movements, FALSE
+ },
+
+ // (the following values are related to various game elements)
+
{
EL_EMERALD, -1,
TYPE_INTEGER, CONF_VALUE_16_BIT(1),
cave->level_speed[0] = 160; // set cave speed
+ cave->diagonal_movements = level->bd_diagonal_movements;
+
strncpy(cave->name, level->name, sizeof(GdString));
cave->name[sizeof(GdString) - 1] = '\0';
level->score[SC_TIME_BONUS] = cave->level_timevalue[bd_level_nr];
level->score[SC_DIAMOND] = cave->diamond_value;
+ level->bd_diagonal_movements = cave->diagonal_movements;
+
strncpy(level->name, cave->name, MAX_LEVEL_NAME_LEN);
level->name[MAX_LEVEL_NAME_LEN] = '\0';