{ 2, 2 },
};
struct LevelInfo_EM *level_em = level->native_em_level;
- struct LEVEL *cav = level_em->cav;
+ struct CAVE *cav = level_em->cav;
int i, j, x, y;
cav->width = MIN(level->fieldx, MAX_PLAYFIELD_WIDTH);
cav->height = MIN(level->fieldy, MAX_PLAYFIELD_HEIGHT);
- cav->time_seconds = level->time;
- cav->required_initial = level->gems_needed;
+ cav->time_seconds = level->time;
+ cav->gems_needed = level->gems_needed;
cav->emerald_score = level->score[SC_EMERALD];
cav->diamond_score = level->score[SC_DIAMOND];
map_element_RND_to_EM(level->yamyam_content[i].e[x][y]);
cav->amoeba_time = level->amoeba_speed;
- cav->wonderwall_time_initial = level->time_magic_wall;
+ cav->wonderwall_time = level->time_magic_wall;
cav->wheel_time = level->time_wheel;
cav->android_move_time = level->android_move_time;
cav->android_clone_time = level->android_clone_time;
cav->ball_random = level->ball_random;
- cav->ball_state_initial = level->ball_state_initial;
+ cav->ball_state = level->ball_state_initial;
cav->ball_time = level->ball_time;
cav->num_ball_arrays = level->num_ball_contents;
cav->lenses_time = level->lenses_time;
cav->magnify_time = level->magnify_time;
- cav->wind_direction_initial =
+ cav->wind_direction =
map_direction_RND_to_EM(level->wind_direction_initial);
- cav->wind_cnt_initial = (level->wind_direction_initial != MV_NONE ?
- cav->wind_time : 0);
+ cav->wind_cnt = (level->wind_direction_initial != MV_NONE ?
+ cav->wind_time : 0);
for (i = 0; i < MAX_ELEMENT_CONTENTS; i++)
for (j = 0; j < 8; j++)
// 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++)
- cav->cave_raw[x][y] = Zborder;
+ cav->cave[x][y] = Zborder;
// then copy the real level contents from level file into the playfield
for (y = 0; y < cav->height; y++) for (x = 0; x < cav->width; x++)
if (level->field[x][y] == EL_AMOEBA_DEAD)
new_element = map_element_RND_to_EM(EL_AMOEBA_WET);
- cav->cave_raw[x][y] = new_element;
+ cav->cave[x][y] = new_element;
}
for (i = 0; i < MAX_PLAYERS; i++)
cav->player_x[player_nr] = x;
cav->player_y[player_nr] = y;
- cav->cave_raw[x][y] = map_element_RND_to_EM(EL_EMPTY);
+ cav->cave[x][y] = map_element_RND_to_EM(EL_EMPTY);
}
}
}
{ 2, 2 },
};
struct LevelInfo_EM *level_em = level->native_em_level;
- struct LEVEL *cav = level_em->cav;
+ struct CAVE *cav = level_em->cav;
int i, j, x, y;
level->fieldx = MIN(cav->width, MAX_LEV_FIELDX);
level->fieldy = MIN(cav->height, MAX_LEV_FIELDY);
level->time = cav->time_seconds;
- level->gems_needed = cav->required_initial;
+ level->gems_needed = cav->gems_needed;
sprintf(level->name, "Level %d", level->file_info.nr);
map_element_EM_to_RND(cav->eater_array[i][y * 3 + x]);
level->amoeba_speed = cav->amoeba_time;
- level->time_magic_wall = cav->wonderwall_time_initial;
+ level->time_magic_wall = cav->wonderwall_time;
level->time_wheel = cav->wheel_time;
level->android_move_time = cav->android_move_time;
level->android_clone_time = cav->android_clone_time;
level->ball_random = cav->ball_random;
- level->ball_state_initial = cav->ball_state_initial;
+ level->ball_state_initial = cav->ball_state;
level->ball_time = cav->ball_time;
level->num_ball_contents = cav->num_ball_arrays;
level->magnify_time = cav->magnify_time;
level->wind_direction_initial =
- map_direction_EM_to_RND(cav->wind_direction_initial);
+ map_direction_EM_to_RND(cav->wind_direction);
for (i = 0; i < MAX_ELEMENT_CONTENTS; i++)
for (j = 0; j < 8; j++)
// 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(cav->cave_raw[x][y]);
+ int new_element = map_element_EM_to_RND(cav->cave[x][y]);
if (new_element == EL_AMOEBA_WET && level->amoeba_speed == 0)
new_element = EL_AMOEBA_DEAD;