};
struct LevelInfo_EM *level_em = level->native_em_level;
struct LEVEL *lev = level_em->lev;
- struct PLAYER **ply = level_em->ply;
int i, j, x, y;
lev->width = MIN(level->fieldx, MAX_PLAYFIELD_WIDTH);
for (i = 0; i < MAX_PLAYERS; i++)
{
- ply[i]->x_initial = -1;
- ply[i]->y_initial = -1;
+ lev->player_x[i] = -1;
+ lev->player_y[i] = -1;
}
// initialize player positions and delete players from the playfield
{
int player_nr = GET_PLAYER_NR(level->field[x][y]);
- ply[player_nr]->x_initial = x;
- ply[player_nr]->y_initial = y;
+ lev->player_x[player_nr] = x;
+ lev->player_y[player_nr] = y;
level_em->cave[x][y] = map_element_RND_to_EM(EL_EMPTY);
}
};
struct LevelInfo_EM *level_em = level->native_em_level;
struct LEVEL *lev = level_em->lev;
- struct PLAYER **ply = level_em->ply;
int i, j, x, y;
level->fieldx = MIN(lev->width, MAX_LEV_FIELDX);
{
// 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;
- int jy = ply[nr]->y_initial;
+ int jx = lev->player_x[nr];
+ int jy = lev->player_y[nr];
if (jx != -1 && jy != -1)
level->field[jx][jy] = EL_PLAYER_1 + nr;