{ 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);
// 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;
+ cav->cave_raw[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);
- level_em->cave[x][y] = new_element;
+ cav->cave_raw[x][y] = new_element;
}
for (i = 0; i < MAX_PLAYERS; i++)
cav->player_x[player_nr] = x;
cav->player_y[player_nr] = y;
- level_em->cave[x][y] = map_element_RND_to_EM(EL_EMPTY);
+ cav->cave_raw[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);
// 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][y]);
+ int new_element = map_element_EM_to_RND(cav->cave_raw[x][y]);
if (new_element == EL_AMOEBA_WET && level->amoeba_speed == 0)
new_element = EL_AMOEBA_DEAD;