break;
case 0x1437:
- element = EL_SWITCHGATE_SWITCH_UP;
+ element = EL_DC_SWITCHGATE_SWITCH_UP;
break;
case 0x143a:
break;
case 0x14ce: /* growing steel wall (left/right) */
- element = EL_EXPANDABLE_WALL_HORIZONTAL;
+ element = EL_EXPANDABLE_STEELWALL_HORIZONTAL;
break;
case 0x14df: /* growing steel wall (up/down) */
- element = EL_EXPANDABLE_WALL_VERTICAL;
+ element = EL_EXPANDABLE_STEELWALL_VERTICAL;
break;
case 0x14e8: /* growing steel wall (up/down/left/right) */
- element = EL_EXPANDABLE_WALL_ANY;
+ element = EL_EXPANDABLE_STEELWALL_ANY;
break;
case 0x14e9:
/* EL_SAND */
/* 0x1590 - 0x159f: */
- /* EL_LANDMINE */
+ /* EL_DC_LANDMINE */
case 0x15a0:
element = EL_DYNAMITE;
break;
case 0x168d:
- element = EL_TIMEGATE_SWITCH;
+ element = EL_DC_TIMEGATE_SWITCH;
break;
case 0x168e:
else if (element >= 0x157c && element <= 0x158b)
element = EL_SAND;
else if (element >= 0x1590 && element <= 0x159f)
- element = EL_LANDMINE;
+ element = EL_DC_LANDMINE;
else if (element >= 0x16bc && element <= 0x16cb)
element = EL_INVISIBLE_SAND;
else
fclose(file);
+ /* Diamond Caves has the same (strange) behaviour as Emerald Mine that gems
+ can slip down from flat walls, like normal walls and steel walls */
+ level->em_slippery_gems = TRUE;
+
+#if 0
/* Diamond Caves II levels are always surrounded by indestructible wall, but
not necessarily in a rectangular way -- fill with invisible steel wall */
+ /* !!! not always true !!! keep level and set BorderElement instead !!! */
+
for (y = 0; y < level->fieldy; y++) for (x = 0; x < level->fieldx; x++)
{
#if 1
level->field, level->fieldx, level->fieldy);
#endif
}
+#endif
}
lev_fieldy = level->fieldy;
/* determine border element for this level */
- SetBorderElement();
+ if (level->file_info.type == LEVEL_FILE_TYPE_DC)
+ BorderElement = EL_EMPTY; /* (in editor, SetBorderElement() is used) */
+ else
+ SetBorderElement();
}
static void LoadLevel_InitNativeEngines(struct LevelInfo *level,char *filename)