lev_fieldx = level.fieldx = STD_LEV_FIELDX;
lev_fieldy = level.fieldy = STD_LEV_FIELDY;
- for(x=0; x<MAX_LEV_FIELDX; x++)
- for(y=0; y<MAX_LEV_FIELDY; y++)
+ for(x=0; x<MAX_LEV_FIELDX; x++)
+ for(y=0; y<MAX_LEV_FIELDY; y++)
Feld[x][y] = Ur[x][y] = EL_ERDREICH;
level.time = 100;
Feld[0][0] = Ur[0][0] = EL_SPIELFIGUR;
Feld[STD_LEV_FIELDX-1][STD_LEV_FIELDY-1] =
Ur[STD_LEV_FIELDX-1][STD_LEV_FIELDY-1] = EL_AUSGANG_ZU;
+
+ BorderElement = EL_BETON;
}
void LoadLevel(int level_nr)
}
}
- for(y=0; y<lev_fieldy; y++)
- for(x=0; x<lev_fieldx; x++)
+ for(y=0; y<lev_fieldy; y++)
+ for(x=0; x<lev_fieldx; x++)
Feld[x][y] = Ur[x][y] = fgetc(file);
fclose(file);
Error(ERR_WARN, "using high speed movement for player");
level.high_speed = TRUE;
}
+
+ /* determine border element */
+ BorderElement = EL_LEERRAUM;
+ for(y=0; y<lev_fieldy && BorderElement == EL_LEERRAUM; y++)
+ {
+ for(x=0; x<lev_fieldx; x++)
+ {
+ if (!IS_MASSIVE(Feld[x][y]))
+ BorderElement = EL_BETON;
+
+ if (y != 0 && y != lev_fieldy - 1 && x != lev_fieldx - 1)
+ x = lev_fieldx - 2;
+ }
+ }
}
void SaveLevel(int level_nr)