+ /* create new last element buffer */
+ game->last_element_buffer = gd_cave_map_new(game->cave, int);
+
+ for (y = 0; y < game->cave->h; y++)
+ for (x = 0; x < game->cave->w; x++)
+ game->last_element_buffer[y][x] = O_NONE;
+
+ /* create new direction buffer */
+ game->dir_buffer = gd_cave_map_new(game->cave, int);
+
+ for (y = 0; y < game->cave->h; y++)
+ for (x = 0; x < game->cave->w; x++)
+ game->dir_buffer[y][x] = GD_MV_STILL;
+