/* +80: placeholder for cells which are rendered by the game;
for example diamond + arrow = falling diamond */
-#define GD_NUM_OF_CELLS (GD_NUM_OF_CELLS_X*GD_NUM_OF_CELLS_Y+80)
+#define GD_NUM_OF_CELLS (GD_NUM_OF_CELLS_X * GD_NUM_OF_CELLS_Y + 80)
/* maximum replay size (maximum seconds x game cycles per second) */
#define MAX_REPLAY_LEN (10000 * FRAMES_PER_SECOND / 8)
unsigned int gd_cave_c64_random(GdCave *);
void gd_c64_random_set_seed(GdC64RandomGenerator *rand, int seed1, int seed2);
void gd_cave_c64_random_set_seed(GdCave *cave, int seed1, int seed2);
+void gd_cave_set_random_c64_colors(GdCave *cave);
/* support */
void *gd_cave_map_new_for_cave(const GdCave *cave, const int cell_size);