Xblank, Xsand, Xsand, Xsand,
Xsand_stone, Xsand_stone, Xsand_stone, Xsand,
- Xstone, Xslidewall_ew, Xslidewall_ns, Xdynamite_1,
+ Xstone, Xslide_ew, Xslide_ns, Xdynamite_1,
Xdynamite_2, Xdynamite_3, Xdynamite_4, Xacid_s,
Xexit_1, Xexit_2, Xexit_3, Xballoon,
/* reset all runtime variables to their initial values */
+ game_init_cave_buffers();
+
lev.left = CAVE_BUFFER_XOFFSET;
lev.top = CAVE_BUFFER_YOFFSET;
lev.right = lev.left + lev.width;
lev.bottom = lev.top + lev.height;
- for (y = 0; y < CAVE_HEIGHT; y++)
- for (x = 0; x < CAVE_WIDTH; x++)
- lev.cave[lev.left + x][lev.top + y] = native_em_level.cave[x][y];
+ /* add linked cave buffer columns for wrap-around movement */
+ for (x = 0; x < lev.left; x++)
+ {
+ lev.cavecol[x] = lev.cavecol[lev.width + x];
+ lev.nextcol[x] = lev.nextcol[lev.width + x];
+ lev.drawcol[x] = lev.drawcol[lev.width + x];
+ lev.boomcol[x] = lev.boomcol[lev.width + x];
+
+ lev.cavecol[lev.right + x] = lev.cavecol[lev.left + x];
+ lev.nextcol[lev.right + x] = lev.nextcol[lev.left + x];
+ lev.drawcol[lev.right + x] = lev.drawcol[lev.left + x];
+ lev.boomcol[lev.right + x] = lev.boomcol[lev.left + x];
+ }
- for (y = 0; y < CAVE_BUFFER_HEIGHT; y++)
- for (x = 0; x < CAVE_BUFFER_WIDTH; x++)
- lev.next[x][y] = lev.cave[x][y];
+ for (x = 0; x < lev.width; x++)
+ for (y = 0; y < lev.height; y++)
+ lev.cave[lev.left + x][lev.top + y] = native_em_level.cave[x][y];
- for (y = 0; y < CAVE_BUFFER_HEIGHT; y++)
- for (x = 0; x < CAVE_BUFFER_WIDTH; x++)
- lev.draw[x][y] = lev.cave[x][y];
+ for (x = lev.left; x < lev.right; x++)
+ for (y = lev.top; y < lev.bottom; y++)
+ lev.next[x][y] = lev.draw[x][y] = lev.cave[x][y];
lev.time_initial = lev.time_seconds;
lev.time = lev.time_initial;