This does not make a difference now, but will do when support for
wrap-around levels is added (which will result in accessing tiles
of the regular playfield via linked playfield buffer columns that
will redirect off-playfield access to the opposite side of the
playfield).
x = lev.left - 1 + (random >> 10) % CAVE_WIDTH;
y = lev.top - 1 + (random >> 20) % CAVE_HEIGHT;
- Lamoeba(x, y);
+ if (x >= lev.left && x < lev.right &&
+ y >= lev.top && y < lev.bottom)
+ Lamoeba(x, y);
random = random * 129 + 1;
}