// important for the editor are not done when constructing the cave.
void gd_cave_setup_for_game(GdCave *cave)
{
- int x, y;
-
- cave_set_ckdelay_extra_for_animation(cave);
+ int i, x, y;
// find the player which will be the one to scroll to at the beginning of the game
// (before the player's birth)
}
}
+ for (i = 0; i < GD_PLAYER_MEM_SIZE; i++)
+ {
+ cave->player_x_mem[i] = cave->player_x;
+ cave->player_y_mem[i] = cave->player_y;
+ }
+
// select number of milliseconds (for pal and ntsc)
cave->timing_factor = cave->pal_timing ? 1200 : 1000;
+ // apply timing factor to time values
cave->time *= cave->timing_factor;
cave->magic_wall_time *= cave->timing_factor;
cave->amoeba_time *= cave->timing_factor;
if (cave->hammered_walls_reappear)
cave->hammered_reappear = gd_cave_map_new(cave, int);
+
+ // set speed
+ cave_set_ckdelay_extra_for_animation(cave);
}
// Count diamonds in a cave, and set diamonds_needed accordingly.