#define EM_ENGINE_USE_ADDITIONAL_ELEMENTS
/* one border for Zborder elements, one border for steelwall, if needed */
-#define EM_MAX_CAVE_WIDTH (MAX_PLAYFIELD_WIDTH + 2 + 2)
-#define EM_MAX_CAVE_HEIGHT (MAX_PLAYFIELD_HEIGHT + 2 + 2)
+#define CAVE_WIDTH (MAX_PLAYFIELD_WIDTH + 2 + 2)
+#define CAVE_HEIGHT (MAX_PLAYFIELD_HEIGHT + 2 + 2)
/*
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int exit_x, exit_y; /* kludge for playing player exit sound */
- short cavebuf[EM_MAX_CAVE_WIDTH][EM_MAX_CAVE_HEIGHT];
- short nextbuf[EM_MAX_CAVE_WIDTH][EM_MAX_CAVE_HEIGHT];
- short drawbuf[EM_MAX_CAVE_WIDTH][EM_MAX_CAVE_HEIGHT];
- short boombuf[EM_MAX_CAVE_WIDTH][EM_MAX_CAVE_HEIGHT];
+ short cavebuf[CAVE_WIDTH][CAVE_HEIGHT];
+ short nextbuf[CAVE_WIDTH][CAVE_HEIGHT];
+ short drawbuf[CAVE_WIDTH][CAVE_HEIGHT];
+ short boombuf[CAVE_WIDTH][CAVE_HEIGHT];
- short *cavecol[EM_MAX_CAVE_WIDTH];
- short *nextcol[EM_MAX_CAVE_WIDTH];
- short *drawcol[EM_MAX_CAVE_WIDTH];
- short *boomcol[EM_MAX_CAVE_WIDTH];
+ short *cavecol[CAVE_WIDTH];
+ short *nextcol[CAVE_WIDTH];
+ short *drawcol[CAVE_WIDTH];
+ short *boomcol[CAVE_WIDTH];
short **cave;
short **next;