projects
/
rocksndiamonds.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
cleanup of EM engine cave size definition names
[rocksndiamonds.git]
/
src
/
game_em
/
logic.c
diff --git
a/src/game_em/logic.c
b/src/game_em/logic.c
index bcaf88c82f72b3bfcc7ea52ca4e3110dfddd459a..da397d56e98a1c38c23f508f26ea32b917b7c242 100644
(file)
--- a/
src/game_em/logic.c
+++ b/
src/game_em/logic.c
@@
-1228,7
+1228,7
@@
static void check_player(struct PLAYER *ply)
static void set_nearest_player_xy(int x, int y, int *dx, int *dy)
{
static void set_nearest_player_xy(int x, int y, int *dx, int *dy)
{
- int distance, distance_shortest =
EM_MAX_CAVE_WIDTH + EM_MAX_
CAVE_HEIGHT;
+ int distance, distance_shortest =
CAVE_WIDTH +
CAVE_HEIGHT;
int i;
/* default values if no players are alive anymore */
int i;
/* default values if no players are alive anymore */
@@
-6273,8
+6273,8
@@
void logic_2(void)
seed = RandomEM;
score = 0;
seed = RandomEM;
score = 0;
- for (y = 1; y < HEIGHT - 1; y++)
- for (x = 0; x < WIDTH; x++)
+ for (y = 1; y <
CAVE_
HEIGHT - 1; y++)
+ for (x = 0; x <
CAVE_
WIDTH; x++)
handle_tile(x, y);
if (ply[0].alive || ply[1].alive || ply[2].alive || ply[3].alive)
handle_tile(x, y);
if (ply[0].alive || ply[1].alive || ply[2].alive || ply[3].alive)
@@
-6334,8
+6334,8
@@
void logic_3(void)
for (count = lev.amoeba_time; count--;)
{
for (count = lev.amoeba_time; count--;)
{
- x = (random >> 10) % (WIDTH - 2);
- y = (random >> 20) % (HEIGHT - 2);
+ x = (random >> 10) % (
CAVE_
WIDTH - 2);
+ y = (random >> 20) % (
CAVE_
HEIGHT - 2);
Lamoeba(x, y);
Lamoeba(x, y);
@@
-6346,13
+6346,13
@@
void logic_3(void)
/* handle explosions */
/* handle explosions */
- for (y = 1; y < HEIGHT - 1; y++)
- for (x = 1; x < WIDTH - 1; x++)
+ for (y = 1; y <
CAVE_
HEIGHT - 1; y++)
+ for (x = 1; x <
CAVE_
WIDTH - 1; x++)
Lexplode(x, y);
/* triple buffering */
Lexplode(x, y);
/* triple buffering */
- for (y = 0; y < HEIGHT; y++)
- for (x = 0; x < WIDTH; x++)
+ for (y = 0; y <
CAVE_
HEIGHT; y++)
+ for (x = 0; x <
CAVE_
WIDTH; x++)
next[x][y] = cave[x][y];
}
next[x][y] = cave[x][y];
}