static void Lboom_bug(int x, int y, int by_element)
{
- next[x][y] = Znormal;
+ next[x][y] = Zbug;
Lboom_generic(x, y, Xemerald, Xdiamond);
static void Lboom_tank(int x, int y, int by_element)
{
- next[x][y] = Znormal;
+ next[x][y] = Ztank;
Lboom_generic(x, y, Xblank, Xblank);
static void Lboom_eater(int x, int y, int by_element)
{
- next[x][y] = Znormal;
+ next[x][y] = Zeater;
boom[x-1][y-1] = lev.eater_array[lev.eater_pos][0];
boom[x][y-1] = lev.eater_array[lev.eater_pos][1];
ply->dynamite_cnt = 0;
}
- RandomEM += 7; /* be a bit more random if the player doesn't move */
+ /* be a bit more random if the player doesn't move */
+ game_em.random += 7;
return;
}
switch (cave[x+1][y])
{
case Zborder:
- case Znormal:
+ case Zbug:
+ case Ztank:
+ case Zeater:
case Zdynamite:
case Xboom_bug:
case Xboom_bomb:
switch (cave[x-1][y])
{
case Zborder:
- case Znormal:
+ case Zbug:
+ case Ztank:
+ case Zeater:
case Zdynamite:
case Xboom_bug:
case Xboom_bomb:
switch (cave[x+1][y])
{
case Zborder:
- case Znormal:
+ case Zbug:
+ case Ztank:
+ case Zeater:
case Zdynamite:
case Xboom_bug:
case Xboom_bomb:
switch (cave[x-1][y])
{
case Zborder:
- case Znormal:
+ case Zbug:
+ case Ztank:
+ case Zeater:
case Zdynamite:
case Xboom_bug:
case Xboom_bomb:
switch (cave[x+1][y])
{
case Zborder:
- case Znormal:
+ case Zbug:
+ case Ztank:
+ case Zeater:
case Zdynamite:
case Xboom_bug:
case Xboom_bomb:
switch (cave[x-1][y])
{
case Zborder:
- case Znormal:
+ case Zbug:
+ case Ztank:
+ case Zeater:
case Zdynamite:
case Xboom_bug:
case Xboom_bomb:
switch (cave[x+1][y])
{
case Zborder:
- case Znormal:
+ case Zbug:
+ case Ztank:
+ case Zeater:
case Zdynamite:
case Xboom_bug:
case Xboom_bomb:
switch (cave[x-1][y])
{
case Zborder:
- case Znormal:
+ case Zbug:
+ case Ztank:
+ case Zeater:
case Zdynamite:
case Xboom_bug:
case Xboom_bomb:
switch (cave[x+1][y])
{
case Zborder:
- case Znormal:
+ case Zbug:
+ case Ztank:
+ case Zeater:
case Zdynamite:
case Xboom_bug:
case Xboom_bomb:
switch (cave[x-1][y])
{
case Zborder:
- case Znormal:
+ case Zbug:
+ case Ztank:
+ case Zeater:
case Zdynamite:
case Xboom_bug:
case Xboom_bomb:
switch (cave[x+1][y])
{
case Zborder:
- case Znormal:
+ case Zbug:
+ case Ztank:
+ case Zeater:
case Zdynamite:
case Xboom_bug:
case Xboom_bomb:
switch (cave[x-1][y])
{
case Zborder:
- case Znormal:
+ case Zbug:
+ case Ztank:
+ case Zeater:
case Zdynamite:
case Xboom_bug:
case Xboom_bomb:
switch (cave[x][y])
{
case Zborder:
- case Znormal:
+ case Zbug:
+ case Ztank:
+ case Zeater:
case Zdynamite:
case Xboom_bug:
case Xboom_bomb:
{
switch (cave[x][y])
{
- case Znormal:
+ case Zbug:
+ Lboom_nine(x, y, FALSE);
+ break;
+
+ case Ztank:
+ Lboom_nine(x, y, FALSE);
+ break;
+
+ case Zeater:
Lboom_nine(x, y, FALSE);
break;
ply[i].anim = PLY_still;
}
- start_check_nr = (RandomEM & 128 ? 0 : 1) * 2 + (RandomEM & 256 ? 0 : 1);
+ start_check_nr = ((game_em.random & 128 ? 0 : 1) * 2 +
+ (game_em.random & 256 ? 0 : 1));
for (i = 0; i < MAX_PLAYERS; i++)
{
next = lev.next;
boom = lev.boom;
- seed = RandomEM;
+ seed = game_em.random;
score = 0;
for (y = lev.top; y < lev.bottom; y++)
else
game_em.game_over = TRUE;
- RandomEM = seed;
+ game_em.random = seed;
/* triple buffering */
void *temp = lev.cave;
/* grow amoeba */
- random = RandomEM;
+ random = game_em.random;
for (count = lev.amoeba_time; count--;)
{
random = random * 129 + 1;
}
- RandomEM = random;
+ game_em.random = random;
/* handle explosions */