#define ACID_ROLL /* rolling objects go into acid rather than remove it */
#define ACID_PLAYER /* player gets killed by acid, but without explosion */
+#define RANDOM_BUG /* handle problem with old tapes using 64-bit random */
+
#define RANDOM(x) ((seed = seed << 31 | seed >> 1) % x)
static short **cave, **next, **boom;
boom[x][y+1] = lev.eater_array[lev.eater_pos][7];
boom[x+1][y+1] = lev.eater_array[lev.eater_pos][8];
- lev.eater_pos = (lev.eater_pos + 1) % 8;
+ lev.eater_pos = (lev.eater_pos + 1) % lev.num_eater_arrays;
#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SOUND_boom, Xeater_n);
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x+2][y-1] == Xblank)
cave[x+2][y-1] = Xsplash_e;
if (cave[x][y-1] == Xblank)
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x][y-1] == Xblank)
cave[x][y-1] = Xsplash_e;
if (cave[x-2][y-1] == Xblank)
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x+2][y-1] == Xblank)
cave[x+2][y-1] = Xsplash_e;
if (cave[x][y-1] == Xblank)
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x][y-1] == Xblank)
cave[x][y-1] = Xsplash_e;
if (cave[x-2][y-1] == Xblank)
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x+2][y-1] == Xblank)
cave[x+2][y-1] = Xsplash_e;
if (cave[x][y-1] == Xblank)
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x][y-1] == Xblank)
cave[x][y-1] = Xsplash_e;
if (cave[x-2][y-1] == Xblank)
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x+2][y-1] == Xblank)
cave[x+2][y-1] = Xsplash_e;
if (cave[x][y-1] == Xblank)
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x][y-1] == Xblank)
cave[x][y-1] = Xsplash_e;
if (cave[x-2][y-1] == Xblank)
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x+2][y-1] == Xblank)
cave[x+2][y-1] = Xsplash_e;
if (cave[x][y-1] == Xblank)
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x][y-1] == Xblank)
cave[x][y-1] = Xsplash_e;
if (cave[x-2][y-1] == Xblank)
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x+2][y-1] == Xblank)
cave[x+2][y-1] = Xsplash_e;
if (cave[x][y-1] == Xblank)
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x][y-1] == Xblank)
cave[x][y-1] = Xsplash_e;
if (cave[x-2][y-1] == Xblank)
}
}
-static void logic_players(void)
+boolean logic_check_wrap(void)
{
- int start_check_nr;
int i;
- cave = lev.cave;
- next = lev.next;
- boom = lev.boom;
-
- game_em.any_player_moving = FALSE;
- game_em.any_player_snapping = FALSE;
-
- /* must test for death and actually kill separately */
for (i = 0; i < MAX_PLAYERS; i++)
{
- boolean ply_kill = player_killed(&ply[i]);
+ if (!ply[i].alive)
+ continue;
- if (ply[i].alive && ply_kill)
- kill_player(&ply[i]);
+ /* check for wrap-around movement */
+ if (ply[i].x < lev.left ||
+ ply[i].x > lev.right - 1)
+ return TRUE;
}
+ return FALSE;
+}
+
+void logic_move(void)
+{
+ int i;
+
for (i = 0; i < MAX_PLAYERS; i++)
{
if (!ply[i].alive)
{
ply[i].x = (ply[i].x < lev.left ? lev.right - 1 : lev.left);
+ if (!lev.infinite_true)
+ ply[i].y += (ply[i].x == lev.left ? 1 : -1);
+
game.centered_player_nr_next = i;
game.set_centered_player = TRUE;
game.set_centered_player_wrap = TRUE;
ply[i].prev_y = ply[i].y;
ply[i].anim = PLY_still;
}
+}
+
+static void logic_players(void)
+{
+ int start_check_nr;
+ int i;
+
+ cave = lev.cave;
+ next = lev.next;
+ boom = lev.boom;
+
+ game_em.any_player_moving = FALSE;
+ game_em.any_player_snapping = FALSE;
+
+ /* must test for death and actually kill separately */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ boolean ply_kill = player_killed(&ply[i]);
+
+ if (ply[i].alive && ply_kill)
+ kill_player(&ply[i]);
+ }
+
+ logic_move();
start_check_nr = ((game_em.random & 128 ? 0 : 1) * 2 +
(game_em.random & 256 ? 0 : 1));
int x;
int y;
int count;
- unsigned int random;
+#ifdef RANDOM_BUG
+ uint64_t random;
+#else
+ uint32_t random;
+#endif
cave = lev.cave;
next = lev.next;
Lamoeba(x, y);
random = random * 129 + 1;
+
+#ifdef RANDOM_BUG
+ if (!game_em.use_random_bug)
+ random = (uint32_t)random;
+#endif
}
game_em.random = random;