if (lev.killed_out_of_time && setup.time_limit)
return TRUE;
- switch(cave[x][y-1])
+ switch (cave[x][y-1])
{
case Xbug_1_n:
case Xbug_1_e:
return TRUE;
}
- switch(cave[x+1][y])
+ switch (cave[x+1][y])
{
case Xbug_1_n:
case Xbug_1_e:
return TRUE;
}
- switch(cave[x][y+1])
+ switch (cave[x][y+1])
{
case Xbug_1_n:
case Xbug_1_e:
return TRUE;
}
- switch(cave[x-1][y])
+ switch (cave[x-1][y])
{
case Xbug_1_n:
case Xbug_1_e:
return TRUE;
}
- switch(cave[x][y])
+ switch (cave[x][y])
{
case Xblank:
case Xacid_splash_e:
ply->alive = 0;
- switch(cave[x][y-1])
+ switch (cave[x][y-1])
{
case Xbug_1_n:
case Xbug_1_e:
break;
}
- switch(cave[x+1][y])
+ switch (cave[x+1][y])
{
case Xbug_1_n:
case Xbug_1_e:
break;
}
- switch(cave[x][y+1])
+ switch (cave[x][y+1])
{
case Xbug_1_n:
case Xbug_1_e:
break;
}
- switch(cave[x-1][y])
+ switch (cave[x-1][y])
{
case Xbug_1_n:
case Xbug_1_e:
break;
}
- switch(cave[x][y])
+ switch (cave[x][y])
{
case Xexit_1:
case Xexit_2:
break;
}
- switch(cave[x][y])
+ switch (cave[x][y])
{
#ifdef USE_CHANGED_ACID_STUFF
case Xacid_1:
{
int element = cave[x][y];
- switch(cave[x][y])
+ switch (cave[x][y])
{
/* fire is released */
case Xblank:
if (dy)
break;
- switch(cave[x+dx][y])
+ switch (cave[x+dx][y])
{
case Xblank:
case Xacid_splash_e:
if (dy)
break;
- switch(cave[x+dx][y])
+ switch (cave[x+dx][y])
{
case Xblank:
case Xacid_splash_e:
if (dy)
break;
- switch(cave[x+dx][y])
+ switch (cave[x+dx][y])
{
case Xblank:
case Xacid_splash_e:
if (dy)
break;
- switch(cave[x+dx][y])
+ switch (cave[x+dx][y])
{
case Xblank:
case Xacid_splash_e:
break;
case Xballoon:
- switch(cave[x+dx][y+dy])
+ switch (cave[x+dx][y+dy])
{
case Xblank:
case Xacid_splash_e:
case Xandroid_2_s:
case Xandroid_1_w:
case Xandroid_2_w:
- switch(cave[x+dx][y+dy])
+ switch (cave[x+dx][y+dy])
{
case Xblank:
case Xacid_splash_e:
{
int element = cave[x][y];
- switch(cave[x][y])
+ switch (cave[x][y])
{
/* fire is pressed */
int start_check_nr;
int i;
- cave = Cave;
- next = Next;
- boom = Boom;
+ cave = lev.cave;
+ next = lev.next;
+ boom = lev.boom;
game_em.any_player_moving = FALSE;
game_em.any_player_snapping = FALSE;
{
int x, y;
- cave = Cave;
- next = Next;
- boom = Boom;
+ cave = lev.cave;
+ next = lev.next;
+ boom = lev.boom;
seed = RandomEM;
score = 0;
RandomEM = seed;
/* triple buffering */
- void *temp = Cave;
- Cave = Next;
- Next = Draw;
- Draw = temp;
+ void *temp = lev.cave;
+ lev.cave = lev.next;
+ lev.next = lev.draw;
+ lev.draw = temp;
}
void logic_3(void)
int count;
unsigned int random;
- cave = Cave;
- next = Next;
- boom = Boom;
+ cave = lev.cave;
+ next = lev.next;
+ boom = lev.boom;
/* update variables */
for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
- Next[x][y] = Cave[x][y];
+ next[x][y] = cave[x][y];
}