case Xtank_2_e:
case Xtank_2_s:
case Xtank_2_w:
- cave[x][y-1] = Xboom_bomb;
+ cave[x][y-1] = Xboom_tank;
break;
}
case Xtank_2_e:
case Xtank_2_s:
case Xtank_2_w:
- cave[x+1][y] = Xboom_bomb;
+ cave[x+1][y] = Xboom_tank;
break;
}
case Xtank_2_e:
case Xtank_2_s:
case Xtank_2_w:
- cave[x][y+1] = Xboom_bomb;
+ cave[x][y+1] = Xboom_tank;
break;
}
case Xtank_2_e:
case Xtank_2_s:
case Xtank_2_w:
- cave[x-1][y] = Xboom_bomb;
+ cave[x-1][y] = Xboom_tank;
break;
}
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;
}
case Zeater:
case Zdynamite:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
return;
case Zeater:
case Zdynamite:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
return;
case Zeater:
case Zdynamite:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
return;
case Zeater:
case Zdynamite:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
return;
case Zeater:
case Zdynamite:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
return;
case Zeater:
case Zdynamite:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
return;
case Zeater:
case Zdynamite:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
return;
case Zeater:
case Zdynamite:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
return;
case Zeater:
case Zdynamite:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
return;
case Zeater:
case Zdynamite:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
return;
case Zeater:
case Zdynamite:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
return;
case Zeater:
case Zdynamite:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
return;
case Zeater:
case Zdynamite:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xacid_1:
case Xacid_2:
case Xbomb:
case Xbomb_pause:
case Xbomb_fall:
- cave[x][y] = Xboom_bomb;
+ cave[x][y] = Xboom_tank;
return;
default:
case Xpause: Lpause(x, y); break;
case Xboom_bug: Lboom_bug(x, y, Xboom_bug); break;
- case Xboom_bomb: Lboom_tank(x, y, Xboom_bomb); break;
+ case Xboom_tank: Lboom_tank(x, y, Xboom_tank); break;
case Xboom_android: Lboom_android(x, y); break;
case Xboom_1: Lboom_1(x, y); break;
case Xboom_2: Lboom_2(x, y); 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 */