#include "main_em.h"
+#define SPRING_ROLL /* spring rolling off round things continues to roll */
+
#define RANDOM (random = random << 31 | random >> 1)
static void set_nearest_player_xy(int x, int y, int *dx, int *dy)
/* --------------------------------------------------------------------- */
-#ifdef BAD_ROLL
case Xpush_stone_e:
switch (Cave[y][x+1])
{
Cave[y][x] = Yspring_eB;
Cave[y][x+1] = Yspring_e;
Next[y][x] = Xblank;
-
-#ifdef BAD_SPRING
Next[y][x+1] = Xspring_e;
-#else
- Next[y][x+1] = Xspring_pause;
-#endif
goto loop;
}
Cave[y][x] = Yspring_wB;
Cave[y][x-1] = Yspring_w;
Next[y][x] = Xblank;
-
-#ifdef BAD_SPRING
Next[y][x-1] = Xspring_w;
-#else
- Next[y][x-1] = Xspring_pause;
-#endif
goto loop;
}
Next[y][x-1] = Xbomb_pause;
goto loop;
}
-#endif /* BAD_ROLL */
/* --------------------------------------------------------------------- */
Cave[y+1][x] = XbumperB;
Next[y][x] = Xblank;
-#ifdef BAD_SPRING
+#ifdef SPRING_ROLL
Next[y][x+1] = Xspring_e;
#else
Next[y][x+1] = Xspring_pause;
Cave[y+1][x] = XbumperB;
Next[y][x] = Xblank;
-#ifdef BAD_SPRING
+#ifdef SPRING_ROLL
Next[y][x-1] = Xspring_w;
#else
Next[y][x-1] = Xspring_pause;
Cave[y+1][x] = XbumperB;
Next[y][x] = Xblank;
-#ifdef BAD_SPRING
+#ifdef SPRING_ROLL
Next[y][x-1] = Xspring_w;
#else
Next[y][x-1] = Xspring_pause;
Cave[y+1][x] = XbumperB;
Next[y][x] = Xblank;
-#ifdef BAD_SPRING
+#ifdef SPRING_ROLL
Next[y][x+1] = Xspring_e;
#else
Next[y][x+1] = Xspring_pause;