#define SPRING_ROLL /* spring rolling off round things continues to roll */
-#define RANDOM (random_em = random_em << 31 | random_em >> 1)
+#define RANDOM_RAW (seed = seed << 31 | seed >> 1)
+#define RANDOM(x) (RANDOM_RAW & (x - 1))
-static unsigned int random_em;
+static unsigned int seed;
static int score;
static void set_nearest_player_xy(int x, int y, int *dx, int *dy)
Cave[y+1][x+1] != Xblank)
goto android_move;
- switch (RANDOM & 7)
+ switch (RANDOM(8))
{
/* randomly find an object to clone */
Next[y][x] = temp; /* the item we chose to clone */
play_element_sound(x, y, SOUND_android_clone, temp);
- switch (RANDOM & 7)
+ switch (RANDOM(8))
{
/* randomly find a direction to move */
Next[y][x] = Xblank; /* assume we will move */
temp = ((x < dx) + 1 - (x > dx)) + ((y < dy) + 1 - (y > dy)) * 3;
- if (RANDOM & 1)
+ if (RANDOM(2))
{
switch (temp)
{
return;
default:
- Next[y][x] = RANDOM & 1 ? Xeater_e : Xeater_w;
+ Next[y][x] = RANDOM(2) ? Xeater_e : Xeater_w;
play_element_sound(x, y, SOUND_eater, Xeater_n);
return;
}
return;
default:
- Next[y][x] = RANDOM & 1 ? Xeater_n : Xeater_s;
+ Next[y][x] = RANDOM(2) ? Xeater_n : Xeater_s;
play_element_sound(x, y, SOUND_eater, Xeater_e);
return;
}
return;
default:
- Next[y][x] = RANDOM & 1 ? Xeater_e : Xeater_w;
+ Next[y][x] = RANDOM(2) ? Xeater_e : Xeater_w;
play_element_sound(x, y, SOUND_eater, Xeater_s);
return;
}
return;
default:
- Next[y][x] = RANDOM & 1 ? Xeater_n : Xeater_s;
+ Next[y][x] = RANDOM(2) ? Xeater_n : Xeater_s;
play_element_sound(x, y, SOUND_eater, Xeater_w);
return;
}
set_nearest_player_xy(x, y, &dx, &dy);
}
- if (RANDOM & 1)
+ if (RANDOM(2))
{
if (y > dy)
{
case Xroundwall_2:
case Xroundwall_3:
case Xroundwall_4:
- if (RANDOM & 1)
+ if (RANDOM(2))
{
if (tab_blank[Cave[y][x+1]] && tab_acid[Cave[y+1][x+1]])
{
default:
if (++lev.shine_cnt > 50)
{
- lev.shine_cnt = RANDOM & 7;
+ lev.shine_cnt = RANDOM(8);
Cave[y][x] = Xemerald_shine;
}
case Xroundwall_2:
case Xroundwall_3:
case Xroundwall_4:
- if (RANDOM & 1)
+ if (RANDOM(2))
{
if (tab_blank[Cave[y][x+1]] && tab_acid[Cave[y+1][x+1]])
{
default:
if (++lev.shine_cnt > 50)
{
- lev.shine_cnt = RANDOM & 7;
+ lev.shine_cnt = RANDOM(8);
Cave[y][x] = Xdiamond_shine;
}
case Xacid_splash_w:
case Xplant:
case Yplant:
-#if 1
+#ifdef EM_ENGINE_USE_ADDITIONAL_ELEMENTS
case Xfake_acid_1:
case Xfake_acid_2:
case Xfake_acid_3:
case Xroundwall_2:
case Xroundwall_3:
case Xroundwall_4:
- if (RANDOM & 1)
+ if (RANDOM(2))
{
if (tab_blank[Cave[y][x+1]] && tab_acid[Cave[y+1][x+1]])
{
case Xblank:
case Xacid_splash_e:
case Xacid_splash_w:
-#if 1
+#ifdef EM_ENGINE_USE_ADDITIONAL_ELEMENTS
case Xfake_acid_1:
case Xfake_acid_2:
case Xfake_acid_3:
case Xacid_splash_e:
case Xacid_splash_w:
case Zplayer:
-#if 1
+#ifdef EM_ENGINE_USE_ADDITIONAL_ELEMENTS
case Xfake_acid_1:
case Xfake_acid_2:
case Xfake_acid_3:
return;
case Xspring:
- if (RANDOM & 1)
+ if (RANDOM(2))
{
switch (Cave[y+1][x+1])
{
case Xroundwall_2:
case Xroundwall_3:
case Xroundwall_4:
- if (RANDOM & 1)
+ if (RANDOM(2))
{
if (tab_blank[Cave[y][x+1]] && tab_acid[Cave[y+1][x+1]])
{
case Xroundwall_2:
case Xroundwall_3:
case Xroundwall_4:
- if (RANDOM & 1)
+ if (RANDOM(2))
{
if (tab_blank[Cave[y][x+1]] && tab_acid[Cave[y+1][x+1]])
{
case Xroundwall_2:
case Xroundwall_3:
case Xroundwall_4:
- if (RANDOM & 1)
+ if (RANDOM(2))
{
if (tab_blank[Cave[y][x+1]] && tab_acid[Cave[y+1][x+1]])
{
if (lev.ball_random)
{
- switch (RANDOM & 7)
+ switch (RANDOM(8))
{
case 0:
if (lev.ball_array[lev.ball_pos][0] != Xblank &&
return;
default:
- switch (RANDOM & 7)
+ switch (RANDOM(8))
{
- case 0:
- temp = Xamoeba_1;
- break;
-
- case 1:
- temp = Xamoeba_2;
- break;
-
- case 2:
- temp = Xamoeba_3;
- break;
-
- case 3:
- temp = Xamoeba_4;
- break;
-
- case 4:
- temp = Xamoeba_5;
- break;
-
- case 5:
- temp = Xamoeba_6;
- break;
-
- case 6:
- temp = Xamoeba_7;
- break;
-
- case 7:
- temp = Xamoeba_8;
- break;
+ case 0: temp = Xamoeba_1; break;
+ case 1: temp = Xamoeba_2; break;
+ case 2: temp = Xamoeba_3; break;
+ case 3: temp = Xamoeba_4; break;
+ case 4: temp = Xamoeba_5; break;
+ case 5: temp = Xamoeba_6; break;
+ case 6: temp = Xamoeba_7; break;
+ case 7: temp = Xamoeba_8; break;
}
Cave[y][x] = temp;
Next[y][x] = Xsand;
}
-#if 1
+#ifdef EM_ENGINE_USE_ADDITIONAL_ELEMENTS
static void Lsand_stonesand_quickout_1(int x, int y)
{
Next[y][x] = Xsand_stonesand_quickout_2;
if (lev.required > 0)
return;
- int temp = RANDOM & 63;
-
- if (temp < 21)
- {
- Cave[y][x] = Xexit_1;
- Next[y][x] = Xexit_2;
- }
- else if (temp < 42)
- {
- Cave[y][x] = Xexit_2;
- Next[y][x] = Xexit_3;
- }
- else
+ switch (RANDOM(64) / 21)
{
- Cave[y][x] = Xexit_3;
- Next[y][x] = Xexit_1;
+ case 0:
+ Cave[y][x] = Xexit_1;
+ Next[y][x] = Xexit_2;
+ break;
+
+ case 1:
+ Cave[y][x] = Xexit_2;
+ Next[y][x] = Xexit_3;
+ break;
+
+ default:
+ Cave[y][x] = Xexit_3;
+ Next[y][x] = Xexit_1;
+ break;
}
play_element_sound(x, y, SOUND_exit_open, Xexit);
Next[y][x] = Xacid_1;
}
+#ifdef EM_ENGINE_USE_ADDITIONAL_ELEMENTS
static void Lfake_acid_1(int x, int y)
{
Next[y][x] = Xfake_acid_2;
{
Next[y][x] = Xfake_acid_1;
}
+#endif
static void Lpause(int x, int y)
{
short *cave_cache = Cave[y]; /* might be a win */
int element;
- random_em = RandomEM;
+ seed = RandomEM;
score = 0;
loop:
switch (element)
{
- default:
- goto loop;
+ case Xacid_1: Lacid_1(x, y); goto loop;
+ case Xacid_2: Lacid_2(x, y); goto loop;
+ case Xacid_3: Lacid_3(x, y); goto loop;
+ case Xacid_4: Lacid_4(x, y); goto loop;
+ case Xacid_5: Lacid_5(x, y); goto loop;
+ case Xacid_6: Lacid_6(x, y); goto loop;
+ case Xacid_7: Lacid_7(x, y); goto loop;
+ case Xacid_8: Lacid_8(x, y); goto loop;
- case Xpush_stone_e: Lpush_stone_e(x, y); goto loop;
- case Xpush_stone_w: Lpush_stone_w(x, y); goto loop;
- case Xpush_nut_e: Lpush_nut_e(x, y); goto loop;
- case Xpush_nut_w: Lpush_nut_w(x, y); goto loop;
- case Xpush_spring_e: Lpush_spring_e(x, y); goto loop;
- case Xpush_spring_w: Lpush_spring_w(x, y); goto loop;
- case Xpush_emerald_e: Lpush_emerald_e(x, y); goto loop;
- case Xpush_emerald_w: Lpush_emerald_w(x, y); goto loop;
- case Xpush_diamond_e: Lpush_diamond_e(x, y); goto loop;
- case Xpush_diamond_w: Lpush_diamond_w(x, y); goto loop;
- case Xpush_bomb_e: Lpush_bomb_e(x, y); goto loop;
- case Xpush_bomb_w: Lpush_bomb_w(x, y); goto loop;
+#ifdef EM_ENGINE_USE_ADDITIONAL_ELEMENTS
+ case Xfake_acid_1: Lfake_acid_1(x, y); goto loop;
+ case Xfake_acid_2: Lfake_acid_2(x, y); goto loop;
+ case Xfake_acid_3: Lfake_acid_3(x, y); goto loop;
+ case Xfake_acid_4: Lfake_acid_4(x, y); goto loop;
+ case Xfake_acid_5: Lfake_acid_5(x, y); goto loop;
+ case Xfake_acid_6: Lfake_acid_6(x, y); goto loop;
+ case Xfake_acid_7: Lfake_acid_7(x, y); goto loop;
+ case Xfake_acid_8: Lfake_acid_8(x, y); goto loop;
+#endif
- case Xstone: Lstone(x, y); goto loop;
- case Xstone_pause: Lstone_pause(x, y); goto loop;
- case Xstone_fall: Lstone_fall(x, y); goto loop;
+ case Xandroid: Landroid(x, y); goto loop;
+ case Xandroid_1_n: Landroid_1_n(x, y); goto loop;
+ case Xandroid_2_n: Landroid_2_n(x, y); goto loop;
+ case Xandroid_1_e: Landroid_1_e(x, y); goto loop;
+ case Xandroid_2_e: Landroid_2_e(x, y); goto loop;
+ case Xandroid_1_s: Landroid_1_s(x, y); goto loop;
+ case Xandroid_2_s: Landroid_2_s(x, y); goto loop;
+ case Xandroid_1_w: Landroid_1_w(x, y); goto loop;
+ case Xandroid_2_w: Landroid_2_w(x, y); goto loop;
- case Xnut: Lnut(x, y); goto loop;
- case Xnut_pause: Lnut_pause(x, y); goto loop;
- case Xnut_fall: Lnut_fall(x, y); goto loop;
+ case Xeater_n: Leater_n(x, y); goto loop;
+ case Xeater_e: Leater_e(x, y); goto loop;
+ case Xeater_s: Leater_s(x, y); goto loop;
+ case Xeater_w: Leater_w(x, y); goto loop;
+
+ case Xalien: Lalien(x, y); goto loop;
+ case Xalien_pause: Lalien_pause(x, y); goto loop;
case Xbug_1_n: Lbug_1_n(x, y); goto loop;
case Xbug_2_n: Lbug_2_n(x, y); goto loop;
case Xtank_1_w: Ltank_1_w(x, y); goto loop;
case Xtank_2_w: Ltank_2_w(x, y); goto loop;
- case Xandroid: Landroid(x, y); goto loop;
- case Xandroid_1_n: Landroid_1_n(x, y); goto loop;
- case Xandroid_2_n: Landroid_2_n(x, y); goto loop;
- case Xandroid_1_e: Landroid_1_e(x, y); goto loop;
- case Xandroid_2_e: Landroid_2_e(x, y); goto loop;
- case Xandroid_1_s: Landroid_1_s(x, y); goto loop;
- case Xandroid_2_s: Landroid_2_s(x, y); goto loop;
- case Xandroid_1_w: Landroid_1_w(x, y); goto loop;
- case Xandroid_2_w: Landroid_2_w(x, y); goto loop;
-
- case Xspring: Lspring(x, y); goto loop;
- case Xspring_pause: Lspring_pause(x, y); goto loop;
- case Xspring_e: Lspring_e(x, y); goto loop;
- case Xspring_w: Lspring_w(x, y); goto loop;
- case Xspring_fall: Lspring_fall(x, y); goto loop;
-
- case Xeater_n: Leater_n(x, y); goto loop;
- case Xeater_e: Leater_e(x, y); goto loop;
- case Xeater_s: Leater_s(x, y); goto loop;
- case Xeater_w: Leater_w(x, y); goto loop;
-
- case Xalien: Lalien(x, y); goto loop;
- case Xalien_pause: Lalien_pause(x, y); goto loop;
-
case Xemerald: Lemerald(x, y); goto loop;
case Xemerald_pause: Lemerald_pause(x, y); goto loop;
case Xemerald_fall: Lemerald_fall(x, y); goto loop;
case Xdiamond_pause: Ldiamond_pause(x, y); goto loop;
case Xdiamond_fall: Ldiamond_fall(x, y); goto loop;
- case Xdrip_fall: Ldrip_fall(x, y); goto loop;
- case Xdrip_stretch: Ldrip_stretch(x, y); goto loop;
- case Xdrip_stretchB: Ldrip_stretchB(x, y); goto loop;
- case Xdrip: Ldrip(x, y); goto loop;
+ case Xstone: Lstone(x, y); goto loop;
+ case Xstone_pause: Lstone_pause(x, y); goto loop;
+ case Xstone_fall: Lstone_fall(x, y); goto loop;
case Xbomb: Lbomb(x, y); goto loop;
case Xbomb_pause: Lbomb_pause(x, y); goto loop;
case Xbomb_fall: Lbomb_fall(x, y); goto loop;
- case Xballoon: Lballoon(x, y); goto loop;
+ case Xnut: Lnut(x, y); goto loop;
+ case Xnut_pause: Lnut_pause(x, y); goto loop;
+ case Xnut_fall: Lnut_fall(x, y); goto loop;
- case Xacid_1: Lacid_1(x, y); goto loop;
- case Xacid_2: Lacid_2(x, y); goto loop;
- case Xacid_3: Lacid_3(x, y); goto loop;
- case Xacid_4: Lacid_4(x, y); goto loop;
- case Xacid_5: Lacid_5(x, y); goto loop;
- case Xacid_6: Lacid_6(x, y); goto loop;
- case Xacid_7: Lacid_7(x, y); goto loop;
- case Xacid_8: Lacid_8(x, y); goto loop;
+ case Xspring: Lspring(x, y); goto loop;
+ case Xspring_pause: Lspring_pause(x, y); goto loop;
+ case Xspring_e: Lspring_e(x, y); goto loop;
+ case Xspring_w: Lspring_w(x, y); goto loop;
+ case Xspring_fall: Lspring_fall(x, y); goto loop;
- case Xfake_acid_1: Lfake_acid_1(x, y); goto loop;
- case Xfake_acid_2: Lfake_acid_2(x, y); goto loop;
- case Xfake_acid_3: Lfake_acid_3(x, y); goto loop;
- case Xfake_acid_4: Lfake_acid_4(x, y); goto loop;
- case Xfake_acid_5: Lfake_acid_5(x, y); goto loop;
- case Xfake_acid_6: Lfake_acid_6(x, y); goto loop;
- case Xfake_acid_7: Lfake_acid_7(x, y); goto loop;
- case Xfake_acid_8: Lfake_acid_8(x, y); goto loop;
+ case Xpush_emerald_e: Lpush_emerald_e(x, y); goto loop;
+ case Xpush_emerald_w: Lpush_emerald_w(x, y); goto loop;
+ case Xpush_diamond_e: Lpush_diamond_e(x, y); goto loop;
+ case Xpush_diamond_w: Lpush_diamond_w(x, y); goto loop;
+ case Xpush_stone_e: Lpush_stone_e(x, y); goto loop;
+ case Xpush_stone_w: Lpush_stone_w(x, y); goto loop;
+ case Xpush_bomb_e: Lpush_bomb_e(x, y); goto loop;
+ case Xpush_bomb_w: Lpush_bomb_w(x, y); goto loop;
+ case Xpush_nut_e: Lpush_nut_e(x, y); goto loop;
+ case Xpush_nut_w: Lpush_nut_w(x, y); goto loop;
+ case Xpush_spring_e: Lpush_spring_e(x, y); goto loop;
+ case Xpush_spring_w: Lpush_spring_w(x, y); goto loop;
- case Xball_1: Lball_1(x, y); goto loop;
- case Xball_2: Lball_2(x, y); goto loop;
+ case Xdynamite_1: Ldynamite_1(x, y); goto loop;
+ case Xdynamite_2: Ldynamite_2(x, y); goto loop;
+ case Xdynamite_3: Ldynamite_3(x, y); goto loop;
+ case Xdynamite_4: Ldynamite_4(x, y); goto loop;
- case Xslidewall_ns: Lslidewall_ns(x, y); goto loop;
- case Xslidewall_ew: Lslidewall_ew(x, y); goto loop;
+ case Xfake_door_1: Lfake_door_1(x, y); goto loop;
+ case Xfake_door_2: Lfake_door_2(x, y); goto loop;
+ case Xfake_door_3: Lfake_door_3(x, y); goto loop;
+ case Xfake_door_4: Lfake_door_4(x, y); goto loop;
+ case Xfake_door_5: Lfake_door_5(x, y); goto loop;
+ case Xfake_door_6: Lfake_door_6(x, y); goto loop;
+ case Xfake_door_7: Lfake_door_7(x, y); goto loop;
+ case Xfake_door_8: Lfake_door_8(x, y); goto loop;
- case Xwonderwall: Lwonderwall(x, y); goto loop;
+ case Xballoon: Lballoon(x, y); goto loop;
- case Xexit: Lexit(x, y); goto loop;
- case Xexit_1: Lexit_1(x, y); goto loop;
- case Xexit_2: Lexit_2(x, y); goto loop;
- case Xexit_3: Lexit_3(x, y); goto loop;
+ case Xball_1: Lball_1(x, y); goto loop;
+ case Xball_2: Lball_2(x, y); goto loop;
- case Xpause: Lpause(x, y); goto loop;
+ case Xdrip: Ldrip(x, y); goto loop;
+ case Xdrip_fall: Ldrip_fall(x, y); goto loop;
+ case Xdrip_stretch: Ldrip_stretch(x, y); goto loop;
+ case Xdrip_stretchB: Ldrip_stretchB(x, y); goto loop;
- case Xdynamite_1: Ldynamite_1(x, y); goto loop;
- case Xdynamite_2: Ldynamite_2(x, y); goto loop;
- case Xdynamite_3: Ldynamite_3(x, y); goto loop;
- case Xdynamite_4: Ldynamite_4(x, y); goto loop;
+ case Xwonderwall: Lwonderwall(x, y); goto loop;
case Xwheel: Lwheel(x, y); goto loop;
case Xswitch: Lswitch(x, y); goto loop;
+ case Xfake_blank: Lfake_blank(x, y); goto loop;
+ case Xfake_grass: Lfake_grass(x, y); goto loop;
+ case Xfake_amoeba: Lfake_amoeba(x, y); goto loop;
+
case Xsand_stone: Lsand_stone(x, y); goto loop;
case Xsand_stonein_1: Lsand_stonein_1(x, y); goto loop;
case Xsand_stonein_2: Lsand_stonein_2(x, y); goto loop;
case Xsand_stonein_3: Lsand_stonein_3(x, y); goto loop;
case Xsand_stonein_4: Lsand_stonein_4(x, y); goto loop;
+ case Xsand_sandstone_1: Lsand_sandstone_1(x, y); goto loop;
+ case Xsand_sandstone_2: Lsand_sandstone_2(x, y); goto loop;
+ case Xsand_sandstone_3: Lsand_sandstone_3(x, y); goto loop;
+ case Xsand_sandstone_4: Lsand_sandstone_4(x, y); goto loop;
case Xsand_stonesand_1: Lsand_stonesand_1(x, y); goto loop;
case Xsand_stonesand_2: Lsand_stonesand_2(x, y); goto loop;
case Xsand_stonesand_3: Lsand_stonesand_3(x, y); goto loop;
case Xsand_stonesand_4: Lsand_stonesand_4(x, y); goto loop;
-#if 1
+ case Xsand_stoneout_1: Lsand_stoneout_1(x, y); goto loop;
+ case Xsand_stoneout_2: Lsand_stoneout_2(x, y); goto loop;
+#ifdef EM_ENGINE_USE_ADDITIONAL_ELEMENTS
case Xsand_stonesand_quickout_1:Lsand_stonesand_quickout_1(x, y);goto loop;
case Xsand_stonesand_quickout_2:Lsand_stonesand_quickout_2(x, y);goto loop;
#endif
- case Xsand_stoneout_1: Lsand_stoneout_1(x, y); goto loop;
- case Xsand_stoneout_2: Lsand_stoneout_2(x, y); goto loop;
- case Xsand_sandstone_1: Lsand_sandstone_1(x, y); goto loop;
- case Xsand_sandstone_2: Lsand_sandstone_2(x, y); goto loop;
- case Xsand_sandstone_3: Lsand_sandstone_3(x, y); goto loop;
- case Xsand_sandstone_4: Lsand_sandstone_4(x, y); goto loop;
- case Xfake_amoeba: Lfake_amoeba(x, y); goto loop;
- case Xfake_blank: Lfake_blank(x, y); goto loop;
- case Xfake_grass: Lfake_grass(x, y); goto loop;
+ case Xslidewall_ns: Lslidewall_ns(x, y); goto loop;
+ case Xslidewall_ew: Lslidewall_ew(x, y); goto loop;
- case Xfake_door_1: Lfake_door_1(x, y); goto loop;
- case Xfake_door_2: Lfake_door_2(x, y); goto loop;
- case Xfake_door_3: Lfake_door_3(x, y); goto loop;
- case Xfake_door_4: Lfake_door_4(x, y); goto loop;
- case Xfake_door_5: Lfake_door_5(x, y); goto loop;
- case Xfake_door_6: Lfake_door_6(x, y); goto loop;
- case Xfake_door_7: Lfake_door_7(x, y); goto loop;
- case Xfake_door_8: Lfake_door_8(x, y); goto loop;
+ case Xexit: Lexit(x, y); goto loop;
+ case Xexit_1: Lexit_1(x, y); goto loop;
+ case Xexit_2: Lexit_2(x, y); goto loop;
+ case Xexit_3: Lexit_3(x, y); goto loop;
+
+ case Xpause: Lpause(x, y); goto loop;
case Xboom_bug: Lboom_bug(x, y); goto loop;
case Xboom_bomb: Lboom_tank(x, y); goto loop;
}
goto done;
- }
-#undef RANDOM
-#undef PLAY
-#undef PLAY_FORCE
+ default:
+ goto loop;
+ }
done:
else
game_em.game_over = TRUE;
- RandomEM = random_em;
+ RandomEM = seed;
{
void *temp = Cave;