--- /dev/null
+
+/* third part of synchro.
+ *
+ * handle global elements.
+ *
+ * this should be spread over the frames for reduced cpu load.
+ */
+
+#include "tile.h"
+#include "level.h"
+#include "sample.h"
+
+void synchro_3(void)
+{
+ register unsigned int x;
+ register unsigned int y;
+ register unsigned int count;
+ register unsigned long random;
+
+/* update variables */
+ if(lev.score > 9999) lev.score = 9999;
+
+ if(lev.time) lev.time--;
+ if(lev.android_move_cnt-- == 0) lev.android_move_cnt = lev.android_move_time;
+ if(lev.android_clone_cnt-- == 0) lev.android_clone_cnt = lev.android_clone_time;
+ if(lev.ball_state) if(lev.ball_cnt-- == 0) lev.ball_cnt = lev.ball_time;
+ if(lev.lenses_cnt) lev.lenses_cnt--;
+ if(lev.magnify_cnt) lev.magnify_cnt--;
+ if(lev.wheel_cnt) lev.wheel_cnt--;
+ if(lev.wind_cnt) lev.wind_cnt--;
+ if(lev.wonderwall_time && lev.wonderwall_state) lev.wonderwall_time--;
+
+ if(lev.time > 0 && lev.time <= 50 && lev.time % 5 == 0) play[SAMPLE_time] = 1;
+ if(lev.wheel_cnt) play[SAMPLE_wheel] = 1;
+
+/* grow ameuba */
+ random = Random;
+ for(count = lev.ameuba_time; count--;) {
+ x = (random >> 10) % (WIDTH - 2);
+ y = (random >> 20) % (HEIGHT - 2);
+ switch(Cave[y][x]) {
+ case Xblank:
+ case Yacid_splash_eB:
+ case Yacid_splash_wB:
+ case Xgrass:
+ case Xdirt:
+ case Xsand:
+ case Xplant:
+ case Yplant:
+ if(tab_ameuba[Cave[y-1][x]] || tab_ameuba[Cave[y][x+1]] || tab_ameuba[Cave[y+1][x]] || tab_ameuba[Cave[y][x-1]]) Cave[y][x] = Xdrip_eat;
+ }
+ random = random * 129 + 1;
+ }
+ Random = random;
+
+/* handle explosions */
+ for(y = 1; y < HEIGHT - 1; y++) for(x = 1; x < WIDTH - 1; x++) {
+ switch(Cave[y][x]) {
+ case Znormal:
+ Cave[y][x] = Xboom_1;
+ Cave[y-1][x] = tab_explode_normal[Cave[y-1][x]];
+ Cave[y][x-1] = tab_explode_normal[Cave[y][x-1]];
+ Cave[y][x+1] = tab_explode_normal[Cave[y][x+1]];
+ Cave[y+1][x] = tab_explode_normal[Cave[y+1][x]];
+ Cave[y-1][x-1] = tab_explode_normal[Cave[y-1][x-1]];
+ Cave[y-1][x+1] = tab_explode_normal[Cave[y-1][x+1]];
+ Cave[y+1][x-1] = tab_explode_normal[Cave[y+1][x-1]];
+ Cave[y+1][x+1] = tab_explode_normal[Cave[y+1][x+1]];
+ break;
+ case Zdynamite:
+ Cave[y][x] = Xboom_1;
+ Cave[y-1][x] = tab_explode_dynamite[Cave[y-1][x]];
+ Cave[y][x-1] = tab_explode_dynamite[Cave[y][x-1]];
+ Cave[y][x+1] = tab_explode_dynamite[Cave[y][x+1]];
+ Cave[y+1][x] = tab_explode_dynamite[Cave[y+1][x]];
+ Cave[y-1][x-1] = tab_explode_dynamite[Cave[y-1][x-1]];
+ Cave[y-1][x+1] = tab_explode_dynamite[Cave[y-1][x+1]];
+ Cave[y+1][x-1] = tab_explode_dynamite[Cave[y+1][x-1]];
+ Cave[y+1][x+1] = tab_explode_dynamite[Cave[y+1][x+1]];
+ break;
+ }
+ }
+
+/* triple buffering */
+ for(y = 0; y < HEIGHT; y++) for(x = 0; x < WIDTH; x++) {
+ Next[y][x] = Cave[y][x];
+ }
+}