int action;
int direction;
}
-em_object_mapping_list[TILE_MAX + 1] =
+em_object_mapping_list[GAME_TILE_MAX + 1] =
{
{
Zborder, FALSE, FALSE,
int map_element_EM_to_RND_cave(int element_em_cave)
{
- static unsigned short mapping_EM_to_RND[TILE_MAX];
+ static unsigned short mapping_EM_to_RND[GAME_TILE_MAX];
static boolean mapping_initialized = FALSE;
if (!mapping_initialized)
int i;
// return "EL_UNKNOWN" for all undefined elements in mapping array
- for (i = 0; i < TILE_MAX; i++)
+ for (i = 0; i < GAME_TILE_MAX; i++)
mapping_EM_to_RND[i] = EL_UNKNOWN;
for (i = 0; em_object_mapping_list[i].element_em != -1; i++)
int map_element_EM_to_RND_game(int element_em_game)
{
- static unsigned short mapping_EM_to_RND[TILE_MAX];
+ static unsigned short mapping_EM_to_RND[GAME_TILE_MAX];
static boolean mapping_initialized = FALSE;
if (!mapping_initialized)
int i;
// return "EL_UNKNOWN" for all undefined elements in mapping array
- for (i = 0; i < TILE_MAX; i++)
+ for (i = 0; i < GAME_TILE_MAX; i++)
mapping_EM_to_RND[i] = EL_UNKNOWN;
for (i = 0; em_object_mapping_list[i].element_em != -1; i++)
mapping_initialized = TRUE;
}
- if (element_em_game >= 0 && element_em_game < TILE_MAX)
+ if (element_em_game >= 0 && element_em_game < GAME_TILE_MAX)
return mapping_EM_to_RND[element_em_game];
Error(ERR_WARN, "invalid EM game element %d", element_em_game);
struct CAVE *cav = level_em->cav;
int i, j;
- for (i = 0; i < TILE_MAX; i++)
+ for (i = 0; i < GAME_TILE_MAX; i++)
cav->android_array[i] = Cblank;
for (i = 0; i < level->num_android_clone_elements; i++)
level->num_android_clone_elements = 0;
- for (i = 0; i < TILE_MAX; i++)
+ for (i = 0; i < GAME_TILE_MAX; i++)
{
int element_em_cave = cav->android_array[i];
int element_rnd;
return InitEngineRandom_RND(seed);
}
-static struct Mapping_EM_to_RND_object object_mapping[TILE_MAX];
+static struct Mapping_EM_to_RND_object object_mapping[GAME_TILE_MAX];
static struct Mapping_EM_to_RND_player player_mapping[MAX_PLAYERS][PLY_MAX];
static int get_effective_element_EM(int tile, int frame_em)
int i, j, p;
// always start with reliable default values
- for (i = 0; i < TILE_MAX; i++)
+ for (i = 0; i < GAME_TILE_MAX; i++)
{
object_mapping[i].element_rnd = EL_UNKNOWN;
object_mapping[i].is_backside = FALSE;
MV_DIR_FROM_BIT(em_player_mapping_list[i].direction);
}
- for (i = 0; i < TILE_MAX; i++)
+ for (i = 0; i < GAME_TILE_MAX; i++)
{
int element = object_mapping[i].element_rnd;
int action = object_mapping[i].action;
}
}
- for (i = 0; i < TILE_MAX; i++)
+ for (i = 0; i < GAME_TILE_MAX; i++)
{
for (j = 0; j < 8; j++)
{