X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_caveengine.c;h=109bcb2da410e5e8d555a4ebc84ce3149de4cd99;hb=402106d4fc637bdda3f3b75f190a6b9335fc99d0;hp=ab4becd4ebc97e67cbcb62e154de81925f6a3a69;hpb=646498771246351aaf243f5ab889179bd9684991;p=rocksndiamonds.git diff --git a/src/game_bd/bd_caveengine.c b/src/game_bd/bd_caveengine.c index ab4becd4..109bcb2d 100644 --- a/src/game_bd/bd_caveengine.c +++ b/src/game_bd/bd_caveengine.c @@ -1100,7 +1100,7 @@ static boolean do_push(GdCave *cave, int x, int y, GdDirection player_move, bool } if (is_space_dir(cave, x, y, GD_MV_TWICE + player_move) && - g_rand_int_range(cave->random, 0, 1000000) < prob) + gd_rand_int_range(cave->random, 0, 1000000) < prob) { /* if decided that he will be able to push, */ store_dir(cave, x, y, GD_MV_TWICE + player_move, what); @@ -1609,7 +1609,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, for (x = 0; x < cave->w; x++) { /* timer for the cell > 0? */ - if (cave->hammered_reappear[y][x]>0) + if (cave->hammered_reappear[y][x] > 0) { /* decrease timer */ cave->hammered_reappear[y][x]--; @@ -1680,7 +1680,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, cave->player_seen_ago = 0; /* bd4 intermission caves have many players. so if one of them has exited, * do not change the flag anymore. so this if () is needed */ - if (cave->player_state!=GD_PL_EXITED) + if (cave->player_state != GD_PL_EXITED) cave->player_state = GD_PL_LIVING; /* check for pneumatic hammer things */ @@ -1898,7 +1898,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, cave->player_seen_ago = 0; /* bd4 intermission caves have many players. so if one of them has exited, * do not change the flag anymore. so this if () is needed */ - if (cave->player_state!=GD_PL_EXITED) + if (cave->player_state != GD_PL_EXITED) cave->player_state = GD_PL_LIVING; if (player_fire) @@ -1921,7 +1921,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, } cave->player_seen_ago = 0; - if (cave->player_state!=GD_PL_EXITED) + if (cave->player_state != GD_PL_EXITED) cave->player_state = GD_PL_LIVING; /* if hammering time is up, becomes a normal player again. */ @@ -2260,7 +2260,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, { const GdDirection *creature_move; boolean ccw = rotates_ccw(cave, x, y); /* check if default is counterclockwise */ - GdElement base; /* base element number (which is like O_***_1) */ + GdElement base = -1; /* base element number (which is like O_***_1) */ int dir, dirn, dirp; /* direction */ if (get(cave, x, y) >= O_FIREFLY_1 && @@ -2279,7 +2279,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, get(cave, x, y) <= O_ALT_BUTTER_4) base = O_ALT_BUTTER_1; - dir = get(cave, x, y)-base; /* facing where */ + dir = get(cave, x, y) - base; /* facing where */ creature_move = cave->creatures_backwards ? creature_chdir : creature_dir; /* now change direction if backwards */ @@ -2337,7 +2337,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, { int px = cave->px[0]; int py = cave->py[0]; - boolean horizontal = g_rand_boolean(cave->random); + boolean horizontal = gd_rand_boolean(cave->random); boolean dont_move = FALSE; int i = 3; @@ -2711,7 +2711,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, }; GdDirection random_dir; - random_dir = dirs[g_rand_int_range(cave->random, 0, G_N_ELEMENTS(dirs))]; + random_dir = dirs[gd_rand_int_range(cave->random, 0, G_N_ELEMENTS(dirs))]; if (is_space_dir(cave, x, y, random_dir)) { move(cave, x, y, random_dir, O_GHOST); @@ -2756,9 +2756,9 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, /* if alive, check in which dir to grow (or not) */ if (cave->amoeba_state == GD_AM_AWAKE) { - if (g_rand_int_range(cave->random, 0, 1000000) < cave->amoeba_growth_prob) + if (gd_rand_int_range(cave->random, 0, 1000000) < cave->amoeba_growth_prob) { - switch (g_rand_int_range(cave->random, 0, 4)) + switch (gd_rand_int_range(cave->random, 0, 4)) { /* decided to grow, choose a random direction. */ case 0: /* let this be up. numbers indifferent. */ @@ -2824,9 +2824,9 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, /* if it is alive, decide if it attempts to grow */ if (cave->amoeba_2_state == GD_AM_AWAKE) - if (g_rand_int_range(cave->random, 0, 1000000) < cave->amoeba_2_growth_prob) + if (gd_rand_int_range(cave->random, 0, 1000000) < cave->amoeba_2_growth_prob) { - switch (g_rand_int_range(cave->random, 0, 4)) + switch (gd_rand_int_range(cave->random, 0, 4)) { /* decided to grow, choose a random direction. */ case 0: /* let this be up. numbers indifferent. */ @@ -2857,7 +2857,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, case O_ACID: /* choose randomly, if it spreads */ - if (g_rand_int_range(cave->random, 0, 1000000) <= cave->acid_spread_ratio) + if (gd_rand_int_range(cave->random, 0, 1000000) <= cave->acid_spread_ratio) { /* the current one explodes */ store(cave, x, y, cave->acid_turns_to); @@ -2985,12 +2985,12 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, (rrr & cave->slime_permeability_c64) == 0); #endif /* - * unpredictable: g_rand_int + * unpredictable: gd_rand_int * predictable: c64 predictable random generator. * for predictable, a random number is generated, * whether or not it is even possible that the stone will be able to pass. */ - if (cave->slime_predictable ? ((rrr /* XXX */ & cave->slime_permeability_c64) == 0) : g_rand_int_range(cave->random, 0, 1000000) < cave->slime_permeability) + if (cave->slime_predictable ? ((rrr /* XXX */ & cave->slime_permeability_c64) == 0) : gd_rand_int_range(cave->random, 0, 1000000) < cave->slime_permeability) { GdDirection grav = cave->gravity; GdDirection oppos = opposite[cave->gravity]; @@ -3201,7 +3201,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, O_WAITING_STONE, O_BITER_1 }; - store(cave, x, y, ghost_explode[g_rand_int_range(cave->random, 0, G_N_ELEMENTS(ghost_explode))]); + store(cave, x, y, ghost_explode[gd_rand_int_range(cave->random, 0, G_N_ELEMENTS(ghost_explode))]); } break;