X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_caveengine.c;h=2609233e9d85497d965403a4c633cfac7879b7e3;hb=a320610bbc4a03e1254efa9316d5b11350b4a89b;hp=4d528a4100830ef34ead812e8255cb300e896e52;hpb=27f82f7887886eee23bdf5da0f4e248b46d7f257;p=rocksndiamonds.git diff --git a/src/game_bd/bd_caveengine.c b/src/game_bd/bd_caveengine.c index 4d528a41..2609233e 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); @@ -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); @@ -2976,21 +2976,21 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, #if 1 ; // to make compilers happy ... #else - g_print("Step[%03d]", cave->frame); /* XXX */ + Info("Step[%03d]", cave->frame); /* XXX */ #endif int rrr = gd_cave_c64_random(cave); #if 1 #else - g_print(".Rand[%03d].Perm[%03d].Result[%d]\n", rrr, cave->slime_permeability_c64, - (rrr & cave->slime_permeability_c64) == 0); + Info(".Rand[%03d].Perm[%03d].Result[%d]\n", rrr, cave->slime_permeability_c64, + (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;