for (j = 0; j < 8; j++)
cav.ball_array[i][j] = Cblank;
- for (i = 0; i < TILE_MAX; i++)
+ for (i = 0; i < GAME_TILE_MAX; i++)
cav.android_array[i] = Cblank;
for (x = 0; x < CAVE_WIDTH; x++)
short eater_array[8][9]; /* eater data */
short ball_array[8][8]; /* ball data */
- short android_array[TILE_MAX]; /* android clone data */
+ short android_array[GAME_TILE_MAX]; /* android clone data */
short cave[CAVE_WIDTH][CAVE_HEIGHT]; /* cave data */
};
int map_em_element_X_to_C(int element_em_game)
{
- static unsigned short map_reverse[TILE_MAX];
+ static unsigned short map_reverse[GAME_TILE_MAX];
static boolean map_reverse_initialized = FALSE;
if (!map_reverse_initialized)
int i;
// return "Cblank" for all undefined elements in mapping array
- for (i = 0; i < TILE_MAX; i++)
+ for (i = 0; i < GAME_TILE_MAX; i++)
map_reverse[i] = Cblank;
for (i = 0; i < CAVE_TILE_MAX; i++)
map_reverse_initialized = TRUE;
}
- if (element_em_game >= 0 && element_em_game < TILE_MAX)
+ if (element_em_game >= 0 && element_em_game < GAME_TILE_MAX)
{
int element_em_cave = map_reverse[element_em_game];
for (j = 0; j < 8; j++)
lev.ball_array[i][j] = map[cav.ball_array[i][j]];
- for (i = 0; i < TILE_MAX; i++)
+ for (i = 0; i < GAME_TILE_MAX; i++)
lev.android_array[i] = map[cav.android_array[i]];
/* determine number of players in this level */
Ygrass_blank,
Ydirt_blank,
- TILE_MAX
+ GAME_TILE_MAX
};
/* other definitions */
short eater_array[8][9]; /* eater data */
short ball_array[8][8]; /* ball data */
- short android_array[TILE_MAX]; /* android clone data */
+ short android_array[GAME_TILE_MAX]; /* android clone data */
short cavebuf[CAVE_BUFFER_WIDTH][CAVE_BUFFER_HEIGHT];
short nextbuf[CAVE_BUFFER_WIDTH][CAVE_BUFFER_HEIGHT];
extern struct GlobalInfo_EM global_em_info;
extern struct GameInfo_EM game_em;
extern struct LevelInfo_EM native_em_level;
-extern struct GraphicInfo_EM graphic_info_em_object[TILE_MAX][8];
+extern struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8];
extern struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
extern struct EngineSnapshotInfo_EM engine_snapshot_em;
static int crumbled_state[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
/* graphic info for game objects/frames and players/actions/frames */
-struct GraphicInfo_EM graphic_info_em_object[TILE_MAX][8];
+struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8];
struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
int getFieldbufferOffsetX_EM(void)
static unsigned int seed;
static int score;
-static const byte is_blank[TILE_MAX] =
+static const byte is_blank[GAME_TILE_MAX] =
{
[Xblank] = 1,
[Xsplash_e] = 1,
[Xfake_acid_8] = 1
};
-static const byte is_blank_or_acid[TILE_MAX] =
+static const byte is_blank_or_acid[GAME_TILE_MAX] =
{
[Xblank] = 1,
[Xsplash_e] = 1,
[Xacid_8] = 1
};
-static const byte is_fake_acid[TILE_MAX] =
+static const byte is_fake_acid[GAME_TILE_MAX] =
{
[Xfake_acid_1] = 1,
[Xfake_acid_2] = 1,
[Xfake_acid_8] = 1
};
-static const byte is_amoeba[TILE_MAX] =
+static const byte is_amoeba[GAME_TILE_MAX] =
{
[Xfake_amoeba] = 1,
[Yfake_amoeba] = 1,
[Xamoeba_8] = 1
};
-static const byte is_android_walkable[TILE_MAX] =
+static const byte is_android_walkable[GAME_TILE_MAX] =
{
[Xblank] = 1,
[Xsplash_e] = 1,
extern struct PLAYER ply[MAX_PLAYERS];
extern struct LevelInfo_EM native_em_level;
-extern struct GraphicInfo_EM graphic_info_em_object[TILE_MAX][8];
+extern struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8];
extern struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
extern struct GameInfo_EM game_em;
boolean android_dynamite = (android_clone_bits & 4096) != 0;
int i;
- for (i = 0; i < TILE_MAX; i++)
+ for (i = 0; i < GAME_TILE_MAX; i++)
cav.android_array[i] = Cblank;
if (android_eater)
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++)
{