break;
case O_SLIME:
-#if 1
- ; // to make compilers happy ...
-#else
- Info("Step[%03d]", cave->frame); // XXX
-#endif
- int rrr = gd_cave_c64_random(cave);
-#if 1
-#else
- Info(".Rand[%03d].Perm[%03d].Result[%d]\n", rrr, cave->slime_permeability_c64,
- (rrr & cave->slime_permeability_c64) == 0);
-#endif
- /*
- * 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) : gd_rand_int_range(cave->random, 0, 1000000) < cave->slime_permeability)
+ // unpredictable: gd_rand_int_range
+ // 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 ?
+ ((gd_cave_c64_random(cave) & 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];
{
// output a falling xy under
store_dir(cave, x, y, grav, cave->slime_converts_1);
-
store_dir(cave, x, y, oppos, O_SPACE);
play_sound_of_element(cave, O_SLIME, x, y);
}