From: Holger Schemel Date: Wed, 22 Jan 2020 16:49:06 +0000 (+0100) Subject: improved readability of random number macro in EM engine X-Git-Tag: 4.2.0.0~181 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;ds=sidebyside;h=2410b0ecd38f26f34e4995bb26aca7dcd989e10a;p=rocksndiamonds.git improved readability of random number macro in EM engine --- diff --git a/src/game_em/synchro_2.c b/src/game_em/synchro_2.c index 2d5aa926..830c13b3 100644 --- a/src/game_em/synchro_2.c +++ b/src/game_em/synchro_2.c @@ -13,9 +13,10 @@ #define SPRING_ROLL /* spring rolling off round things continues to roll */ -#define RANDOM (random_em = random_em << 31 | random_em >> 1) +#define RANDOM_RAW (seed = seed << 31 | seed >> 1) +#define RANDOM(x) (RANDOM_RAW & (x - 1)) -static unsigned int random_em; +static unsigned int seed; static int score; static void set_nearest_player_xy(int x, int y, int *dx, int *dy) @@ -95,7 +96,7 @@ static void Landroid(int x, int y) Cave[y+1][x+1] != Xblank) goto android_move; - switch (RANDOM & 7) + switch (RANDOM(8)) { /* randomly find an object to clone */ @@ -191,7 +192,7 @@ static void Landroid(int x, int y) Next[y][x] = temp; /* the item we chose to clone */ play_element_sound(x, y, SOUND_android_clone, temp); - switch (RANDOM & 7) + switch (RANDOM(8)) { /* randomly find a direction to move */ @@ -303,7 +304,7 @@ static void Landroid(int x, int y) Next[y][x] = Xblank; /* assume we will move */ temp = ((x < dx) + 1 - (x > dx)) + ((y < dy) + 1 - (y > dy)) * 3; - if (RANDOM & 1) + if (RANDOM(2)) { switch (temp) { @@ -844,7 +845,7 @@ static void Leater_n(int x, int y) return; default: - Next[y][x] = RANDOM & 1 ? Xeater_e : Xeater_w; + Next[y][x] = RANDOM(2) ? Xeater_e : Xeater_w; play_element_sound(x, y, SOUND_eater, Xeater_n); return; } @@ -916,7 +917,7 @@ static void Leater_e(int x, int y) return; default: - Next[y][x] = RANDOM & 1 ? Xeater_n : Xeater_s; + Next[y][x] = RANDOM(2) ? Xeater_n : Xeater_s; play_element_sound(x, y, SOUND_eater, Xeater_e); return; } @@ -988,7 +989,7 @@ static void Leater_s(int x, int y) return; default: - Next[y][x] = RANDOM & 1 ? Xeater_e : Xeater_w; + Next[y][x] = RANDOM(2) ? Xeater_e : Xeater_w; play_element_sound(x, y, SOUND_eater, Xeater_s); return; } @@ -1060,7 +1061,7 @@ static void Leater_w(int x, int y) return; default: - Next[y][x] = RANDOM & 1 ? Xeater_n : Xeater_s; + Next[y][x] = RANDOM(2) ? Xeater_n : Xeater_s; play_element_sound(x, y, SOUND_eater, Xeater_w); return; } @@ -1080,7 +1081,7 @@ static void Lalien(int x, int y) set_nearest_player_xy(x, y, &dx, &dy); } - if (RANDOM & 1) + if (RANDOM(2)) { if (y > dy) { @@ -2084,7 +2085,7 @@ static void Lemerald(int x, int y) case Xroundwall_2: case Xroundwall_3: case Xroundwall_4: - if (RANDOM & 1) + if (RANDOM(2)) { if (tab_blank[Cave[y][x+1]] && tab_acid[Cave[y+1][x+1]]) { @@ -2128,7 +2129,7 @@ static void Lemerald(int x, int y) default: if (++lev.shine_cnt > 50) { - lev.shine_cnt = RANDOM & 7; + lev.shine_cnt = RANDOM(8); Cave[y][x] = Xemerald_shine; } @@ -2311,7 +2312,7 @@ static void Ldiamond(int x, int y) case Xroundwall_2: case Xroundwall_3: case Xroundwall_4: - if (RANDOM & 1) + if (RANDOM(2)) { if (tab_blank[Cave[y][x+1]] && tab_acid[Cave[y+1][x+1]]) { @@ -2355,7 +2356,7 @@ static void Ldiamond(int x, int y) default: if (++lev.shine_cnt > 50) { - lev.shine_cnt = RANDOM & 7; + lev.shine_cnt = RANDOM(8); Cave[y][x] = Xdiamond_shine; } @@ -2550,7 +2551,7 @@ static void Lstone(int x, int y) case Xroundwall_2: case Xroundwall_3: case Xroundwall_4: - if (RANDOM & 1) + if (RANDOM(2)) { if (tab_blank[Cave[y][x+1]] && tab_acid[Cave[y+1][x+1]]) { @@ -2743,7 +2744,7 @@ static void Lstone_fall(int x, int y) return; case Xspring: - if (RANDOM & 1) + if (RANDOM(2)) { switch (Cave[y+1][x+1]) { @@ -3002,7 +3003,7 @@ static void Lbomb(int x, int y) case Xroundwall_2: case Xroundwall_3: case Xroundwall_4: - if (RANDOM & 1) + if (RANDOM(2)) { if (tab_blank[Cave[y][x+1]] && tab_acid[Cave[y+1][x+1]]) { @@ -3205,7 +3206,7 @@ static void Lnut(int x, int y) case Xroundwall_2: case Xroundwall_3: case Xroundwall_4: - if (RANDOM & 1) + if (RANDOM(2)) { if (tab_blank[Cave[y][x+1]] && tab_acid[Cave[y+1][x+1]]) { @@ -3400,7 +3401,7 @@ static void Lspring(int x, int y) case Xroundwall_2: case Xroundwall_3: case Xroundwall_4: - if (RANDOM & 1) + if (RANDOM(2)) { if (tab_blank[Cave[y][x+1]] && tab_acid[Cave[y+1][x+1]]) { @@ -4289,7 +4290,7 @@ static void Lball_common(int x, int y) if (lev.ball_random) { - switch (RANDOM & 7) + switch (RANDOM(8)) { case 0: if (lev.ball_array[lev.ball_pos][0] != Xblank && @@ -4493,7 +4494,7 @@ static void Ldrip_fall(int x, int y) return; default: - switch (RANDOM & 7) + switch (RANDOM(8)) { case 0: temp = Xamoeba_1; @@ -4716,7 +4717,7 @@ static void Lexit(int x, int y) if (lev.required > 0) return; - int temp = RANDOM & 63; + int temp = RANDOM(64); if (temp < 21) { @@ -4982,7 +4983,7 @@ void synchro_2(void) short *cave_cache = Cave[y]; /* might be a win */ int element; - random_em = RandomEM; + seed = RandomEM; score = 0; loop: @@ -5177,7 +5178,7 @@ void synchro_2(void) else game_em.game_over = TRUE; - RandomEM = random_em; + RandomEM = seed; { void *temp = Cave;