short FloodCnt;
short FloodX, FloodY;
+void SetFire(void);
+int Vunerable(int tem);
+void ScenarioDisaster(void);
/* comefrom: Simulate */
+void
DoDisasters(void)
{
/* Chance of disasters at lev 0 1 2 */
/* comefrom: DoDisasters */
+void
ScenarioDisaster(void)
{
- int x, y;
-
switch (DisasterEvent) {
case 1: /* Dullsville */
break;
/* comefrom: ScenarioDisaster */
+void
MakeMeltdown(void)
{
short x, y;
}
-FireBomb()
+void
+FireBomb(void)
{
CrashX = Rand(WORLD_X - 1);
CrashY = Rand(WORLD_Y - 1);
/* comefrom: DoDisasters ScenarioDisaster */
+void
MakeEarthquake(void)
{
register short x, y, z;
/* comefrom: DoDisasters */
+void
SetFire(void)
{
register short x, y, z;
/* comefrom: DoDisasters */
+void
MakeFire(void)
{
short t, x, y, z;
/* comefrom: MakeEarthquake */
+int
Vunerable(int tem)
{
register int tem2;
/* comefrom: DoDisasters ScenarioDisaster */
+void
MakeFlood(void)
{
static short Dx[4] = { 0, 1, 0,-1};
/* comefrom: MapScan */
+void
DoFlood(void)
{
static short Dx[4] = { 0, 1, 0,-1};