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fixed compiler warning
[rocksndiamonds.git]
/
src
/
game_bd
/
bd_caveengine.c
diff --git
a/src/game_bd/bd_caveengine.c
b/src/game_bd/bd_caveengine.c
index ab4becd4ebc97e67cbcb62e154de81925f6a3a69..4d528a4100830ef34ead812e8255cb300e896e52 100644
(file)
--- a/
src/game_bd/bd_caveengine.c
+++ b/
src/game_bd/bd_caveengine.c
@@
-1609,7
+1609,7
@@
void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
for (x = 0; x < cave->w; x++)
{
/* timer for the cell > 0? */
for (x = 0; x < cave->w; x++)
{
/* timer for the cell > 0? */
- if (cave->hammered_reappear[y][x]
>
0)
+ if (cave->hammered_reappear[y][x]
>
0)
{
/* decrease timer */
cave->hammered_reappear[y][x]--;
{
/* decrease timer */
cave->hammered_reappear[y][x]--;
@@
-1680,7
+1680,7
@@
void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
cave->player_seen_ago = 0;
/* bd4 intermission caves have many players. so if one of them has exited,
* do not change the flag anymore. so this if () is needed */
cave->player_seen_ago = 0;
/* bd4 intermission caves have many players. so if one of them has exited,
* do not change the flag anymore. so this if () is needed */
- if (cave->player_state
!=
GD_PL_EXITED)
+ if (cave->player_state
!=
GD_PL_EXITED)
cave->player_state = GD_PL_LIVING;
/* check for pneumatic hammer things */
cave->player_state = GD_PL_LIVING;
/* check for pneumatic hammer things */
@@
-1898,7
+1898,7
@@
void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
cave->player_seen_ago = 0;
/* bd4 intermission caves have many players. so if one of them has exited,
* do not change the flag anymore. so this if () is needed */
cave->player_seen_ago = 0;
/* bd4 intermission caves have many players. so if one of them has exited,
* do not change the flag anymore. so this if () is needed */
- if (cave->player_state
!=
GD_PL_EXITED)
+ if (cave->player_state
!=
GD_PL_EXITED)
cave->player_state = GD_PL_LIVING;
if (player_fire)
cave->player_state = GD_PL_LIVING;
if (player_fire)
@@
-1921,7
+1921,7
@@
void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
}
cave->player_seen_ago = 0;
}
cave->player_seen_ago = 0;
- if (cave->player_state
!=
GD_PL_EXITED)
+ if (cave->player_state
!=
GD_PL_EXITED)
cave->player_state = GD_PL_LIVING;
/* if hammering time is up, becomes a normal player again. */
cave->player_state = GD_PL_LIVING;
/* if hammering time is up, becomes a normal player again. */
@@
-2260,7
+2260,7
@@
void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
{
const GdDirection *creature_move;
boolean ccw = rotates_ccw(cave, x, y); /* check if default is counterclockwise */
{
const GdDirection *creature_move;
boolean ccw = rotates_ccw(cave, x, y); /* check if default is counterclockwise */
- GdElement base; /* base element number (which is like O_***_1) */
+ GdElement base
= -1
; /* base element number (which is like O_***_1) */
int dir, dirn, dirp; /* direction */
if (get(cave, x, y) >= O_FIREFLY_1 &&
int dir, dirn, dirp; /* direction */
if (get(cave, x, y) >= O_FIREFLY_1 &&
@@
-2279,7
+2279,7
@@
void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
get(cave, x, y) <= O_ALT_BUTTER_4)
base = O_ALT_BUTTER_1;
get(cave, x, y) <= O_ALT_BUTTER_4)
base = O_ALT_BUTTER_1;
- dir = get(cave, x, y)
-
base; /* facing where */
+ dir = get(cave, x, y)
-
base; /* facing where */
creature_move = cave->creatures_backwards ? creature_chdir : creature_dir;
/* now change direction if backwards */
creature_move = cave->creatures_backwards ? creature_chdir : creature_dir;
/* now change direction if backwards */