{ MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
};
- switch(element)
+ switch (element)
{
case EL_BUG_RIGHT:
case EL_BUG_UP:
}
}
- switch(element)
+ switch (element)
{
case EL_BUG:
case EL_SPACESHIP:
if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
- MV_DIR_OPPOSITE(direction));
+ MV_DIR_OPPOSITE(direction));
}
int AmoebeNachbarNr(int ax, int ay)
/* ---------- execute action -------------------------------------------- */
- switch(action_type)
+ switch (action_type)
{
case CA_NO_ACTION:
{
{
struct ElementChangeInfo *change = &element_info[element].change_page[p];
+ /* check trigger element for all events where the element that is checked
+ for changing interacts with a directly adjacent element -- this is
+ different to element changes that affect other elements to change on the
+ whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
boolean check_trigger_element =
(trigger_event == CE_TOUCHING_X ||
trigger_event == CE_HITTING_X ||
- trigger_event == CE_HIT_BY_X);
+ trigger_event == CE_HIT_BY_X ||
+#if 1
+ /* this one was forgotten until 3.2.3 */
+ trigger_event == CE_DIGGING_X);
+#endif
if (change->can_change_or_has_action &&
change->has_event[trigger_event] &&
void RaiseScoreElement(int element)
{
- switch(element)
+ switch (element)
{
case EL_EMERALD:
case EL_BD_DIAMOND:
{
FreeEngineSnapshot(); /* free previous snapshot, if needed */
+ if (level_editor_test_game) /* do not save snapshots from editor */
+ return;
+
/* copy some special values to a structure better suited for the snapshot */
SaveEngineSnapshotValues_RND();