gd_cave_set_engine_defaults(cave, GD_ENGINE_BD2);
- if (format==GD_FORMAT_BD2_ATARI)
+ if (format == GD_FORMAT_BD2_ATARI)
cave->scheduling = GD_SCHEDULING_BD2_PLCK_ATARI;
/* set visible size for intermission */
for (i = 0; i < 5; i++)
{
/* 0 immediately underflowed to 999, so we use 999. example: sendydash 3, cave 02. */
- cave->level_amoeba_time[i] = data[0]==0 ? 999 : data[0];
+ cave->level_amoeba_time[i] = data[0] == 0 ? 999 : data[0];
cave->level_rand[i] = data[13 + i];
/* gate opening is checked AFTER adding to diamonds collected, so 0 here is 1000 needed */
- cave->level_diamonds[i] = data[8 + i]==0 ? 1000 : data[8 + i];
+ cave->level_diamonds[i] = data[8 + i] == 0 ? 1000 : data[8 + i];
cave->level_time[i] = data[3 + i];
cave->level_magic_wall_time[i] = data[0];
}
cave->map[cave->h - 1][x] = O_STEEL;
/*
- if (steels && data[0]==0x55)
+ if (steels && data[0] == 0x55)
cave->map[cave->h - 1][0] = cave->map[cave->h - 1][1] = O_STEEL;
*/
}
cave->biter_delay_frame = uncompressed[0x394];
- cave->magic_wall_stops_amoeba = uncompressed[0x395]==0; /* negated!! */
+ cave->magic_wall_stops_amoeba = uncompressed[0x395] == 0; /* negated!! */
cave->bomb_explosion_effect = import(uncompressed[0x396], 0x396);
cave->explosion_effect = import(uncompressed[0x397], 0x397);
cave->stone_bouncing_effect = import(uncompressed[0x398], 0x398);
}
format = gd_caveset_imported_get_format(buf);
- if (format==GD_FORMAT_UNKNOWN)
+ if (format == GD_FORMAT_UNKNOWN)
{
Warn("buffer does not contain a GDash datafile");
return NULL;
/* use numbering instead of letters, if following formats or too many caves
(as we would run out of letters) */
- numbering = format == GD_FORMAT_PLC || format==GD_FORMAT_CRLI || g_list_length(caveset) > 26;
+ numbering = format == GD_FORMAT_PLC || format == GD_FORMAT_CRLI || g_list_length(caveset) > 26;
for (iter = caveset; iter != NULL; iter = iter->next)
{