if (c)
{
- if (gd_char_to_element[c]!=O_UNKNOWN)
+ if (gd_char_to_element[c] != O_UNKNOWN)
Warn("Character %c already used for element %x", c, gd_char_to_element[c]);
gd_char_to_element[c] = i;
/* player with bomb does not blink or tap - no graphics drawn for that.
running is drawn using w/o bomb cells */
- if (cave->last_direction!=GD_MV_STILL)
+ if (cave->last_direction != GD_MV_STILL)
{
elemmapping[O_PLAYER_BOMB] = map;
elemdrawing[O_PLAYER_BOMB] = draw;
g_byte_array_append(replay->movements, data, 1);
}
-/* get next available movement from a replay; store variables to player_move,
- player_fire, suicide */
-/* return true if successful */
-boolean gd_replay_get_next_movement(GdReplay *replay, GdDirection *player_move,
- boolean *player_fire, boolean *suicide)
-{
- guint8 data;
-
- /* if no more available movements */
- if (replay->current_playing_pos >= replay->movements->len)
- return FALSE;
-
- data = replay->movements->data[replay->current_playing_pos++];
- *suicide = (data & GD_REPLAY_SUICIDE_MASK) != 0;
- *player_fire = (data & GD_REPLAY_FIRE_MASK) != 0;
- *player_move = (data & GD_REPLAY_MOVE_MASK);
-
- return TRUE;
-}
-
/* calculate adler checksum for a rendered cave; this can be used for more caves. */
void gd_cave_adler_checksum_more(GdCave *cave, guint32 *a, guint32 *b)
{