{
play_sound_of_element(cave, O_DIAMOND, x, y); /* always play diamond sound */
- if (cave->magic_wall_state==GD_MW_DORMANT)
+ if (cave->magic_wall_state == GD_MW_DORMANT)
cave->magic_wall_state = GD_MW_ACTIVE;
- if (cave->magic_wall_state==GD_MW_ACTIVE &&
+ if (cave->magic_wall_state == GD_MW_ACTIVE &&
is_space_dir(cave, x, y, GD_MV_TWICE+fall_dir))
{
/* if magic wall active and place underneath, it turns element
player_move parameter) */
/* only allow changing direction if the new dir is not diagonal */
if (cave->gravity_switch_active &&
- (player_move==GD_MV_LEFT ||
- player_move==GD_MV_RIGHT ||
- player_move==GD_MV_UP ||
- player_move==GD_MV_DOWN))
+ (player_move == GD_MV_LEFT ||
+ player_move == GD_MV_RIGHT ||
+ player_move == GD_MV_UP ||
+ player_move == GD_MV_DOWN))
{
gd_sound_play(cave, GD_S_SWITCH_GRAVITY, what, x, y);
cave->gravity_will_change =
/* is space over the bladder? */
if (is_space_dir(cave, x, y, opposite[grav_compat]))
{
- if (get(cave, x, y)==O_BLADDER_8)
+ if (get(cave, x, y) == O_BLADDER_8)
{
/* if it is a bladder 8, really move up */
move(cave, x, y, opposite[grav_compat], O_BLADDER_1);
}
/* if alive, check in which dir to grow (or not) */
- if (cave->amoeba_state==GD_AM_AWAKE)
+ if (cave->amoeba_state == GD_AM_AWAKE)
{
if (g_rand_int_range(cave->random, 0, 1000000) < cave->amoeba_growth_prob)
{
if (((get(cave, x, y) == O_H_EXPANDING_WALL ||
get(cave, x, y) == O_H_EXPANDING_STEEL_WALL) &&
!cave->expanding_wall_changed) ||
- ((get(cave, x, y)==O_V_EXPANDING_WALL ||
- get(cave, x, y)==O_V_EXPANDING_STEEL_WALL) &&
+ ((get(cave, x, y) == O_V_EXPANDING_WALL ||
+ get(cave, x, y) == O_V_EXPANDING_STEEL_WALL) &&
cave->expanding_wall_changed))
{
if (is_space_dir(cave, x, y, GD_MV_LEFT))
store_dir(cave, x, y, oppos, O_BLADDER_1);
play_sound_of_element(cave, O_SLIME, x, y);
}
- else if (get_dir(cave, x, y, grav)==O_FLYING_STONE)
+ else if (get_dir(cave, x, y, grav) == O_FLYING_STONE)
{
store_dir(cave, x, y, grav, O_SPACE);
store_dir(cave, x, y, oppos, O_FLYING_STONE_F);
play_sound_of_element(cave, O_SLIME, x, y);
}
- else if (get_dir(cave, x, y, grav)==O_FLYING_DIAMOND)
+ else if (get_dir(cave, x, y, grav) == O_FLYING_DIAMOND)
{
store_dir(cave, x, y, grav, O_SPACE);
store_dir(cave, x, y, oppos, O_FLYING_DIAMOND_F);
/* this loop finds the coordinates of the player. needed for scrolling and chasing stone.*/
/* but we only do this, if a living player was found. if not yet, the setup
routine coordinates are used */
- if (cave->player_state==GD_PL_LIVING)
+ if (cave->player_state == GD_PL_LIVING)
{
if (cave->active_is_first_found)
{