if (lev.killed_out_of_time && setup.time_limit)
return TRUE;
- switch(cave[x][y-1])
+ switch (cave[x][y-1])
{
case Xbug_1_n:
case Xbug_1_e:
return TRUE;
}
- switch(cave[x+1][y])
+ switch (cave[x+1][y])
{
case Xbug_1_n:
case Xbug_1_e:
return TRUE;
}
- switch(cave[x][y+1])
+ switch (cave[x][y+1])
{
case Xbug_1_n:
case Xbug_1_e:
return TRUE;
}
- switch(cave[x-1][y])
+ switch (cave[x-1][y])
{
case Xbug_1_n:
case Xbug_1_e:
return TRUE;
}
- switch(cave[x][y])
+ switch (cave[x][y])
{
case Xblank:
case Xacid_splash_e:
ply->alive = 0;
- switch(cave[x][y-1])
+ switch (cave[x][y-1])
{
case Xbug_1_n:
case Xbug_1_e:
break;
}
- switch(cave[x+1][y])
+ switch (cave[x+1][y])
{
case Xbug_1_n:
case Xbug_1_e:
break;
}
- switch(cave[x][y+1])
+ switch (cave[x][y+1])
{
case Xbug_1_n:
case Xbug_1_e:
break;
}
- switch(cave[x-1][y])
+ switch (cave[x-1][y])
{
case Xbug_1_n:
case Xbug_1_e:
break;
}
- switch(cave[x][y])
+ switch (cave[x][y])
{
case Xexit_1:
case Xexit_2:
break;
}
- switch(cave[x][y])
+ switch (cave[x][y])
{
#ifdef USE_CHANGED_ACID_STUFF
case Xacid_1:
{
int element = cave[x][y];
- switch(cave[x][y])
+ switch (cave[x][y])
{
/* fire is released */
case Xblank:
if (dy)
break;
- switch(cave[x+dx][y])
+ switch (cave[x+dx][y])
{
case Xblank:
case Xacid_splash_e:
if (dy)
break;
- switch(cave[x+dx][y])
+ switch (cave[x+dx][y])
{
case Xblank:
case Xacid_splash_e:
if (dy)
break;
- switch(cave[x+dx][y])
+ switch (cave[x+dx][y])
{
case Xblank:
case Xacid_splash_e:
if (dy)
break;
- switch(cave[x+dx][y])
+ switch (cave[x+dx][y])
{
case Xblank:
case Xacid_splash_e:
break;
case Xballoon:
- switch(cave[x+dx][y+dy])
+ switch (cave[x+dx][y+dy])
{
case Xblank:
case Xacid_splash_e:
case Xandroid_2_s:
case Xandroid_1_w:
case Xandroid_2_w:
- switch(cave[x+dx][y+dy])
+ switch (cave[x+dx][y+dy])
{
case Xblank:
case Xacid_splash_e:
{
int element = cave[x][y];
- switch(cave[x][y])
+ switch (cave[x][y])
{
/* fire is pressed */