X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;ds=sidebyside;f=src%2Fgame_bd%2Fbd_cave.c;h=7948c1703e85ca949c27faefc6069b67b2b95706;hb=1f0d80712e543e4d664ffe9a1f672db34207e7b9;hp=b0f1573ef52d96992e70bb6aa6cccdc1680ec9cc;hpb=e25acb01746ef65a1c5d4919b0e7c2c5d48b6807;p=rocksndiamonds.git diff --git a/src/game_bd/bd_cave.c b/src/game_bd/bd_cave.c index b0f1573e..7948c170 100644 --- a/src/game_bd/bd_cave.c +++ b/src/game_bd/bd_cave.c @@ -247,7 +247,7 @@ void gd_create_char_to_element_table(void) 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; @@ -1293,7 +1293,7 @@ void gd_drawcave_game(const GdCave *cave, int **element_buffer, int **gfx_buffer /* 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; @@ -1429,26 +1429,6 @@ void gd_replay_store_movement(GdReplay *replay, GdDirection player_move, 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) {