#define SPRING_ROLL /* spring rolling off round things continues to roll */
#define ACID_ROLL /* rolling objects go into acid rather than remove it */
-
-#define USE_CHANGED_ACID_STUFF
+#define ACID_PLAYER /* player gets killed by acid, but without explosion */
#define RANDOM_RAW (seed = seed << 31 | seed >> 1)
#define RANDOM(x) (RANDOM_RAW & (x - 1))
switch (cave[x][y])
{
-#ifdef USE_CHANGED_ACID_STUFF
+#ifdef ACID_PLAYER
case Xacid_1:
case Xacid_2:
case Xacid_3:
case Xsplash_w:
cave[x][y] = Zplayer;
next[x][y] = Zplayer;
+ // FALL THROUGH
+
case Xfake_acid_1:
case Xfake_acid_2:
case Xfake_acid_3:
ply->y = y;
break;
-#ifdef USE_CHANGED_ACID_STUFF
case Xacid_1:
case Xacid_2:
case Xacid_3:
case Xacid_6:
case Xacid_7:
case Xacid_8:
+#ifdef ACID_PLAYER
if (cave[x+1][y-1] == Xblank)
cave[x+1][y-1] = Xsplash_e;
if (cave[x-1][y-1] == Xblank)
cave[x-1][y-1] = Xsplash_w;
play_element_sound(x, y, SOUND_acid, Xacid_1);
+ // FALL THROUGH
#endif
-
case Xboom_android:
case Xboom_1:
case Xbug_1_n:
case Xtank_2_e:
case Xtank_2_s:
case Xtank_2_w:
-
-#ifndef USE_CHANGED_ACID_STUFF
- case Xacid_1:
- case Xacid_2:
- case Xacid_3:
- case Xacid_4:
- case Xacid_5:
- case Xacid_6:
- case Xacid_7:
- case Xacid_8:
-#endif
ply->anim = PLY_walk_n + anim;
ply->x = x;
ply->y = y;