minor changes
authorHolger Schemel <holger.schemel@virtion.de>
Mon, 16 Sep 2024 18:15:01 +0000 (20:15 +0200)
committerHolger Schemel <holger.schemel@virtion.de>
Mon, 16 Sep 2024 18:15:01 +0000 (20:15 +0200)
src/game_bd/bd_caveengine.c

index d8e54132a0c28fc2f63957580b7418621d567ab0..4613034405e1b20cb9c8e350f0d702a81e195034 100644 (file)
@@ -3759,12 +3759,12 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
          {
            static GdElement ghost_explode[] =
            {
-             O_SPACE, O_SPACE, O_DIRT, O_DIRT, O_CLOCK, O_CLOCK, O_PRE_OUTBOX,
-             O_BOMB, O_BOMB, O_PLAYER, O_GHOST, O_BLADDER, O_DIAMOND, O_SWEET,
-             O_WAITING_STONE, O_BITER_1
+             O_SPACE, O_SPACE, O_DIRT, O_DIRT, O_CLOCK, O_CLOCK, O_PRE_OUTBOX, O_BOMB,
+             O_BOMB, O_PLAYER, O_GHOST, O_BLADDER, O_DIAMOND, O_SWEET, O_WAITING_STONE, O_BITER_1
            };
 
-           store(cave, x, y, ghost_explode[gd_rand_int_range(cave->random, 0, ARRAY_SIZE(ghost_explode))]);
+           store(cave, x, y, ghost_explode[gd_rand_int_range(cave->random, 0,
+                                                              ARRAY_SIZE(ghost_explode))]);
          }
          break;
 
@@ -3787,12 +3787,12 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
 
        case O_PRE_OUTBOX:
          if (cave->gate_open) // if no more diamonds needed
-           store(cave, x, y, O_OUTBOX);    // open outbox
+           store(cave, x, y, O_OUTBOX);         // open outbox
          break;
 
        case O_PRE_INVIS_OUTBOX:
-         if (cave->gate_open)    // if no more diamonds needed
-           store(cave, x, y, O_INVIS_OUTBOX);    // open outbox. invisible one :P
+         if (cave->gate_open) // if no more diamonds needed
+           store(cave, x, y, O_INVIS_OUTBOX);   // open outbox. invisible one :P
          break;
 
        case O_INBOX:
@@ -3878,6 +3878,14 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
          }
          break;
 
+        case O_MAGIC_WALL:
+          // the magic wall is handled by the elements which fall onto the wall.
+          break;
+
+        case O_LAVA:
+          // lava is handled by the store() routine.
+          break;
+
        default:
          // other inanimate elements that do nothing
          break;