{
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;
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:
}
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;