store(cave, x, y, O_SPACE);
}
-// increment a cave element; can be used for elements which are one after
-// the other, for example bladder1, bladder2, bladder3...
+// increment a cave element; can be used for elements which are one after the other,
+// for example, bladder1, bladder2, bladder3...
static inline void next(GdCave *cave, const int x, const int y)
{
(*getp(cave, x, y))++;
// and a nitro pack explosion triggered.
static void cell_explode(GdCave *cave, int x, int y, GdElement explode_to)
{
- if (non_explodable (cave, x, y))
+ if (non_explodable(cave, x, y))
return;
if (cave->voodoo_any_hurt_kills_player && get(cave, x, y) == O_VOODOO)
{
int xx, yy;
+ if (cave->voodoo_any_hurt_kills_player)
+ cave->voodoo_touched = TRUE;
+
// the processing of an explosion took pretty much time: processing 3x3 = 9 elements
cave->ckdelay += 1000;
-
gd_sound_play(cave, GD_S_VOODOO_EXPLODING, get(cave, x, y), x, y);
- if (cave->voodoo_any_hurt_kills_player)
- cave->voodoo_touched = TRUE;
// voodoo explodes to 3x3 steel
for (yy = y - 1; yy <= y + 1; yy++)