minor changes
authorHolger Schemel <holger.schemel@virtion.de>
Sun, 15 Sep 2024 22:14:28 +0000 (00:14 +0200)
committerHolger Schemel <holger.schemel@virtion.de>
Sun, 15 Sep 2024 22:14:28 +0000 (00:14 +0200)
src/game_bd/bd_caveengine.c

index cb9967d7d3777036cefbe9a8bdf151e532bfcd76..a30770cfef8613276ad58c20cf41c4452d3bb373 100644 (file)
@@ -2785,6 +2785,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
                // ------------------------------------------------------------
                // check for a horizontal movement
                // ------------------------------------------------------------
+
                if (px == x)
                {
                  // if coordinates are the same
@@ -2800,20 +2801,24 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
                  {
                    move(cave, x, y, GD_MV_RIGHT, O_CHASING_STONE);
                    dont_move = TRUE;
+
                    break;
                  }
                  else if (px < x && is_like_space(cave, x, y, GD_MV_LEFT))
                  {
                    move(cave, x, y, GD_MV_LEFT, O_CHASING_STONE);
                    dont_move = TRUE;
+
                    break;
                  }
                  else
                  {
                    i -= 2;
+
                    if (i == 1)
                    {
                      horizontal = !horizontal;
+
                      continue;
                    }
                  }
@@ -2824,11 +2829,13 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
                // ------------------------------------------------------------
                // check for a vertical movement
                // ------------------------------------------------------------
+
                if (py == y)
                {
                  // if coordinates are the same
                  i -= 1;
                  horizontal = !horizontal;
+
                  if (i == 2)
                    continue;
                }
@@ -2838,20 +2845,24 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
                  {
                    move(cave, x, y, GD_MV_DOWN, O_CHASING_STONE);
                    dont_move = TRUE;
+
                    break;
                  }
                  else if (py < y && is_like_space(cave, x, y, GD_MV_UP))
                  {
                    move(cave, x, y, GD_MV_UP, O_CHASING_STONE);
                    dont_move = TRUE;
+
                    break;
                  }
                  else
                  {
                    i -= 2;
+
                    if (i == 1)
                    {
                      horizontal = !horizontal;
+
                      continue;
                    }
                  }
@@ -2952,10 +2963,10 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
            int dir = get(cave, x, y) - O_BITER_1;
            int dirn = (dir + 3) & 3;
            int dirp = (dir + 1) & 3;
-           int i;
            GdElement made_sound_of = O_NONE;
+           int i;
 
-           for (i = 0; i < ARRAY_SIZE (biter_try); i++)
+           for (i = 0; i < ARRAY_SIZE(biter_try); i++)
            {
              if (is_like_element(cave, x, y, biter_move[dir], biter_try[i]))
              {
@@ -2981,8 +2992,10 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
            }
 
            if (i == ARRAY_SIZE(biter_try))
+            {
              // i = number of elements in array: could not move, so just turn
              store(cave, x, y, O_BITER_1 + dirp);
+            }
            else if (biter_try[i] == O_STONE)
            {
              // if there was a stone there, where we moved...
@@ -3013,7 +3026,9 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
              blows_up_flies(cave, x, y, GD_MV_UP) ||
              blows_up_flies(cave, x, y, GD_MV_LEFT) ||
              blows_up_flies(cave, x, y, GD_MV_RIGHT))
+          {
            explode (cave, x, y);
+          }
          // otherwise move
          else
          {
@@ -3022,8 +3037,8 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
            GdElement base = O_DRAGONFLY_1;    // base element number (which is like O_***_1)
            int dir, dirn;    // direction
 
-           dir = get(cave, x, y)-base;    // facing where
-           creature_move = cave->creatures_backwards ? creature_chdir : creature_dir;
+           dir = get(cave, x, y) - base;    // facing where
+           creature_move = (cave->creatures_backwards ? creature_chdir : creature_dir);
 
            // now change direction if backwards
            if (cave->creatures_backwards)
@@ -3036,10 +3051,14 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
 
            // if can move forward, does so.
            if (is_like_space(cave, x, y, creature_move[dir]))
+            {
              move(cave, x, y, creature_move[dir], base + dir);
+            }
            else
+            {
              // otherwise turns 90 degrees in place.
              store(cave, x, y, base + dirn);
+            }
          }
          break;
 
@@ -3078,10 +3097,13 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
                play_sound_of_element(cave, O_BLADDER, x, y);
              }
              else
+              {
                // if smaller delay, just increase delay.
                next(cave, x, y);
+              }
            }
            else
+            {
              // if not space, is something sloped over the bladder?
              if (sloped_for_bladder(cave, x, y, opposite[grav_compat]) &&
                  sloped(cave, x, y, opposite[grav_compat], opposite[grav_compat]))
@@ -3098,8 +3120,10 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
                    play_sound_of_element(cave, O_BLADDER, x, y);
                  }
                  else
+                  {
                    // if smaller delay, just increase delay.
                    next(cave, x, y);
+                  }
                }
                else if (sloped(cave, x, y, opposite[grav_compat], cw_fourth[opposite[grav_compat]]) &&
                         is_like_space(cave, x, y, cw_fourth[opposite[grav_compat]]) &&
@@ -3113,14 +3137,18 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
                    play_sound_of_element(cave, O_BLADDER, x, y);
                  }
                  else
+                  {
                    // if smaller delay, just increase delay.
                    next(cave, x, y);
+                  }
                }
              }
-
-           // no space, no sloped thing over it - store bladder 1 and that is for now.
+              // no space, no sloped thing over it - store bladder 1 and that is for now.
              else
+              {
                store(cave, x, y, O_BLADDER_1);
+              }
+            }
          }
          break;
 
@@ -3129,7 +3157,9 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
              blows_up_flies(cave, x, y, GD_MV_UP) ||
              blows_up_flies(cave, x, y, GD_MV_LEFT) ||
              blows_up_flies(cave, x, y, GD_MV_RIGHT))
+          {
            explode (cave, x, y);
+          }
          else
          {
            int i;
@@ -3144,12 +3174,13 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
                GD_MV_LEFT,
                GD_MV_RIGHT
              };
-             GdDirection random_dir;
 
-             random_dir = dirs[gd_rand_int_range(cave->random, 0, ARRAY_SIZE(dirs))];
+             GdDirection random_dir = dirs[gd_rand_int_range(cave->random, 0, ARRAY_SIZE(dirs))];
+
              if (is_like_space(cave, x, y, random_dir))
              {
                move(cave, x, y, random_dir, O_GHOST);
+
                break;    // ghost did move -> exit loop
              }
            }