From: Holger Schemel Date: Thu, 12 Sep 2024 23:10:43 +0000 (+0200) Subject: minor changes X-Git-Tag: 4.4.0.0-test-4~249 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;h=614460a1c05b61ca49fa44a019b08d50a12d1043;p=rocksndiamonds.git minor changes --- diff --git a/src/game_bd/bd_caveengine.c b/src/game_bd/bd_caveengine.c index ab8869f0..919abcc4 100644 --- a/src/game_bd/bd_caveengine.c +++ b/src/game_bd/bd_caveengine.c @@ -973,15 +973,15 @@ static void inline explode_dir(GdCave *cave, const int x, const int y, GdDirecti // @param y The coordinate of player // @param dir The direction the player is moving // @return remaining element -static GdElement player_eat_element(GdCave* cave, const GdElement element, int x, int y) +static GdElement player_eat_element(GdCave *cave, const GdElement element, int x, int y) { int i; switch (element) { case O_DIAMOND_KEY: - cave->diamond_key_collected = TRUE; gd_sound_play(cave, GD_S_DIAMOND_KEY_COLLECTING, element, x, y); + cave->diamond_key_collected = TRUE; return O_SPACE; // KEYS AND DOORS @@ -1022,34 +1022,40 @@ static GdElement player_eat_element(GdCave* cave, const GdElement element, int x return O_SPACE; // SWITCHES - case O_CREATURE_SWITCH: // creatures change direction. + case O_CREATURE_SWITCH: + // creatures change direction. gd_sound_play(cave, GD_S_SWITCH_CREATURES, element, x, y); cave->creatures_backwards = !cave->creatures_backwards; return element; - case O_EXPANDING_WALL_SWITCH: // expanding wall change direction. + case O_EXPANDING_WALL_SWITCH: + // expanding wall change direction. gd_sound_play(cave, GD_S_SWITCH_EXPANDING, element, x, y); cave->expanding_wall_changed = !cave->expanding_wall_changed; return element; - case O_BITER_SWITCH: // biter change delay + case O_BITER_SWITCH: + // biter change delay gd_sound_play(cave, GD_S_SWITCH_BITER, element, x, y); cave->biter_delay_frame++; if (cave->biter_delay_frame == 4) cave->biter_delay_frame = 0; return element; - case O_REPLICATOR_SWITCH: // replicator on/off switch + case O_REPLICATOR_SWITCH: + // replicator on/off switch gd_sound_play(cave, GD_S_SWITCH_REPLICATOR, element, x, y); cave->replicators_active = !cave->replicators_active; return element; - case O_CONVEYOR_SWITCH: // conveyor belts on/off + case O_CONVEYOR_SWITCH: + // conveyor belts on/off gd_sound_play(cave, GD_S_SWITCH_CONVEYOR, element, x, y); cave->conveyor_belts_active = !cave->conveyor_belts_active; return element; - case O_CONVEYOR_DIR_SWITCH: // conveyor belts switch direction + case O_CONVEYOR_DIR_SWITCH: + // conveyor belts switch direction gd_sound_play(cave, GD_S_SWITCH_CONVEYOR, element, x, y); cave->conveyor_belts_direction_changed = !cave->conveyor_belts_direction_changed; return element; @@ -1057,17 +1063,22 @@ static GdElement player_eat_element(GdCave* cave, const GdElement element, int x // USUAL STUFF case O_DIRT: case O_DIRT2: - case O_STEEL_EATABLE: - case O_BRICK_EATABLE: case O_DIRT_SLOPED_UP_RIGHT: case O_DIRT_SLOPED_UP_LEFT: case O_DIRT_SLOPED_DOWN_LEFT: case O_DIRT_SLOPED_DOWN_RIGHT: case O_DIRT_BALL: case O_DIRT_LOOSE: + case O_STEEL_EATABLE: + case O_BRICK_EATABLE: gd_sound_play(cave, GD_S_DIRT_WALKING, element, x, y); return O_SPACE; + case O_SPACE: + case O_LAVA: // player goes into lava, as if it was space + gd_sound_play(cave, GD_S_EMPTY_WALKING, element, x, y); + return O_SPACE; + case O_SWEET: gd_sound_play(cave, GD_S_SWEET_COLLECTING, element, x, y); cave->sweet_eaten = TRUE; @@ -1126,11 +1137,6 @@ static GdElement player_eat_element(GdCave* cave, const GdElement element, int x cave->player_state = GD_PL_EXITED; // player now exits the cave! return O_SPACE; - case O_SPACE: - case O_LAVA: // player goes into lava, as if it was space - gd_sound_play(cave, GD_S_EMPTY_WALKING, element, x, y); - return O_SPACE; - default: // the element will remain there. return element; @@ -2145,7 +2151,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, default: // get element. if cannot get, player_eat_element will return the same - remains = player_eat_element (cave, what, x, y); + remains = player_eat_element(cave, what, x, y); break; } }