From b3565d6f9c7c3ebd3ac3f1704a5dbdc6e87e86fc Mon Sep 17 00:00:00 2001 From: Holger Schemel Date: Fri, 13 Sep 2024 01:07:32 +0200 Subject: [PATCH] renamed variable --- src/game_bd/bd_caveengine.c | 68 ++++++++++++++++++------------------- 1 file changed, 34 insertions(+), 34 deletions(-) diff --git a/src/game_bd/bd_caveengine.c b/src/game_bd/bd_caveengine.c index 0d0faa31..ab8869f0 100644 --- a/src/game_bd/bd_caveengine.c +++ b/src/game_bd/bd_caveengine.c @@ -973,86 +973,86 @@ 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 object, int x, int y) +static GdElement player_eat_element(GdCave* cave, const GdElement element, int x, int y) { int i; - switch (object) + switch (element) { case O_DIAMOND_KEY: cave->diamond_key_collected = TRUE; - gd_sound_play(cave, GD_S_DIAMOND_KEY_COLLECTING, object, x, y); + gd_sound_play(cave, GD_S_DIAMOND_KEY_COLLECTING, element, x, y); return O_SPACE; // KEYS AND DOORS case O_KEY_1: - gd_sound_play(cave, GD_S_KEY_COLLECTING, object, x, y); + gd_sound_play(cave, GD_S_KEY_COLLECTING, element, x, y); cave->key1++; return O_SPACE; case O_KEY_2: - gd_sound_play(cave, GD_S_KEY_COLLECTING, object, x, y); + gd_sound_play(cave, GD_S_KEY_COLLECTING, element, x, y); cave->key2++; return O_SPACE; case O_KEY_3: - gd_sound_play(cave, GD_S_KEY_COLLECTING, object, x, y); + gd_sound_play(cave, GD_S_KEY_COLLECTING, element, x, y); cave->key3++; return O_SPACE; case O_DOOR_1: if (cave->key1 == 0) - return object; - gd_sound_play(cave, GD_S_DOOR_OPENING, object, x, y); + return element; + gd_sound_play(cave, GD_S_DOOR_OPENING, element, x, y); cave->key1--; return O_SPACE; case O_DOOR_2: if (cave->key2 == 0) - return object; - gd_sound_play(cave, GD_S_DOOR_OPENING, object, x, y); + return element; + gd_sound_play(cave, GD_S_DOOR_OPENING, element, x, y); cave->key2--; return O_SPACE; case O_DOOR_3: if (cave->key3 == 0) - return object; - gd_sound_play(cave, GD_S_DOOR_OPENING, object, x, y); + return element; + gd_sound_play(cave, GD_S_DOOR_OPENING, element, x, y); cave->key3--; return O_SPACE; // SWITCHES case O_CREATURE_SWITCH: // creatures change direction. - gd_sound_play(cave, GD_S_SWITCH_CREATURES, object, x, y); + gd_sound_play(cave, GD_S_SWITCH_CREATURES, element, x, y); cave->creatures_backwards = !cave->creatures_backwards; - return object; + return element; case O_EXPANDING_WALL_SWITCH: // expanding wall change direction. - gd_sound_play(cave, GD_S_SWITCH_EXPANDING, object, x, y); + gd_sound_play(cave, GD_S_SWITCH_EXPANDING, element, x, y); cave->expanding_wall_changed = !cave->expanding_wall_changed; - return object; + return element; case O_BITER_SWITCH: // biter change delay - gd_sound_play(cave, GD_S_SWITCH_BITER, object, x, y); + 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 object; + return element; case O_REPLICATOR_SWITCH: // replicator on/off switch - gd_sound_play(cave, GD_S_SWITCH_REPLICATOR, object, x, y); + gd_sound_play(cave, GD_S_SWITCH_REPLICATOR, element, x, y); cave->replicators_active = !cave->replicators_active; - return object; + return element; case O_CONVEYOR_SWITCH: // conveyor belts on/off - gd_sound_play(cave, GD_S_SWITCH_CONVEYOR, object, x, y); + gd_sound_play(cave, GD_S_SWITCH_CONVEYOR, element, x, y); cave->conveyor_belts_active = !cave->conveyor_belts_active; - return object; + return element; case O_CONVEYOR_DIR_SWITCH: // conveyor belts switch direction - gd_sound_play(cave, GD_S_SWITCH_CONVEYOR, object, x, y); + gd_sound_play(cave, GD_S_SWITCH_CONVEYOR, element, x, y); cave->conveyor_belts_direction_changed = !cave->conveyor_belts_direction_changed; - return object; + return element; // USUAL STUFF case O_DIRT: @@ -1065,22 +1065,22 @@ static GdElement player_eat_element(GdCave* cave, const GdElement object, int x, case O_DIRT_SLOPED_DOWN_RIGHT: case O_DIRT_BALL: case O_DIRT_LOOSE: - gd_sound_play(cave, GD_S_DIRT_WALKING, object, x, y); + gd_sound_play(cave, GD_S_DIRT_WALKING, element, x, y); return O_SPACE; case O_SWEET: - gd_sound_play(cave, GD_S_SWEET_COLLECTING, object, x, y); + gd_sound_play(cave, GD_S_SWEET_COLLECTING, element, x, y); cave->sweet_eaten = TRUE; return O_SPACE; case O_PNEUMATIC_HAMMER: - gd_sound_play(cave, GD_S_PNEUMATIC_COLLECTING, object, x, y); + gd_sound_play(cave, GD_S_PNEUMATIC_COLLECTING, element, x, y); cave->got_pneumatic_hammer = TRUE; return O_SPACE; case O_CLOCK: // bonus time - gd_sound_play(cave, GD_S_CLOCK_COLLECTING, object, x, y); + gd_sound_play(cave, GD_S_CLOCK_COLLECTING, element, x, y); cave->time += cave->time_bonus * cave->timing_factor; if (cave->time > cave->max_time * cave->timing_factor) cave->time -= cave->max_time * cave->timing_factor; @@ -1091,8 +1091,8 @@ static GdElement player_eat_element(GdCave* cave, const GdElement object, int x, case O_FLYING_DIAMOND: // prevent diamond sounds for O_SKELETON (see below) if (x != -1 && y != -1) - gd_sound_play(cave, (object == O_DIAMOND ? GD_S_DIAMOND_COLLECTING : - GD_S_FLYING_DIAMOND_COLLECTING), object, x, y); + gd_sound_play(cave, (element == O_DIAMOND ? GD_S_DIAMOND_COLLECTING : + GD_S_FLYING_DIAMOND_COLLECTING), element, x, y); cave->score += cave->diamond_value; cave->diamonds_collected++; @@ -1118,7 +1118,7 @@ static GdElement player_eat_element(GdCave* cave, const GdElement object, int x, player_eat_element(cave, O_DIAMOND, -1, -1); // _after_ calling get_element for the fake diamonds, so we overwrite its sounds - gd_sound_play(cave, GD_S_SKELETON_COLLECTING, object, x, y); + gd_sound_play(cave, GD_S_SKELETON_COLLECTING, element, x, y); return O_SPACE; case O_OUTBOX: @@ -1128,12 +1128,12 @@ static GdElement player_eat_element(GdCave* cave, const GdElement object, int x, case O_SPACE: case O_LAVA: // player goes into lava, as if it was space - gd_sound_play(cave, GD_S_EMPTY_WALKING, object, x, y); + gd_sound_play(cave, GD_S_EMPTY_WALKING, element, x, y); return O_SPACE; default: - // the object will remain there. - return object; + // the element will remain there. + return element; } } -- 2.34.1