gd_cave_clear_sounds(cave);
+ game_bd.player_moving = FALSE;
+ game_bd.player_snapping = FALSE;
+
// if diagonal movements not allowed,
// horizontal movements have precedence. [BROADRIBB]
if (!cave->diagonal_movements)
// if snapping anything and we have snapping explosions set.
// but these is not true for pushing.
if (remains == O_SPACE && player_fire && !push)
+ {
remains = cave->snap_element;
+ game_bd.player_snapping = TRUE;
+ }
+
if (remains != O_SPACE || player_fire)
+ {
// if any other element than space, player cannot move.
// also if pressing fire, will not move.
store_dir(cave, x, y, player_move, remains);
+ }
else
+ {
// if space remains there, the player moves.
move(cave, x, y, player_move, O_PLAYER);
+
+ game_bd.player_moving = TRUE;
+ }
}
}
break;