+ int x = ply->x;
+ int y = ply->y;
+
+ ply->alive = 0;
+
+ switch(Cave[y-1][x])
+ {
+ case Xbug_n:
+ case Xbug_e:
+ case Xbug_s:
+ case Xbug_w:
+ case Xbug_gon:
+ case Xbug_goe:
+ case Xbug_gos:
+ case Xbug_gow:
+ Cave[y-1][x] = Xboom_bug;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
+ break;
+
+ case Xtank_n:
+ case Xtank_e:
+ case Xtank_s:
+ case Xtank_w:
+ case Xtank_gon:
+ case Xtank_goe:
+ case Xtank_gos:
+ case Xtank_gow:
+ Cave[y-1][x] = Xboom_bomb;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
+ break;
+ }
+
+ switch(Cave[y][x+1])
+ {
+ case Xbug_n:
+ case Xbug_e:
+ case Xbug_s:
+ case Xbug_w:
+ case Xbug_gon:
+ case Xbug_goe:
+ case Xbug_gos:
+ case Xbug_gow:
+ Cave[y][x+1] = Xboom_bug;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
+ break;
+
+ case Xtank_n:
+ case Xtank_e:
+ case Xtank_s:
+ case Xtank_w:
+ case Xtank_gon:
+ case Xtank_goe:
+ case Xtank_gos:
+ case Xtank_gow:
+ Cave[y][x+1] = Xboom_bomb;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
+ break;
+ }
+
+ switch(Cave[y+1][x])
+ {
+ case Xbug_n:
+ case Xbug_e:
+ case Xbug_s:
+ case Xbug_w:
+ case Xbug_gon:
+ case Xbug_goe:
+ case Xbug_gos:
+ case Xbug_gow:
+ Cave[y+1][x] = Xboom_bug;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
+ break;
+
+ case Xtank_n:
+ case Xtank_e:
+ case Xtank_s:
+ case Xtank_w:
+ case Xtank_gon:
+ case Xtank_goe:
+ case Xtank_gos:
+ case Xtank_gow:
+ Cave[y+1][x] = Xboom_bomb;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
+ break;
+ }
+
+ switch(Cave[y][x-1])
+ {
+ case Xbug_n:
+ case Xbug_e:
+ case Xbug_s:
+ case Xbug_w:
+ case Xbug_gon:
+ case Xbug_goe:
+ case Xbug_gos:
+ case Xbug_gow:
+ Cave[y][x-1] = Xboom_bug;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
+ break;
+
+ case Xtank_n:
+ case Xtank_e:
+ case Xtank_s:
+ case Xtank_w:
+ case Xtank_gon:
+ case Xtank_goe:
+ case Xtank_gos:
+ case Xtank_gow:
+ Cave[y][x-1] = Xboom_bomb;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
+ break;
+ }
+
+ switch(Cave[y][x])
+ {
+ case Xexit_1:
+ case Xexit_2:
+ case Xexit_3:
+ lev.exit_x = x;
+ lev.exit_y = y;
+ play_element_sound(x, y, SAMPLE_exit_leave, Xexit_1);
+ break;
+
+ default:
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+ play_element_sound(x, y, SAMPLE_die, Zplayer);
+ break;
+ }
+
+ switch(Cave[y][x])
+ {
+#if USE_CHANGED_ACID_STUFF
+ case Xacid_1:
+ case Xacid_2:
+ case Xacid_3:
+ case Xacid_4:
+ case Xacid_5:
+ case Xacid_6:
+ case Xacid_7:
+ case Xacid_8:
+ break;
+#endif
+
+ default:
+ Cave[y][x] = Xboom_1;
+ Boom[y][x] = Xblank;
+ break;
+ }
+}
+
+static void check_player(struct PLAYER *ply)
+{
+ int oldx = ply->x;
+ int oldy = ply->y;
+ int x = oldx;
+ int y = oldy;
+ int anim = 0;
+ int dx = 0, dy = 0;
+
+ game_em.last_player_direction[ply->num] = MV_NONE;
+
+#if 0
+ printf("::: up == %d, down == %d, left == %d, right == %d, fire == %d [spin == %d, stick == %d]\n",
+ ply->joy_n, ply->joy_s, ply->joy_w, ply->joy_e, ply->joy_fire,
+ ply->joy_spin, ply->joy_stick);
+#endif
+
+#if 1
+ if (ply->joy_w) /* west */
+ {
+ x--;
+ dx = -1;
+ anim = 3;
+ }
+ else if (ply->joy_e) /* east */
+ {
+ x++;
+ dx = 1;
+ anim = 1;
+ }
+
+ if (ply->joy_n) /* north */
+ {
+ y--;
+ dy = -1;
+ anim = 0;
+ }
+ else if (ply->joy_s) /* south */
+ {
+ y++;
+ dy = 1;
+ anim = 2;
+ }
+
+#else
+
+ if ((ply->joy_spin = !ply->joy_spin))
+ {
+ if (ply->joy_n) /* north */
+ {
+ y--;
+ dy = -1;
+ anim = 0;
+ }
+ else if (ply->joy_e) /* east */
+ {
+ x++;
+ dx = 1;
+ anim = 1;
+ }
+ else if (ply->joy_s) /* south */
+ {
+ y++;
+ dy = 1;
+ anim = 2;
+ }
+ else if (ply->joy_w) /* west */
+ {
+ x--;
+ dx = -1;
+ anim = 3;
+ }
+ }
+ else
+ {
+ if (ply->joy_w) /* west */
+ {
+ x--;
+ dx = -1;
+ anim = 3;
+ }
+ else if (ply->joy_s) /* south */
+ {
+ y++;
+ dy = 1;
+ anim = 2;
+ }
+ else if (ply->joy_e) /* east */
+ {
+ x++;
+ dx = 1;
+ anim = 1;
+ }
+ else if (ply->joy_n) /* north */
+ {
+ y--;
+ dy = -1;
+ anim = 0;
+ }
+ }
+#endif
+
+ if (dx || dy)
+ {
+ int oldx = ply->x;
+ int oldy = ply->y;
+ int x = oldx + dx;
+ int y = oldy + dy;
+ boolean players_visible_before_move;
+ boolean players_visible_after_move;
+ boolean can_move;
+
+ players_visible_before_move = checkIfAllPlayersFitToScreen();
+
+ ply->x = x;
+ ply->y = y;
+
+ players_visible_after_move = checkIfAllPlayersFitToScreen();
+
+ /*
+ player is allowed to move only in the following cases:
+ - it is not needed to display all players (not focussed to all players)
+ - all players are (still or again) visible after the move
+ - some players were already outside visible screen area before the move
+ */
+ can_move = (game.centered_player_nr != -1 ||
+ players_visible_after_move ||
+ !players_visible_before_move);
+
+ ply->x = oldx;
+ ply->y = oldy;
+
+ if (!can_move)
+ {
+ ply->joy_n = ply->joy_e = ply->joy_s = ply->joy_w = 0;
+
+ return;
+ }
+ }
+
+ if (dx == 0 && dy == 0)
+ {
+ ply->joy_stick = 0;
+
+ if (ply->joy_drop)
+ {
+ if (++ply->dynamite_cnt == 5 && ply->dynamite)
+ {
+ Cave[y][x] = Xdynamite_1;
+ play_element_sound(x, y, SAMPLE_dynamite, Xdynamite_1);
+ ply->dynamite--;
+ }
+ }
+ else
+ {
+ ply->dynamite_cnt = 0;
+ }
+
+ RandomEM += 7; /* be a bit more random if the player doesn't move */
+
+ return;
+ }
+
+ ply->joy_stick = 1;
+ ply->joy_n = ply->joy_e = ply->joy_s = ply->joy_w = 0;
+ ply->dynamite_cnt = 0; /* reset dynamite timer if we move */
+ ply->joy_spin = !ply->joy_spin;
+
+ if (ply->joy_snap == 0) /* player wants to move */
+ {
+ boolean moved = FALSE;
+
+ if (ply->last_move_dir & MV_HORIZONTAL)
+ {
+ if (!(moved = player_digfield(ply, 0, dy)))
+ moved = player_digfield(ply, dx, 0);
+ }
+ else
+ {
+ if (!(moved = player_digfield(ply, dx, 0)))
+ moved = player_digfield(ply, 0, dy);
+ }
+
+ if (moved)
+ {
+ if (oldx != ply->x)
+ ply->last_move_dir = (dx < 0 ? MV_LEFT : MV_RIGHT);
+ else if (oldy != ply->y)
+ ply->last_move_dir = (dy < 0 ? MV_UP : MV_DOWN);
+
+ game_em.any_player_moving = TRUE;
+ game_em.last_moving_player = ply->num;
+ game_em.last_player_direction[ply->num] = ply->last_move_dir;
+ }
+ }
+ else /* player wants to snap */
+ {
+ player_digfield(ply, dx, dy);
+ }
+}
+
+static boolean player_digfield(struct PLAYER *ply, int dx, int dy)
+{
+ int anim = (dx < 0 ? 3 : dx > 0 ? 1 : dy < 0 ? 0 : dy > 0 ? 2 : 2);
+ int oldx = ply->x;
+ int oldy = ply->y;
+ int x = oldx + dx;
+ int y = oldy + dy;
+ boolean result = TRUE;
+
+ if (!dx && !dy) /* no direction specified */
+ return FALSE;
+
+ if (dx && dy && ply->joy_snap) /* more than one direction specified */
+ return FALSE;
+
+ if (ply->joy_snap == 0) /* player wants to move */
+ {
+ int element = Cave[y][x];
+
+ switch(Cave[y][x])
+ {
+ /* fire is released */
+ case Xblank:
+ case Yacid_splash_eB:
+ case Yacid_splash_wB:
+ Cave[y][x] = Zplayer;
+ Next[y][x] = Zplayer;
+#if 1
+ case Xfake_acid_1:
+ case Xfake_acid_2:
+ case Xfake_acid_3:
+ case Xfake_acid_4:
+ case Xfake_acid_5:
+ case Xfake_acid_6:
+ case Xfake_acid_7:
+ case Xfake_acid_8:
+#endif
+ play_element_sound(x, y, SAMPLE_blank, Xblank);
+ ply->anim = SPR_walk + anim;
+ ply->x = x;
+ ply->y = y;
+ break;
+
+#if USE_CHANGED_ACID_STUFF
+ case Xacid_1:
+ case Xacid_2:
+ case Xacid_3:
+ case Xacid_4:
+ case Xacid_5:
+ case Xacid_6:
+ case Xacid_7:
+ case Xacid_8:
+ if (Cave[y-1][x+1] == Xblank)
+ Cave[y-1][x+1] = Yacid_splash_eB;
+ if (Cave[y-1][x-1] == Xblank)
+ Cave[y-1][x-1] = Yacid_splash_wB;
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
+#endif
+
+ case Xboom_android:
+ case Xboom_1:
+ case Xbug_n:
+ case Xbug_e:
+ case Xbug_s:
+ case Xbug_w:
+ case Xbug_gon:
+ case Xbug_goe:
+ case Xbug_gos:
+ case Xbug_gow:
+ case Xtank_n:
+ case Xtank_e:
+ case Xtank_s:
+ case Xtank_w:
+ case Xtank_gon:
+ case Xtank_goe:
+ case Xtank_gos:
+ case Xtank_gow:
+
+#if !USE_CHANGED_ACID_STUFF
+ case Xacid_1:
+ case Xacid_2:
+ case Xacid_3:
+ case Xacid_4:
+ case Xacid_5:
+ case Xacid_6:
+ case Xacid_7:
+ case Xacid_8:
+#endif
+ ply->anim = SPR_walk + anim;
+ ply->x = x;
+ ply->y = y;
+ break;
+
+ case Xgrass:
+ Cave[y][x] = (dy ? (dy < 0 ? Ygrass_nB : Ygrass_sB) :
+ (dx > 0 ? Ygrass_eB : Ygrass_wB));
+ Next[y][x] = Zplayer;
+ play_element_sound(x, y, SAMPLE_dirt, Xgrass);
+ ply->anim = SPR_walk + anim;
+ ply->x = x;
+ ply->y = y;
+ break;
+
+ case Xdirt:
+ Cave[y][x] = (dy ? (dy < 0 ? Ydirt_nB : Ydirt_sB) :
+ (dx > 0 ? Ydirt_eB : Ydirt_wB));
+ Next[y][x] = Zplayer;
+ play_element_sound(x, y, SAMPLE_dirt, Xdirt);
+ ply->anim = SPR_walk + anim;
+ ply->x = x;
+ ply->y = y;
+ break;
+
+ case Xdiamond:
+ case Xdiamond_pause:
+ Cave[y][x] = Ydiamond_eat;
+ Next[y][x] = Zplayer;
+ play_element_sound(x, y, SAMPLE_collect, element);
+ lev.score += lev.diamond_score;
+ lev.required = lev.required < 3 ? 0 : lev.required - 3;
+ ply->anim = SPR_walk + anim;
+ ply->x = x;
+ ply->y = y;
+ break;
+
+ case Xemerald:
+ case Xemerald_pause:
+ Cave[y][x] = Yemerald_eat;
+ Next[y][x] = Zplayer;
+ play_element_sound(x, y, SAMPLE_collect, element);
+ lev.score += lev.emerald_score;
+ lev.required = lev.required < 1 ? 0 : lev.required - 1;
+ ply->anim = SPR_walk + anim;
+ ply->x = x;
+ ply->y = y;
+ break;
+
+ case Xdynamite:
+ Cave[y][x] = Ydynamite_eat;
+ Next[y][x] = Zplayer;
+ play_element_sound(x, y, SAMPLE_collect, element);
+ lev.score += lev.dynamite_score;
+ ply->dynamite = ply->dynamite > 9998 ? 9999 : ply->dynamite + 1;
+ ply->anim = SPR_walk + anim;
+ ply->x = x;
+ ply->y = y;
+ break;
+
+ case Xkey_1:
+ ply->keys |= 0x01;
+ Cave[y][x] = Ykey_1_eat;
+ goto key_walk;
+
+ case Xkey_2:
+ ply->keys |= 0x02;
+ Cave[y][x] = Ykey_2_eat;
+ goto key_walk;
+
+ case Xkey_3:
+ ply->keys |= 0x04;
+ Cave[y][x] = Ykey_3_eat;
+ goto key_walk;
+
+ case Xkey_4:
+ ply->keys |= 0x08;
+ Cave[y][x] = Ykey_4_eat;
+ goto key_walk;
+
+ case Xkey_5:
+ ply->keys |= 0x10;
+ Cave[y][x] = Ykey_5_eat;
+ goto key_walk;
+
+ case Xkey_6:
+ ply->keys |= 0x20;
+ Cave[y][x] = Ykey_6_eat;
+ goto key_walk;
+
+ case Xkey_7:
+ ply->keys |= 0x40;
+ Cave[y][x] = Ykey_7_eat;
+ goto key_walk;
+
+ case Xkey_8:
+ ply->keys |= 0x80;
+ Cave[y][x] = Ykey_8_eat;
+ goto key_walk;
+
+ key_walk:
+
+ Next[y][x] = Zplayer;
+ play_element_sound(x, y, SAMPLE_collect, element);
+ lev.score += lev.key_score;
+ ply->anim = SPR_walk + anim;
+ ply->x = x;
+ ply->y = y;
+ break;
+
+ case Xlenses:
+ Cave[y][x] = Ylenses_eat;
+ Next[y][x] = Zplayer;
+ play_element_sound(x, y, SAMPLE_collect, element);
+ lev.score += lev.lenses_score;
+ lev.lenses_cnt = lev.lenses_time;
+ ply->anim = SPR_walk + anim;
+ ply->x = x;
+ ply->y = y;
+ break;
+
+ case Xmagnify:
+ Cave[y][x] = Ymagnify_eat;
+ Next[y][x] = Zplayer;
+ play_element_sound(x, y, SAMPLE_collect, element);
+ lev.score += lev.magnify_score;
+ lev.magnify_cnt = lev.magnify_time;
+ ply->anim = SPR_walk + anim;
+ ply->x = x;
+ ply->y = y;
+ break;
+
+ case Xstone:
+ if (dy)
+ break;
+
+ switch(Cave[y][x+dx])
+ {
+ case Xacid_1:
+ case Xacid_2:
+ case Xacid_3:
+ case Xacid_4:
+ case Xacid_5:
+ case Xacid_6:
+ case Xacid_7:
+ case Xacid_8:
+ if (Cave[y-1][x+dx+1] == Xblank)
+ Cave[y-1][x+dx+1] = Yacid_splash_eB;
+ if (Cave[y-1][x+dx-1] == Xblank)
+ Cave[y-1][x+dx-1] = Yacid_splash_wB;
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
+ goto stone_walk;
+
+ case Xblank:
+ case Yacid_splash_eB:
+ case Yacid_splash_wB:
+ Cave[y][x+dx] = dx > 0 ? Ystone_e : Ystone_w;
+ Next[y][x+dx] = Xstone_pause;
+
+ stone_walk:
+
+ Cave[y][x] = dx > 0 ? Ystone_eB : Ystone_wB;
+ Next[y][x] = Zplayer;
+ play_element_sound(x, y, SAMPLE_roll, Xstone);
+ ply->x = x;