for (i = 0; i < GAME_TILE_MAX; i++)
lev.android_array[i] = map[cav.android_array[i]];
- /* determine number of players in this level */
lev.home_initial = 0;
+ /* check for players in this level */
for (i = 0; i < MAX_PLAYERS; i++)
{
ply[i].exists = FALSE;
lev.home = lev.home_initial;
players_left = lev.home_initial;
+ /* assign active players */
for (i = 0; i < MAX_PLAYERS; i++)
{
- if (ply[i].exists)
+ if (ply[i].exists && isActivePlayer_EM(i))
{
if (players_left)
{
ply[i].alive = TRUE;
players_left--;
}
- else
- {
- int x = cav.player_x[i];
- int y = cav.player_y[i];
+ }
+ }
- lev.cave[lev.left + x][lev.top + y] = Xblank;
- lev.next[lev.left + x][lev.top + y] = Xblank;
- lev.draw[lev.left + x][lev.top + y] = Xblank;
- }
+ /* remove inactive players */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (ply[i].exists && !ply[i].alive)
+ {
+ int x = cav.player_x[i];
+ int y = cav.player_y[i];
+
+ lev.cave[lev.left + x][lev.top + y] = Xblank;
+ lev.next[lev.left + x][lev.top + y] = Xblank;
+ lev.draw[lev.left + x][lev.top + y] = Xblank;
}
}
for (i = 0; i < MAX_PLAYERS; i++)
{
ply[i].num = i;
- ply[i].dynamite = 0;
- ply[i].dynamite_cnt = 0;
- ply[i].keys = 0;
ply[i].anim = PLY_still;
+
ply[i].x = cav.player_x[i] + lev.left;
ply[i].y = cav.player_y[i] + lev.top;
ply[i].prev_x = ply[i].x;
ply[i].prev_y = ply[i].y;
+
+ ply[i].dynamite = 0;
+ ply[i].dynamite_cnt = 0;
+ ply[i].keys = 0;
+
ply[i].last_move_dir = MV_NONE;
- ply[i].joy_n = 0;
- ply[i].joy_e = 0;
- ply[i].joy_s = 0;
- ply[i].joy_w = 0;
- ply[i].joy_snap = 0;
- ply[i].joy_drop = 0;
- ply[i].joy_stick = 0;
+
+ ply[i].joy_n = FALSE;
+ ply[i].joy_e = FALSE;
+ ply[i].joy_s = FALSE;
+ ply[i].joy_w = FALSE;
+ ply[i].joy_snap = FALSE;
+ ply[i].joy_drop = FALSE;
+ ply[i].joy_stick = FALSE;
}
// the following engine variables are initialized to version-specific values