int x = ply->x;
int y = ply->y;
- ply->alive = 0;
+ ply->alive = FALSE;
switch (cave[x][y-1])
{
if (dx && dy && ply->joy_snap) /* more than one direction specified */
return FALSE;
- if (ply->joy_snap == 0) /* player wants to move */
+ if (!ply->joy_snap) /* player wants to move */
{
int element = cave[x][y];
case Xswitch:
play_element_sound(x, y, SOUND_press, element);
lev.ball_cnt = lev.ball_time;
- lev.ball_state = !lev.ball_state;
+ lev.ball_active = !lev.ball_active;
break;
case Xplant:
if (!can_move)
{
- ply->joy_n = ply->joy_e = ply->joy_s = ply->joy_w = 0;
+ ply->joy_n = FALSE;
+ ply->joy_e = FALSE;
+ ply->joy_s = FALSE;
+ ply->joy_w = FALSE;
return;
}
if (dx == 0 && dy == 0)
{
- ply->joy_stick = 0;
+ ply->joy_stick = FALSE;
if (ply->joy_drop)
{
return;
}
- ply->joy_stick = 1;
- ply->joy_n = ply->joy_e = ply->joy_s = ply->joy_w = 0;
+ ply->joy_stick = TRUE;
+ ply->joy_n = FALSE;
+ ply->joy_e = FALSE;
+ ply->joy_s = FALSE;
+ ply->joy_w = FALSE;
+
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 */
+ if (!ply->joy_snap) /* player wants to move */
{
boolean moved = FALSE;
return;
case Xwonderwall:
- if (lev.wonderwall_time)
+ if (lev.wonderwall_time > 0)
{
- lev.wonderwall_state = 1;
+ lev.wonderwall_active = TRUE;
cave[x][y] = Yemerald_sB;
next[x][y] = Xblank;
if (is_blank[cave[x][y+2]])
return;
case Xwonderwall:
- if (lev.wonderwall_time)
+ if (lev.wonderwall_time > 0)
{
- lev.wonderwall_state = 1;
+ lev.wonderwall_active = TRUE;
cave[x][y] = Ydiamond_sB;
next[x][y] = Xblank;
if (is_blank[cave[x][y+2]])
return;
case Xwonderwall:
- if (lev.wonderwall_time)
+ if (lev.wonderwall_time > 0)
{
- lev.wonderwall_state = 1;
+ lev.wonderwall_active = TRUE;
cave[x][y] = Ystone_sB;
next[x][y] = Xblank;
if (is_blank[cave[x][y+2]])
static void Lball_1(int x, int y)
{
- if (lev.ball_state == 0)
+ if (!lev.ball_active)
return;
cave[x][y] = Yball_1;
static void Lball_2(int x, int y)
{
- if (lev.ball_state == 0)
+ if (!lev.ball_active)
return;
cave[x][y] = Yball_2;
static void Lwonderwall(int x, int y)
{
- if (lev.wonderwall_time && lev.wonderwall_state)
+ if (lev.wonderwall_time > 0 && lev.wonderwall_active)
{
cave[x][y] = Ywonderwall;
play_element_sound(x, y, SOUND_wonder, Xwonderwall);
static void Lswitch(int x, int y)
{
- if (lev.ball_state)
+ if (lev.ball_active)
cave[x][y] = Yswitch;
}
game.centered_player_nr_next = i;
game.set_centered_player = TRUE;
- game.set_centered_player_fast = TRUE;
+ game.set_centered_player_wrap = TRUE;
}
- ply[i].oldx = ply[i].x;
- ply[i].oldy = ply[i].y;
+ ply[i].prev_x = ply[i].x;
+ ply[i].prev_y = ply[i].y;
ply[i].anim = PLY_still;
}
if (!ply[i].alive)
continue;
- if (cave[ply[i].oldx][ply[i].oldy] == Zplayer)
+ if (cave[ply[i].prev_x][ply[i].prev_y] == Zplayer)
{
- cave[ply[i].oldx][ply[i].oldy] = Xblank;
- next[ply[i].oldx][ply[i].oldy] = Xblank;
+ cave[ply[i].prev_x][ply[i].prev_y] = Xblank;
+ next[ply[i].prev_x][ply[i].prev_y] = Xblank;
}
if (cave[ply[i].x][ply[i].y] == Xblank)
lev.android_move_cnt = lev.android_move_time;
if (lev.android_clone_cnt-- == 0)
lev.android_clone_cnt = lev.android_clone_time;
- if (lev.ball_state)
+ if (lev.ball_active)
if (lev.ball_cnt-- == 0)
lev.ball_cnt = lev.ball_time;
if (lev.lenses_cnt)
lev.wheel_cnt--;
if (lev.wind_cnt)
lev.wind_cnt--;
- if (lev.wonderwall_time && lev.wonderwall_state)
+ if (lev.wonderwall_time > 0 && lev.wonderwall_active)
lev.wonderwall_time--;
if (lev.wheel_cnt)