/* try to push element; if successful, break */
push = do_push(cave, x, y, player_move, player_fire);
if (push)
+ {
remains = O_SPACE;
+ }
else
+ {
switch (what)
{
case O_BOMB:
default:
/* get element - process others.
if cannot get, player_get_element will return the same */
- remains = player_get_element (cave, what, x, y);
+ remains = player_get_element(cave, what, x, y);
break;
}
+ }
if (remains != what || remains == O_SPACE)
{
/* player fire is false... */
if (do_push(cave, x, y, player_move, FALSE))
+ {
remains = O_SPACE;
+ }
else
{
switch (what)