Exemple #1
0
void drawvision(int x, int y)
{
  static int oldx = -1,oldy = -1;
  int i,j,c;

  if (Current_Environment != E_COUNTRYSIDE) {
    if (Player.status[BLINDED]) {
      drawspot(oldx,oldy);
      drawspot(x,y);
      drawplayer();
    }
    else {
      if (Player.status[ILLUMINATION] > 0) {
        for (i= -2;i<3;i++)
          for (j= -2;j<3;j++)
            if (inbounds(x+i,y+j))
              if (view_los_p(x+i,y+j,Player.x,Player.y))
                dodrawspot(x+i,y+j);
      }
      else {
        for (i= -1;i<2;i++)
          for (j= -1;j<2;j++)
            if (inbounds(x+i,y+j))
              dodrawspot(x+i,y+j);
      }
      drawplayer();
      drawmonsters(FALSE); /* erase all monsters */
      drawmonsters(TRUE);  /* draw those now visible */
    }
    if ((! gamestatusp(FAST_MOVE)) || (! optionp(JUMPMOVE)))
      omshowcursor(Player.x,Player.y);
    oldx = x;
    oldy = y;
  }
  else {
    for (i= -1;i<2;i++)
      for (j= -1;j<2;j++)
        if (inbounds(x+i,y+j)) {
          c_set(x+i, y+j, SEEN);
          if (!offscreen(x+i,y+j)) {
            wmove(Levelw,screenmody(y+j),screenmodx(x+i));
            c = Country[x+i][y+j].current_terrain_type;
            if (optionp(SHOW_COLOUR))
              wattrset(Levelw, CHARATTR(c));
            waddch(Levelw,(c&0xff));
          }
        }
    drawplayer();
    omshowcursor(Player.x,Player.y);
  }
}
Exemple #2
0
/*
 * turn_player:
 *	Change the direction the player is facing
 */
static void
turn_player(PLAYER *pp, int dir)
{
	if (pp->p_face != dir) {
		pp->p_face = dir;
		drawplayer(pp, true);
	}
}
Exemple #3
0
/*
 * face:
 *	Change the direction the player is facing
 */
static void
face(PLAYER *pp, int dir)
{
	if (pp->p_face != dir) {
		pp->p_face = dir;
		drawplayer(pp, TRUE);
	}
}
Exemple #4
0
static void redraw_all(void)
{
	uint8_t i;
	clear();
	for (i = 0; i < MAP_H; i++) {
		moveto(2 + i, left);
		write(1, map.map[i], MAP_W);
	}
	drawplayer();
}
Exemple #5
0
void screencheck(int x, int y)
{
  int change = 0;
#ifdef CENTER_ON_PLAYER

  change = 1;
  ScreenOffset = y - (ScreenLength/2);
  ScreenXOffset = x - (ScreenWidth/2);


#else
#if 0
  int width = 0;
#endif

  if (((y-ScreenOffset) < (ScreenLength/8)) ||
      ((y-ScreenOffset) > (7*ScreenLength/8))) {
    change = 1;
    ScreenOffset = y - (ScreenLength/2);
  }

  if (((x-ScreenXOffset) < (ScreenWidth/8)) ||
      ((x-ScreenXOffset) > (7*ScreenWidth/8))) {

#if 0
    if ( Current_Environment == E_COUNTRYSIDE )
      width = COUNTRY_WIDTH;
    else
      width = Level->level_width;

    /*
      PGM: this code prevents scrolling when near the right edge of the level,
      but this unfortunately results in a badly placed view when, for examples,
      restoring a save near the edge of a level. Ideas on fixing this, or moving
      it, appreciated.  PGM July 1999.
    */
    if ( ( (x-ScreenXOffset) + (7*ScreenWidth/8) ) < width +( ScreenWidth/8 ) )
#endif
      {
        change = 1;
        ScreenXOffset = x - (ScreenWidth/2);
        if (ScreenXOffset < 0)
          ScreenXOffset = 0;
      }
  }

#endif
  if ( change == 1 ) {
    show_screen();
    if (Current_Environment != E_COUNTRYSIDE) 
      drawmonsters(TRUE);
    if (!offscreen(Player.x,Player.y))
      drawplayer();
  }
}
Exemple #6
0
void screencheck(int y)
{
  if (((y-ScreenOffset) < (ScreenLength/8)) ||
      ((y-ScreenOffset) > (7*ScreenLength/8))) {
    ScreenOffset = y - (ScreenLength/2);
    show_screen();
    if (Current_Environment != E_COUNTRYSIDE) 
      drawmonsters(TRUE);
    if (!offscreen(Player.x,Player.y))
      drawplayer();
  }
}
Exemple #7
0
static void move(uint8_t dir)
{
	int8_t *dp;
	uint8_t ny, nx, n;

	dp = delta[dir];
	ny = map.py + *dp;
	nx = map.px + dp[1];

	n = map.map[ny][nx];

	if (n == MAP_WALL)
		return;

	if (n == MAP_BLOCK || n == MAP_BLOCK_ON) {
		uint8_t by = ny + *dp;
		uint8_t bx = nx + dp[1];
		uint8_t m = map.map[by][bx];
		if (m == MAP_WALL || m == MAP_BLOCK || m == MAP_BLOCK_ON)
			return;
		/* Adjust count of blocks positioned */
		if (map.map[by][bx] == MAP_TARGET) {
			draw(by, bx, MAP_BLOCK_ON);
			map.done++;
		} else
			draw(by, bx, MAP_BLOCK);

		/* Move on the map */
		map.map[by][bx] = MAP_BLOCK;
		map.map[ny][nx] = fixup(base_map.map[ny][nx]);
		if (map.map[ny][nx] == MAP_TARGET)
			map.done--;
		/* We don't need to redraw dy dx as we will put the player on it */
		dir |= BLOCK_MOVED;	/* For undo */
	}
	draw(map.py, map.px, map.map[map.py][map.px]);
	map.py += *dp;
	map.px += *++dp;
	drawplayer();
	moves++;
	if (undop == MAX_UNDO) {
		memmove(undolist, undolist + 1, MAX_UNDO - 1);
		undop--;
	}
	undolist[undop++] = dir;
}
Exemple #8
0
void drawanimatedplayer()
{

    /* Gestion du timer */

    // Si notre timer (un compte à rebours en fait) arrive à zéro

    if (player.frameTimer <= 0)
    {
        //On le réinitialise

        player.frameTimer = TIME_BETWEEN_2_FRAMES;

        //Et on incrémente notre variable qui compte les frames de 1 pour passer à la suivante

        player.frameNumber++;

        //Mais si on dépasse la frame max, il faut revenir à la première
        //Pour connaître la frame max, il suffit de diviser la longueur du spritesheet
        //par la longueur de notre héros : 480 / 40 = 12 frames
        //Puisque la première frame est la numéro 0, la dernière est donc la numéro 11

        if(player.frameNumber >= player.sprite->w / PLAYER_WIDTH)
            player.frameNumber = 0;

    }
    //Sinon, on décrémente notre timer
    else
        player.frameTimer--;


    //Ensuite, on peut passer la main à notre fonction
    drawplayer();


}
Exemple #9
0
/*
 * move_player:
 *	Execute a move in the given direction
 */
static void
move_player(PLAYER *pp, int dir)
{
	PLAYER *newp;
	int x, y;
	bool moved;
	BULLET *bp;

	y = pp->p_y;
	x = pp->p_x;

	switch (dir) {
	  case LEFTS:
		x--;
		break;
	  case RIGHT:
		x++;
		break;
	  case ABOVE:
		y--;
		break;
	  case BELOW:
		y++;
		break;
	}

	moved = false;
	switch (Maze[y][x]) {
	  case SPACE:
#ifdef RANDOM
	  case DOOR:
#endif
		moved = true;
		break;
	  case WALL1:
	  case WALL2:
	  case WALL3:
#ifdef REFLECT
	  case WALL4:
	  case WALL5:
#endif
		break;
	  case MINE:
	  case GMINE:
		if (dir == pp->p_face)
			pickup(pp, y, x, 2, Maze[y][x]);
		else if (opposite(dir, pp->p_face))
			pickup(pp, y, x, 95, Maze[y][x]);
		else
			pickup(pp, y, x, 50, Maze[y][x]);
		Maze[y][x] = SPACE;
		moved = true;
		break;
	  case SHOT:
	  case GRENADE:
	  case SATCHEL:
	  case BOMB:
#ifdef OOZE
	  case SLIME:
#endif
#ifdef DRONE
	  case DSHOT:
#endif
		bp = is_bullet(y, x);
		if (bp != NULL)
			bp->b_expl = true;
		Maze[y][x] = SPACE;
		moved = true;
		break;
	  case LEFTS:
	  case RIGHT:
	  case ABOVE:
	  case BELOW:
		if (dir != pp->p_face)
			sendcom(pp, BELL);
		else {
			newp = play_at(y, x);
			checkdam(newp, pp, pp->p_ident, STABDAM, KNIFE);
		}
		break;
#ifdef FLY
	  case FLYER:
		newp = play_at(y, x);
		message(newp, "Oooh, there's a short guy waving at you!");
		message(pp, "You couldn't quite reach him!");
		break;
#endif
#ifdef BOOTS
	  case BOOT:
	  case BOOT_PAIR:
		if (Maze[y][x] == BOOT)
			pp->p_nboots++;
		else
			pp->p_nboots += 2;
		for (newp = Boot; newp < &Boot[NBOOTS]; newp++) {
			if (newp->p_flying < 0)
				continue;
			if (newp->p_y == y && newp->p_x == x) {
				newp->p_flying = -1;
				if (newp->p_undershot)
					fixshots(y, x, newp->p_over);
			}
		}
		if (pp->p_nboots == 2)
			message(pp, "Wow!  A pair of boots!");
		else
			message(pp, "You can hobble around on one boot.");
		Maze[y][x] = SPACE;
		moved = true;
		break;
#endif
	}
	if (moved) {
		if (pp->p_ncshot > 0)
			if (--pp->p_ncshot == MAXNCSHOT) {
				cgoto(pp, STAT_GUN_ROW, STAT_VALUE_COL);
				outstr(pp, " ok", 3);
			}
		if (pp->p_undershot) {
			fixshots(pp->p_y, pp->p_x, pp->p_over);
			pp->p_undershot = false;
		}
		drawplayer(pp, false);
		pp->p_over = Maze[y][x];
		pp->p_y = y;
		pp->p_x = x;
		drawplayer(pp, true);
	}
}
Exemple #10
0
/*
 * zap:
 *	Kill off a player and take them out of the game.
 *	The 'was_player' flag indicates that the player was not
 *	a monitor and needs extra cleaning up.
 */
static void
zap(PLAYER *pp, FLAG was_player)
{
	int	len;
	BULLET	*bp;
	PLAYER	*np;
	int	x, y;
	int	savefd;

	if (was_player) {
		/* If they died from a shot, clean up shrapnel */
		if (pp->p_undershot)
			fixshots(pp->p_y, pp->p_x, pp->p_over);
		/* Let the player see their last position: */
		drawplayer(pp, FALSE);
		/* Remove from game: */
		Nplayer--;
	}

	/* Display the cause of death in the centre of the screen: */
	len = strlen(pp->p_death);
	x = (WIDTH - len) / 2;
	outyx(pp, HEIGHT / 2, x, "%s", pp->p_death);

	/* Put some horizontal lines around and below the death message: */
	memset(pp->p_death + 1, '-', len - 2);
	pp->p_death[0] = '+';
	pp->p_death[len - 1] = '+';
	outyx(pp, HEIGHT / 2 - 1, x, "%s", pp->p_death);
	outyx(pp, HEIGHT / 2 + 1, x, "%s", pp->p_death);

	/* Move to bottom left */
	cgoto(pp, HEIGHT, 0);

	savefd = pp->p_fd;

	if (was_player) {
		int	expl_charge;
		int	expl_type;
		int	ammo_exploding;

		/* Check all the bullets: */
		for (bp = Bullets; bp != NULL; bp = bp->b_next) {
			if (bp->b_owner == pp)
				/* Zapped players can't own bullets: */
				bp->b_owner = NULL;
			if (bp->b_x == pp->p_x && bp->b_y == pp->p_y)
				/* Bullets over the player are now over air: */
				bp->b_over = SPACE;
		}

		/* Explode a random fraction of the player's ammo: */
		ammo_exploding = rand_num(pp->p_ammo);

		/* Determine the type and amount of detonation: */
		expl_charge = rand_num(ammo_exploding + 1);
		if (pp->p_ammo == 0)
			/* Ignore the no-ammo case: */
			expl_charge = expl_type = 0;
		else if (ammo_exploding >= pp->p_ammo - 1) {
			/* Maximal explosions always appear as slime: */
			expl_charge = pp->p_ammo;
			expl_type = SLIME;
		} else {
			/*
			 * Figure out the best effective explosion
			 * type to use, given the amount of charge
			 */
			int btype, stype;
			for (btype = MAXBOMB - 1; btype > 0; btype--)
				if (expl_charge >= shot_req[btype])
					break;
			for (stype = MAXSLIME - 1; stype > 0; stype--)
				if (expl_charge >= slime_req[stype])
					break;
			/* Pick the larger of the bomb or slime: */
			if (btype >= 0 && stype >= 0) {
				if (shot_req[btype] > slime_req[btype])
					btype = -1;
			}
			if (btype >= 0)  {
				expl_type = shot_type[btype];
				expl_charge = shot_req[btype];
			} else
				expl_type = SLIME;
		}

		if (expl_charge > 0) {
			char buf[BUFSIZ];

			/* Detonate: */
			(void) add_shot(expl_type, pp->p_y, pp->p_x,
			    pp->p_face, expl_charge, NULL,
			    TRUE, SPACE);

			/* Explain what the explosion is about. */
			snprintf(buf, sizeof buf, "%s detonated.",
				pp->p_ident->i_name);
			message(ALL_PLAYERS, buf);

			while (pp->p_nboots-- > 0) {
				/* Throw one of the boots away: */
				for (np = Boot; np < &Boot[NBOOTS]; np++)
					if (np->p_flying < 0)
						break;
#ifdef DIAGNOSTIC
				if (np >= &Boot[NBOOTS])
					err(1, "Too many boots");
#endif
				/* Start the boots from where the player is */
				np->p_undershot = FALSE;
				np->p_x = pp->p_x;
				np->p_y = pp->p_y;
				/* Throw for up to 20 steps */
				np->p_flying = rand_num(20);
				np->p_flyx = 2 * rand_num(6) - 5;
				np->p_flyy = 2 * rand_num(6) - 5;
				np->p_over = SPACE;
				np->p_face = BOOT;
				showexpl(np->p_y, np->p_x, BOOT);
			}
		}
		/* No explosion. Leave the player's boots behind. */
		else if (pp->p_nboots > 0) {
			if (pp->p_nboots == 2)
				Maze[pp->p_y][pp->p_x] = BOOT_PAIR;
			else
				Maze[pp->p_y][pp->p_x] = BOOT;
			if (pp->p_undershot)
				fixshots(pp->p_y, pp->p_x,
					Maze[pp->p_y][pp->p_x]);
		}

		/* Any unexploded ammo builds up in the volcano: */
		volcano += pp->p_ammo - expl_charge;

		/* Volcano eruption: */
		if (conf_volcano && rand_num(100) < volcano /
		    conf_volcano_max) {
			/* Erupt near the middle of the map */
			do {
				x = rand_num(WIDTH / 2) + WIDTH / 4;
				y = rand_num(HEIGHT / 2) + HEIGHT / 4;
			} while (Maze[y][x] != SPACE);

			/* Convert volcano charge into lava: */
			(void) add_shot(LAVA, y, x, LEFTS, volcano,
				NULL, TRUE, SPACE);
			volcano = 0;

			/* Tell eveyone what's happening */
			message(ALL_PLAYERS, "Volcano eruption.");
		}

		/* Drone: */
		if (conf_drone && rand_num(100) < 2) {
			/* Find a starting place near the middle of the map: */
			do {
				x = rand_num(WIDTH / 2) + WIDTH / 4;
				y = rand_num(HEIGHT / 2) + HEIGHT / 4;
			} while (Maze[y][x] != SPACE);

			/* Start the drone going: */
			add_shot(DSHOT, y, x, rand_dir(),
				shot_req[conf_mindshot +
				rand_num(MAXBOMB - conf_mindshot)],
				NULL, FALSE, SPACE);
		}

		/* Tell the zapped player's client to shut down. */
		sendcom(pp, ENDWIN, ' ');
		(void) fclose(pp->p_output);

		/* Close up the gap in the Player array: */
		End_player--;
		if (pp != End_player) {
			/* Move the last player into the gap: */
			memcpy(pp, End_player, sizeof *pp);
			outyx(ALL_PLAYERS,
				STAT_PLAY_ROW + 1 + (pp - Player),
				STAT_NAME_COL,
				"%5.2f%c%-10.10s %c",
				pp->p_ident->i_score, stat_char(pp),
				pp->p_ident->i_name, pp->p_ident->i_team);
		}

		/* Erase the last player from the display: */
		cgoto(ALL_PLAYERS, STAT_PLAY_ROW + 1 + Nplayer, STAT_NAME_COL);
		ce(ALL_PLAYERS);
	}
	else {
		/* Zap a monitor */

		/* Close the session: */
		sendcom(pp, ENDWIN, LAST_PLAYER);
		(void) fclose(pp->p_output);

		/* shuffle the monitor table */
		End_monitor--;
		if (pp != End_monitor) {
			memcpy(pp, End_monitor, sizeof *pp);
			outyx(ALL_PLAYERS,
				STAT_MON_ROW + 1 + (pp - Player), STAT_NAME_COL,
				"%5.5s %-10.10s %c", " ",
				pp->p_ident->i_name, pp->p_ident->i_team);
		}

		/* Erase the last monitor in the list */
		cgoto(ALL_PLAYERS,
			STAT_MON_ROW + 1 + (End_monitor - Monitor),
			STAT_NAME_COL);
		ce(ALL_PLAYERS);
	}

	/* Update the file descriptor sets used by select: */
	FD_CLR(savefd, &Fds_mask);
	if (Num_fds == savefd + 1) {
		Num_fds = Socket;
		if (Server_socket > Socket)
			Num_fds = Server_socket;
		for (np = Player; np < End_player; np++)
			if (np->p_fd > Num_fds)
				Num_fds = np->p_fd;
		for (np = Monitor; np < End_monitor; np++)
			if (np->p_fd > Num_fds)
				Num_fds = np->p_fd;
		Num_fds++;
	}
}
Exemple #11
0
void main()
{
    if(InitGraphics() == -1)
	return;


    initialisedata();

    clearviewport();
    rectangle(0,0,(maxx+1)*width+2, (maxy+1)*width+2);
    sx = (maxx+1)*width+6;
    sy = (maxy+1)*width+2;

    int loop = 0;
    while(!endgame)
    {
	loop++;
	for (int i = 0; i < NUM_PLAYERS; i++)
	{
	    drawplayer(plist[i]);
	}
	showscoreboard();
	delay(DELAY_INTERVAL);
	for (i = 0; i < NUM_PLAYERS; i++)
	{
	   showbox(plist[i]);
	}
	if (kbhit())
	{
	    handlekeypress();
	}

	if (endgame)
	    break;

	// 1 to n is computer plaer, 0 is me
	for (i = 1; i < NUM_PLAYERS; i++)
	{
	    decidemove(plist[i]);
	}

	for (i = 0; i < NUM_PLAYERS; i++)
	{
	    adjustdir(plist[i]);
	    moveit(plist[i]);
	}
	for (i = 0; i < NUM_PLAYERS; i++)
	{
	      updatescore(plist[i]);
	if (plist[i].score >= WINNING_SCORE)
	{
	    endgame = true;
	    setfillstyle(1, BLUE);

	    bar(200,120,439,300);
	    outtextxy(250,200,"GAME OVER");
	    if (i == 0)
	    {
		outtextxy(250,250,"YOU WIN");
	    }
	    else
	    {
		outtextxy(250,250,"YOU LOSE");
	    }
	    showscoreboard();
            char tr = getch();
        }
	}

    }


}
Exemple #12
0
/**
 * Initializes a player status.
 * @param[out] newpp The new player to initialize.
 * @param[in] enter_status The enter mode of a player.
 * [PSR]
 */
void stplayer(PLAYER *newpp, int enter_status) {
	int x, y;
	PLAYER *pp;

	nplayer++;

	for (y = 0; y < UBOUND; y++) {
		for (x = 0; x < WIDTH; x++) {
			newpp->p_maze[y][x] = maze[y][x];
		}
	}
	for (; y < DBOUND; y++) {
		for (x = 0; x < LBOUND; x++) {
			newpp->p_maze[y][x] = maze[y][x];
		}
		for (; x < RBOUND; x++) {
			newpp->p_maze[y][x] = SPACE;
		}
		for (; x < WIDTH; x++) {
			newpp->p_maze[y][x] = maze[y][x];
		}
	}
	for (; y < HEIGHT; y++) {
		for (x = 0; x < WIDTH; x++) {
			newpp->p_maze[y][x] = maze[y][x];
		}
	}

	do {
		x = rand_num(WIDTH - 1) + 1;
		y = rand_num(HEIGHT - 1) + 1;
	} while (maze[y][x] != SPACE);
	newpp->p_over = SPACE;
	newpp->p_x = x;
	newpp->p_y = y;
	newpp->p_undershot = false;

# ifdef FLY
	if (enter_status == Q_FLY) {
		newpp->p_flying = rand_num(20);
		newpp->p_flyx = 2 * rand_num(6) - 5;
		newpp->p_flyy = 2 * rand_num(6) - 5;
		newpp->p_face = FLYER;
	}
	else
# endif
	{
# ifdef FLY
		newpp->p_flying = -1;
# endif
		newpp->p_face = rand_dir();
	}
	newpp->p_damage = 0;
	newpp->p_damcap = MAXDAM;
	newpp->p_nchar = 0;
	newpp->p_ncount = 0;
	newpp->p_nexec = 0;
	newpp->p_ammo = ISHOTS;
# ifdef BOOTS
	newpp->p_nboots = 0;
# endif
	if (enter_status == Q_SCAN) {
		newpp->p_scan = SCANLEN;
		newpp->p_cloak = 0;
	} else {
		newpp->p_scan = 0;
		newpp->p_cloak = CLOAKLEN;
	}
	newpp->p_ncshot = 0;

	do {
		x = rand_num(WIDTH - 1) + 1;
		y = rand_num(HEIGHT - 1) + 1;
	} while (maze[y][x] != SPACE);
	maze[y][x] = GMINE;
# ifdef MONITOR
	for (pp = monitor; pp < end_monitor; pp++) {
		check(pp, y, x);
	}
# endif

	do {
		x = rand_num(WIDTH - 1) + 1;
		y = rand_num(HEIGHT - 1) + 1;
	} while (maze[y][x] != SPACE);
	maze[y][x] = MINE;
# ifdef MONITOR
	for (pp = monitor; pp < end_monitor; pp++) {
		check(pp, y, x);
	}
# endif

	(void) sprintf(gen_buf, "%5.2f%c%-10.10s %c", newpp->p_ident->i_score,
			stat_char(newpp), newpp->p_ident->i_name, newpp->p_ident->i_team);
	y = STAT_PLAY_ROW + 1 + (newpp - player);
	for (pp = player; pp < end_player; pp++) {
		if (pp != newpp) {
			char smallbuf[10];

			pp->p_ammo += NSHOTS;
			newpp->p_ammo += NSHOTS;
			cgoto(pp, y, STAT_NAME_COL);
			outstr(pp, gen_buf, STAT_NAME_LEN);
			(void) sprintf(smallbuf, "%3d", pp->p_ammo);
			cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
			outstr(pp, smallbuf, 3);
		}
	}
# ifdef MONITOR
	for (pp = monitor; pp < end_monitor; pp++) {
		cgoto(pp, y, STAT_NAME_COL);
		outstr(pp, gen_buf, STAT_NAME_LEN);
	}
# endif

	drawmaze(newpp);
	drawplayer(newpp, true);
	look(newpp);
# ifdef	FLY
	if (enter_status == Q_FLY) {
		/* Make sure that the position you enter in will be erased */
		showexpl(newpp->p_y, newpp->p_x, FLYER);
	}
# endif
	sendcom(newpp, REFRESH);
	sendcom(newpp, READY, 0);
	(void) fflush(newpp->p_output);
}
Exemple #13
0
/*
 * move_player:
 *	Try to move player 'pp' in direction 'dir'.
 */
static void
move_player(PLAYER *pp, int dir)
{
	PLAYER	*newp;
	int	x, y;
	FLAG	moved;
	BULLET	*bp;

	y = pp->p_y;
	x = pp->p_x;

	switch (dir) {
	  case LEFTS:
		x--;
		break;
	  case RIGHT:
		x++;
		break;
	  case ABOVE:
		y--;
		break;
	  case BELOW:
		y++;
		break;
	}

	moved = FALSE;

	/* What would the player move over: */
	switch (Maze[y][x]) {
	  /* Players can move through spaces and doors, no problem: */
	  case SPACE:
	  case DOOR:
		moved = TRUE;
		break;
	  /* Can't move through walls: */
	  case WALL1:
	  case WALL2:
	  case WALL3:
	  case WALL4:
	  case WALL5:
		break;
	  /* Moving over a mine - try to pick it up: */
	  case MINE:
	  case GMINE:
		if (dir == pp->p_face)
			/* facing it: 2% chance of trip */
			pickup(pp, y, x, conf_ptrip_face, Maze[y][x]);
		else if (opposite(dir, pp->p_face))
			/* facing away: 95% chance of trip */
			pickup(pp, y, x, conf_ptrip_back, Maze[y][x]);
		else
			/* facing sideways: 50% chance of trip */
			pickup(pp, y, x, conf_ptrip_side, Maze[y][x]);
		/* Remove the mine: */
		Maze[y][x] = SPACE;
		moved = TRUE;
		break;
	  /* Moving into a bullet: */
	  case SHOT:
	  case GRENADE:
	  case SATCHEL:
	  case BOMB:
	  case SLIME:
	  case DSHOT:
		/* Find which bullet: */
		bp = is_bullet(y, x);
		if (bp != NULL)
			/* Detonate it: */
			bp->b_expl = TRUE;
		/* Remove it: */
		Maze[y][x] = SPACE;
		moved = TRUE;
		break;
	  /* Moving into another player: */
	  case LEFTS:
	  case RIGHT:
	  case ABOVE:
	  case BELOW:
		if (dir != pp->p_face)
			/* Can't walk backwards/sideways into another player: */
			sendcom(pp, BELL);
		else {
			/* Stab the other player */
			newp = play_at(y, x);
			checkdam(newp, pp, pp->p_ident, conf_stabdam, KNIFE);
		}
		break;
	  /* Moving into a player flying overhead: */
	  case FLYER:
		newp = play_at(y, x);
		message(newp, "Oooh, there's a short guy waving at you!");
		message(pp, "You couldn't quite reach him!");
		break;
	  /* Picking up a boot, or two: */
	  case BOOT_PAIR:
		pp->p_nboots++;
	  case BOOT:
		pp->p_nboots++;
		for (newp = Boot; newp < &Boot[NBOOTS]; newp++) {
			if (newp->p_flying < 0)
				continue;
			if (newp->p_y == y && newp->p_x == x) {
				newp->p_flying = -1;
				if (newp->p_undershot)
					fixshots(y, x, newp->p_over);
			}
		}
		if (pp->p_nboots == 2)
			message(pp, "Wow!  A pair of boots!");
		else
			message(pp, "You can hobble around on one boot.");
		Maze[y][x] = SPACE;
		moved = TRUE;
		break;
	}

	/* Can the player be moved? */
	if (moved) {
		/* Check the gun status: */
		if (pp->p_ncshot > 0)
			if (--pp->p_ncshot == conf_maxncshot)
				outyx(pp, STAT_GUN_ROW, STAT_VALUE_COL, " ok");
		/* Check for bullets flying past: */
		if (pp->p_undershot) {
			fixshots(pp->p_y, pp->p_x, pp->p_over);
			pp->p_undershot = FALSE;
		}
		/* Erase the player: */
		drawplayer(pp, FALSE);
		/* Save under: */
		pp->p_over = Maze[y][x];
		/* Move the player: */
		pp->p_y = y;
		pp->p_x = x;
		/* Draw the player in their new position */
		drawplayer(pp, TRUE);
	}
}