X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=ce6ca3ab084668cdfcd63662c5408697270e0fce;hb=d4665f01d15ba3679f378819710a84d6c2348a9c;hp=f66cd400858a100f9add6ab75b57fc9814883155;hpb=7eec2d73cfa570db7704b990d871e23ebfeb215b;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index f66cd400..ce6ca3ab 100644 --- a/src/game.c +++ b/src/game.c @@ -23,6 +23,9 @@ #include "joystick.h" #include "network.h" +/* this switch controls how rocks move horizontally */ +#define OLD_GAME_BEHAVIOUR FALSE + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 @@ -144,7 +147,7 @@ static unsigned int getStateCheckSum(int counter) checksum += mult++ * StorePlayer[x][y]; checksum += mult++ * Frame[x][y]; checksum += mult++ * AmoebaNr[x][y]; - checksum += mult++ * JustHit[x][y]; + checksum += mult++ * JustStopped[x][y]; checksum += mult++ * Stop[x][y]; */ } @@ -280,7 +283,7 @@ static void InitField(int x, int y, boolean init_game) } break; - case EL_DYNAMIT: + case EL_DYNAMITE_ACTIVE: MovDelay[x][y] = 96; break; @@ -349,7 +352,7 @@ void InitGame() player->programmed_action = 0; player->score = 0; - player->gems_still_needed = level.edelsteine; + player->gems_still_needed = level.gems_needed; player->sokobanfields_still_needed = 0; player->lights_still_needed = 0; player->friends_still_needed = 0; @@ -359,13 +362,14 @@ void InitGame() player->dynamite = 0; player->dynabomb_count = 0; - player->dynabomb_size = 0; + player->dynabomb_size = 1; player->dynabombs_left = 0; player->dynabomb_xl = FALSE; player->MovDir = MV_NO_MOVING; player->MovPos = 0; player->Pushing = FALSE; + player->Switching = FALSE; player->GfxPos = 0; player->Frame = 0; @@ -384,8 +388,6 @@ void InitGame() player->snapped = FALSE; - player->gone = FALSE; - player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; @@ -406,7 +408,7 @@ void InitGame() ZX = ZY = -1; - MampferNr = 0; + game.yam_content_nr = 0; FrameCounter = 0; TimeFrames = 0; TimePlayed = 0; @@ -419,8 +421,10 @@ void InitGame() ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ AllPlayersGone = FALSE; - SiebAktiv = FALSE; - SiebCount = 0; + game.magic_wall_active = FALSE; + game.magic_wall_time_left = 0; + for (i=0; i<4; i++) + game.belt_dir[i] = MV_NO_MOVING; for (i=0; igems_still_needed,3), FS_SMALL, FC_YELLOW); + int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW); DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); DrawText(DX + XX_SCORE, DY + YY_SCORE, @@ -885,15 +903,16 @@ int NewHiScore() #ifdef ONE_PER_NAME put_into_list: #endif - strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1); - highscore[k].Name[MAX_NAMELEN - 1] = '\0'; + strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); + highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; highscore[k].Score = local_player->score; position = k; break; } #ifdef ONE_PER_NAME - else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1)) + else if (!strncmp(setup.player_name, highscore[k].Name, + MAX_PLAYER_NAME_LEN)) break; /* player already there with a higher score */ #endif @@ -1042,7 +1061,7 @@ void DrawDynamite(int x, int y) if (Store[x][y]) DrawGraphic(sx, sy, el2gfx(Store[x][y])); - if (Feld[x][y] == EL_DYNAMIT) + if (Feld[x][y] == EL_DYNAMITE_ACTIVE) { if ((phase = (96 - MovDelay[x][y]) / 12) > 6) phase = 6; @@ -1053,7 +1072,7 @@ void DrawDynamite(int x, int y) phase = 7 - phase; } - if (game_emulation == EMU_SUPAPLEX) + if (game.emulation == EMU_SUPAPLEX) DrawGraphic(sx, sy, GFX_SP_DISK_RED); else if (Store[x][y]) DrawGraphicThruMask(sx, sy, graphic + phase); @@ -1071,10 +1090,13 @@ void CheckDynamite(int x, int y) if (!(MovDelay[x][y] % 12)) PlaySoundLevel(x, y, SND_ZISCH); - if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12)) - DrawDynamite(x, y); - else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6)) - DrawDynamite(x, y); + if (IS_ACTIVE_BOMB(Feld[x][y])) + { + int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6); + + if (!(MovDelay[x][y] % delay)) + DrawDynamite(x, y); + } return; } @@ -1098,13 +1120,22 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) { + /* put moving element to center field (and let it explode there) */ center_element = MovingOrBlocked2Element(ex, ey); RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; } - for (y=ey-1; ydynabomb_size; + dynabomb_xl = player->dynabomb_xl; + player->dynabombs_left++; + } Explode(ex, ey, EX_PHASE_START, EX_CENTER); for (i=0; i<4; i++) { - for (j=1; j<=player->dynabomb_size; j++) + for (j=1; j<=dynabomb_size; j++) { - int x = ex+j*xy[i%4][0]; - int y = ey+j*xy[i%4][1]; + int x = ex + j * xy[i % 4][0]; + int y = ey + j * xy[i % 4][1]; int element; if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y])) break; element = Feld[x][y]; + + /* do not restart explosions of fields with active bombs */ + if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y])) + continue; + Explode(x, y, EX_PHASE_START, EX_BORDER); if (element != EL_LEERRAUM && element != EL_ERDREICH && element != EL_EXPLODING && - !player->dynabomb_xl) + !dynabomb_xl) break; } } - - player->dynabombs_left++; } void Bang(int x, int y) { int element = Feld[x][y]; - if (game_emulation == EMU_SUPAPLEX) + if (game.emulation == EMU_SUPAPLEX) PlaySoundLevel(x, y, SND_SP_BOOOM); else PlaySoundLevel(x, y, SND_ROAAAR); @@ -1328,7 +1366,10 @@ void Bang(int x, int y) RaiseScoreElement(element); Explode(x, y, EX_PHASE_START, EX_NORMAL); break; - case EL_DYNABOMB: + case EL_DYNABOMB_ACTIVE_1: + case EL_DYNABOMB_ACTIVE_2: + case EL_DYNABOMB_ACTIVE_3: + case EL_DYNABOMB_ACTIVE_4: case EL_DYNABOMB_NR: case EL_DYNABOMB_SZ: case EL_DYNABOMB_XL: @@ -1450,8 +1491,8 @@ void Impact(int x, int y) if (Feld[x][y] == smashed) Feld[x][y] = activated_magic_wall; - SiebCount = level.dauer_sieb * FRAMES_PER_SECOND; - SiebAktiv = TRUE; + game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; + game.magic_wall_active = TRUE; } if (IS_PLAYER(x, y+1)) @@ -1834,7 +1875,7 @@ void TurnRound(int x, int y) struct PlayerInfo *player = &stored_player[i]; int jx = player->jx, jy = player->jy; - if (!player->active || player->gone) + if (!player->active) continue; if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y)) @@ -1949,8 +1990,7 @@ static boolean JustBeingPushed(int x, int y) { struct PlayerInfo *player = &stored_player[i]; - if (player->active && !player->gone && - player->Pushing && player->MovPos) + if (player->active && player->Pushing && player->MovPos) { int next_jx = player->jx + (player->jx - player->last_jx); int next_jy = player->jy + (player->jy - player->last_jy); @@ -2071,7 +2111,8 @@ void StartMoving(int x, int y) InitMovingField(x, y, MV_DOWN); Store[x][y] = EL_SALZSAEURE; } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y]) + else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && + JustStopped[x][y]) { Impact(x, y); } @@ -2084,7 +2125,12 @@ void StartMoving(int x, int y) Feld[x][y] = EL_AMOEBING; Store[x][y] = EL_AMOEBE_NASS; } +#if OLD_GAME_BEHAVIOUR else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) +#else + else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] && + !IS_FALLING(x, y+1) && !JustStopped[x][y+1]) +#endif { boolean left = (x>0 && IS_FREE(x-1, y) && (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE)); @@ -2093,7 +2139,7 @@ void StartMoving(int x, int y) if (left || right) { - if (left && right && game_emulation != EMU_BOULDERDASH) + if (left && right && game.emulation != EMU_BOULDERDASH) left = !(right = RND(2)); InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); @@ -2397,12 +2443,14 @@ void ContinueMoving(int x, int y) int newx = x + dx, newy = y + dy; int step = (horiz_move ? dx : dy) * TILEX/8; - if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) - step*=2; - else if (element == EL_TROPFEN) + if (element == EL_TROPFEN) step/=2; else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER) step/=4; +#if OLD_GAME_BEHAVIOUR + else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) + step*=2; +#endif MovPos[x][y] += step; @@ -2425,22 +2473,24 @@ void ContinueMoving(int x, int y) else if (Store[x][y] == EL_SIEB_VOLL) { Store[x][y] = 0; - element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT); + element = Feld[newx][newy] = + (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT); } else if (Store[x][y] == EL_SIEB_LEER) { Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT); + Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT); } else if (Store[x][y] == EL_SIEB2_VOLL) { Store[x][y] = 0; - element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT); + element = Feld[newx][newy] = + (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT); } else if (Store[x][y] == EL_SIEB2_LEER) { Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT); + Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT); } else if (Store[x][y] == EL_SALZSAEURE) { @@ -2464,7 +2514,7 @@ void ContinueMoving(int x, int y) DrawLevelField(newx, newy); Stop[newx][newy] = TRUE; - JustHit[x][newy] = 3; + JustStopped[newx][newy] = 3; if (DONT_TOUCH(element)) /* object may be nasty to player or others */ { @@ -2697,7 +2747,7 @@ void AmoebeAbleger(int ax, int ay) { 0, +1 } }; - if (!level.tempo_amoebe) + if (!level.amoeba_speed) { Feld[ax][ay] = EL_AMOEBE_TOT; DrawLevelField(ax, ay); @@ -2705,7 +2755,7 @@ void AmoebeAbleger(int ax, int ay) } if (!MovDelay[ax][ay]) /* start making new amoeba field */ - MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe)); + MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed)); if (MovDelay[ax][ay]) /* wait some time before making new amoeba */ { @@ -2760,7 +2810,7 @@ void AmoebeAbleger(int ax, int ay) if (newax == ax && neway == ay) /* amoeba cannot grow */ { - if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH)) + if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH)) { Feld[ax][ay] = EL_AMOEBE_TOT; DrawLevelField(ax, ay); @@ -2771,7 +2821,7 @@ void AmoebeAbleger(int ax, int ay) if (element == EL_AMOEBE_VOLL) AmoebeUmwandeln(ax, ay); else if (element == EL_AMOEBE_BD) - AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt); + AmoebeUmwandelnBD(ax, ay, level.amoeba_content); } } return; @@ -2895,7 +2945,7 @@ void Life(int ax, int ay) void Ablenk(int x, int y) { if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND; + MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; if (MovDelay[x][y]) /* wait some time before next frame */ { @@ -3338,7 +3388,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) stored_player_action[player->index_nr] = 0; num_stored_actions++; - if (!player->active || player->gone || tape.pausing) + if (!player->active || tape.pausing) return; if (player_action) @@ -3505,7 +3555,7 @@ void GameActions() #ifdef DEBUG #if 0 - if (TimeFrames == 0 && !local_player->gone) + if (TimeFrames == 0 && local_player->active) { extern unsigned int last_RND(); @@ -3530,8 +3580,8 @@ void GameActions() for (y=0; y0) - JustHit[x][y]--; + if (JustStopped[x][y] > 0) + JustStopped[x][y]--; #if DEBUG if (IS_BLOCKED(x, y)) @@ -3566,7 +3616,7 @@ void GameActions() } else if (IS_MOVING(x, y)) ContinueMoving(x, y); - else if (element == EL_DYNAMIT || element == EL_DYNABOMB) + else if (IS_ACTIVE_BOMB(element)) CheckDynamite(x, y); else if (element == EL_EXPLODING) Explode(x, y, Frame[x][y], EX_NORMAL); @@ -3606,7 +3656,7 @@ void GameActions() else if (element == EL_SP_TERMINAL_ACTIVE) DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL); - if (SiebAktiv) + if (game.magic_wall_active) { boolean sieb = FALSE; int jx = local_player->jx, jy = local_player->jy; @@ -3633,15 +3683,15 @@ void GameActions() } } - if (SiebAktiv) + if (game.magic_wall_active) { - if (!(SiebCount % 4)) + if (!(game.magic_wall_time_left % 4)) PlaySoundLevel(sieb_x, sieb_y, SND_MIEP); - if (SiebCount > 0) + if (game.magic_wall_time_left > 0) { - SiebCount--; - if (!SiebCount) + game.magic_wall_time_left--; + if (!game.magic_wall_time_left) { for (y=0; ygone || (!dx && !dy)) + if (!player->active || (!dx && !dy)) return MF_NO_ACTION; player->MovDir = (dx < 0 ? MV_LEFT : @@ -3856,7 +3905,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) int old_jx = jx, old_jy = jy; int moved = MF_NO_ACTION; - if (player->gone || (!dx && !dy)) + if (!player->active || (!dx && !dy)) return FALSE; if (!FrameReached(&player->move_delay, player->move_delay_value) && @@ -4000,7 +4049,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) TestIfHeroHitsBadThing(jx, jy); - if (player->gone) + if (!player->active) RemoveHero(player); return moved; @@ -4012,7 +4061,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode) int last_jx = player->last_jx, last_jy = player->last_jy; int move_stepsize = TILEX / player->move_delay_value; - if (!player->active || player->gone || !player->MovPos) + if (!player->active || !player->MovPos) return; if (mode == SCROLL_INIT) @@ -4259,7 +4308,7 @@ void KillHero(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - if (player->gone) + if (!player->active) return; if (IS_PFORTE(Feld[jx][jy])) @@ -4273,7 +4322,7 @@ void BuryHero(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - if (player->gone) + if (!player->active) return; PlaySoundLevel(jx, jy, SND_AUTSCH); @@ -4288,11 +4337,13 @@ void RemoveHero(struct PlayerInfo *player) int jx = player->jx, jy = player->jy; int i, found = FALSE; - player->gone = TRUE; + player->present = FALSE; + player->active = FALSE; + StorePlayer[jx][jy] = 0; for (i=0; iSwitching = FALSE; player->push_delay = 0; return MF_NO_ACTION; } @@ -4327,7 +4379,7 @@ int DigField(struct PlayerInfo *player, element = Feld[x][y]; - switch(element) + switch (element) { case EL_LEERRAUM: PlaySoundLevel(x, y, SND_EMPTY); @@ -4371,11 +4423,11 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_PONG); break; - case EL_DYNAMIT_AUS: + case EL_DYNAMITE_INACTIVE: case EL_SP_DISK_RED: RemoveField(x, y); player->dynamite++; - RaiseScoreElement(EL_DYNAMIT); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); @@ -4389,21 +4441,21 @@ int DigField(struct PlayerInfo *player, RemoveField(x, y); player->dynabomb_count++; player->dynabombs_left++; - RaiseScoreElement(EL_DYNAMIT); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); PlaySoundLevel(x, y, SND_PONG); break; case EL_DYNABOMB_SZ: RemoveField(x, y); player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMIT); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); PlaySoundLevel(x, y, SND_PONG); break; case EL_DYNABOMB_XL: RemoveField(x, y); player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMIT); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); PlaySoundLevel(x, y, SND_PONG); break; @@ -4474,6 +4526,72 @@ int DigField(struct PlayerInfo *player, } break; + case EL_BELT1_SWITCH_L: + case EL_BELT1_SWITCH_M: + case EL_BELT1_SWITCH_R: + case EL_BELT2_SWITCH_L: + case EL_BELT2_SWITCH_M: + case EL_BELT2_SWITCH_R: + case EL_BELT3_SWITCH_L: + case EL_BELT3_SWITCH_M: + case EL_BELT3_SWITCH_R: + case EL_BELT4_SWITCH_L: + case EL_BELT4_SWITCH_M: + case EL_BELT4_SWITCH_R: + { + static int belt_base_element[4] = + { + EL_BELT1_SWITCH_L, + EL_BELT2_SWITCH_L, + EL_BELT3_SWITCH_L, + EL_BELT4_SWITCH_L + }; + static int belt_move_dir[3] = + { + MV_LEFT, + MV_NO_MOVING, + MV_RIGHT + }; + + int belt_nr = (element < EL_BELT2_SWITCH_L ? 0 : + element < EL_BELT3_SWITCH_L ? 1 : + element < EL_BELT4_SWITCH_L ? 2 : 3); + int belt_dir_nr = element - belt_base_element[belt_nr]; + int belt_dir_nr_next = (belt_dir_nr + 1) % 3; + int belt_dir_next = belt_move_dir[belt_dir_nr_next]; + int xx, yy; + + if (player->Switching) + return MF_ACTION; + + game.belt_dir[belt_nr] = belt_dir_next; + + for (yy=0; yySwitching = TRUE; + + return MF_ACTION; + } + break; + case EL_SP_EXIT: if (local_player->gems_still_needed > 0) return MF_NO_ACTION; @@ -4553,6 +4671,8 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); + PlaySoundLevel(x, y, SND_GATE); + break; case EL_EM_GATE_1X: @@ -4568,6 +4688,8 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); + PlaySoundLevel(x, y, SND_GATE); + break; case EL_SP_PORT1_LEFT: @@ -4609,6 +4731,8 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); + PlaySoundLevel(x, y, SND_GATE); + break; case EL_AUSGANG_ZU: @@ -4711,7 +4835,7 @@ int DigField(struct PlayerInfo *player, if (IS_SB_ELEMENT(element) && local_player->sokobanfields_still_needed == 0 && - game_emulation == EMU_SOKOBAN) + game.emulation == EMU_SOKOBAN) { player->LevelSolved = player->GameOver = TRUE; PlaySoundLevel(x, y, SND_BUING); @@ -4739,7 +4863,7 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) int jx = player->jx, jy = player->jy; int x = jx + dx, y = jy + dy; - if (player->gone || !IN_LEV_FIELD(x, y)) + if (!player->active || !IN_LEV_FIELD(x, y)) return FALSE; if (dx && dy) @@ -4774,14 +4898,13 @@ boolean PlaceBomb(struct PlayerInfo *player) int jx = player->jx, jy = player->jy; int element; - if (player->gone || player->MovPos) + if (!player->active || player->MovPos) return FALSE; element = Feld[jx][jy]; if ((player->dynamite == 0 && player->dynabombs_left == 0) || - element == EL_DYNAMIT || element == EL_DYNABOMB || - element == EL_EXPLODING) + IS_ACTIVE_BOMB(element) || element == EL_EXPLODING) return FALSE; if (element != EL_LEERRAUM) @@ -4789,14 +4912,14 @@ boolean PlaceBomb(struct PlayerInfo *player) if (player->dynamite) { - Feld[jx][jy] = EL_DYNAMIT; + Feld[jx][jy] = EL_DYNAMITE_ACTIVE; MovDelay[jx][jy] = 96; player->dynamite--; DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) { - if (game_emulation == EMU_SUPAPLEX) + if (game.emulation == EMU_SUPAPLEX) DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED); else DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); @@ -4804,8 +4927,7 @@ boolean PlaceBomb(struct PlayerInfo *player) } else { - Feld[jx][jy] = EL_DYNABOMB; - Store2[jx][jy] = player->element_nr; /* for DynaExplode() */ + Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1); MovDelay[jx][jy] = 96; player->dynabombs_left--; if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) @@ -4895,7 +5017,7 @@ void RaiseScoreElement(int element) case EL_KOKOSNUSS: RaiseScore(level.score[SC_KOKOSNUSS]); break; - case EL_DYNAMIT: + case EL_DYNAMITE_INACTIVE: RaiseScore(level.score[SC_DYNAMIT]); break; case EL_SCHLUESSEL: