}
break;
- case EL_DYNAMIT:
+ case EL_DYNAMITE_ACTIVE:
MovDelay[x][y] = 96;
break;
player->dynamite = 0;
player->dynabomb_count = 0;
- player->dynabomb_size = 0;
+ player->dynabomb_size = 1;
player->dynabombs_left = 0;
player->dynabomb_xl = FALSE;
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;
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;
}
if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
continue;
- if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
- (x!=ex || y!=ey))
+ if ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
+ (x != ex || y != ey))
continue;
if (element == EL_EXPLODING)
void DynaExplode(int ex, int ey)
{
int i, j;
- struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
+ int dynabomb_size = 1;
+ boolean dynabomb_xl = FALSE;
+ struct PlayerInfo *player;
static int xy[4][2] =
{
{ 0, -1 },
{ 0, +1 }
};
- Store2[ex][ey] = 0; /* delete player information */
+ if (IS_ACTIVE_BOMB(Feld[ex][ey]))
+ {
+ player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
+ dynabomb_size = player->dynabomb_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]))
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)
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:
}
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);
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);
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;
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)
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),
}
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)))
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: