Dynamite = Score = 0;
Gems = level.edelsteine;
+ DynaBombCount = DynaBombSize = DynaBombsLeft = 0;
Key[0] = Key[1] = Key[2] = Key[3] = FALSE;
MampferNr = 0;
TimeLeft = level.time;
Feld[x][y] = Ur[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
Store[x][y] = Store2[x][y] = Frame[x][y] = AmoebaNr[x][y] = 0;
+ JustHit[x][y] = 0;
switch(Feld[x][y])
{
case EL_PACMAN_L:
case EL_PACMAN_U:
case EL_MAMPFER:
+ case EL_MAMPFER2:
case EL_ZOMBIE:
case EL_PACMAN:
InitMovDir(x,y);
CloseDoor(DOOR_CLOSE_1);
if (level_nr==player.handicap &&
- level_nr<leveldir[leveldir_nr].num_ready)
+ level_nr<leveldir[leveldir_nr].num_ready-1)
{
player.handicap++;
bumplevel = TRUE;
void CheckDynamite(int x, int y)
{
- CheckExploding=TRUE;
+ CheckExploding = TRUE;
if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
{
Bang(x,y);
}
-void Explode(int ex, int ey, int phase)
+void Explode(int ex, int ey, int phase, int mode)
{
int x,y;
int num_phase = 9, delay = 1;
if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element))
continue;
- if (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)
Store[x][y] = EL_EDELSTEIN;
else if (element==EL_ERZ_DIAM)
Store[x][y] = EL_DIAMANT;
+ else if (element==EL_ERZ_EDEL2)
+ Store[x][y] = EL_EDELSTEIN2;
+ else if (element==EL_ERZ_EDEL3)
+ Store[x][y] = EL_EDELSTEIN3;
else if (!IS_PFORTE(Store[x][y]))
Store[x][y] = EL_LEERRAUM;
- if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM)
+ if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
Store2[x][y] = element;
if (AmoebaNr[x][y] && (element==EL_AMOEBE_VOLL || element==EL_AMOEBING))
else if (element==EL_BOMBE ||
element==EL_DYNAMIT ||
element==EL_DYNAMIT_AUS ||
+ element==EL_DYNABOMB ||
element==EL_KAEFER)
{
Feld[x][y] = Store2[x][y];
DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_EXPLOSION+(phase/delay-1));
}
- CheckExploding=TRUE;
+ CheckExploding = TRUE;
+}
+
+void DynaExplode(int ex, int ey, int size)
+{
+ int i,j;
+ static int xy[4][2] =
+ {
+ 0,-1,
+ -1,0,
+ +1,0,
+ 0,+1
+ };
+
+ Explode(ex,ey,0,EX_CENTER);
+
+ for(i=0;i<4;i++)
+ {
+ for(j=1;j<=size;j++)
+ {
+ int x = ex+j*xy[i%4][0];
+ int y = ey+j*xy[i%4][1];
+
+ if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
+ break;
+
+ Explode(x,y,0,EX_BORDER);
+ }
+ }
+
+ DynaBombsLeft++;
}
void Bang(int x, int y)
{
int element = Feld[x][y];
- CheckExploding=TRUE;
+ CheckExploding = TRUE;
PlaySoundLevel(x,y,SND_ROAAAR);
switch(element)
RaiseScore(level.score[SC_FLIEGER]);
break;
case EL_MAMPFER:
+ case EL_MAMPFER2:
RaiseScore(level.score[SC_MAMPFER]);
break;
case EL_ZOMBIE:
break;
}
- Explode(x,y,0);
+ if (element==EL_DYNABOMB)
+ DynaExplode(x,y,DynaBombSize);
+ else
+ Explode(x,y,0,EX_NORMAL);
}
void Blurb(int x, int y)
{
int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
- CheckExploding=TRUE;
+ CheckExploding = TRUE;
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
MovDelay[x][y] = 5;
KillHero();
return;
}
- else if (element==EL_FELSBROCKEN)
+ else if (element==EL_FELSBROCKEN ||
+ element==EL_EDELSTEIN2 || element==EL_EDELSTEIN3)
{
if (IS_ENEMY(MovingOrBlocked2Element(x,y+1)))
{
}
/* Kein Geräusch beim Durchqueren des Siebes */
- if (!lastline && Feld[x][y+1]==EL_SIEB_LEER)
+ if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
return;
/* Geräusch beim Auftreffen */
switch(element)
{
case EL_EDELSTEIN:
+ case EL_EDELSTEIN2:
+ case EL_EDELSTEIN3:
case EL_DIAMANT:
sound = SND_PLING;
break;
MovDelay[x][y]=8+8*RND(3);
}
+ else if (element==EL_MAMPFER2)
+ {
+ if (MovDir[x][y]==MV_LEFT || MovDir[x][y]==MV_RIGHT)
+ {
+ MovDir[x][y]=(MovDir[x][y]==MV_LEFT ? MV_RIGHT : MV_LEFT);
+ if (IN_LEV_FIELD(x,y-1) &&
+ (IS_FREE(x,y-1) || IS_MAMPF2(Feld[x][y-1])) && RND(2))
+ MovDir[x][y]=MV_UP;
+ if (IN_LEV_FIELD(x,y+1) &&
+ (IS_FREE(x,y+1) || IS_MAMPF2(Feld[x][y+1])) && RND(2))
+ MovDir[x][y]=MV_DOWN;
+ }
+ else if (MovDir[x][y]==MV_UP || MovDir[x][y]==MV_DOWN)
+ {
+ MovDir[x][y]=(MovDir[x][y]==MV_UP ? MV_DOWN : MV_UP);
+ if (IN_LEV_FIELD(x-1,y) &&
+ (IS_FREE(x-1,y) || IS_MAMPF2(Feld[x-1][y])) && RND(2))
+ MovDir[x][y]=MV_LEFT;
+ if (IN_LEV_FIELD(x+1,y) &&
+ (IS_FREE(x+1,y) || IS_MAMPF2(Feld[x+1][y])) && RND(2))
+ MovDir[x][y]=MV_RIGHT;
+ }
+
+ MovDelay[x][y]=8+8*RND(3);
+ }
else if (element==EL_PACMAN)
{
if (MovDir[x][y]==MV_LEFT || MovDir[x][y]==MV_RIGHT)
}
else if (Feld[x][y+1]==EL_MORAST_LEER)
{
- CheckMoving=TRUE;
+ CheckMoving = TRUE;
if (!MovDelay[x][y])
MovDelay[x][y] = 16;
Store[x][y] = EL_SIEB_LEER;
}
}
- else if (CAN_CHANGE(element) && Feld[x][y+1]==EL_SIEB_LEER)
+ else if (element==EL_SIEB2_VOLL)
+ {
+ if (IS_FREE(x,y+1))
+ {
+ InitMovingField(x,y,MV_DOWN);
+ Feld[x][y] = EL_CHANGED2(Store2[x][y]);
+ Store[x][y] = EL_SIEB2_LEER;
+ }
+ }
+ else if (CAN_CHANGE(element) &&
+ (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
{
InitMovingField(x,y,MV_DOWN);
- Store[x][y] = EL_SIEB_VOLL;
+ Store[x][y] =
+ (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
Store2[x][y+1] = element;
SiebAktiv = 330;
}
InitMovingField(x,y,MV_DOWN);
Store[x][y] = EL_SALZSAEURE;
}
- else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED)
+ else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
{
Impact(x,y);
}
{
MovDelay[x][y]--;
- if (element==EL_ZOMBIE || element==EL_MAMPFER)
+ if (element==EL_ZOMBIE || element==EL_MAMPFER || element==EL_MAMPFER2)
{
int phase = MovDelay[x][y] % 8;
DrawGraphic(SCROLLX(x),SCROLLY(y),
el2gfx(element)+phase);
- if (element==EL_MAMPFER && MovDelay[x][y]%4==3)
+ if ((element==EL_MAMPFER || element==EL_MAMPFER2)
+ && MovDelay[x][y]%4==3)
PlaySoundLevel(x,y,SND_NJAM);
}
DrawLevelField(newx,newy);
}
}
+ else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
+ IS_MAMPF2(Feld[newx][newy]))
+ {
+ if (AmoebaNr[newx][newy] && Feld[newx][newy]==EL_AMOEBE_VOLL)
+ AmoebaCnt[AmoebaNr[newx][newy]]--;
+
+ if (IS_MOVING(newx,newy))
+ RemoveMovingField(newx,newy);
+ else
+ {
+ Feld[newx][newy] = EL_LEERRAUM;
+ DrawLevelField(newx,newy);
+ }
+ }
else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
IS_AMOEBOID(Feld[newx][newy]))
{
if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
{
- Feld[x][y]=EL_LEERRAUM;
- Feld[newx][newy]=element;
+ Feld[x][y] = EL_LEERRAUM;
+ Feld[newx][newy] = element;
if (Store[x][y]==EL_MORAST_VOLL)
{
Store[x][y] = Store2[x][y] = 0;
Feld[x][y] = EL_SIEB_LEER;
}
+ else if (Store[x][y]==EL_SIEB2_VOLL)
+ {
+ Store[x][y] = 0;
+ Feld[newx][newy] = EL_SIEB2_VOLL;
+ element = EL_SIEB2_VOLL;
+ }
+ else if (Store[x][y]==EL_SIEB2_LEER)
+ {
+ Store[x][y] = Store2[x][y] = 0;
+ Feld[x][y] = EL_SIEB2_LEER;
+ }
else if (Store[x][y]==EL_SALZSAEURE)
{
Store[x][y] = 0;
DrawLevelField(x,y);
DrawLevelField(newx,newy);
- Stop[newx][newy]=TRUE;
- CheckMoving=TRUE;
+ Stop[newx][newy] = TRUE;
+ JustHit[x][newy] = 3;
+ CheckMoving = TRUE;
if (DONT_TOUCH(element)) /* Käfer oder Flieger */
{
else /* noch in Bewegung */
{
DrawLevelField(x,y);
- CheckMoving=TRUE;
+ CheckMoving = TRUE;
}
}
static long sound_delay = 0;
static int sound_delay_value = 0;
- CheckExploding=TRUE;
+ CheckExploding = TRUE;
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
{
0,+1
};
- CheckExploding=TRUE;
+ CheckExploding = TRUE;
if (!level.tempo_amoebe)
{
int life_time = 20;
int element = Feld[ax][ay];
- CheckExploding=TRUE;
+ CheckExploding = TRUE;
if (Stop[ax][ay])
return;
void Ablenk(int x, int y)
{
- CheckExploding=TRUE;
+ CheckExploding = TRUE;
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
MovDelay[x][y] = 33*(level.dauer_ablenk/10);
void Birne(int x, int y)
{
- CheckExploding=TRUE;
+ CheckExploding = TRUE;
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
MovDelay[x][y] = 400;
void Blubber(int x, int y)
{
- CheckExploding=TRUE;
+ CheckExploding = TRUE;
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
MovDelay[x][y] = 20;
void NussKnacken(int x, int y)
{
- CheckExploding=TRUE;
+ CheckExploding = TRUE;
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
MovDelay[x][y] = 4;
}
}
-void SiebAktivieren(int x, int y)
+void SiebAktivieren(int x, int y, int typ)
{
- CheckExploding=TRUE;
+ CheckExploding = TRUE;
if (SiebAktiv>1)
{
if (SiebAktiv%2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_SIEB_VOLL+3-(SiebAktiv%8)/2);
+ DrawGraphic(SCROLLX(x),SCROLLY(y),
+ (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%8)/2);
/*
if (!(SiebAktiv%4))
}
else
{
- Feld[x][y] = EL_SIEB_TOT;
+ Feld[x][y] = (typ==1 ? EL_SIEB_TOT : EL_SIEB2_TOT);
DrawLevelField(x,y);
}
}
void AusgangstuerPruefen(int x, int y)
{
- CheckExploding=TRUE;
+ CheckExploding = TRUE;
if (!Gems)
+ {
Feld[x][y] = EL_AUSGANG_ACT;
+ PlaySoundLevel(x,y,SND_OEFFNEN);
+ }
}
void AusgangstuerOeffnen(int x, int y)
{
- CheckExploding=TRUE;
+ int speed = 3;
+
+ CheckExploding = TRUE;
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 20;
+ MovDelay[x][y] = 5*speed;
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
int tuer;
MovDelay[x][y]--;
- tuer = MovDelay[x][y]/5;
- if (!(MovDelay[x][y]%5) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_ZU+3-tuer);
+ tuer = MovDelay[x][y]/speed;
+ if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+ DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer);
if (!MovDelay[x][y])
{
}
}
+void AusgangstuerBlinken(int x, int y)
+{
+ CheckExploding = TRUE;
+
+ if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
+ MovDelay[x][y] = 16;
+
+ if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ {
+ int phase;
+
+ MovDelay[x][y]--;
+ phase = (MovDelay[x][y] % 16)/2;
+ if (phase>3)
+ phase = 7-phase;
+ if (!(MovDelay[x][y]%2) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+ DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF+phase);
+ }
+}
+
+void EdelsteinFunkeln(int x, int y)
+{
+ int speed = 2;
+
+ CheckExploding = TRUE;
+
+ if (IS_MOVING(x,y))
+ return;
+
+ if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
+ MovDelay[x][y] = 4*speed;
+
+ if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ {
+ int phase;
+
+ MovDelay[x][y]--;
+ phase = MovDelay[x][y]/speed;
+ if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+ DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_EDELSTEIN2-phase);
+ }
+}
+
+void MauerWaechst(int x, int y)
+{
+ int speed = 3;
+
+ CheckExploding = TRUE;
+
+ if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
+ MovDelay[x][y] = 3*speed;
+
+ if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ {
+ int phase;
+
+ MovDelay[x][y]--;
+ phase = 2-MovDelay[x][y]/speed;
+ if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+ DrawGraphic(SCROLLX(x),SCROLLY(y),
+ (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
+
+ if (!MovDelay[x][y])
+ {
+ if (Store[x][y]==MV_LEFT)
+ {
+ if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
+ DrawLevelField(x-1,y);
+ }
+ else
+ {
+ if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
+ DrawLevelField(x+1,y);
+ }
+
+ Feld[x][y] = EL_MAUER_LEBT;
+ Store[x][y] = 0;
+ DrawLevelField(x,y);
+ }
+ }
+}
+
+void MauerAbleger(int ax, int ay)
+{
+ BOOL links_frei = FALSE, rechts_frei = FALSE;
+ BOOL links_massiv = FALSE, rechts_massiv = FALSE;
+
+ CheckExploding = TRUE;
+
+ if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
+ MovDelay[ax][ay] = 3;
+
+ if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
+ {
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
+ }
+
+ if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
+ links_frei = TRUE;
+ if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
+ rechts_frei = TRUE;
+
+ if (links_frei)
+ {
+ Feld[ax-1][ay] = EL_MAUERND;
+ Store[ax-1][ay] = MV_LEFT;
+ if (IN_SCR_FIELD(SCROLLX(ax-1),SCROLLY(ay)))
+ DrawGraphic(SCROLLX(ax-1),SCROLLY(ay),GFX_MAUER_L1);
+ }
+ if (rechts_frei)
+ {
+ Feld[ax+1][ay] = EL_MAUERND;
+ Store[ax+1][ay] = MV_RIGHT;
+ if (IN_SCR_FIELD(SCROLLX(ax+1),SCROLLY(ay)))
+ DrawGraphic(SCROLLX(ax+1),SCROLLY(ay),GFX_MAUER_R1);
+ }
+
+ if (links_frei || rechts_frei)
+ DrawLevelField(ax,ay);
+
+ if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
+ links_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
+ rechts_massiv = TRUE;
+
+ if (links_massiv && rechts_massiv)
+ Feld[ax][ay] = EL_MAUERWERK;
+}
+
int GameActions(int mx, int my, int button)
{
static long time_delay=0, action_delay=0;
CheckMoving = CheckExploding = FALSE;
for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+ {
Stop[x][y] = FALSE;
+ if (JustHit[x][y]>0)
+ JustHit[x][y]--;
+ }
for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
{
continue;
if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
+ {
StartMoving(x,y);
+ if (Feld[x][y]==EL_EDELSTEIN2)
+ EdelsteinFunkeln(x,y);
+ }
else if (IS_MOVING(x,y))
ContinueMoving(x,y);
- else if (element==EL_DYNAMIT)
+ else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
CheckDynamite(x,y);
else if (element==EL_EXPLODING)
- Explode(x,y,Frame[x][y]);
+ Explode(x,y,Frame[x][y],EX_NORMAL);
else if (element==EL_AMOEBING)
AmoebeWaechst(x,y);
else if (IS_AMOEBALIVE(element))
AusgangstuerPruefen(x,y);
else if (element==EL_AUSGANG_ACT)
AusgangstuerOeffnen(x,y);
-
- if (SiebAktiv && (element==EL_SIEB_LEER ||
- element==EL_SIEB_VOLL ||
- Store[x][y]==EL_SIEB_LEER))
- SiebAktivieren(x,y);
+ else if (element==EL_AUSGANG_AUF)
+ AusgangstuerBlinken(x,y);
+ else if (element==EL_MAUERND)
+ MauerWaechst(x,y);
+ else if (element==EL_MAUER_LEBT)
+ MauerAbleger(x,y);
+
+ if (SiebAktiv)
+ {
+ if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
+ Store[x][y]==EL_SIEB_LEER)
+ SiebAktivieren(x,y,1);
+ else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
+ Store[x][y]==EL_SIEB2_LEER)
+ SiebAktivieren(x,y,2);
+ }
}
if (SiebAktiv)
int DigField(int x, int y, int mode)
{
- int dx=x-JX, dy=y-JY;
+ int dx = x-JX, dy = y-JY;
int element;
static long push_delay = 0;
static int push_delay_value = 20;
switch(element)
{
case EL_LEERRAUM:
- CheckMoving=TRUE;
+ CheckMoving = TRUE;
break;
case EL_ERDREICH:
- Feld[x][y]=EL_LEERRAUM;
- CheckMoving=TRUE;
+ Feld[x][y] = EL_LEERRAUM;
+ CheckMoving = TRUE;
break;
case EL_EDELSTEIN:
- Feld[x][y]=EL_LEERRAUM;
- CheckMoving=TRUE;
+ case EL_EDELSTEIN2:
+ case EL_EDELSTEIN3:
+ Feld[x][y] = EL_LEERRAUM;
+ CheckMoving = TRUE;
if (Gems>0)
Gems--;
RaiseScore(level.score[SC_EDELSTEIN]);
PlaySoundLevel(x,y,SND_PONG);
break;
case EL_DIAMANT:
- Feld[x][y]=EL_LEERRAUM;
- CheckMoving=TRUE;
+ Feld[x][y] = EL_LEERRAUM;
+ CheckMoving = TRUE;
Gems -= 3;
if (Gems<0)
Gems=0;
PlaySoundLevel(x,y,SND_PONG);
break;
case EL_DYNAMIT_AUS:
- Feld[x][y]=EL_LEERRAUM;
- CheckMoving=TRUE;
+ Feld[x][y] = EL_LEERRAUM;
+ CheckMoving = TRUE;
Dynamite++;
RaiseScore(level.score[SC_DYNAMIT]);
DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
PlaySoundLevel(x,y,SND_PONG);
break;
+ case EL_DYNABOMB_NR:
+ Feld[x][y] = EL_LEERRAUM;
+ CheckMoving = TRUE;
+ DynaBombCount++;
+ DynaBombsLeft++;
+ RaiseScore(level.score[SC_DYNAMIT]);
+ PlaySoundLevel(x,y,SND_PONG);
+ break;
+ case EL_DYNABOMB_SZ:
+ Feld[x][y] = EL_LEERRAUM;
+ CheckMoving = TRUE;
+ DynaBombSize++;
+ RaiseScore(level.score[SC_DYNAMIT]);
+ PlaySoundLevel(x,y,SND_PONG);
+ break;
case EL_SCHLUESSEL1:
case EL_SCHLUESSEL2:
case EL_SCHLUESSEL3:
}
case EL_ABLENK_AUS:
Feld[x][y] = EL_ABLENK_EIN;
- CheckExploding=TRUE;
+ CheckExploding = TRUE;
ZX=x;
ZY=y;
DrawLevelField(x,y);
return(MF_NO_ACTION);
break;
case EL_AUSGANG_AUF:
+/*
if (mode==DF_SNAP || Gems>0)
return(MF_NO_ACTION);
+*/
+ if (mode==DF_SNAP)
+ return(MF_NO_ACTION);
LevelSolved = GameOver = TRUE;
PlaySoundLevel(x,y,SND_BUING);
break;
BOOL PlaceBomb(void)
{
- if (Dynamite==0 || Feld[JX][JY]==EL_DYNAMIT)
+ if ((Dynamite==0 && DynaBombsLeft==0) ||
+ Feld[JX][JY]==EL_DYNAMIT || Feld[JX][JY]==EL_DYNABOMB)
return(FALSE);
if (Feld[JX][JY]!=EL_LEERRAUM)
Store[JX][JY] = Feld[JX][JY];
- Feld[JX][JY] = EL_DYNAMIT;
- MovDelay[JX][JY] = 48;
- Dynamite--;
- DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
- DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT);
+
+ if (Dynamite)
+ {
+ Feld[JX][JY] = EL_DYNAMIT;
+ MovDelay[JX][JY] = 48;
+ Dynamite--;
+ DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
+ DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT);
+ }
+ else
+ {
+ Feld[JX][JY] = EL_DYNABOMB;
+ MovDelay[JX][JY] = 48;
+ DynaBombsLeft--;
+
+ /* ändern, wenn Maske für DYNABOMB vorliegt! */
+
+ DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT);
+ }
+
CheckExploding = TRUE;
return(TRUE);
}