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399 lines
11 KiB
399 lines
11 KiB
/* everything what have to do with the bombs */
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#include "bomberclone.h"
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#include "network.h"
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#include "gfx.h"
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void
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draw_bomb (_bomb * bomb)
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{
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SDL_Rect src,
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dest;
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if (bomb->state != BS_trigger) {
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/* check the framenumber */
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if (bomb->frameto-- == 0) {
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bomb->frameto = ANI_BOMBTIMEOUT;
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bomb->frame++;
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};
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if (bomb->frame < 0 || bomb->frame >= gfx.bomb.frames || bomb->frameto > ANI_BOMBTIMEOUT) {
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bomb->frame = 0;
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bomb->frameto = ANI_BOMBTIMEOUT;
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}
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}
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dest.w = src.w = gfx.bomb.image->w;
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dest.h = src.h = gfx.block.y;
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dest.x = gfx.offset.x + (bomb->pos.x * gfx.block.x);
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dest.y = gfx.offset.y + (bomb->pos.y * gfx.block.y);
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src.x = 0;
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src.y = src.h * bomb->frame;
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draw_stone (bomb->pos.x, bomb->pos.y);
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SDL_BlitSurface (gfx.bomb.image, &src, gfx.screen, &dest);
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gfx_AddUpdateRect (dest.x, dest.y, dest.w, dest.h);
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};
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void
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bomb_explode (int p, int b, int net)
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{
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int d;
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_bomb *bomb = &bman.players[p].bombs[b];
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d_printf ("Bomb Explode p:%d, b:%d [%d,%d]\n", p, b, bomb->pos.x, bomb->pos.y);
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if (bomb->ex_nr == -1)
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bomb->ex_nr = bman.last_ex_nr++; // set bomb explosion id
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bomb->to = EXPLOSIONTIMEOUT; /* set the timeout for the fireexplosion */
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bomb->state = BS_exploding;
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for (d = 0; d < 4; d++) {
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bomb->firer[d] = 0;
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bomb->firerst[d] = -1;
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}
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if (GT_MP_PTPM && net) /* from now on only the server let the bomb explode */
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net_game_send_bomb (p, b);
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};
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int
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bomb_loop ()
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{
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int p,
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i,
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b = 0;
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_player *player;
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_bomb *bomb;
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for (p = 0; p < MAX_PLAYERS; p++) {
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player = &bman.players[p];
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if ((bman.players[p].state & PSFM_used) != 0) {
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for (i = 0; i < MAX_BOMBS; i++) {
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bomb = &player->bombs[i];
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switch (bomb->state){
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case BS_ticking:
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if (GT_MP_PTPM || bman.gametype == GT_single) {
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if (--bomb->to == 0) // bomb will have to explode in the next loop
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bomb_explode (p, i, 1);
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else
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draw_bomb (bomb);
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}
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else {
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if (--bomb->to == 0) { // bomb did not explode -> resend bombdata
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bomb->to = BOMB_TIMEOUT * TIME_FACTOR;
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net_game_send_bomb (bman.p_nr, i);
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bomb->to = bomb->to + ((2 * RESENDCACHE_RETRY) / TIME_FACTOR);
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}
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draw_bomb (bomb);
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}
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b++; // Count ticking Bombs for Return value
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break;
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case BS_trigger:
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draw_bomb (bomb);
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b++; // Count ticking Bombs for Return value
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break;
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case BS_exploding:
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if (bomb->to > 0) {
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do_explosion (p, i);
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}
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if (bomb->to == 0) { // explosion done
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restore_explosion (bomb);
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bomb->to = 0;
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bomb->state = BS_off;
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}
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bomb->to--;
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b++;
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break;
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}
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}
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}
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}
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return b;
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};
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void
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get_bomb_on (int x, int y, _point bombs[])
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{
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int p,
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b,
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i;
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_bomb *bomb;
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for (i = 0, p = 0; p < MAX_PLAYERS; p++)
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if ((bman.players[p].state & PSFM_used) != 0) {
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for (b = 0; b < MAX_BOMBS; b++) {
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bomb = &bman.players[p].bombs[b];
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if (bomb->state == BS_ticking || bomb->state==BS_trigger) {
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if (bomb->pos.x == x && bomb->pos.y == y) {
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bombs[i].x = p;
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bombs[i].y = b;
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i++;
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}
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}
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}
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}
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bombs[i].x = bombs[i].y = -1;
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};
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/* if frame == -1 we will draw the framenumber in
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the field.ex data */
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void
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draw_fire (int x, int y, int d, int frame)
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{
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SDL_Rect src,
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dest;
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if (frame == -1) // no giving frame
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frame = bman.field[x][y].ex[d].frame;
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src.w = src.w = gfx.block.x;
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dest.h = src.h = gfx.block.y;
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dest.x = gfx.offset.x + x * gfx.block.x;
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dest.y = gfx.offset.y + y * gfx.block.y;
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src.y = frame * src.w;
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src.x = d * src.w;
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SDL_BlitSurface (gfx.fire.image, &src, gfx.screen, &dest);
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gfx_AddUpdateRect (dest.x, dest.y, dest.w, dest.h);
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};
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void
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restore_explosion (_bomb * bomb)
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{
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int i,
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d;
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int dx = 0,
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dy = 0;
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int _x,
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_y;
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for (d = 0; d < 4; d++) {
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switch (d) {
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case (left):
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dx = -1;
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dy = 0;
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break;
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case (right):
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dx = 1;
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dy = 0;
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break;
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case (up):
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dx = 0;
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dy = -1;
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break;
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case (down):
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dx = 0;
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dy = 1;
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break;
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}
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_x = bomb->pos.x;
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_y = bomb->pos.y;
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for (i = 0; i < bomb->firer[d]; i++) {
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if (--bman.field[_x][_y].ex[d].count == 0) // there was only one explosion so
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bman.field[_x][_y].ex[d].frame = 0; // reset the framenumber
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if (i == 0 && d == 3)
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draw_stone (_x, _y);
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if (i > 0)
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draw_stone (_x, _y);
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_x = _x + dx;
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_y = _y + dy;
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}
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// delete the stone completly if there was any in the way
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if (bomb->firer[d] <= bomb->r && bman.field[_x][_y].type != FT_block
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&& bomb->ex_nr != bman.field[_x][_y].ex_nr) {
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bman.field[_x][_y].ex_nr = bomb->ex_nr;
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bman.field[_x][_y].frame = 0;
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bman.field[_x][_y].frameto = 0;
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if (bman.field[_x][_y].special != FT_nothing) {
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bman.field[_x][_y].type = bman.field[_x][_y].special;
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bman.field[_x][_y].special = FT_nothing;
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d_printf ("field_explode (%d,%d) ex_nr = %d\n", _x, _y, bman.field[_x][_y].ex_nr);
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}
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else
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bman.field[_x][_y].type = FT_nothing;
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draw_stone (_x, _y);
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if (GT_MP_PTPM) /* send only if we are the master */
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net_game_send_field (_x, _y);
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}
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}
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_x = bomb->pos.x;
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_y = bomb->pos.y;
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gfx_AddUpdateRect (gfx.offset.x + (_x - bomb->firer[left]) * gfx.block.x,
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gfx.offset.y + (_y - bomb->firer[up]) * gfx.block.y,
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gfx.block.x * (bomb->firer[left] + bomb->firer[right] + 1),
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gfx.block.x * (bomb->firer[up] + bomb->firer[down] + 1));
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/* delete field from the bfield map */
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bman.bfield[bomb->pos.x][bomb->pos.y] = 0;
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};
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/*
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check the field on which the explosion is
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*/
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int
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explosion_check_field (int x, int y, int p, int b)
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{
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_bomb *bomb = &bman.players[p].bombs[b];
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int pl[MAX_PLAYERS];
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int i;
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_point bo[MAX_PLAYERS * MAX_BOMBS];
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_bomb *tmpbomb;
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_player *tmpplayer;
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if (x < 0 || x >= bman.fieldsize.x || y < 0 || y >= bman.fieldsize.y)
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return FT_block;
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get_player_on (x << 8, y << 8, pl);
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get_bomb_on (x, y, bo);
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// check if any bomb have to explode..
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for (i = 0; bo[i].x != -1; i++) {
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tmpbomb = &bman.players[bo[i].x].bombs[bo[i].y];
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if (tmpbomb != bomb && tmpbomb->state != BS_exploding) {
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tmpbomb->ex_nr = bomb->ex_nr; // set the ex_nr to identify explosions
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bomb_explode (bo[i].x, bo[i].y, 1);
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}
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}
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// check if any player is in the explosion
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for (i = 0; pl[i] != -1; i++) {
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tmpplayer = &bman.players[pl[i]];
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if (((tmpplayer->state & PSF_alife) != 0)
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&& (bman.gametype == GT_single
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|| (GT_MP_PTP && (&bman.players[bman.p_nr] == tmpplayer))))
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player_died (tmpplayer, p);
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}
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// let the stones right beside explode
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if (bman.field[x][y].type != FT_nothing
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&& bman.field[x][y].type != FT_block && bomb->ex_nr != bman.field[x][y].ex_nr) {
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if (bman.field[x][y].frame == 0) {
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bman.field[x][y].frameto = ANI_STONETIMEOUT;
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bman.field[x][y].frame = 1;
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}
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draw_stone (x, y);
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field_update(x,y);
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}
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return bman.field[x][y].type;
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};
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/* draw the explosion as far as she got */
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void
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draw_explosion (_bomb * bomb)
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{
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int d,
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r,
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dx,
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dy;
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_point p;
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bomb->frameto--;
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if (bomb->frameto < 0 || bomb->frameto > ANI_FIRETIMEOUT)
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bomb->frameto = ANI_FIRETIMEOUT;
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for (d = 0; d < 4; d++) {
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switch (d) {
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case (left):
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dx = -1;
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dy = 0;
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break;
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case (right):
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dx = 1;
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dy = 0;
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break;
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case (up):
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dx = 0;
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dy = -1;
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break;
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default:
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dx = 0;
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dy = 1;
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break;
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}
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p.x = bomb->pos.x;
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p.y = bomb->pos.y;
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for (r = 0; r < bomb->firer[d]; r++) {
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if (bomb->frameto == 0) {
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bman.field[p.x][p.y].ex[d].frame++;
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if (bman.field[p.x][p.y].ex[d].frame >= gfx.fire.frames)
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bman.field[p.x][p.y].ex[d].frame = 0;
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}
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draw_fire (p.x, p.y, d, -1);
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p.x += dx;
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p.y += dy;
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}
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}
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}
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/* check the fields and all this */
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void
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do_explosion (int p, int b)
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{
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_bomb *bomb = &bman.players[p].bombs[b];
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int dx = 0,
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dy = 0,
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d;
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for (d = 0; d < 4; d++) {
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switch (d) {
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case (left):
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dx = -1;
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dy = 0;
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break;
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case (right):
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dx = 1;
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dy = 0;
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break;
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case (up):
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dx = 0;
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dy = -1;
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break;
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case (down):
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dx = 0;
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dy = 1;
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break;
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}
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if (bomb->firer[d] <= bomb->r) {
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dx = bomb->firer[d] * dx;
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dy = bomb->firer[d] * dy;
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if (explosion_check_field (bomb->pos.x + dx, bomb->pos.y + dy, p, b) ==
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BS_off && bomb->firerst[d] == -1) {
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bomb->firer[d]++;
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bman.field[bomb->pos.x + dx][bomb->pos.y + dy].ex[d].count++;
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bman.field[bomb->pos.x + dx][bomb->pos.y + dy].ex[d].frame = bomb->firer[d];
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/* if we have a slow pc we can enable this and disable the drawing animation */
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// draw_fire (bomb->pos.x + dx, bomb->pos.y + dy, d, gfx.fire.frames>>1);
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}
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else {
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bomb->firerst[d] = bomb->firer[d];
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draw_stone (bomb->pos.x + dx, bomb->pos.y + dy);
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}
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}
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}
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/* with a slow pc disable this --- maybe option over a config menu */
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if (bomb->state == BS_exploding)
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draw_explosion (bomb);
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};
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