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3
defs.h
3
defs.h
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@ -297,7 +297,7 @@
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/* enums */
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/* enums */
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/* sounds */
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/* sounds */
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#define MAXFX 57
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#define MAXFX 58
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#define FX_SHOOT 0
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#define FX_SHOOT 0
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#define FX_SLAM 1
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#define FX_SLAM 1
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#define FX_KILL 2
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#define FX_KILL 2
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@ -355,6 +355,7 @@
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#define FX_BIRDS 54
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#define FX_BIRDS 54
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#define FX_EXTRALIFE 55
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#define FX_EXTRALIFE 55
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#define FX_WARP 56
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#define FX_WARP 56
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#define FX_JETPACK 57
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// card suits
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// card suits
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#define CS_HEART 1
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#define CS_HEART 1
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39
rc.c
39
rc.c
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@ -1412,20 +1412,32 @@ void jump(sprite_t *s, int dir) {
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}
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}
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}
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}
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// if on rollers, they add to your inertia
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if (s->powerup == PW_JETPACK) {
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// if you are facing their direction
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// jetpack makes a blast of fire
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tt= gettileat(s->x, s->y, NULL, NULL);
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addsprite(P_SMASH, s->x, s->y, "jet_smahs");
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if ((tt->id == T_RIGHT) && (s->jumpdir > 0)) {
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s->jumpdir++;
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// jetpack always adds speed to sideways jumps
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} else if ((tt->id == T_LEFT) && (s->jumpdir < 0)) {
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if (s->jumpdir > 0) {
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s->jumpdir--;
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s->jumpdir++;
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} else if (s->jumpdir < 0) {
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s->jumpdir--;
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}
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} else {
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// if on rollers, they add to your inertia
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// if you are facing their direction
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tt= gettileat(s->x, s->y, NULL, NULL);
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if ((tt->id == T_RIGHT) && (s->jumpdir > 0)) {
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s->jumpdir++;
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} else if ((tt->id == T_LEFT) && (s->jumpdir < 0)) {
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s->jumpdir--;
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}
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}
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}
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s->jumping = 1;
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s->jumping = 1;
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if (s->climbing) {
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if (s->climbing) {
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s->jumpspeed = 3;
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s->jumpspeed = 3;
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} else if (s->powerup == PW_JETPACK) {
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} else if ((s->powerup == PW_JETPACK) && (s->jumpdir == 0)) {
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s->jumpspeed = 7;
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s->jumpspeed = 7;
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} else if (s->ontramp) {
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} else if (s->ontramp) {
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s->jumpspeed = 7;
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s->jumpspeed = 7;
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@ -1469,8 +1481,10 @@ void jump(sprite_t *s, int dir) {
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s->recoiling = B_FALSE;
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s->recoiling = B_FALSE;
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} else {
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} else {
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// play sound effect
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// play sound effect
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if ((s->ontramp) || (s->powerup == PW_JETPACK)) {
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if (s->ontramp) {
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playfx(FX_SPRING);
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playfx(FX_SPRING);
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} else if (s->powerup == PW_JETPACK) {
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playfx(FX_JETPACK);
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} else {
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} else {
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playfx(FX_JUMP);
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playfx(FX_JUMP);
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}
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}
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@ -6231,6 +6245,10 @@ void dogravity(sprite_t *s) {
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s->falling = B_TRUE;
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s->falling = B_TRUE;
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s->fallspeed = 0;
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s->fallspeed = 0;
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}
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}
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if (s->powerup == PW_JETPACK) {
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puffin(-1, s->x, s->y, "jet_puff", 0);
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}
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}
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}
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// handle ring
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// handle ring
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@ -7342,7 +7360,7 @@ int dofruiteffect(sprite_t *pp, sprite_t *s) {
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return B_TRUE;
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return B_TRUE;
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} else if (s->id == P_JETPACK) {
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} else if (s->id == P_JETPACK) {
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playfx(FX_POWERUP);
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playfx(FX_POWERUP);
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sprintf(tempm, "Kangaroo jumps!");
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sprintf(tempm, "Jet pack!");
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addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&white,&black,POINTSDELAY, TT_NORM);
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addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&white,&black,POINTSDELAY, TT_NORM);
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pp->powerup = PW_JETPACK;
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pp->powerup = PW_JETPACK;
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return B_TRUE;
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return B_TRUE;
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@ -7630,6 +7648,7 @@ int initsound(void) {
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loadfx(FX_BIRDS, "birds.wav");
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loadfx(FX_BIRDS, "birds.wav");
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loadfx(FX_EXTRALIFE, "extralife.wav");
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loadfx(FX_EXTRALIFE, "extralife.wav");
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loadfx(FX_WARP, "warp.wav");
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loadfx(FX_WARP, "warp.wav");
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loadfx(FX_JETPACK, "jetpack.wav");
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// load sound effects
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// load sound effects
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for (i = 0; i < MAXFX; i++) {
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for (i = 0; i < MAXFX; i++) {
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4
shared.c
4
shared.c
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@ -1560,7 +1560,7 @@ int loadimagesets(void) {
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loadspriteimage(P_BADMAGNET,F_WALK1, "sprites/badmagnet.png");
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loadspriteimage(P_BADMAGNET,F_WALK1, "sprites/badmagnet.png");
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imageset[P_BADMAGNET].numimages = 1;
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imageset[P_BADMAGNET].numimages = 1;
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loadspriteimage(P_JETPACK,F_WALK1, "sprites/kangaroo.png");
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loadspriteimage(P_JETPACK,F_WALK1, "sprites/jetpack.png");
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imageset[P_JETPACK].numimages = 1;
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imageset[P_JETPACK].numimages = 1;
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loadspriteimage(P_ZAPPOWERUP,F_WALK1, "sprites/zapper.png");
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loadspriteimage(P_ZAPPOWERUP,F_WALK1, "sprites/zapper.png");
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@ -3104,6 +3104,8 @@ int randompowerup(void) {
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int num;
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int num;
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num = rand() % 42;
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num = rand() % 42;
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return P_JETPACK;
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switch (num) {
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switch (num) {
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case 0:
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case 0:
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default:
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default:
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@ -80,7 +80,7 @@
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</tr><tr><td align=center><img src="img/anchor.png"><br>Anchor</td><td>The extremely heavy anchor will weigh down enemies, preventing them from jumping or flying.</td>
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</tr><tr><td align=center><img src="img/anchor.png"><br>Anchor</td><td>The extremely heavy anchor will weigh down enemies, preventing them from jumping or flying.</td>
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<td align=center><img src="img/magnet.png"><br>Magnet</td><td>Collecting this powerup will align the magnetic forces of the earth in your favour, attracting all nearby fruits towards you.</td>
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<td align=center><img src="img/magnet.png"><br>Magnet</td><td>Collecting this powerup will align the magnetic forces of the earth in your favour, attracting all nearby fruits towards you.</td>
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</tr><tr><td align=center><img src="img/badmagnet.png"><br>Red Skull</td><td>This skull curses you and will repel fruits away from you, denying you access to them!</td>
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</tr><tr><td align=center><img src="img/badmagnet.png"><br>Red Skull</td><td>This skull curses you and will repel fruits away from you, denying you access to them!</td>
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<td align=center><img src="img/kangaroo.png"><br>Kangaroo</td><td>For the remainder of the current level, your jumping ability is increased to that of a kangaroo!</td>
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<td align=center><img src="img/jetpack.png"><br>Jetpack</td><td>For the remainder of the current level, the jetpack's thrust will add to your jumping ability!</td>
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</tr><tr><td align=center><font color="ff00ff"><b><big>?</big></b></font><br>Random</td><td>Gives you a random effect...</td>
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</tr><tr><td align=center><font color="ff00ff"><b><big>?</big></b></font><br>Random</td><td>Gives you a random effect...</td>
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<td colspan=2> </td></tr><tr bgcolor="#ffff00"><th colspan=4>Super Powerups</th></tr>
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<td colspan=2> </td></tr><tr bgcolor="#ffff00"><th colspan=4>Super Powerups</th></tr>
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<tr><td align=center><img src="img/bigspeed.png"><br>Big Speed Up</td><td>Makes you walk faster, permenantly!</td>
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<tr><td align=center><img src="img/bigspeed.png"><br>Big Speed Up</td><td>Makes you walk faster, permenantly!</td>
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