- feature: new tile - Web

- feature: hit P to pause
- feature: add sparkles to net
- feature: now reading background image file from level.dat
	(replaced level->tileset with level->bgfile)
- feature: added swimming frames for player
- feature: show level # at top of screen
- feature: added backgrounds for future worlds
- feature: new powerup - stop time
- feature: new powerup - trophy (all perm powerups)
- feature: new powerup - gold ring (points for walking)
- feature: new powerup - silver ring (points for jumping)
- feature: new powerup - helmet (protects you from dying once)
- feature: new powerup - bonus x2 (extends fruit streams)
- feature: new powerup - bell (warns when the random powerup is a perm one)
- tweak: random powerup now decided at start of level, to allow bell powerup to work
- tweak: increase mace powerup image size
- tweak: Bombs now kill monsters which you have caught
- tweak: All fruits now worth more points
- tweak: Moved display of lives down slightly
- bugfix: spider movement
- bugfix: don't play sound when you try to shoot/jump while climbing
- bugfix: fruits shouldn't hold down trampolines
- bugfix: mace kills shouldn't give powerups
- bugfix: mace slam collision detection now works better
This commit is contained in:
Rob Pearce 2008-10-03 07:37:05 +00:00
parent 8a50413b98
commit 55ce7e640f
83 changed files with 2664 additions and 519 deletions

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52
defs.h
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@ -26,6 +26,10 @@
#define PUFFSPEED 4 // how fast it animates (smaller = faster) #define PUFFSPEED 4 // how fast it animates (smaller = faster)
#define PUFFAPPEAR 4 // frame at which puff will turn into a gem #define PUFFAPPEAR 4 // frame at which puff will turn into a gem
// sparkles
#define SPARKLEFRAMES 7
//#define SPARKLESPEED 3 // how fast it animates (smaller = faster)
// text sizes // text sizes
#define TEXTSIZE_POINTS 10 #define TEXTSIZE_POINTS 10
#define TEXTSIZE_SCORE 14 #define TEXTSIZE_SCORE 14
@ -38,6 +42,7 @@
#define TEXTSIZE_LIFE 36 #define TEXTSIZE_LIFE 36
#define TEXTSIZE_BOMB 36 #define TEXTSIZE_BOMB 36
#define TEXTSIZE_HURRY 50 #define TEXTSIZE_HURRY 50
#define TEXTSIZE_PAUSED 50
#define TEXTSIZE_GAMEOVER 50 #define TEXTSIZE_GAMEOVER 50
// text delays // text delays
@ -74,7 +79,15 @@
#define NETSPEED 9 // how fast the player's net moves #define NETSPEED 9 // how fast the player's net moves
#define POWERUPTIME 15 // # secs before a powerup appears #define POWERUPTIME 15 // # secs before a powerup appears
#define MACEEXPX 4 // X size of mace explosion #define BELLTIME 20 // how long the bell flash lasts
#define CLOCKTIME 10 // how many seconds a clock lasts
// bell states
#define BELL_DONESOUND 1
#define BELL_DONEFLASH 2
#define MACEEXPX 2 // X size of mace explosion
#define MACEEXPY 2 // Y size of mace explosion #define MACEEXPY 2 // Y size of mace explosion
@ -83,7 +96,7 @@
#define MAXMAPPINGS 50 #define MAXMAPPINGS 50
#define MAXMONSTERSPERLEVEL 40 #define MAXMONSTERSPERLEVEL 40
#define MAXLETTERHEIGHT 100 #define MAXLETTERHEIGHT 100
#define MAXFRAMES 16 // max number of frames for sprites #define MAXFRAMES 18 // max number of frames for sprites
#define MAXHELP 5 #define MAXHELP 5
#define MAXTILEFRAMES 10 // max number of frames for animated tiles #define MAXTILEFRAMES 10 // max number of frames for animated tiles
@ -104,7 +117,7 @@
/* enums */ /* enums */
/* sounds */ /* sounds */
#define MAXFX 19 #define MAXFX 24
#define FX_SHOOT 0 #define FX_SHOOT 0
#define FX_SLAM 1 #define FX_SLAM 1
#define FX_KILL 2 #define FX_KILL 2
@ -125,6 +138,10 @@
#define FX_MACE 17 #define FX_MACE 17
#define FX_LIFE 18 #define FX_LIFE 18
#define FX_GAMEOVER 19 #define FX_GAMEOVER 19
#define FX_OW 20
#define FX_BELL 21
#define FX_CLOCK 22
#define FX_ARMOR 23
// Slope types // Slope types
#define S_NOTSOLID 0 #define S_NOTSOLID 0
@ -132,7 +149,7 @@
#define S_SLOPE 2 #define S_SLOPE 2
// Sprite types // Sprite types
#define MAXPTYPES 33 #define MAXPTYPES 43
#define P_PLAYER 0 #define P_PLAYER 0
#define P_RAT 1 #define P_RAT 1
#define P_CHEESE 2 #define P_CHEESE 2
@ -166,12 +183,25 @@
#define P_SHIELD 30 #define P_SHIELD 30
#define P_MACEPOWERUP 31 #define P_MACEPOWERUP 31
#define P_MACE 32 #define P_MACE 32
#define P_SMASH 33 // explosion from a mace smash
#define P_HELMET 34 // helmet powerup
#define P_ARMOUR 35 // player wearing armour
#define P_GEMBOOST 36
#define P_TROPHY 37
#define P_RINGSILVER 38
#define P_RINGGOLD 39
#define P_SPARKLE 40
#define P_BELL 41
#define P_CLOCK 42
// powerups // powerups
#define PW_NONE 0 #define PW_NONE 0
#define PW_BOXING 1 // boxing glove #define PW_BOXING 1 // boxing glove
#define PW_BOMB 2 // bomb #define PW_BOMB 2 // bomb
#define PW_MACE 3 // made #define PW_MACE 3 // mace
#define PW_RINGWALK 4 // points for walking
#define PW_RINGJUMP 5 // points for jumping
#define PW_CLOCK 6 // freeze time
// Frame names // Frame names
#define F_WALK1 0 #define F_WALK1 0
@ -190,6 +220,8 @@
#define F_SLAM3 13 #define F_SLAM3 13
#define F_SLAM4 14 #define F_SLAM4 14
#define F_SLAM5 15 #define F_SLAM5 15
#define F_SWIM1 16
#define F_SWIM2 17
// Level states // Level states
@ -292,7 +324,7 @@ typedef struct text_s {
typedef struct level_s { typedef struct level_s {
int id; int id;
int bgtileid; int bgtileid;
char *tileset; char bgfile[MIDBUFLEN];
char name[SMALLBUFLEN]; char name[SMALLBUFLEN];
int map[LEVELW*LEVELH]; int map[LEVELW*LEVELH];
int map2[LEVELW*LEVELH]; // second map layer int map2[LEVELW*LEVELH]; // second map layer
@ -305,6 +337,7 @@ typedef struct level_s {
int powerupx; /* powerup position */ int powerupx; /* powerup position */
int powerupy; /* powerup position */ int powerupy; /* powerup position */
int gotpowerup; /* has the random powerup appeared yet? */ int gotpowerup; /* has the random powerup appeared yet? */
int poweruptype;/* what kind of powerup will appear? */
int exitdir; /* which way to scroll on level completion */ int exitdir; /* which way to scroll on level completion */
int nummonsters; int nummonsters;
initialmonster_t initm[MAXMONSTERSPERLEVEL]; initialmonster_t initm[MAXMONSTERSPERLEVEL];
@ -331,6 +364,7 @@ typedef struct sprite_s {
// player only // player only
int lives; int lives;
int recoiling; // this happens after you get hit while wearing armour
int slamming; // are we slamming our net (player only) int slamming; // are we slamming our net (player only)
double slamangle;// are what point around is our net? double slamangle;// are what point around is our net?
int netting; // are we shooting our net out? int netting; // are we shooting our net out?
@ -341,7 +375,6 @@ typedef struct sprite_s {
int netspeed; // how fast does our net shoot out? int netspeed; // how fast does our net shoot out?
int netdir; // which way is our net going (left/right) int netdir; // which way is our net going (left/right)
int netlen; // how far our is our net? int netlen; // how far our is our net?
int netbig; // have we collected a BIG NET powerup?
int nety; // y position of end of net (used when shooting >1 net) int nety; // y position of end of net (used when shooting >1 net)
int netxstart; // x position of start of net int netxstart; // x position of start of net
int netystart; // y position of start of net int netystart; // y position of start of net
@ -350,6 +383,11 @@ typedef struct sprite_s {
int ontramp; // on a trampoline? int ontramp; // on a trampoline?
int trampx; // x,y coords for trampoline we are/were on int trampx; // x,y coords for trampoline we are/were on
int trampy; // int trampy; //
// player permenant powerups
int armour; // does the player have armour?
int gemboost; // how many extra gems do you get in a bonus
int netbig; // have we collected a BIG NET powerup?
int hasbell; // got a bell ?
// monster only // monster only
int willbecome; // what fruit this will become when dead int willbecome; // what fruit this will become when dead

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@ -6,5 +6,6 @@
- in shared.c: IF NOT AN EFFECT: add entry to chartomonster - in shared.c: IF NOT AN EFFECT: add entry to chartomonster
- in shared.c: update isflower(), isfruit(), isbullet(), iseffect(); - in shared.c: update isflower(), isfruit(), isbullet(), iseffect();
- in shared.c: IF A GEM: update flowertogem() - in shared.c: IF A GEM: update flowertogem()
- in edit.c: update isplacable()
- in rc.c: update ismonster() - in rc.c: update ismonster()
- in rc.c: add monster/effect movement - in rc.c: add monster/effect movement

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@ -0,0 +1,5 @@
- Get photo
- Resize to 640x480
- layer->colors->brightness, select -127
- layer->colors->brightness, select -70
- save to backgrounds/

21
edit.c
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@ -99,6 +99,12 @@ int main (int argc, char **argv) {
screen = SDL_SetVideoMode(EDITORW,EDITORH,16,SDL_SWSURFACE|SDL_DOUBLEBUF|vidargs); screen = SDL_SetVideoMode(EDITORW,EDITORH,16,SDL_SWSURFACE|SDL_DOUBLEBUF|vidargs);
#endif #endif
/* init tiles */
if (loadtiletypes("green.tiles")) {
printf("Cannot initialise tiles\n");
exit(1);
}
if (loadimagesets()) { if (loadimagesets()) {
return 1; return 1;
} }
@ -370,9 +376,15 @@ int main (int argc, char **argv) {
if (toggletimer == 0) { if (toggletimer == 0) {
printf("Skipping to next level.\n"); printf("Skipping to next level.\n");
curlevelnum++; curlevelnum++;
if (loadlevel(curworld,curlevelnum)) { if ((curlevelnum >= numlevels) || loadlevel(curworld,curlevelnum)) {
printf("creating new level\n"); char tempbuf[BUFLEN];
clearlevel(); clearlevel();
numlevels++;
sprintf(tempbuf,"new_level%d.dat",curlevelnum);
levelentry[curlevelnum].filename = strdup(tempbuf);
sprintf(tempbuf,"NEW LEVEL");
levelentry[curlevelnum].desc = strdup(tempbuf);
printf("created new level '%s'\n",levelentry[curlevelnum].filename);
} }
draweditorlevel(); draweditorlevel();
drawsprites(); drawsprites();
@ -594,11 +606,11 @@ int savelevel(int wnum, int lnum) {
f = fopen(filename,"wt"); f = fopen(filename,"wt");
if (!f) { if (!f) {
printf("can't open level file\n"); printf("can't open level file '%s'\n",filename);
return B_TRUE; return B_TRUE;
} }
fprintf(f, "tileset %s\n",level->tileset); fprintf(f, "bgfile %s\n",level->bgfile);
fprintf(f, "bg %d\n",level->bgtileid); fprintf(f, "bg %d\n",level->bgtileid);
fprintf(f, "hurryup %d\n",level->hurryuptime); fprintf(f, "hurryup %d\n",level->hurryuptime);
@ -699,6 +711,7 @@ int isplacablesprite(int sid) {
case P_CLOUD: case P_CLOUD:
case P_SPIT: case P_SPIT:
case P_PUFF: case P_PUFF:
case P_SMASH:
case P_BOXING: case P_BOXING:
case P_GLOVE: case P_GLOVE:
case P_DIAMOND: case P_DIAMOND:

208
green.tiles Normal file
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@ -0,0 +1,208 @@
tile blank
id 0
solid 0
file blank.bmp
end
tile land
id 1
solid 1
file newtiles/land.png
end
tile slopeup
id 2
solid 2
lowness 15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0
file newtiles/slopeup.png
end
tile slopedown
id 3
solid 2
lowness 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
file newtiles/slopedown.png
end
tile full
id 4
solid 1
file newtiles/full.png
end
tile sky
id 5
solid 0
file newtiles/signright.png
end
tile sky2
id 5
solid 0
file newtiles/signleft.png
end
tile ladder
id 6
solid 0
file newtiles/ladder.png
end
tile laddertop
id 7
solid 1
file newtiles/laddertop.png
end
tile right
id 8
solid 1
dir newtiles
file log1.png log1.5.png log2.png log2.5.png log3.png log3.5.png log4.png log4.5.png
animspeed 5
end
tile left
id 9
solid 1
dir newtiles
file log4.5.png log4.png log3.5.png log3.png log2.5.png log2.png log1.5.png log1.png
animspeed 5
end
tile spikes
id 10
solid 0
spikes 1
file newtiles/spikes.png
end
tile teleport
id 11
solid 0
file teleport.bmp
end
tile teleport2
id 12
solid 0
file teleport2.bmp
end
tile teleportdest
id 13
solid 0
file teleexit.bmp
end
tile water
id 14
solid 0
water 1
file newtiles/water.png
end
tile watertop
id 15
water 1
solid 0
file newtiles/watertop.png
end
tile trampolineup
id 18
solid 0
file newtiles/trampup.png
end
tile webleft
id 5
solid 0
file newtiles/webleft.png
end
tile webright
id 5
solid 0
file newtiles/webright.png
end
tile bridge
id 17
solid 2
file newtiles/bridge.png
end
tile bridge2
id 17
solid 2
file newtiles/bridge2.png
lowness 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
end
tile bridge3
id 17
solid 2
file newtiles/bridge3.png
lowness 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
end
tile cloudmid
id 5
solid 0
file newtiles/cloudmid.png
end
tile honey
id 1
solid 1
file newtiles/honey.png
end
tile honeytop
id 4
solid 1
file newtiles/honeytop.png
end
tile honeybg
id 5
solid 0
file newtiles/honeybg.png
end
tile cavebg
id 5
solid 0
file newtiles/cavebg.png
end
tile cavebridge
id 17
solid 2
file newtiles/cavebridge.png
end
tile signup
id 5
solid 0
file newtiles/signup.png
end
tile signdown
id 5
solid 0
file newtiles/signdown.png
end
tile trampolinedown
id 19
solid 2
file newtiles/trampdown.png
lowness 9,9,8,8,8,8,8,8,8,8,8,8,8,8,9,9
end

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@ -1,20 +1,20 @@
1,level1.dat,Ratcatching school 1,level1.dat,Ratcatching School
2,level2.dat,Powerup school 2,level2.dat,Powerup School
3,level3.dat,Spike school 3,level3.dat,Spike School
4,level4.dat,Bridge school 4,level4.dat,Bridge School
5,level5.dat,Hole in the hill 5,level5.dat,Hole in the Hill
7,level6.dat,Roller school 6,level6.dat,Roller School
6,level5.5.dat,The Pit 7,level7.dat,Platforms and Ladders
8,level7.dat,Platforms and Ladders 8,level9.dat,The Garden
12,level9.dat,The Garden 9,level10.dat,Planks
14,level10.dat,Planks 10,level11.dat,The Hive
15,level11.dat,The Hive 11,level5.5.dat,Spike Pit
9,level7.5.dat,The Snake Pit 12,level7.5.dat,Snake Holes
16,level11.5.dat,Underground Lakes 13,level11.5.dat,Underground Lakes
17,level12.dat,Bee Pods 14,level12.dat,Bee Pods
18,level13.dat,Dual Hives 15,level13.dat,Dual Hives
19,level14.dat,The Chimney 16,level14.dat,The Chimney
10,level8.dat,Smile! 17,level8.dat,Smile!
11,level8.5.dat,Look out above... 18,level8.5.dat,Look out above...
19,level21.dat,Island
99,level99.dat,TEST LEVEL 99,level99.dat,TEST LEVEL
13,level9.5.dat,Back and Forth

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rc.c

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1
rc.h
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@ -42,7 +42,6 @@ void stopmusic(void);
void channeldone(int channel); void channeldone(int channel);
void movetostart(sprite_t *p, int dstx, int dsty, double xspeed,double yspeed); void movetostart(sprite_t *p, int dstx, int dsty, double xspeed,double yspeed);
SDL_Surface *grabbehind(sprite_t *s, SDL_Surface *surf); SDL_Surface *grabbehind(sprite_t *s, SDL_Surface *surf);
int randompowerup(void);
void dumpsprites(void); void dumpsprites(void);
void countmonsters(void); void countmonsters(void);
int getpoints(int id); int getpoints(int id);

371
shared.c
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@ -69,6 +69,9 @@ int loadlevel(int wnum, int lnum) {
if (!level) level = malloc(sizeof(level_t)); if (!level) level = malloc(sizeof(level_t));
/* set current level pointer */
curlevel = level;
if (level->animtiles) free(level->animtiles); if (level->animtiles) free(level->animtiles);
level->id = levelentry[lnum].id; level->id = levelentry[lnum].id;
@ -77,11 +80,6 @@ int loadlevel(int wnum, int lnum) {
level->prev = NULL; level->prev = NULL;
level->next = NULL; level->next = NULL;
/* load background image */
// TODO: read this from the level file rather than hardcoding
if (levelbg) SDL_FreeSurface(levelbg);
levelbg = IMG_Load("backgrounds/forest.png");
/* default */ /* default */
level->hurryuptime = 30; level->hurryuptime = 30;
@ -96,23 +94,6 @@ int loadlevel(int wnum, int lnum) {
/* clear tiletype linked list */
while (tiletype != NULL) {
int i;
tiletype_t *tt;
/* kill first tile */
for (i = 0; i < tiletype->numframes; i++) {
if (tiletype->img[i]) {
SDL_FreeSurface(tiletype->img[i]);
tiletype->img[i] = NULL;
}
}
tt = tiletype->next;
free(tiletype);
tiletype = tt;
}
/* remove all onscreen text */ /* remove all onscreen text */
while (text) { while (text) {
killtext(text); killtext(text);
@ -126,12 +107,13 @@ int loadlevel(int wnum, int lnum) {
} }
/* read tileset */ /* read tileset */
/*
fgets(buf, BUFLEN, f); fgets(buf, BUFLEN, f);
if (strstr(buf, "tileset") == buf) { if (strstr(buf, "tileset") == buf) {
p = strtok(buf, " "); p = strtok(buf, " ");
p = strtok(NULL, " "); p = strtok(NULL, " ");
/* strip newline */ // strip newline
p[strlen(p)-1] = '\0'; p[strlen(p)-1] = '\0';
@ -150,6 +132,36 @@ int loadlevel(int wnum, int lnum) {
printf("invalid tileset file in line: '%s'\n",buf); printf("invalid tileset file in line: '%s'\n",buf);
return B_TRUE; return B_TRUE;
} }
*/
/* load background image */
fgets(buf, BUFLEN, f);
if (strstr(buf, "bgfile") == buf) {
p = strtok(buf, " ");
p = strtok(NULL, " ");
// strip newline
p[strlen(p)-1] = '\0';
if (levelbg) SDL_FreeSurface(levelbg);
sprintf(level->bgfile, "%s",p);
levelbg = IMG_Load(level->bgfile);
if (!levelbg) {
printf("Cannot load background file: %s\n", level->bgfile);
// default to forest
levelbg = IMG_Load("backgrounds/forest.png");
}
} else {
// default to forest
if (levelbg) SDL_FreeSurface(levelbg);
levelbg = IMG_Load("backgrounds/forest.png");
}
//if (levelbg) SDL_FreeSurface(levelbg);
//levelbg = IMG_Load("backgrounds/forest.png");
/* read background tile */ /* read background tile */
fgets(buf, BUFLEN, f); fgets(buf, BUFLEN, f);
@ -182,6 +194,7 @@ int loadlevel(int wnum, int lnum) {
level->nummonsters = 0; level->nummonsters = 0;
/* read tile defs */ /* read tile defs */
// TODO: remove all of this, don't need it with new level format
nmappings = 0; nmappings = 0;
fgets(buf, BUFLEN, f); fgets(buf, BUFLEN, f);
while (!strstr(buf, "endmaps")) { while (!strstr(buf, "endmaps")) {
@ -264,6 +277,7 @@ int loadlevel(int wnum, int lnum) {
} else if (monid == P_POWERUPPOS) { } else if (monid == P_POWERUPPOS) {
level->powerupx = x; level->powerupx = x;
level->powerupy = y; level->powerupy = y;
level->poweruptype = randompowerup();
} else { } else {
/* place the monster */ /* place the monster */
level->initm[level->nummonsters].startx = x*TILEW+(TILEW/2); level->initm[level->nummonsters].startx = x*TILEW+(TILEW/2);
@ -609,8 +623,6 @@ int loadlevel(int wnum, int lnum) {
free(help[i]); free(help[i]);
} }
/* set current level pointer */
curlevel = level;
/* add player if required */ /* add player if required */
if (player == NULL) { if (player == NULL) {
@ -677,34 +689,41 @@ printf(".\n");
void setdefaults(sprite_t *s) { void setdefaults(sprite_t *s) {
// player powerup stats
s->speed = 1; s->speed = 1;
s->hasbell = B_FALSE;
s->armour = B_FALSE;
s->gemboost = 1;
s->powerup = 0;
s->netbig = 0;
// player-only states
s->recoiling = B_FALSE;
s->netting = 0;
s->netmax = 1;
s->netcaught = 0;
s->slamming = 0;
s->invuln = 0;
// states
s->teleporting = 0; s->teleporting = 0;
s->climbing = 0; s->climbing = 0;
s->powerup = 0;
s->jumping = 0; s->jumping = 0;
s->jumpspeed = 0; s->jumpspeed = 0;
s->jumpdir = 1; s->jumpdir = 1;
s->timer1 = 0; s->timer1 = 0;
s->timer2 = 0; s->timer2 = 0;
s->timer3 = 0; s->timer3 = 0;
s->netting = 0;
s->netmax = 1;
s->netcaught = 0;
s->netbig = 0;
s->dropping = 0; s->dropping = 0;
s->dropx = -1; s->dropx = -1;
s->dropy = -1;
s->ontramp = B_FALSE; s->ontramp = B_FALSE;
s->trampx = -1; s->trampx = -1;
s->trampy = -1; s->trampy = -1;
s->quickdie = B_FALSE; s->quickdie = B_FALSE;
s->dropy = -1;
s->falling = 0; s->falling = 0;
s->fallspeed = 0; s->fallspeed = 0;
s->dir = 1; s->dir = 1;
s->slamming = 0;
s->dead = 0; s->dead = 0;
s->angry = 0; s->angry = 0;
s->invuln = 0;
s->jumptimer = 0; s->jumptimer = 0;
s->bullet = NULL; s->bullet = NULL;
@ -715,6 +734,7 @@ void setdefaults(sprite_t *s) {
switch (s->id) { switch (s->id) {
case P_BEE: case P_BEE:
case P_CLOUD: case P_CLOUD:
case P_SPIDER:
s->flies = B_TRUE; s->flies = B_TRUE;
break; break;
default: default:
@ -834,6 +854,23 @@ int loadtiletypes(char *filename) {
int uniq = 0 ; int uniq = 0 ;
/* clear tiletype linked list */
while (tiletype != NULL) {
int i;
tiletype_t *tt;
/* kill first tile */
for (i = 0; i < tiletype->numframes; i++) {
if (tiletype->img[i]) {
SDL_FreeSurface(tiletype->img[i]);
tiletype->img[i] = NULL;
}
}
tt = tiletype->next;
free(tiletype);
tiletype = tt;
}
state = 0; state = 0;
f = fopen(filename,"rt"); f = fopen(filename,"rt");
if (!f) { if (!f) {
@ -993,7 +1030,28 @@ int loadimagesets(void) {
loadspriteimage(P_PLAYER,F_SLAM3, "sprites/dslam3.png"); loadspriteimage(P_PLAYER,F_SLAM3, "sprites/dslam3.png");
loadspriteimage(P_PLAYER,F_SLAM4, "sprites/dslam4.png"); loadspriteimage(P_PLAYER,F_SLAM4, "sprites/dslam4.png");
loadspriteimage(P_PLAYER,F_SLAM5, "sprites/dslam5.png"); loadspriteimage(P_PLAYER,F_SLAM5, "sprites/dslam5.png");
imageset[P_PLAYER].numimages = 16; loadspriteimage(P_PLAYER,F_SWIM1, "sprites/dswim1.png");
loadspriteimage(P_PLAYER,F_SWIM2, "sprites/dswim2.png");
imageset[P_PLAYER].numimages = 18;
loadspriteimage(P_ARMOUR,F_WALK1, "sprites/armor.png");
loadspriteimage(P_ARMOUR,F_JUMP, "sprites/armorjump.png");
loadspriteimage(P_ARMOUR,F_FALL, "sprites/armorfall.png");
loadspriteimage(P_ARMOUR,F_CAUGHT, "sprites/armor.png");
loadspriteimage(P_ARMOUR,F_DEAD, "sprites/dwarfdie.png");
/* next 3 are auto generated */
loadspriteimage(P_ARMOUR,F_CLIMB1, "sprites/armorclimb1.png");
loadspriteimage(P_ARMOUR,F_CLIMB2, "sprites/armorclimb2.png");
loadspriteimage(P_ARMOUR,F_SHOOT, "sprites/armorshoot.png");
loadspriteimage(P_ARMOUR,F_SLAM1, "sprites/armorslam1.png");
loadspriteimage(P_ARMOUR,F_SLAM2, "sprites/armorslam2.png");
loadspriteimage(P_ARMOUR,F_SLAM3, "sprites/armorslam3.png");
loadspriteimage(P_ARMOUR,F_SLAM4, "sprites/armorslam4.png");
loadspriteimage(P_ARMOUR,F_SLAM5, "sprites/armorslam5.png");
loadspriteimage(P_ARMOUR,F_SWIM1, "sprites/armorswim1.png");
loadspriteimage(P_ARMOUR,F_SWIM2, "sprites/armorswim2.png");
imageset[P_ARMOUR].numimages = 18;
loadspriteimage(P_SNAKE,F_WALK1, "sprites/snake.png"); loadspriteimage(P_SNAKE,F_WALK1, "sprites/snake.png");
loadspriteimage(P_SNAKE,F_JUMP, "sprites/snakejump.png"); loadspriteimage(P_SNAKE,F_JUMP, "sprites/snakejump.png");
@ -1064,9 +1122,16 @@ int loadimagesets(void) {
loadspriteimage(P_BIGNET,F_WALK1, "sprites/bignet.png"); loadspriteimage(P_BIGNET,F_WALK1, "sprites/bignet.png");
imageset[P_BIGNET].numimages = 1; imageset[P_BIGNET].numimages = 1;
loadspriteimage(P_GEMBOOST,F_WALK1, "sprites/gemboost.png");
imageset[P_GEMBOOST].numimages = 1;
loadspriteimage(P_HELP,F_WALK1, "sprites/help.png"); loadspriteimage(P_HELP,F_WALK1, "sprites/help.png");
imageset[P_HELP].numimages = 1; imageset[P_HELP].numimages = 1;
loadspriteimage(P_HELMET,F_WALK1, "sprites/helmet.png");
imageset[P_HELMET].numimages = 1;
loadspriteimage(P_FLOWERYELLOW,F_WALK1, "sprites/flower-yellow.png"); loadspriteimage(P_FLOWERYELLOW,F_WALK1, "sprites/flower-yellow.png");
imageset[P_FLOWERRED].numimages = 1; imageset[P_FLOWERRED].numimages = 1;
@ -1116,12 +1181,39 @@ int loadimagesets(void) {
loadspriteimage(P_MACE,F_WALK1, "sprites/mace.png"); loadspriteimage(P_MACE,F_WALK1, "sprites/mace.png");
imageset[P_MACE].numimages = 1; imageset[P_MACE].numimages = 1;
loadspriteimage(P_TROPHY,F_WALK1, "sprites/trophy.png");
imageset[P_TROPHY].numimages = 1;
loadspriteimage(P_RINGSILVER,F_WALK1, "sprites/ring-silver.png");
imageset[P_RINGSILVER].numimages = 1;
loadspriteimage(P_RINGGOLD,F_WALK1, "sprites/ring-gold.png");
imageset[P_RINGGOLD].numimages = 1;
loadspriteimage(P_BELL,F_WALK1, "sprites/bell.png");
imageset[P_BELL].numimages = 1;
loadspriteimage(P_CLOCK,F_WALK1, "sprites/clock.png");
imageset[P_CLOCK].numimages = 1;
// puffs and mace smashes
for (i = 0; i < PUFFFRAMES; i++) { for (i = 0; i < PUFFFRAMES; i++) {
char name[SMALLBUFLEN]; char name[SMALLBUFLEN];
sprintf(name, "sprites/puff%d.png",i); sprintf(name, "sprites/puff%d.png",i);
loadspriteimage(P_PUFF,i, name); loadspriteimage(P_PUFF,i, name);
sprintf(name, "sprites/puff%d.png",i);
loadspriteimage(P_SMASH,i, name);
} }
imageset[P_PUFF].numimages = PUFFFRAMES; imageset[P_PUFF].numimages = PUFFFRAMES;
imageset[P_SMASH].numimages = PUFFFRAMES;
// sparkles
for (i = 0; i < SPARKLEFRAMES; i++) {
char name[SMALLBUFLEN];
sprintf(name, "sprites/sparkle%d.png",i);
loadspriteimage(P_SPARKLE,i, name);
}
imageset[P_SPARKLE].numimages = SPARKLEFRAMES;
/* bullets */ /* bullets */
loadspriteimage(P_SPIT,F_WALK1, "sprites/spit.png"); loadspriteimage(P_SPIT,F_WALK1, "sprites/spit.png");
@ -1134,7 +1226,7 @@ int loadimagesets(void) {
for (p = 0; p < MAXPTYPES; p++) { for (p = 0; p < MAXPTYPES; p++) {
int fr; int fr;
int angle = 90; int angle = 90;
/* rotated */ /* rotated death images */
// TODO: need to free tempimg ? */ // TODO: need to free tempimg ? */
if (!isfruit(p) && !isbullet(p) && !iseffect(p)) { if (!isfruit(p) && !isbullet(p) && !iseffect(p)) {
for (fr = F_DEAD2; fr <= F_DEAD4; fr++) { for (fr = F_DEAD2; fr <= F_DEAD4; fr++) {
@ -1148,77 +1240,78 @@ int loadimagesets(void) {
for (i = 0; i < imageset[p].numimages; i++) { for (i = 0; i < imageset[p].numimages; i++) {
SDL_Surface *origi; SDL_Surface *origi;
if (!isfruit(p) && !iseffect(p)) {
SDL_SetColorKey(imageset[p].img[i], SDL_SetColorKey(imageset[p].img[i],
SDL_SRCCOLORKEY, SDL_MapRGB(screen->format, 0, 0, 0)); SDL_SRCCOLORKEY, SDL_MapRGB(screen->format, 0, 0, 0));
origi = imageset[p].img[i]; origi = imageset[p].img[i];
/* flipped image */ /* flipped image */
imageset[p].img[MAXFRAMES+i] = imageset[p].img[MAXFRAMES+i] =
rotozoomSurfaceXY(imageset[p].img[i], 0, -1,1,0); rotozoomSurfaceXY(imageset[p].img[i], 0, -1,1,0);
SDL_SetColorKey(imageset[p].img[MAXFRAMES+i], SDL_SetColorKey(imageset[p].img[MAXFRAMES+i],
SDL_SRCCOLORKEY, SDL_MapRGB(screen->format, 0, 0, 0)); SDL_SRCCOLORKEY, SDL_MapRGB(screen->format, 0, 0, 0));
/* angry image */ /* angry image */
// create semi-transparent red square // create semi-transparent red square
reds = SDL_CreateRGBSurface(SDL_SWSURFACE, reds = SDL_CreateRGBSurface(SDL_SWSURFACE,
origi->w, origi->w,
origi->h, origi->h,
origi->format->BitsPerPixel, origi->format->Rmask, origi->format->BitsPerPixel, origi->format->Rmask,
origi->format->Gmask,origi->format->Bmask, 0); origi->format->Gmask,origi->format->Bmask, 0);
SDL_FillRect(reds, NULL, SDL_MapRGB(reds->format, 255, 0, 0)); SDL_FillRect(reds, NULL, SDL_MapRGB(reds->format, 255, 0, 0));
SDL_SetAlpha(reds, SDL_SRCALPHA,100); SDL_SetAlpha(reds, SDL_SRCALPHA,100);
// take a copy of the original image // take a copy of the original image
imageset[p].img[MAXFRAMES*2+i] = rotozoomSurfaceXY(origi, 0, 1,1,0); imageset[p].img[MAXFRAMES*2+i] = rotozoomSurfaceXY(origi, 0, 1,1,0);
// paste the transparent one on top of it // paste the transparent one on top of it
SDL_BlitSurface(reds, NULL, imageset[p].img[MAXFRAMES*2+i], NULL); SDL_BlitSurface(reds, NULL, imageset[p].img[MAXFRAMES*2+i], NULL);
SDL_FreeSurface(reds); SDL_FreeSurface(reds);
// Convert the reddened image to the screen format // Convert the reddened image to the screen format
temps = SDL_DisplayFormat(imageset[p].img[MAXFRAMES*2+i]); temps = SDL_DisplayFormat(imageset[p].img[MAXFRAMES*2+i]);
SDL_FreeSurface(imageset[p].img[MAXFRAMES*2+i]); SDL_FreeSurface(imageset[p].img[MAXFRAMES*2+i]);
imageset[p].img[MAXFRAMES*2+i] = temps; imageset[p].img[MAXFRAMES*2+i] = temps;
// Make the background red bits completely transparent // Make the background red bits completely transparent
SDL_SetColorKey(imageset[p].img[MAXFRAMES*2+i], SDL_SetColorKey(imageset[p].img[MAXFRAMES*2+i],
SDL_SRCCOLORKEY, SDL_MapRGB(imageset[p].img[MAXFRAMES*2+i]->format, 101, 0, 0)); SDL_SRCCOLORKEY, SDL_MapRGB(imageset[p].img[MAXFRAMES*2+i]->format, 101, 0, 0));
/* flipped angry image */ /* flipped angry image */
imageset[p].img[MAXFRAMES*3+i] = rotozoomSurfaceXY(imageset[p].img[MAXFRAMES*2+i], 0, -1,1,0); imageset[p].img[MAXFRAMES*3+i] = rotozoomSurfaceXY(imageset[p].img[MAXFRAMES*2+i], 0, -1,1,0);
/* flipped angry image */ /* flipped angry image */
/* /*
reds = SDL_CreateRGBSurface(SDL_SWSURFACE, reds = SDL_CreateRGBSurface(SDL_SWSURFACE,
origi->w, origi->w,
origi->h, origi->h,
origi->format->BitsPerPixel, origi->format->Rmask, origi->format->BitsPerPixel, origi->format->Rmask,
origi->format->Gmask,origi->format->Bmask, 0); origi->format->Gmask,origi->format->Bmask, 0);
SDL_FillRect(reds, NULL, SDL_MapRGB(reds->format, 255, 0, 0)); SDL_FillRect(reds, NULL, SDL_MapRGB(reds->format, 255, 0, 0));
SDL_SetAlpha(reds, SDL_SRCALPHA,100); SDL_SetAlpha(reds, SDL_SRCALPHA,100);
imageset[p].img[MAXFRAMES*3+i] = rotozoomSurfaceXY(origi, 0, -1,1,0); imageset[p].img[MAXFRAMES*3+i] = rotozoomSurfaceXY(origi, 0, -1,1,0);
SDL_BlitSurface(reds, NULL, imageset[p].img[MAXFRAMES*3+i], NULL); SDL_BlitSurface(reds, NULL, imageset[p].img[MAXFRAMES*3+i], NULL);
SDL_FreeSurface(reds); SDL_FreeSurface(reds);
temps = SDL_DisplayFormat(imageset[p].img[MAXFRAMES*3+i]); temps = SDL_DisplayFormat(imageset[p].img[MAXFRAMES*3+i]);
SDL_FreeSurface(imageset[p].img[MAXFRAMES*3+i]); SDL_FreeSurface(imageset[p].img[MAXFRAMES*3+i]);
imageset[p].img[MAXFRAMES*3+i] = temps; imageset[p].img[MAXFRAMES*3+i] = temps;
SDL_SetColorKey(imageset[p].img[MAXFRAMES*3+i],
SDL_SRCCOLORKEY, SDL_MapRGB(imageset[p].img[MAXFRAMES*3+i]->format, 101, 0, 0));
*/
SDL_SetColorKey(imageset[p].img[MAXFRAMES*3+i],
SDL_SRCCOLORKEY, SDL_MapRGB(imageset[p].img[MAXFRAMES*3+i]->format, 101, 0, 0));
*/
}
} }
} }
@ -1239,9 +1332,9 @@ void drawsprite(sprite_t *s) {
} else if (isbullet(s->id)) { } else if (isbullet(s->id)) {
frame = F_WALK1; frame = F_WALK1;
} else if (iseffect(s->id)) { } else if (iseffect(s->id)) {
if (s->id == P_PUFF) { if ((s->id == P_PUFF) || (s->id == P_SMASH) || (s->id == P_SPARKLE)) {
if (s->timer1 >= PUFFFRAMES) { if (s->timer1 >= imageset[s->id].numimages) {
frame = PUFFFRAMES-1; frame = imageset[s->id].numimages - 1;
} else if (s->timer1 < 0) { } else if (s->timer1 < 0) {
// don't draw // don't draw
return; return;
@ -1272,6 +1365,12 @@ void drawsprite(sprite_t *s) {
} else { } else {
frame = F_CLIMB1; frame = F_CLIMB1;
} }
} else if ((s->swimming) && (s == player) && !s->slamming) {
if ((timer/12) % 2 == 0) {
frame = F_SWIM1;
} else {
frame = F_SWIM2;
}
} else if (s->netting) { } else if (s->netting) {
frame = F_SHOOT; frame = F_SHOOT;
} else if (s->jumping) { } else if (s->jumping) {
@ -1310,8 +1409,10 @@ void drawsprite(sprite_t *s) {
} }
/* x-flip if required */ /* x-flip if required */
if (s->dir == -1) { if (!isfruit(s->id) && !iseffect(s->id)) {
frame += MAXFRAMES; if (s->dir == -1) {
frame += MAXFRAMES;
}
} }
/* make red if required */ /* make red if required */
if (s->angry) { if (s->angry) {
@ -1460,18 +1561,25 @@ int isfruit(int id) {
case P_CHIPS: case P_CHIPS:
case P_BURGER: case P_BURGER:
case P_DIAMOND: case P_DIAMOND:
/* normal powerups */ /* permenant powerups */
case P_SPEED: case P_SPEED:
case P_NUMNETS: case P_NUMNETS:
case P_BIGNET: case P_BIGNET:
case P_HELP: case P_HELP:
/* random powerups */ case P_GEMBOOST:
case P_BELL:
/* one-off level only powerups */
case P_BOXING: case P_BOXING:
case P_MACEPOWERUP: case P_MACEPOWERUP:
case P_FTODIAMOND: case P_FTODIAMOND:
case P_FTOGEM: case P_FTOGEM:
case P_BOMB: case P_BOMB:
case P_HELMET:
case P_SHIELD: case P_SHIELD:
case P_TROPHY:
case P_RINGSILVER:
case P_RINGGOLD:
case P_CLOCK:
/* flowers */ /* flowers */
case P_FLOWERYELLOW: case P_FLOWERYELLOW:
case P_FLOWERRED: case P_FLOWERRED:
@ -1497,6 +1605,8 @@ int isbullet(int id) {
int iseffect(int id) { int iseffect(int id) {
if (id == P_PUFF) return B_TRUE; if (id == P_PUFF) return B_TRUE;
if (id == P_SPARKLE) return B_TRUE;
if (id == P_SMASH) return B_TRUE;
if (id == P_POWERUPPOS) return B_TRUE; if (id == P_POWERUPPOS) return B_TRUE;
if (id == P_GLOVE) return B_TRUE; if (id == P_GLOVE) return B_TRUE;
if (id == P_MACE) return B_TRUE; if (id == P_MACE) return B_TRUE;
@ -1504,6 +1614,12 @@ int iseffect(int id) {
return B_FALSE; return B_FALSE;
} }
int needscollisions(int id) {
if (id == P_SMASH) return B_TRUE;
return B_FALSE;
}
#ifdef OPENGL #ifdef OPENGL
inline void drawpixel16(SDL_Surface *screen, int x, int y, SDL_Color c) inline void drawpixel16(SDL_Surface *screen, int x, int y, SDL_Color c)
{ {
@ -1878,7 +1994,9 @@ void killtext(text_t *t) {
the level announcement. That means that we can start the level announcement. That means that we can start
moving. moving.
*/ */
if (levelcomplete == LV_INIT) levelcomplete = LV_INPROGRESS; if (levelcomplete == LV_INIT) {
levelcomplete = LV_INPROGRESS;
}
} }
// returns score of given fruit type // returns score of given fruit type
@ -1886,19 +2004,19 @@ int getpoints(int id) {
int points; int points;
switch (id) { switch (id) {
case P_CHEESE: case P_CHEESE:
points = 100; points = 1000;
break; break;
case P_ICECREAM: case P_ICECREAM:
points = 200; points = 1500;
break; break;
case P_CHIPS: case P_CHIPS:
points = 300; points = 2000;
break; break;
case P_BURGER: case P_BURGER:
points = 400; points = 2500;
break; break;
case P_DIAMOND: case P_DIAMOND:
points = 500; points = 3000;
break; break;
case P_FLOWERYELLOW: case P_FLOWERYELLOW:
points = 5; points = 5;
@ -1970,3 +2088,60 @@ int loadlevellist(void) {
return B_FALSE; return B_FALSE;
} }
int randompowerup(void) {
int num;
num = rand() % 16;
switch (num) {
case 0:
default:
return P_SPEED;
case 1:
return P_BIGNET;
case 2:
return P_NUMNETS;
case 3:
return P_BOXING;
case 4:
return P_FTODIAMOND;
case 5:
return P_FTOGEM;
case 6:
return P_BOMB;
case 7:
return P_SHIELD;
case 8:
return P_MACEPOWERUP;
case 9:
return P_HELMET;
case 10:
return P_GEMBOOST;
case 11:
return P_TROPHY;
case 12:
return P_RINGSILVER;
case 13:
return P_RINGGOLD;
case 14:
return P_BELL;
case 15:
return P_CLOCK;
}
}
// returns true if the given powerup id is a permenant one
int ispermenant(int pid) {
switch (pid) {
case P_SPEED:
case P_NUMNETS:
case P_BIGNET:
case P_HELP:
case P_TROPHY:
case P_HELMET:
case P_BELL:
case P_GEMBOOST:
return B_TRUE;
}
return B_FALSE;
}

View File

@ -19,6 +19,7 @@ int gettileframecount(int tid);
int isfruit(int id); int isfruit(int id);
int isflower(int id); int isflower(int id);
int iseffect(int id); int iseffect(int id);
int needscollisions(int id);
int candoslopes(int sid); int candoslopes(int sid);
int flowertogem(int id); int flowertogem(int id);
inline void drawpixel16(SDL_Surface *screen, int x, int y, SDL_Color c); inline void drawpixel16(SDL_Surface *screen, int x, int y, SDL_Color c);
@ -37,6 +38,8 @@ int ismonster(int id);
void puffin(int willbecome, int x, int y, char *name, int delay); void puffin(int willbecome, int x, int y, char *name, int delay);
SDL_Surface *loadspriteimage(int spriteid, int frame, char *filename); SDL_Surface *loadspriteimage(int spriteid, int frame, char *filename);
int getpoints(int id); int getpoints(int id);
int randompowerup(void);
int loadlevellist(void); int loadlevellist(void);
int ispermenant(int pid);
#endif #endif

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sprites/sparkle6.png Normal file

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sprites/trophy.png Normal file

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View File

@ -1,4 +1,4 @@
tileset green bgfile backgrounds/forest.png
bg 0 bg 0
hurryup 30 hurryup 30
endmaps endmaps

View File

@ -1,4 +1,4 @@
tileset green bgfile backgrounds/forest2.png
bg 0 bg 0
hurryup 60 hurryup 60
endmaps endmaps
@ -33,6 +33,7 @@ P 36 24
P 38 24 P 38 24
S 31 24 S 31 24
r 20 21 r 20 21
s 37 9
endmonsters endmonsters
exitdir 1 exitdir 1
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
@ -43,7 +44,7 @@ exitdir 1
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4, 4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
4,27,27,27,27,27,1,1,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,1,1,27,27,27,27,27,27,27,27,27,27,27,27,4, 4,27,27,27,27,27,1,1,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,1,1,27,27,27,27,27,27,27,27,27,27,27,27,4,
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4, 4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
4,1,1,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,1,1,27,27,27,27,27,27,27,1,4, 4,1,1,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,1,1,1,1,1,1,1,1,1,1,4,
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4, 4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
4,27,27,27,27,27,1,1,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,1,1,27,27,27,27,27,27,27,27,27,27,27,27,4, 4,27,27,27,27,27,1,1,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,1,1,27,27,27,27,27,27,27,27,27,27,27,27,4,
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4, 4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
@ -64,8 +65,10 @@ exitdir 1
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4, 4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4, 4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4, 4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,4,
layer2 layer2
1,1,19
38,1,18
8,6,28 8,6,28
9,6,28 9,6,28
10,6,28 10,6,28
@ -88,19 +91,14 @@ layer2
17,7,27 17,7,27
18,7,27 18,7,27
19,7,27 19,7,27
31,8,28 1,9,19
32,8,28
33,8,28
34,8,28
35,8,28
36,8,28
37,8,28
15,9,27 15,9,27
16,9,27 16,9,27
17,9,27 17,9,27
18,9,27 18,9,27
19,9,27 19,9,27
20,9,27 20,9,27
38,9,18
8,10,28 8,10,28
9,10,28 9,10,28
10,10,28 10,10,28
@ -118,6 +116,7 @@ layer2
22,10,28 22,10,28
23,10,28 23,10,28
24,10,28 24,10,28
1,14,19
8,14,28 8,14,28
9,14,28 9,14,28
10,14,28 10,14,28
@ -144,6 +143,7 @@ layer2
19,15,27 19,15,27
22,15,27 22,15,27
23,15,27 23,15,27
38,17,18
5,18,28 5,18,28
6,18,28 6,18,28
7,18,28 7,18,28
@ -204,8 +204,10 @@ layer2
33,25,28 33,25,28
34,25,28 34,25,28
35,25,28 35,25,28
1,26,19
26,26,27 26,26,27
27,26,27 27,26,27
28,26,27 28,26,27
29,26,27 29,26,27
30,26,27 30,26,27
38,26,18

97
world1/level11.5.dat Normal file
View File

@ -0,0 +1,97 @@
bgfile backgrounds/forest2.png
bg 0
hurryup 60
endmaps
help
endhelp
monsters
1 1 2
! 19 2
r 33 7
r 13 10
@ 6 28
@ 6 28
@ 6 28
@ 6 28
@ 2 28
@ 2 28
@ 2 28
@ 2 28
@ 2 28
@ 15 28
@ 15 28
@ 15 28
@ 15 28
@ 15 28
Y 35 5
Y 28 5
@ 20 2
Y 21 2
Y 18 2
Y 6 10
Y 10 10
r 11 18
C 9 28
S 30 5
S 30 5
S 30 5
P 30 28
P 31 28
@ 28 14
@ 31 14
Y 20 15
@ 19 12
P 11 18
P 7 18
@ 9 18
@ 13 18
Y 4 2
Y 6 2
P 8 10
P 12 10
Y 14 10
endmonsters
exitdir 1
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,1,1,1,1,1,1,1,3,0,0,0,0,0,0,0,0,2,1,1,1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,4,4,4,4,4,4,4,4,3,0,0,0,0,0,0,2,4,4,4,4,4,4,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,4,4,4,4,4,4,4,4,4,3,0,0,0,0,2,4,4,4,4,4,4,4,4,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,4,4,4,4,4,4,4,4,4,4,3,0,0,2,4,4,4,4,4,4,4,4,4,4,1,1,1,1,1,1,1,0,0,0,1,16,16,16,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,4,15,15,15,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,16,16,16,16,16,1,1,1,4,15,15,15,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,15,15,15,15,15,4,4,4,4,15,15,15,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,4,4,4,4,15,15,15,15,15,4,4,4,4,15,15,15,4,
4,1,1,8,1,1,1,1,1,1,1,1,1,1,1,1,1,16,16,16,16,16,16,4,4,4,4,15,15,15,15,15,4,4,4,4,15,15,15,4,
4,4,4,7,4,4,4,4,4,4,4,4,4,4,4,4,4,1,1,15,15,15,15,4,4,4,15,15,15,15,15,15,15,4,4,4,15,15,15,4,
4,4,4,7,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,1,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,
4,4,4,7,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,
4,4,4,7,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,1,1,1,1,1,1,15,15,15,15,15,15,4,
4,4,4,7,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,1,15,15,15,15,15,15,4,0,0,0,0,4,15,15,15,15,15,15,4,
4,4,4,7,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,15,15,15,15,15,15,4,0,0,0,0,4,15,15,15,15,15,15,4,
4,4,4,7,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,15,15,15,15,15,15,4,12,0,0,0,4,15,15,15,15,15,15,4,
4,4,4,8,1,1,1,1,1,1,1,1,1,1,1,4,4,4,4,4,4,15,15,15,15,15,15,4,13,0,0,0,4,15,15,15,15,15,15,4,
4,4,4,7,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,15,15,15,15,15,15,4,1,16,16,16,4,15,15,15,15,15,15,4,
4,4,4,7,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,
4,4,4,7,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,
4,4,4,7,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,1,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,
4,4,4,7,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,1,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,1,4,
4,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,1,15,15,15,15,15,15,15,15,15,15,15,15,15,1,4,4,
4,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,1,15,15,15,15,15,15,15,15,15,15,15,1,4,4,4,
4,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,1,15,15,15,15,15,15,15,15,15,1,4,4,4,4,
4,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,14,4,4,4,4,4,4,4,1,15,15,15,15,15,15,15,1,4,4,4,4,4,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,4,4,4,4,4,4,4,4,1,1,1,1,1,1,1,4,4,4,4,4,4,
layer2
21,22,11
22,23,11
38,23,11
23,24,11
37,24,11
24,25,11
36,25,11
25,26,11
35,26,11
26,27,11
34,27,11
27,28,11

68
world1/level12.dat Normal file
View File

@ -0,0 +1,68 @@
tileset green
bg 0
hurryup 60
endmaps
help
endhelp
monsters
1 19 18
! 19 21
a 13 9
a 23 9
a 27 17
a 8 18
a 13 24
a 23 23
a 32 24
a 3 23
C 22 11
C 12 11
P 26 7
P 10 7
@ 31 14
@ 6 14
Y 2 21
Y 34 21
Y 7 21
Y 29 21
@ 25 21
@ 20 21
@ 11 21
@ 16 21
Y 25 14
Y 12 14
P 21 14
P 16 14
endmonsters
exitdir 1
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,25,25,26,26,26,26,25,20,21,20,25,26,26,26,26,25,25,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,24,25,25,25,25,24,0,0,0,24,25,25,25,25,24,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,25,25,26,26,26,26,25,20,21,20,25,26,26,26,26,25,20,21,20,25,26,26,26,26,25,25,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,24,25,25,25,25,24,0,0,0,24,25,25,25,25,24,0,0,0,24,25,25,25,25,24,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,20,25,26,26,26,26,25,20,21,20,25,26,26,26,26,25,20,21,20,25,26,26,26,26,25,20,21,20,25,26,26,26,26,25,20,21,21,20,4,
4,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,0,4,
4,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,0,4,
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4,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,1,0,0,0,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,1,1,1,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,1,1,1,1,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,1,0,0,0,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,1,0,0,0,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,1,1,1,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,1,1,1,1,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,1,0,0,0,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4,
4,15,15,15,15,15,15,15,1,16,16,16,16,16,16,1,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,1,0,0,0,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,1,1,1,4,
4,15,15,15,15,15,15,15,1,15,15,15,15,15,15,1,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,1,1,1,1,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4,
4,15,15,15,15,15,15,15,1,15,15,15,15,15,15,1,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,1,0,0,0,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4,
4,15,15,15,15,15,15,15,1,15,15,15,15,15,15,1,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,1,0,0,0,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,1,1,1,4,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
4,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,4,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
layer2 layer2
19,6,1
22,6,1
13,7,8
17,7,8
13,13,8
17,13,8
11,24,11