Added new powerup: anchor
This commit is contained in:
parent
06805044e8
commit
a67b8515c7
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@ -4,29 +4,33 @@ hurryup 30
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help
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help
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endhelp
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endhelp
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monsters
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monsters
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endmonsters
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endmonsters
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exitdir 1
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exitdir 1
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44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,
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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,
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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,
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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,
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@ -35,26 +39,25 @@ exitdir 1
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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,
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52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,
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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,
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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,
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4,0,0,0,0,0,0,0,0,0,0,0,0,0,72,71,71,71,71,71,71,71,73,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
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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,
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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,
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4,0,0,0,0,0,0,0,0,0,0,69,70,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
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4,0,0,0,0,0,0,0,0,0,0,0,0,69,68,68,68,68,68,68,68,68,68,68,68,68,68,0,70,0,0,0,0,0,0,0,69,70,0,4,
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4,0,0,0,0,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
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4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,68,0,0,68,68,68,70,0,0,4,
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4,0,0,0,0,0,0,0,44,0,0,0,0,0,52,0,0,0,0,0,0,0,0,0,44,0,0,0,52,0,44,0,0,0,0,0,0,0,0,4,
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4,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,44,0,0,44,44,44,44,44,44,44,69,68,68,68,68,68,68,70,4,
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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,
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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,
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layer2
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layer2
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7
defs.h
7
defs.h
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@ -361,7 +361,7 @@
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#define S_SLOPE 2
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#define S_SLOPE 2
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// Sprite types
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// Sprite types
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#define MAXPTYPES 144
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#define MAXPTYPES 146
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#define P_PLAYER 0
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#define P_PLAYER 0
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#define P_RAT 1
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#define P_RAT 1
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#define P_CHEESE 2
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#define P_CHEESE 2
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@ -511,6 +511,8 @@
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#define P_SUNDAE 141
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#define P_SUNDAE 141
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#define P_CAKE 142
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#define P_CAKE 142
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#define P_CHOCOLATE 143
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#define P_CHOCOLATE 143
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#define P_ANCHOR 144
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#define P_SMALLANCHOR 145
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#define FLY_FLYTIME 150
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#define FLY_FLYTIME 150
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@ -570,6 +572,7 @@
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#define PW_GUNNER 13 // machine gunner
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#define PW_GUNNER 13 // machine gunner
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#define PW_WHISTLE 14 // whistle
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#define PW_WHISTLE 14 // whistle
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#define PW_CANDLE 15 // candle
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#define PW_CANDLE 15 // candle
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#define PW_ANCHOR 16 // anchor
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// "virtual" powerup for bosses
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// "virtual" powerup for bosses
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#define PW_RATSHAKE 20 // shake screen horizontally
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#define PW_RATSHAKE 20 // shake screen horizontally
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#define PW_SNAILSHAKE 21 // shake screen vertically
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#define PW_SNAILSHAKE 21 // shake screen vertically
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extern int forcegoodcard;
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extern int forcegoodcard;
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extern int nextforcegoodcard;
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extern int nextforcegoodcard;
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extern int globpowerup;
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extern char *datadir;
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extern char *datadir;
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#endif
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#endif
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int want1up,want2up;
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int want1up,want2up;
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int globpowerup;
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int gamemode; // easy or hard?
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int gamemode; // easy or hard?
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int showhelp; // show help text?
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int showhelp; // show help text?
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31
rc.c
31
rc.c
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@ -35,7 +35,6 @@ SDL_Surface *credittext;
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int lockcredits = B_FALSE;
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int lockcredits = B_FALSE;
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int globpowerup;
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int globtimer;
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int globtimer;
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int introstate;
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int introstate;
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@ -463,7 +462,7 @@ int main (int argc, char **argv) {
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if (!paused) {
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if (!paused) {
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/**********************************************
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/**********************************************
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* Special effects #1 - ones which change the level by
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* Special effects #1 - ones which change the level by
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* modifiying tiles, etc.
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* modifiying tiles, etc, or by moving sprites.
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*/
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*/
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if (globpowerup != PW_CLOCK) {
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if (globpowerup != PW_CLOCK) {
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// for each animated tile on the level...
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// for each animated tile on the level...
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@ -1812,6 +1811,12 @@ void checkfruitcollide (sprite_t *s) {
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s2->id = fruittypes[curfruittype];
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s2->id = fruittypes[curfruittype];
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s2->score = getpoints(s2->id);
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s2->score = getpoints(s2->id);
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// stop jumping etc
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s2->jumping = B_FALSE;
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s2->jumpspeed = 0;
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s2->antigrav = 0;
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s2->falling = 0;
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/* increment fruit type */
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/* increment fruit type */
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curfruittype++;
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curfruittype++;
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if (fruittypes[curfruittype] == -1) {
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if (fruittypes[curfruittype] == -1) {
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@ -2191,6 +2196,17 @@ int movesprite(sprite_t *s) {
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s->invuln--;
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s->invuln--;
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}
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}
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// anchor weighs down flying enemies
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if (ismonster(s->id) && s->flies && !s->dead && (globpowerup == PW_ANCHOR)) {
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if (s->id != P_BLACKCLOUD) {
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if (!isonground(s)) {
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// move down
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s->y += 3;
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}
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}
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}
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if (s->caughtby) {
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if (s->caughtby) {
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if (s->caughtby->slamming) {
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if (s->caughtby->slamming) {
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@ -2403,7 +2419,12 @@ int movesprite(sprite_t *s) {
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s->jumptimer--;
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s->jumptimer--;
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if (s->jumptimer == 0) {
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if (s->jumptimer == 0) {
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s->jumping = 1;
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s->jumping = 1;
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if (globpowerup == PW_ANCHOR) {
|
||||||
|
// jump very low
|
||||||
|
s->jumpspeed = 1;
|
||||||
|
} else {
|
||||||
s->jumpspeed = s->willjumpspeed;
|
s->jumpspeed = s->willjumpspeed;
|
||||||
|
}
|
||||||
if (s->jumpdir != 0) s->dir = s->jumpdir;
|
if (s->jumpdir != 0) s->dir = s->jumpdir;
|
||||||
return B_FALSE;
|
return B_FALSE;
|
||||||
} else if (s->jumptimer % 20 == 0) {
|
} else if (s->jumptimer % 20 == 0) {
|
||||||
|
@ -7223,6 +7244,12 @@ int dofruiteffect(sprite_t *pp, sprite_t *s) {
|
||||||
addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&white,&black,POINTSDELAY, TT_NORM);
|
addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&white,&black,POINTSDELAY, TT_NORM);
|
||||||
globpowerup = PW_CANDLE;
|
globpowerup = PW_CANDLE;
|
||||||
return B_TRUE;
|
return B_TRUE;
|
||||||
|
} else if (s->id == P_ANCHOR) {
|
||||||
|
playfx(FX_MORPH);
|
||||||
|
sprintf(tempm, "Anchor!");
|
||||||
|
addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&white,&black,POINTSDELAY, TT_NORM);
|
||||||
|
globpowerup = PW_ANCHOR;
|
||||||
|
return B_TRUE;
|
||||||
} else if (s->id == P_WAND) {
|
} else if (s->id == P_WAND) {
|
||||||
sprite_t *s2;
|
sprite_t *s2;
|
||||||
|
|
||||||
|
|
25
shared.c
25
shared.c
|
@ -1538,6 +1538,12 @@ int loadimagesets(void) {
|
||||||
loadspriteimage(P_WHISTLE,F_WALK1, "sprites/whistle.png");
|
loadspriteimage(P_WHISTLE,F_WALK1, "sprites/whistle.png");
|
||||||
imageset[P_WHISTLE].numimages = 1;
|
imageset[P_WHISTLE].numimages = 1;
|
||||||
|
|
||||||
|
loadspriteimage(P_ANCHOR,F_WALK1, "sprites/anchor.png");
|
||||||
|
imageset[P_ANCHOR].numimages = 1;
|
||||||
|
|
||||||
|
loadspriteimage(P_SMALLANCHOR,F_WALK1, "sprites/smallanchor.png");
|
||||||
|
imageset[P_SMALLANCHOR].numimages = 1;
|
||||||
|
|
||||||
loadspriteimage(P_ZAPPOWERUP,F_WALK1, "sprites/zapper.png");
|
loadspriteimage(P_ZAPPOWERUP,F_WALK1, "sprites/zapper.png");
|
||||||
imageset[P_ZAPPOWERUP].numimages = 1;
|
imageset[P_ZAPPOWERUP].numimages = 1;
|
||||||
|
|
||||||
|
@ -2212,6 +2218,16 @@ void drawsprite(sprite_t *s) {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// anchor
|
||||||
|
if (globpowerup == PW_ANCHOR) {
|
||||||
|
if (ismonster(s->id) && !s->caughtby && !s->dead) {
|
||||||
|
SDL_Rect newarea;
|
||||||
|
newarea = area;
|
||||||
|
newarea.y += (s->img->h / 3);
|
||||||
|
SDL_BlitSurface(imageset[P_SMALLANCHOR].img[0], NULL, screen, &newarea);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/* caughtby lines */
|
/* caughtby lines */
|
||||||
|
@ -2414,6 +2430,7 @@ int isfruit(int id) {
|
||||||
case P_SKULL:
|
case P_SKULL:
|
||||||
case P_GNOME:
|
case P_GNOME:
|
||||||
case P_WAND:
|
case P_WAND:
|
||||||
|
case P_ANCHOR:
|
||||||
case P_CANDLE:
|
case P_CANDLE:
|
||||||
case P_WHISTLE:
|
case P_WHISTLE:
|
||||||
case P_RANDOM:
|
case P_RANDOM:
|
||||||
|
@ -2471,10 +2488,11 @@ int iseffect(int id) {
|
||||||
case P_MASK:
|
case P_MASK:
|
||||||
case P_MOVINGCARD:
|
case P_MOVINGCARD:
|
||||||
case P_FIVECARDS:
|
case P_FIVECARDS:
|
||||||
// these last two aren't REALLY effects since they never have a sprite allocated
|
case P_PLATFORM:
|
||||||
|
// these last ones aren't REALLY effects since they never have a sprite allocated
|
||||||
case P_WINGLEFT:
|
case P_WINGLEFT:
|
||||||
case P_WINGRIGHT:
|
case P_WINGRIGHT:
|
||||||
case P_PLATFORM:
|
case P_SMALLANCHOR:
|
||||||
return B_TRUE;
|
return B_TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3144,6 +3162,8 @@ int randompowerup(void) {
|
||||||
return P_WHISTLE;
|
return P_WHISTLE;
|
||||||
case 37:
|
case 37:
|
||||||
return P_CANDLE;
|
return P_CANDLE;
|
||||||
|
case 38:
|
||||||
|
return P_ANCHOR;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3291,6 +3311,7 @@ void setfruitinfo(void) {
|
||||||
setinfo(P_WAND, "Magic Wand", "A wave of the magic wand will magically polymorph all monsters into weaker ones. Anything which can't become weaker will be instantly destroyed!", "wand.png");
|
setinfo(P_WAND, "Magic Wand", "A wave of the magic wand will magically polymorph all monsters into weaker ones. Anything which can't become weaker will be instantly destroyed!", "wand.png");
|
||||||
setinfo(P_WHISTLE, "Whistle", "Produces an extremely loud, shrill whistling noise which wakes the black cloud of doom! In its angered state, the black cloud will slaughter both friend and foe alike.", "whistle.png");
|
setinfo(P_WHISTLE, "Whistle", "Produces an extremely loud, shrill whistling noise which wakes the black cloud of doom! In its angered state, the black cloud will slaughter both friend and foe alike.", "whistle.png");
|
||||||
setinfo(P_CANDLE, "Candle", "Once collected, the candle will cause all enemy corpses to burst into flames, igniting any other enemy which they touch.", "candle.png");
|
setinfo(P_CANDLE, "Candle", "Once collected, the candle will cause all enemy corpses to burst into flames, igniting any other enemy which they touch.", "candle.png");
|
||||||
|
setinfo(P_ANCHOR, "Anchor", "The extremely heavy anchor will weigh down enemies, preventing them from jumping or flying.", "anchor.png");
|
||||||
setinfo(P_ZAPPOWERUP, "Bug Zapper", "Zaps nearby enemies with miniature bolts of lightning", "zapper.png");
|
setinfo(P_ZAPPOWERUP, "Bug Zapper", "Zaps nearby enemies with miniature bolts of lightning", "zapper.png");
|
||||||
setinfo(P_SKULL, "Skull", "Avoid these at all costs! The skull will cause you to lose all net powerups.", "skull.png");
|
setinfo(P_SKULL, "Skull", "Avoid these at all costs! The skull will cause you to lose all net powerups.", "skull.png");
|
||||||
setinfo(P_CLOVER, "4-Leaf Clover", "Increases your luck...", "clover.png");
|
setinfo(P_CLOVER, "4-Leaf Clover", "Increases your luck...", "clover.png");
|
||||||
|
|
Loading…
Reference in New Issue