Feld[x][y] = EL_SP_MURPHY_CLONE;
break;
}
+ else
+ {
+ stored_player[0].use_murphy_graphic = TRUE;
+ }
Feld[x][y] = EL_PLAYER1;
}
el2edimg(EL_KEY1 + j));
DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
- int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
+ int2str(local_player->gems_still_needed, 3), FONT_DEFAULT_SMALL);
DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
- int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
+ int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL);
DrawText(DX + XX_SCORE, DY + YY_SCORE,
- int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
+ int2str(local_player->score, 5), FONT_DEFAULT_SMALL);
DrawText(DX + XX_TIME, DY + YY_TIME,
- int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
}
player->GfxPos = 0;
player->Frame = 0;
+ player->GfxAction = ACTION_DEFAULT;
+
+ player->use_murphy_graphic = FALSE;
+
player->actual_frame_counter = 0;
player->frame_reset_delay = 0;
player->last_move_dir = MV_NO_MOVING;
player->is_moving = FALSE;
+ player->is_moving = FALSE;
+ player->is_waiting = FALSE;
+
player->move_delay = game.initial_move_delay;
player->move_delay_value = game.initial_move_delay_value;
if (level_nr < 100)
DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
- int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
+ int2str(level_nr, 2), FONT_DEFAULT_SMALL);
else
{
DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
- int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
+ int2str(level_nr, 3), FONT_SPECIAL_NARROW, FONT_OPAQUE);
BlitBitmap(drawto, drawto,
DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
- FONT5_XSIZE * 3, FONT5_YSIZE - 1,
+ getFontWidth(FONT_SPECIAL_NARROW) * 3,
+ getFontHeight(FONT_SPECIAL_NARROW) - 1,
DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
}
TimeLeft -= 10;
else
TimeLeft--;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
BackToFront();
if (!tape.playing)
TimePlayed += 10;
else
TimePlayed++;
- DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_DEFAULT_SMALL);
BackToFront();
if (!tape.playing)
started_moving = TRUE;
Store[x][y] = EL_ACID;
+#if 0
+ /* !!! TEST !!! better use "_FALLING" etc. !!! */
+ GfxAction[x][y+1] = ACTION_ACTIVE;
+#endif
}
else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
JustStopped[x][y])
if (TimeLeft <= 10 && setup.time_limit)
PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
if (!TimeLeft && setup.time_limit)
for (i=0; i<MAX_PLAYERS; i++)
KillHero(&stored_player[i]);
}
else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
- DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_DEFAULT_SMALL);
}
DrawAllPlayers();
dy == +1 ? MV_DOWN : MV_NO_MOVING);
int element;
+ player->is_digging = FALSE;
+
if (player->MovPos == 0)
player->Pushing = FALSE;
RaiseScoreElement(element);
DrawText(DX_EMERALDS, DY_EMERALDS,
int2str(local_player->gems_still_needed, 3),
- FS_SMALL, FC_YELLOW);
+ FONT_DEFAULT_SMALL);
PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
break;
if (level.time > 0)
{
TimeLeft += 10;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
}
PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
break;
player->dynamite++;
RaiseScoreElement(EL_DYNAMITE);
DrawText(DX_DYNAMITE, DY_DYNAMITE,
- int2str(local_player->dynamite, 3),
- FS_SMALL, FC_YELLOW);
+ int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL);
PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
break;
case EL_TIME_ORB_FULL:
Feld[x][y] = EL_TIME_ORB_EMPTY;
TimeLeft += 10;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
DrawLevelField(x, y);
PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
return MF_ACTION;
player->push_delay = 0;
+ if (Feld[x][y] != element) /* really digged something */
+ player->is_digging = TRUE;
+
return MF_MOVING;
}
player->Pushing = FALSE;
player->snapped = FALSE;
+ player->is_digging = FALSE;
return FALSE;
}
return FALSE;
player->snapped = TRUE;
+ player->is_digging = FALSE;
DrawLevelField(x, y);
BackToFront();
player->dynamite--;
DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
- FS_SMALL, FC_YELLOW);
+ FONT_DEFAULT_SMALL);
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
{
if (game.emulation == EMU_SUPAPLEX)
{
local_player->score += value;
DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
- FS_SMALL, FC_YELLOW);
+ FONT_DEFAULT_SMALL);
}
void RaiseScoreElement(int element)