Release Version 1.3.5 [?? SEP 1999]
-----------------------------------
+ - new Boulderdash elements for better game emulation
- new cool medium-sized crystal font
- new elements and graphics for Diamond Caves II levels
- new elements and graphics for Emerald Mine Club levels
- brushed-up (higher resolution) graphics for Supaplex elements
+ - special oversized Supaplex levels included
- new elements for more authentic Emerald Mine elements (doors)
- more level editor enhancements:
element list scrollbar and level number selection within editor
{
switch (Feld[x][y])
{
- case EL_SPIELFIGUR:
case EL_SP_MURPHY:
+ if (init_game)
+ {
+ if (stored_player[0].present)
+ {
+ Feld[x][y] = EL_SP_MURPHY_CLONE;
+ break;
+ }
+ }
+ /* no break! */
+ case EL_SPIELFIGUR:
if (init_game)
Feld[x][y] = EL_SPIELER1;
/* no break! */
EL_SP_CHIP_UPPER,
EL_SP_CHIP_LOWER,
/* additional elements that appeared in newer Supaplex levels */
- EL_UNSICHTBAR
+ EL_UNSICHTBAR,
+ /* more than one murphy in a level results in an inactive clone */
+ EL_SP_MURPHY_CLONE
};
static int ep_sp_element_num = sizeof(ep_sp_element)/sizeof(int);
#define EL_PEARL_BREAKING 521
#define EL_TRAP_ACTIVE 522
#define EL_SPRING_MOVING 523
+#define EL_SP_MURPHY_CLONE 524
/* "unreal" (and therefore not drawable) runtime elements */
#define EL_BLOCKED 600
#define GFX2_SP_TERMINAL (GFX_START_ROCKSSP + 11 * SP_PER_LINE + 8)
#define GFX2_SP_TERMINAL_ACTIVE (GFX_START_ROCKSSP + 12 * SP_PER_LINE + 8)
+#define GFX_SP_MURPHY_CLONE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 3)
+
/* graphics from "RocksDC" */
#define GFX_BELT1_MIDDLE (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 0)
#define GFX_BELT1_LEFT (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 0)
case EL_BD_WALL: return GFX_BD_WALL;
case EL_BD_ROCK: return GFX_BD_ROCK;
case EL_DX_SUPABOMB: return GFX_DX_SUPABOMB;
+ case EL_SP_MURPHY_CLONE: return GFX_SP_MURPHY_CLONE;
default:
{