{
static long level_delay = 0;
int step = (button==1 ? 1 : button==2 ? 5 : 10);
+ int new_level_nr, old_level_nr = level_nr;
- if (!DelayReached(&level_delay,20))
+ new_level_nr = level_nr + (x==11 ? -step : +step);
+ if (new_level_nr<0)
+ new_level_nr = 0;
+ if (new_level_nr>LEVELDIR_SIZE(leveldir[leveldir_nr])-1)
+ new_level_nr = LEVELDIR_SIZE(leveldir[leveldir_nr])-1;
+
+ if (old_level_nr==new_level_nr || !DelayReached(&level_delay,20))
goto out;
- level_nr += (x==11 ? -step : +step);
- if (level_nr<0)
- level_nr = 0;
- if (level_nr>LEVELDIR_SIZE(leveldir[leveldir_nr])-1)
- level_nr = LEVELDIR_SIZE(leveldir[leveldir_nr])-1;
+ level_nr = new_level_nr;
if (level_nr>player.handicap && level_nr<leveldir[leveldir_nr].num_ready)
{
static int helpscreen_delay[MAX_HELPSCREEN_ELS];
static int helpscreen_action[] =
{
+ GFX_SPIELFIGUR,1,100, HA_NEXT,
GFX_ERDREICH,1,100, HA_NEXT,
GFX_LEERRAUM,1,100, HA_NEXT,
GFX_MORAST_LEER,1,100, HA_NEXT,
GFX_BETON,1,100, HA_NEXT,
GFX_MAUERWERK,1,100, HA_NEXT,
+ GFX_MAUER_R1,3,4, GFX_MAUERWERK,1,20, GFX_LEERRAUM,1,10,
+ GFX_MAUER_L1,3,4, GFX_MAUERWERK,1,20, GFX_LEERRAUM,1,10, HA_NEXT,
+ GFX_UNSICHTBAR,1,100, HA_NEXT,
GFX_FELSBODEN,1,100, HA_NEXT,
+ GFX_CHAR_A,30,3, GFX_CHAR_AUSRUF,32,3, HA_NEXT,
GFX_EDELSTEIN,2,5, HA_NEXT,
GFX_DIAMANT,2,5, HA_NEXT,
+ GFX_EDELSTEIN2,2,5, HA_NEXT,
+ GFX_EDELSTEIN3,2,5, HA_NEXT,
GFX_FELSBROCKEN,4,5, HA_NEXT,
GFX_BOMBE,1,50, GFX_EXPLOSION,8,1, GFX_LEERRAUM,1,10, HA_NEXT,
GFX_KOKOSNUSS,1,50, GFX_CRACKINGNUT,3,1, GFX_EDELSTEIN,1,10, HA_NEXT,
GFX_ERZ_EDEL,1,50, GFX_EXPLOSION,8,1, GFX_EDELSTEIN,1,10, HA_NEXT,
GFX_ERZ_DIAM,1,50, GFX_EXPLOSION,8,1, GFX_DIAMANT,1,10, HA_NEXT,
+ GFX_ERZ_EDEL2,1,50, GFX_EXPLOSION,8,1, GFX_EDELSTEIN2,1,10, HA_NEXT,
+ GFX_ERZ_EDEL3,1,50, GFX_EXPLOSION,8,1, GFX_EDELSTEIN3,1,10, HA_NEXT,
GFX_GEBLUBBER,4,4, HA_NEXT,
GFX_SCHLUESSEL1,4,33, HA_NEXT,
GFX_PFORTE1,4,33, HA_NEXT,
GFX_PFORTE1X,4,33, HA_NEXT,
GFX_DYNAMIT_AUS,1,100, HA_NEXT,
GFX_DYNAMIT,7,6, GFX_EXPLOSION,8,1, GFX_LEERRAUM,1,10, HA_NEXT,
+ GFX_DYNABOMB,1,33, GFX_EXPLOSION,8,1, GFX_LEERRAUM,1,10, HA_NEXT,
+ GFX_DYNABOMB_NR,1,100, HA_NEXT,
+ GFX_DYNABOMB_SZ,1,100, HA_NEXT,
GFX_FLIEGER+4,1,3, GFX_FLIEGER+0,1,3, GFX_FLIEGER+4,1,3,
GFX_FLIEGER+5,1,3, GFX_FLIEGER+1,1,3, GFX_FLIEGER+5,1,3,
GFX_FLIEGER+6,1,3, GFX_FLIEGER+2,1,3, GFX_FLIEGER+6,1,3,
GFX_PACMAN+3,1,3, GFX_PACMAN+7,1,2, GFX_PACMAN+3,1,3, HA_NEXT,
GFX_MAMPFER+0,4,0, GFX_MAMPFER+3,1,0, GFX_MAMPFER+2,1,0,
GFX_MAMPFER+1,1,0, HA_NEXT,
+ GFX_MAMPFER2+0,4,0, GFX_MAMPFER2+3,1,0, GFX_MAMPFER2+2,1,0,
+ GFX_MAMPFER2+1,1,0, HA_NEXT,
GFX_ZOMBIE+0,4,0, GFX_ZOMBIE+3,1,0, GFX_ZOMBIE+2,1,0,
GFX_ZOMBIE+1,1,0, HA_NEXT,
GFX_ABLENK,4,1, HA_NEXT,
- GFX_AMOEBE_LEBT,4,40, HA_NEXT,
+ GFX_BIRNE_AUS,1,33, GFX_BIRNE_EIN,1,33, HA_NEXT,
+ GFX_ZEIT_VOLL,1,33, GFX_ZEIT_LEER,1,33, HA_NEXT,
+ GFX_TROPFEN,1,33, GFX_AMOEBING,4,1, GFX_AMOEBE_LEBT,1,10, HA_NEXT,
GFX_AMOEBE_TOT+2,2,50, GFX_AMOEBE_TOT,2,50, HA_NEXT,
+ GFX_AMOEBE_LEBT,4,40, HA_NEXT,
+ GFX_AMOEBE_LEBT,1,10, GFX_AMOEBING,4,2, HA_NEXT,
+ GFX_AMOEBE_LEBT,1,33, GFX_AMOEBE_TOT,1,33, GFX_EXPLOSION,8,1,
+ GFX_DIAMANT,1,10, HA_NEXT,
+ GFX_LIFE,1,100, HA_NEXT,
+ GFX_LIFE_ASYNC,1,100, HA_NEXT,
GFX_SIEB_LEER,4,2, HA_NEXT,
+ GFX_SIEB2_LEER,4,2, HA_NEXT,
+ GFX_AUSGANG_ZU,1,100, GFX_AUSGANG_ACT,4,2,
+ GFX_AUSGANG_AUF+0,4,1, GFX_AUSGANG_AUF+3,1,1,
+ GFX_AUSGANG_AUF+2,1,1, GFX_AUSGANG_AUF+1,1,1, HA_NEXT,
+ GFX_AUSGANG_AUF+0,4,1, GFX_AUSGANG_AUF+3,1,1,
+ GFX_AUSGANG_AUF+2,1,1, GFX_AUSGANG_AUF+1,1,1, HA_NEXT,
HA_END
};
static char *helpscreen_eltext[][2] =
{
- "Normal sand:", "You can dig through it",
- "Empty field:", "You can walk through it",
- "Quicksand: You cannot pass it,", "but rocks can fall though it",
- "Massive Wall:", "Nothing can go through it",
- "Normal Wall: You can't go through", "it, but you can bomb it away",
- "Old Wall: Like normal wall, but", "some things can fall down from it",
- "Emerald: You must collect enough of", "them to finish a level",
- "Diamond: Counts as 3 emeralds;", "Can be destroyed by rocks",
- "Rock: Smashes several things;", "Can be moved by the player",
- "Bomb: You can move it, but be", "careful when dropping it",
- "Nut: Throw a rock on it to open it;", "Each nut contains an emerald",
- "Wall with an Emerald inside:", "Bomb the wall away to get it",
- "Wall with a Diamond inside:", "Bomb the wall away to get it",
- "Acid: Destroys everything that", "falls or walks into it",
- "Key: Opens the door that has the", "same color (red/yellow/green/blue)",
- "Door: Can be opened by the key", "with the same color",
- "Door: You have to find out the", "right color of the key for it",
- "Dynamite: Collect it and use it to", "destroy walls or kill enemies",
- "Dynamite: This one explodes after", "a few seconds",
- "Spaceship: Moves at the left side", "of walls; don't touch it!",
- "Bug: Moves at the right side of", "walls; don't touch it!",
- "Pacman: Eats the amoeba and you,", "if you're not careful",
- "Cruncher: Eats diamonds and you,", "if you're not careful",
- "Robot: Tries to kill the player", "",
- "Magic Wheel: Touch it to get rid of", "the robots for some seconds",
- "Living Amoeba: Grows through empty", "fields, sand and quicksand",
- "Dead Amoeba: Does not grow, but", "can still kill bugs and spaceships",
- "Magic Wall: Changes rocks, emeralds", "and diamonds when they pass it",
+ "THE HERO:", "(Is _this_ guy good old Rockford?)",
+ "Normal sand:", "You can dig through it",
+ "Empty field:", "You can walk through it",
+ "Quicksand: You cannot pass it,", "but rocks can fall though it",
+ "Massive Wall:", "Nothing can go through it",
+ "Normal Wall: You can't go through", "it, but you can bomb it away",
+ "Growing Wall: Grows to the left or", "right if there is an empty field",
+ "Invisible Wall: Behaves like normal","wall, but is invisible",
+ "Old Wall: Like normal wall, but", "some things can fall down from it",
+ "Letter Wall: Looks like a letter,", "behaves like a normal wall",
+ "Emerald: You must collect enough of","them to finish a level",
+ "Diamond: Counts as 3 emeralds, but", "can be destroyed by rocks",
+ "Diamond (BD style): Counts like one","emerald and behaves a bit different",
+ "Red emerald: Seems to behave like", "the BD style diamond",
+ "Rock: Smashes several things;", "Can be moved by the player",
+ "Bomb: You can move it, but be", "careful when dropping it",
+ "Nut: Throw a rock on it to open it;","Each nut contains an emerald",
+ "Wall with an emerald inside:", "Bomb the wall away to get it",
+ "Wall with a diamond inside:", "Bomb the wall away to get it",
+ "Wall with BD style diamond inside:", "Bomb the wall away to get it",
+ "Wall with red emerald inside:", "Bomb the wall away to get it",
+ "Acid: Things that fall in are gone", "forever (including our hero)",
+ "Key: Opens the door that has the", "same color (red/yellow/green/blue)",
+ "Door: Can be opened by the key", "with the same color",
+ "Door: You have to find out the", "right color of the key for it",
+ "Dynamite: Collect it and use it to", "destroy walls or kill enemies",
+ "Dynamite: This one explodes after", "a few seconds",
+ "Dyna Bomb: Explodes in 4 directions","with variable explosion size",
+ "Dyna Bomb: Increases the number of", "dyna bombs available at a time",
+ "Dyna Bomb: Increases the size of", "explosion of dyna bombs",
+ "Spaceship: Moves at the left side", "of walls; don't touch it!",
+ "Bug: Moves at the right side of", "walls; don't touch it!",
+ "Pacman: Eats the amoeba and you,", "if you're not careful",
+ "Cruncher: Eats diamonds and you,", "if you're not careful",
+ "Cruncher (BD style):", "Eats almost everything",
+ "Robot: Tries to kill the player", "",
+ "Magic Wheel: Touch it to get rid of","the robots for some seconds",
+ "Light Bulb: It seems to have no", "special function, but looks nice",
+ "Extra Time Orb: Adds some seconds", "to the time available for the level",
+ "Amoeba Drop: Grows to an amoeba on", "the ground - don't touch it",
+ "Dead Amoeba: Does not grow, but", "can still kill bugs and spaceships",
+ "Normal Amoeba: Grows through empty", "fields, sand and quicksand",
+ "Dropping Amoeba: This one makes", "drops that grow to a new amoeba",
+ "Living Amoeba (BD style): Contains", "other element, when surrounded",
+ "Game Of Life: Behaves like the well","known 'Game Of Life' (2333 style)",
+ "Biomaze: A bit like the 'Game Of", "Life', but builds crazy mazes",
+ "Magic Wall: Changes rocks, emeralds","and diamonds when they pass it",
+ "Magic Wall (BD style):", "Changes rocks and BD style diamonds",
+ "Exit door: Opens if you have enough","emeralds to finish the level",
+ "Open exit door: Enter here to leave","the level and exit the actual game",
};
static int num_helpscreen_els = sizeof(helpscreen_eltext)/(2*sizeof(char *));
DrawText(SX+(SXSIZE-strlen(text)*FONT2_XSIZE)/2,SY+ystart+4*ystep+60,
text,FS_SMALL,FC_RED);
+ sprintf(text,"If you have created new levels,");
+ DrawText(SX+(SXSIZE-strlen(text)*FONT2_XSIZE)/2,SY+ystart+7*ystep,
+ text,FS_SMALL,FC_YELLOW);
+ sprintf(text,"send them to me to include them!");
+ DrawText(SX+(SXSIZE-strlen(text)*FONT2_XSIZE)/2,SY+ystart+8*ystep,
+ text,FS_SMALL,FC_YELLOW);
+ sprintf(text,":-)");
+ DrawText(SX+(SXSIZE-strlen(text)*FONT2_XSIZE)/2,SY+ystart+9*ystep,
+ text,FS_SMALL,FC_YELLOW);
+
sprintf(text,"Press any key or button for main menu");
DrawText(SX+(SXSIZE-strlen(text)*FONT2_XSIZE)/2,SY+SYSIZE-20,
text,FS_SMALL,FC_BLUE);