{ EP_DIGGABLE, "diggable" },
{ EP_COLLECTIBLE_ONLY, "collectible" },
{ EP_DROPPABLE, "collectible & droppable" },
+ { EP_THROWABLE, "collectible & throwable" },
{ EP_PUSHABLE, "pushable" },
{ -1, NULL }
{ MV_TURNING_LEFT_RIGHT, "turning left, right" },
{ MV_TURNING_RIGHT_LEFT, "turning right, left" },
{ MV_TURNING_RANDOM, "turning random" },
- { MV_WHEN_PUSHED, "when pushed" },
- { MV_WHEN_DROPPED, "when dropped" },
{ MV_MAZE_RUNNER, "maze runner style" },
{ MV_MAZE_HUNTER, "maze hunter style" },
+ { MV_WHEN_PUSHED, "when pushed" },
+ { MV_WHEN_DROPPED, "when dropped/thrown" },
{ -1, NULL }
};
static struct ValueTextInfo options_change_direct_action[] =
{
- { CE_TOUCHED_BY_PLAYER, "touched by player ..." },
- { CE_PRESSED_BY_PLAYER, "pressed by player ..." },
- { CE_PUSHED_BY_PLAYER, "pushed by player ..." },
- { CE_ENTERED_BY_PLAYER, "entered by player ..." },
- { CE_LEFT_BY_PLAYER, "left by player ..." },
- { CE_DROPPED_BY_PLAYER, "dropped by player" },
- { CE_SWITCHED, "switched ..." },
+ { CE_TOUCHED_BY_PLAYER, "touched by player" },
+ { CE_PRESSED_BY_PLAYER, "pressed by player" },
+ { CE_PUSHED_BY_PLAYER, "pushed by player" },
+ { CE_ENTERED_BY_PLAYER, "entered by player" },
+ { CE_LEFT_BY_PLAYER, "left by player" },
+ { CE_DROPPED_BY_PLAYER, "dropped/thrown by player" },
+ { CE_SWITCHED, "switched" },
#if 1
- { CE_HITTING_SOMETHING, "hitting something ..." },
- { CE_HIT_BY_SOMETHING, "hit by something ..." },
+ { CE_HITTING_SOMETHING, "hitting something" },
+ { CE_HIT_BY_SOMETHING, "hit by something" },
#else
- { CE_HITTING_SOMETHING, "collision ..." },
+ { CE_HITTING_SOMETHING, "collision" },
+#endif
+#if 1
+ { CE_BLOCKED, "blocked" },
#endif
{ CE_IMPACT, "impact (on something)" },
{ CE_SMASHED, "smashed (from above)" },
static struct ValueTextInfo options_change_other_action[] =
{
- { CE_OTHER_GETS_TOUCHED, "player touches ..." },
- { CE_OTHER_GETS_PRESSED, "player presses ..." },
- { CE_OTHER_GETS_PUSHED, "player pushes ..." },
- { CE_OTHER_GETS_ENTERED, "player enters ..." },
- { CE_OTHER_GETS_LEFT, "player leaves ..." },
+ { CE_OTHER_GETS_TOUCHED, "player touches" },
+ { CE_OTHER_GETS_PRESSED, "player presses" },
+ { CE_OTHER_GETS_PUSHED, "player pushes" },
+ { CE_OTHER_GETS_ENTERED, "player enters" },
+ { CE_OTHER_GETS_LEFT, "player leaves" },
{ CE_OTHER_GETS_DIGGED, "player digs" },
{ CE_OTHER_GETS_COLLECTED, "player collects" },
- { CE_OTHER_GETS_DROPPED, "player drops" },
- { CE_OTHER_IS_TOUCHING, "touching ..." },
+ { CE_OTHER_GETS_DROPPED, "player drops/throws" },
+ { CE_OTHER_IS_TOUCHING, "touching" },
#if 1
- { CE_OTHER_IS_HITTING, "hitting ..." },
- { CE_OTHER_GETS_HIT, "hit by ..." },
+ { CE_OTHER_IS_HITTING, "hitting" },
+ { CE_OTHER_GETS_HIT, "hit by" },
#endif
- { CE_OTHER_IS_SWITCHING, "switch of ..." },
+ { CE_OTHER_IS_SWITCHING, "switch of" },
{ CE_OTHER_IS_CHANGING, "change by page of" },
{ CE_OTHER_IS_EXPLODING, "explosion of" },
static struct ValueTextInfo options_change_replace_when[] =
{
{ CP_WHEN_EMPTY, "empty" },
+ { CP_WHEN_WALKABLE, "walkable" },
{ CP_WHEN_DIGGABLE, "diggable" },
+ { CP_WHEN_COLLECTIBLE, "collectible" },
+ { CP_WHEN_REMOVABLE, "removable" },
{ CP_WHEN_DESTRUCTIBLE, "destructible" },
{ -1, NULL }
-1,
options_change_trigger_side,
&custom_element_change.trigger_side,
- "... at", "side", "element side that causes change"
+ "at", "side", "element side that causes change"
},
{
ED_SETTINGS_XPOS(2), ED_SETTINGS_YPOS(7),
(IS_DIGGABLE(element) ? EP_DIGGABLE :
IS_COLLECTIBLE_ONLY(element) ? EP_COLLECTIBLE_ONLY :
IS_DROPPABLE(element) ? EP_DROPPABLE :
+ IS_THROWABLE(element) ? EP_THROWABLE :
IS_PUSHABLE(element) ? EP_PUSHABLE :
custom_element.walk_to_action);
custom_element_properties[EP_WALK_TO_OBJECT] =
(IS_DIGGABLE(element) ||
IS_COLLECTIBLE_ONLY(element) ||
IS_DROPPABLE(element) ||
+ IS_THROWABLE(element) ||
IS_PUSHABLE(element));
/* set smash targets selectbox help value */
CAN_EXPLODE_CROSS(element));
/* special case: sub-settings dependent from main setting */
+#if 0
+ custom_element.can_explode_by_fire = CAN_EXPLODE_BY_FIRE(element);
+ custom_element.can_explode_smashed = CAN_EXPLODE_SMASHED(element);
+ custom_element.can_explode_impact = CAN_EXPLODE_IMPACT(element);
+#else
if (CAN_EXPLODE_BY_FIRE(element))
custom_element.can_explode_by_fire = TRUE;
if (CAN_EXPLODE_SMASHED(element))
custom_element.can_explode_smashed = TRUE;
if (CAN_EXPLODE_IMPACT(element))
custom_element.can_explode_impact = TRUE;
+#endif
/* ---------- element settings: advanced (custom elements) --------------- */
HAS_CHANGE_EVENT(element, CE_SWITCHED) ? CE_SWITCHED :
HAS_CHANGE_EVENT(element, CE_HITTING_SOMETHING) ? CE_HITTING_SOMETHING :
HAS_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING) ? CE_HIT_BY_SOMETHING :
+ HAS_CHANGE_EVENT(element, CE_BLOCKED) ? CE_BLOCKED :
HAS_CHANGE_EVENT(element, CE_IMPACT) ? CE_IMPACT :
HAS_CHANGE_EVENT(element, CE_SMASHED) ? CE_SMASHED :
custom_element_change.direct_action);
{
int i;
int access_type_and_layer;
+ boolean can_explode;
/* mark that this custom element has been modified */
custom_element.modified_settings = TRUE;
custom_element_properties[EP_DIGGABLE] = FALSE;
custom_element_properties[EP_COLLECTIBLE_ONLY] = FALSE;
custom_element_properties[EP_DROPPABLE] = FALSE;
+ custom_element_properties[EP_THROWABLE] = FALSE;
custom_element_properties[EP_PUSHABLE] = FALSE;
custom_element_properties[custom_element.walk_to_action] =
custom_element_properties[EP_WALK_TO_OBJECT];
custom_element_properties[EP_EXPLODE_RESULT];
/* special case: sub-settings dependent from main setting */
+#if 0
+ can_explode = (custom_element_properties[EP_CAN_EXPLODE_1X1] ||
+ custom_element_properties[EP_CAN_EXPLODE_3X3] ||
+ custom_element_properties[EP_CAN_EXPLODE_CROSS]);
+ custom_element_properties[EP_CAN_EXPLODE_BY_FIRE] =
+ (can_explode && custom_element.can_explode_by_fire);
+ custom_element_properties[EP_CAN_EXPLODE_SMASHED] =
+ (can_explode && custom_element.can_explode_smashed);
+ custom_element_properties[EP_CAN_EXPLODE_IMPACT] =
+ (can_explode && custom_element.can_explode_impact);
+#else
if (custom_element_properties[EP_CAN_EXPLODE_1X1] ||
custom_element_properties[EP_CAN_EXPLODE_3X3] ||
custom_element_properties[EP_CAN_EXPLODE_CROSS])
custom_element_properties[EP_CAN_EXPLODE_IMPACT] =
custom_element.can_explode_impact;
}
+#endif
/* ---------- element settings: advanced (custom elements) --------------- */
custom_element_change_events[CE_SWITCHED] = FALSE;
custom_element_change_events[CE_HITTING_SOMETHING] = FALSE;
custom_element_change_events[CE_HIT_BY_SOMETHING] = FALSE;
+ custom_element_change_events[CE_BLOCKED] = FALSE;
custom_element_change_events[CE_IMPACT] = FALSE;
custom_element_change_events[CE_SMASHED] = FALSE;
custom_element_change_events[custom_element_change.direct_action] =
{ EP_PASSABLE_OVER, "- player can pass over it" },
{ EP_PASSABLE_INSIDE, "- player can pass through it" },
{ EP_PASSABLE_UNDER, "- player can pass under it" },
+ { EP_PROTECTED, "- player is protected by it" },
{ EP_DIGGABLE, "- can be digged away" },
{ EP_COLLECTIBLE, "- can be collected" },
{ EP_DROPPABLE, "- can be dropped after collecting" },
+ { EP_THROWABLE, "- can be thrown after collecting" },
{ EP_PUSHABLE, "- can be pushed" },
- { EP_CAN_MOVE, "- can move" },
{ EP_CAN_FALL, "- can fall" },
+ { EP_CAN_MOVE, "- can move" },
{ EP_CAN_SMASH_PLAYER, "- can smash player" },
#if 0
#endif
{ EP_CAN_SMASH_EVERYTHING, "- can smash everything smashable" },
- { EP_SLIPPERY, "- slippery for falling objects" },
+ { EP_SLIPPERY, "- slippery for falling elements" },
{ EP_EM_SLIPPERY_WALL, "- slippery for some gems (EM style)" },
{ EP_DONT_RUN_INTO, "- deadly when running into" },
/* pre-defined properties */
{ EP_CAN_PASS_MAGIC_WALL, "- can pass magic walls" },
+ { EP_SWITCHABLE, "- can be switched" },
{ EP_HAS_CONTENT, "- can contain other elements" },
{ -1, NULL }