{
EL_BD_ACID, -1,
TYPE_ELEMENT, CONF_VALUE_16_BIT(2),
- &li.bd_acid_turns_to_element, EL_EMPTY
+ &li.bd_acid_turns_to_element, EL_BD_EXPLODING_3
},
{
&li.bd_nut_content, EL_BD_NUT_BREAKING_1
},
+ {
+ EL_BD_PNEUMATIC_HAMMER, -1,
+ TYPE_INTEGER, CONF_VALUE_8_BIT(1),
+ &li.bd_hammer_walls_break_delay, 5
+ },
+ {
+ EL_BD_PNEUMATIC_HAMMER, -1,
+ TYPE_BOOLEAN, CONF_VALUE_8_BIT(2),
+ &li.bd_hammer_walls_reappear, FALSE
+ },
+ {
+ EL_BD_PNEUMATIC_HAMMER, -1,
+ TYPE_INTEGER, CONF_VALUE_8_BIT(3),
+ &li.bd_hammer_walls_reappear_delay, 100
+ },
+
+ {
+ EL_BD_SKELETON, -1,
+ TYPE_INTEGER, CONF_VALUE_8_BIT(1),
+ &li.bd_num_skeletons_needed_for_pot, 5
+ },
+ {
+ EL_BD_SKELETON, -1,
+ TYPE_INTEGER, CONF_VALUE_8_BIT(2),
+ &li.bd_skeleton_worth_num_diamonds, 0
+ },
+
// (the following values are related to various game elements)
{
cave->nut_turns_to_when_crushed = map_element_RND_to_BD_cave(level->bd_nut_content);
+ cave->pneumatic_hammer_frame = level->bd_hammer_walls_break_delay;
+ cave->hammered_walls_reappear = level->bd_hammer_walls_reappear;
+ cave->hammered_wall_reappear_frame = level->bd_hammer_walls_reappear_delay;
+
+ cave->skeletons_needed_for_pot = level->bd_num_skeletons_needed_for_pot;
+ cave->skeletons_worth_diamonds = level->bd_skeleton_worth_num_diamonds;
+
// level name
strncpy(cave->name, level->name, sizeof(GdString));
cave->name[sizeof(GdString) - 1] = '\0';
level->bd_nut_content = map_element_BD_to_RND_cave(cave->nut_turns_to_when_crushed);
+ level->bd_hammer_walls_break_delay = cave->pneumatic_hammer_frame;
+ level->bd_hammer_walls_reappear = cave->hammered_walls_reappear;
+ level->bd_hammer_walls_reappear_delay = cave->hammered_wall_reappear_frame;
+
+ level->bd_num_skeletons_needed_for_pot= cave->skeletons_needed_for_pot;
+ level->bd_skeleton_worth_num_diamonds = cave->skeletons_worth_diamonds;
+
// level name
char *cave_name = getStringPrint("%s / %d", cave->name, bd_level_nr + 1);