InitGameModeMusicInfo(); /* game mode music mapping */
}
+static int get_special_property_bit(int element, int base_property_bit)
+{
+ static struct
+ {
+ int element;
+ int bit_nr;
+ } pb_can_move_into_acid[] =
+ {
+ { EL_BUG, 0 },
+ { EL_BUG_LEFT, 0 },
+ { EL_BUG_RIGHT, 0 },
+ { EL_BUG_UP, 0 },
+ { EL_BUG_DOWN, 0 },
+ { EL_SPACESHIP, 0 },
+ { EL_SPACESHIP_LEFT, 0 },
+ { EL_SPACESHIP_RIGHT, 0 },
+ { EL_SPACESHIP_UP, 0 },
+ { EL_SPACESHIP_DOWN, 0 },
+ { EL_BD_BUTTERFLY, 1 },
+ { EL_BD_BUTTERFLY_LEFT, 1 },
+ { EL_BD_BUTTERFLY_RIGHT, 1 },
+ { EL_BD_BUTTERFLY_UP, 1 },
+ { EL_BD_BUTTERFLY_DOWN, 1 },
+ { EL_BD_FIREFLY, 1 },
+ { EL_BD_FIREFLY_LEFT, 1 },
+ { EL_BD_FIREFLY_RIGHT, 1 },
+ { EL_BD_FIREFLY_UP, 1 },
+ { EL_BD_FIREFLY_DOWN, 1 },
+ { EL_YAMYAM, 2 },
+ { EL_DARK_YAMYAM, 2 },
+ { EL_ROBOT, 3 },
+ { EL_PACMAN, 4 },
+ { EL_PACMAN_LEFT, 4 },
+ { EL_PACMAN_RIGHT, 4 },
+ { EL_PACMAN_UP, 4 },
+ { EL_PACMAN_DOWN, 4 },
+ { EL_MOLE, 4 },
+ { EL_MOLE_LEFT, 4 },
+ { EL_MOLE_RIGHT, 4 },
+ { EL_MOLE_UP, 4 },
+ { EL_MOLE_DOWN, 4 },
+ { EL_PENGUIN, 5 },
+ { EL_PIG, 6 },
+ { EL_DRAGON, 6 },
+ { EL_SATELLITE, 7 },
+ { EL_SP_SNIKSNAK, 8 },
+ { EL_SP_ELECTRON, 8 },
+ { EL_BALLOON, 9 },
+
+ { -1, 0 },
+ };
+ int i;
+
+ if (base_property_bit != EP_CAN_MOVE_INTO_ACID)
+ return -1;
+
+ for (i = 0; pb_can_move_into_acid[i].element != -1; i++)
+ if (pb_can_move_into_acid[i].element == element)
+ return pb_can_move_into_acid[i].bit_nr;
+
+ return -1;
+}
+
+void setMoveIntoAcidProperty(struct LevelInfo *level, int element, boolean set)
+{
+ int bit_nr = get_special_property_bit(element, EP_CAN_MOVE_INTO_ACID);
+
+ if (bit_nr > -1)
+ {
+ level->can_move_into_acid &= ~(1 << bit_nr);
+
+ if (set)
+ level->can_move_into_acid |= (1 << bit_nr);
+ }
+}
+
+boolean getMoveIntoAcidProperty(struct LevelInfo *level, int element)
+{
+ int bit_nr = get_special_property_bit(element, EP_CAN_MOVE_INTO_ACID);
+
+ if (bit_nr > -1)
+ return ((level->can_move_into_acid & (1 << bit_nr)) != 0);
+
+ return FALSE;
+}
+
void InitElementPropertiesStatic()
{
static int ep_diggable[] =
EL_SP_DISK_YELLOW,
EL_SP_SNIKSNAK,
EL_SP_ELECTRON,
+#if 0
+ EL_BLACK_ORB,
+#endif
-1
};
static int ep_protected[] =
{
+ EL_EM_GATE_1,
+ EL_EM_GATE_2,
+ EL_EM_GATE_3,
+ EL_EM_GATE_4,
+ EL_EM_GATE_1_GRAY,
+ EL_EM_GATE_2_GRAY,
+ EL_EM_GATE_3_GRAY,
+ EL_EM_GATE_4_GRAY,
+ EL_SWITCHGATE_OPEN,
+ EL_TIMEGATE_OPEN,
-1
};
EL_PACMAN_LEFT, EL_PACMAN_RIGHT,
EL_PACMAN_UP, EL_PACMAN_DOWN
},
+ {
+ EL_MOLE,
+ EL_MOLE_LEFT, EL_MOLE_RIGHT,
+ EL_MOLE_UP, EL_MOLE_DOWN
+ },
{
-1,
-1, -1, -1, -1
EP_ACTIVE_BOMB,
EP_ACCESSIBLE,
+
-1
};
!IS_DIGGABLE(i) &&
!IS_COLLECTIBLE(i)));
+ /* ---------- PROTECTED ------------------------------------------------ */
+ if (IS_ACCESSIBLE_INSIDE(i))
+ SET_PROPERTY(i, EP_PROTECTED, TRUE);
+
/* ---------- DRAGONFIRE_PROOF ----------------------------------------- */
if (IS_HISTORIC_SOLID(i) || i == EL_EXPLOSION)
SET_PROPERTY(i, EP_DRAGONFIRE_PROOF, (IS_CUSTOM_ELEMENT(i) &&
IS_INDESTRUCTIBLE(i)));
- /* ---------- PROTECTED ------------------------------------------------ */
- if (IS_ACCESSIBLE_INSIDE(i))
- SET_PROPERTY(i, EP_PROTECTED, TRUE);
-
/* ---------- EXPLOSION_PROOF ------------------------------------------ */
if (i == EL_FLAMES)
SET_PROPERTY(i, EP_EXPLOSION_PROOF, TRUE);
else if (engine_version < VERSION_IDENT(2,2,0,0))
SET_PROPERTY(i, EP_EXPLOSION_PROOF, IS_INDESTRUCTIBLE(i));
else
+#if 1
+ SET_PROPERTY(i, EP_EXPLOSION_PROOF, (IS_INDESTRUCTIBLE(i) &&
+ (!IS_WALKABLE(i) ||
+ IS_PROTECTED(i))));
+#else
+#if 1
+ SET_PROPERTY(i, EP_EXPLOSION_PROOF, (IS_INDESTRUCTIBLE(i) &&
+ !IS_WALKABLE_OVER(i) &&
+ !IS_WALKABLE_UNDER(i)));
+#else
SET_PROPERTY(i, EP_EXPLOSION_PROOF, (IS_INDESTRUCTIBLE(i) &&
IS_PROTECTED(i)));
+#endif
+#endif
if (IS_CUSTOM_ELEMENT(i))
{
!CAN_EXPLODE_1X1(i) &&
!CAN_EXPLODE_DYNA(i)));
+ /* ---------- CAN_EXPLODE_BY_DRAGONFIRE -------------------------------- */
+ SET_PROPERTY(i, EP_CAN_EXPLODE_BY_DRAGONFIRE, CAN_EXPLODE_BY_FIRE(i));
+
+ /* ---------- CAN_EXPLODE_BY_EXPLOSION --------------------------------- */
+ SET_PROPERTY(i, EP_CAN_EXPLODE_BY_EXPLOSION, (CAN_EXPLODE_BY_FIRE(i) ||
+ i == EL_BLACK_ORB));
+
+ /* ---------- COULD_MOVE_INTO_ACID ------------------------------------- */
+ SET_PROPERTY(i, EP_COULD_MOVE_INTO_ACID, ((CAN_MOVE(i) && i != EL_SPRING)||
+ IS_CUSTOM_ELEMENT(i)));
+
+ /* ---------- CAN_MOVE_INTO_ACID --------------------------------------- */
+ if (getMoveIntoAcidProperty(&level, i))
+ SET_PROPERTY(i, EP_CAN_MOVE_INTO_ACID, TRUE);
+
/* ---------- SP_PORT -------------------------------------------------- */
SET_PROPERTY(i, EP_SP_PORT, (IS_SP_ELEMENT(i) &&
IS_PASSABLE_INSIDE(i)));
if (element_info[element].push_delay_random == -1)
element_info[element].push_delay_random = game.default_push_delay_random;
}
+
+ /* set some other uninitialized values of custom elements in older levels */
+ if (engine_version < VERSION_IDENT(3,0,9,0))
+ {
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ element_info[element].access_direction = MV_ALL_DIRECTIONS;
+
+ element_info[element].explosion_delay = 18;
+ element_info[element].ignition_delay = 8;
+ }
+ }
#endif
/* this is needed because some graphics depend on element properties */