GADGET_ID_BD_SLIME_IS_PREDICTABLE,
GADGET_ID_BD_CHANGE_EXPANDING_WALL,
GADGET_ID_BD_REPLICATORS_ACTIVE,
+ GADGET_ID_BD_CONVEYOR_BELTS_ACTIVE,
+ GADGET_ID_BD_CONVEYOR_BELTS_CHANGED,
GADGET_ID_ENVELOPE_AUTOWRAP,
GADGET_ID_ENVELOPE_CENTERED,
GADGET_ID_MM_LASER_RED,
ED_CHECKBUTTON_ID_BD_SLIME_IS_PREDICTABLE,
ED_CHECKBUTTON_ID_BD_CHANGE_EXPANDING_WALL,
ED_CHECKBUTTON_ID_BD_REPLICATORS_ACTIVE,
+ ED_CHECKBUTTON_ID_BD_CONVEYOR_BELTS_ACTIVE,
+ ED_CHECKBUTTON_ID_BD_CONVEYOR_BELTS_CHANGED,
ED_CHECKBUTTON_ID_ENVELOPE_AUTOWRAP,
ED_CHECKBUTTON_ID_ENVELOPE_CENTERED,
ED_CHECKBUTTON_ID_MM_LASER_RED,
NULL, NULL,
"Active at start", "Replicators start in active state"
},
+ {
+ ED_CHECKBUTTON_ID_BD_CONVEYOR_BELTS_ACTIVE,
+ ED_ELEMENT_SETTINGS_XPOS(0), ED_ELEMENT_SETTINGS_YPOS(0),
+ GADGET_ID_BD_CONVEYOR_BELTS_ACTIVE, GADGET_ID_NONE,
+ &level.bd_conveyor_belts_active,
+ NULL, NULL,
+ "Active at start", "Conveyor belts start in active state"
+ },
+ {
+ ED_CHECKBUTTON_ID_BD_CONVEYOR_BELTS_CHANGED,
+ ED_ELEMENT_SETTINGS_XPOS(0), ED_ELEMENT_SETTINGS_YPOS(1),
+ GADGET_ID_BD_CONVEYOR_BELTS_CHANGED, GADGET_ID_NONE,
+ &level.bd_conveyor_belts_changed,
+ NULL, NULL,
+ "Change direction", "Switch conveyor belt direction"
+ },
{
ED_CHECKBUTTON_ID_ENVELOPE_AUTOWRAP,
ED_ELEMENT_SETTINGS_XPOS(0), ED_ELEMENT_SETTINGS_YPOS(1),
IS_PLAYER_ELEMENT(element) ||
IS_BD_PLAYER_ELEMENT(element) ||
IS_BD_EXPANDABLE_WALL(properties_element) ||
+ IS_BD_CONVEYOR_BELT(properties_element) ||
+ IS_BD_CONVEYOR_BELT_SWITCH(properties_element) ||
IS_SOKOBAN_OBJECT_OR_FIELD(element) ||
HAS_EDITOR_CONTENT(element) ||
CAN_GROW(element) ||
MapCheckbuttonGadget(ED_CHECKBUTTON_ID_BD_REPLICATORS_ACTIVE);
}
+ if (IS_BD_CONVEYOR_BELT(properties_element) ||
+ IS_BD_CONVEYOR_BELT_SWITCH(properties_element))
+ {
+ MapCheckbuttonGadget(ED_CHECKBUTTON_ID_BD_CONVEYOR_BELTS_ACTIVE);
+ MapCheckbuttonGadget(ED_CHECKBUTTON_ID_BD_CONVEYOR_BELTS_CHANGED);
+ }
+
// special case: slippery walls option for gems only available in R'n'D game engine
if (IS_GEM(properties_element) && level.game_engine_type == GAME_ENGINE_TYPE_RND)
MapCheckbuttonGadget(ED_CHECKBUTTON_ID_EM_SLIPPERY_GEMS);
&li.bd_replicator_create_delay, 4
},
+ {
+ EL_BD_CONVEYOR_LEFT, -1,
+ TYPE_BOOLEAN, CONF_VALUE_8_BIT(1),
+ &li.bd_conveyor_belts_active, TRUE
+ },
+ {
+ EL_BD_CONVEYOR_LEFT, -1,
+ TYPE_BOOLEAN, CONF_VALUE_8_BIT(2),
+ &li.bd_conveyor_belts_changed, FALSE
+ },
+
// (the following values are related to various game elements)
{
cave->replicators_active = level->bd_replicators_active;
cave->replicator_delay_frame = level->bd_replicator_create_delay;
+ cave->conveyor_belts_active = level->bd_conveyor_belts_active;
+ cave->conveyor_belts_direction_changed= level->bd_conveyor_belts_changed;
+
// level name
strncpy(cave->name, level->name, sizeof(GdString));
cave->name[sizeof(GdString) - 1] = '\0';
level->bd_replicators_active = cave->replicators_active;
level->bd_replicator_create_delay = cave->replicator_delay_frame;
+ level->bd_conveyor_belts_active = cave->conveyor_belts_active;
+ level->bd_conveyor_belts_changed = cave->conveyor_belts_direction_changed;
+
// level name
char *cave_name = getStringPrint("%s / %d", cave->name, bd_level_nr + 1);
(e) == EL_BD_EXPANDABLE_STEELWALL_VERTICAL || \
(e) == EL_BD_EXPANDABLE_STEELWALL_ANY)
+#define IS_BD_CONVEYOR_BELT(e) ((e) == EL_BD_CONVEYOR_LEFT || \
+ (e) == EL_BD_CONVEYOR_LEFT_ACTIVE || \
+ (e) == EL_BD_CONVEYOR_RIGHT || \
+ (e) == EL_BD_CONVEYOR_RIGHT_ACTIVE)
+
+#define IS_BD_CONVEYOR_BELT_SWITCH(e) ((e) == EL_BD_CONVEYOR_SWITCH || \
+ (e) == EL_BD_CONVEYOR_SWITCH_ACTIVE || \
+ (e) == EL_BD_CONVEYOR_DIR_SWITCH_LEFT || \
+ (e) == EL_BD_CONVEYOR_DIR_SWITCH_RIGHT)
+
#define IS_SOKOBAN_OBJECT_OR_FIELD(e) ((e) == EL_SOKOBAN_OBJECT || \
(e) == EL_SOKOBAN_FIELD_EMPTY || \
(e) == EL_SOKOBAN_FIELD_FULL)
boolean bd_change_expanding_wall; // BD expanding wall direction is changed if enabled
boolean bd_replicators_active; // BD replicators start in active state if enabled
int bd_replicator_create_delay; // BD replicator delay between replications (in BD frames)
+ boolean bd_conveyor_belts_active; // BD conveyor belts start in active state if enabled
+ boolean bd_conveyor_belts_changed; // BD conveyor belts direction is changed if enabled
boolean em_slippery_gems; // EM style "gems slip from wall" behaviour
boolean em_explodes_by_fire; // EM style chain explosion behaviour