GADGET_ID_BD_BLADDER_CONVERTS_BY_ELEMENT,
GADGET_ID_BD_NUT_CONTENT,
GADGET_ID_BD_EXPANDING_WALL_LOOKS_LIKE,
+ GADGET_ID_BD_SAND_LOOKS_LIKE,
GADGET_ID_START_ELEMENT,
GADGET_ID_ARTWORK_ELEMENT,
GADGET_ID_EXPLOSION_ELEMENT,
ED_DRAWING_ID_BD_BLADDER_CONVERTS_BY_ELEMENT,
ED_DRAWING_ID_BD_NUT_CONTENT,
ED_DRAWING_ID_BD_EXPANDING_WALL_LOOKS_LIKE,
+ ED_DRAWING_ID_BD_SAND_LOOKS_LIKE,
ED_DRAWING_ID_START_ELEMENT,
ED_DRAWING_ID_ARTWORK_ELEMENT,
ED_DRAWING_ID_EXPLOSION_ELEMENT,
&level.bd_expanding_wall_looks_like, 1, 1,
"Use graphic of element:", NULL, NULL, NULL, "Expanding wall looks like this element"
},
+ {
+ ED_DRAWING_ID_BD_SAND_LOOKS_LIKE,
+ ED_AREA_1X1_SETTINGS_XPOS(0), ED_AREA_1X1_SETTINGS_YPOS(0),
+ ED_AREA_1X1_SETTINGS_XOFF, ED_AREA_1X1_SETTINGS_YOFF,
+ GADGET_ID_BD_SAND_LOOKS_LIKE, GADGET_ID_NONE,
+ &level.bd_sand_looks_like, 1, 1,
+ "Use graphic of element:", NULL, NULL, NULL, "Sand looks like this element"
+ },
// ---------- level start element -------------------------------------------
CAN_GROW(element) ||
COULD_MOVE_INTO_ACID(element) ||
MAYBE_DONT_COLLIDE_WITH(element) ||
+ element == EL_BD_SAND ||
element == EL_BD_ROCK ||
element == EL_BD_MEGA_ROCK ||
element == EL_BD_SWEET ||
MapDrawingArea(ED_DRAWING_ID_BD_SNAP_ELEMENT);
}
+ if (properties_element == EL_BD_SAND)
+ {
+ MapDrawingArea(ED_DRAWING_ID_BD_SAND_LOOKS_LIKE);
+ }
+
if (properties_element == EL_BD_ROCK && level.game_engine_type == GAME_ENGINE_TYPE_BD)
{
counterbutton_info[ED_COUNTER_ID_BD_PUSHING_PROB].y =
&li.bd_skeleton_worth_num_diamonds, 0
},
+ {
+ EL_BD_SAND, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
+ &li.bd_sand_looks_like, EL_BD_SAND
+ },
+
// (the following values are related to various game elements)
{
cave->skeletons_worth_diamonds = level->bd_skeleton_worth_num_diamonds;
cave->expanding_wall_looks_like = map_element_RND_to_BD_cave(level->bd_expanding_wall_looks_like);
+ cave->dirt_looks_like = map_element_RND_to_BD_cave(level->bd_sand_looks_like);
// level name
strncpy(cave->name, level->name, sizeof(GdString));
level->bd_skeleton_worth_num_diamonds = cave->skeletons_worth_diamonds;
level->bd_expanding_wall_looks_like = map_element_BD_to_RND_cave(cave->expanding_wall_looks_like);
+ level->bd_sand_looks_like = map_element_BD_to_RND_cave(cave->dirt_looks_like);
// level name
char *cave_name = getStringPrint("%s / %d", cave->name, bd_level_nr + 1);