From: Holger Schemel Date: Mon, 25 Mar 2024 00:11:55 +0000 (+0100) Subject: added support for creature movement settings in BD engine to level editor X-Git-Tag: 4.4.0.0-test-1~136 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;h=66afc9ac093352a13a560fe732c53f4906603736;p=rocksndiamonds.git added support for creature movement settings in BD engine to level editor --- diff --git a/src/editor.c b/src/editor.c index 7d055ca3..a2237582 100644 --- a/src/editor.c +++ b/src/editor.c @@ -441,6 +441,9 @@ enum GADGET_ID_BD_HATCHING_DELAY_SECONDS_DOWN, GADGET_ID_BD_HATCHING_DELAY_SECONDS_TEXT, GADGET_ID_BD_HATCHING_DELAY_SECONDS_UP, + GADGET_ID_BD_CREATURES_AUTO_TURN_DELAY_DOWN, + GADGET_ID_BD_CREATURES_AUTO_TURN_DELAY_TEXT, + GADGET_ID_BD_CREATURES_AUTO_TURN_DELAY_UP, GADGET_ID_BD_PUSHING_PROB_DOWN, GADGET_ID_BD_PUSHING_PROB_TEXT, GADGET_ID_BD_PUSHING_PROB_UP, @@ -701,6 +704,8 @@ enum GADGET_ID_BD_SCAN_FIRST_AND_LAST_ROW, GADGET_ID_BD_SHORT_EXPLOSIONS, GADGET_ID_BD_GRAVITY_AFFECTS_ALL, + GADGET_ID_BD_CREATURES_START_BACKWARDS, + GADGET_ID_BD_CREATURES_TURN_ON_HATCHING, GADGET_ID_STICK_ELEMENT, GADGET_ID_EM_SLIPPERY_GEMS, GADGET_ID_EM_EXPLODES_BY_FIRE, @@ -823,6 +828,7 @@ enum ED_COUNTER_ID_BD_CYCLE_DELAY_C64, ED_COUNTER_ID_BD_HATCHING_DELAY_CYCLES, ED_COUNTER_ID_BD_HATCHING_DELAY_SECONDS, + ED_COUNTER_ID_BD_CREATURES_AUTO_TURN_DELAY, ED_COUNTER_ID_BD_PUSHING_PROB, ED_COUNTER_ID_BD_PUSHING_PROB_WITH_SWEET, ED_COUNTER_ID_ELEMENT_VALUE1, @@ -1052,6 +1058,8 @@ enum ED_CHECKBUTTON_ID_BD_SCAN_FIRST_AND_LAST_ROW, ED_CHECKBUTTON_ID_BD_SHORT_EXPLOSIONS, ED_CHECKBUTTON_ID_BD_GRAVITY_AFFECTS_ALL, + ED_CHECKBUTTON_ID_BD_CREATURES_START_BACKWARDS, + ED_CHECKBUTTON_ID_BD_CREATURES_TURN_ON_HATCHING, ED_CHECKBUTTON_ID_STICK_ELEMENT, ED_CHECKBUTTON_ID_EM_SLIPPERY_GEMS, ED_CHECKBUTTON_ID_EM_EXPLODES_BY_FIRE, @@ -1151,7 +1159,7 @@ enum #define ED_CHECKBUTTON_ID_EDITOR_LAST ED_CHECKBUTTON_ID_CUSTOM_USE_TEMPLATE_2 #define ED_CHECKBUTTON_ID_ENGINE_FIRST ED_CHECKBUTTON_ID_BD_INTERMISSION -#define ED_CHECKBUTTON_ID_ENGINE_LAST ED_CHECKBUTTON_ID_BD_GRAVITY_AFFECTS_ALL +#define ED_CHECKBUTTON_ID_ENGINE_LAST ED_CHECKBUTTON_ID_BD_CREATURES_TURN_ON_HATCHING #define ED_CHECKBUTTON_ID_CUSTOM1_FIRST ED_CHECKBUTTON_ID_CUSTOM_USE_GRAPHIC #define ED_CHECKBUTTON_ID_CUSTOM1_LAST ED_CHECKBUTTON_ID_CUSTOM_INDESTRUCTIBLE @@ -1647,6 +1655,15 @@ static struct &level.bd_hatching_delay_seconds, NULL, NULL, "Hatching delay (seconds)" }, + { + ED_COUNTER_ID_BD_CREATURES_AUTO_TURN_DELAY, + ED_LEVEL_SETTINGS_XPOS(0), ED_LEVEL_SETTINGS_YPOS(12), + 0, 999, + GADGET_ID_BD_CREATURES_AUTO_TURN_DELAY_DOWN, GADGET_ID_BD_CREATURES_AUTO_TURN_DELAY_UP, + GADGET_ID_BD_CREATURES_AUTO_TURN_DELAY_TEXT, GADGET_ID_NONE, + &level.bd_creatures_auto_turn_delay, + NULL, NULL, "Creatures auto turn delay" + }, // ---------- element settings: configure (various elements) ---------------- @@ -3499,6 +3516,22 @@ static struct NULL, NULL, "Gravity change affects everything", "Gravity affects all falling objects" }, + { + ED_CHECKBUTTON_ID_BD_CREATURES_START_BACKWARDS, + ED_ELEMENT_SETTINGS_XPOS(0), ED_LEVEL_SETTINGS_YPOS(10), + GADGET_ID_BD_CREATURES_START_BACKWARDS, GADGET_ID_NONE, + &level.bd_creatures_start_backwards, + NULL, NULL, + "Creatures start moving backwards", "Creatures start in opposite direction" + }, + { + ED_CHECKBUTTON_ID_BD_CREATURES_TURN_ON_HATCHING, + ED_ELEMENT_SETTINGS_XPOS(0), ED_LEVEL_SETTINGS_YPOS(11), + GADGET_ID_BD_CREATURES_TURN_ON_HATCHING, GADGET_ID_NONE, + &level.bd_creatures_turn_on_hatching, + NULL, NULL, + "Creatures turn on hatching", "Creatures change direction on hatching" + }, // ---------- element settings: configure (various elements) ---------------- @@ -10804,6 +10837,8 @@ static void DrawLevelConfigEngine(void) MapCounterButtons(ED_COUNTER_ID_BD_HATCHING_DELAY_SECONDS); } + MapCounterButtons(ED_COUNTER_ID_BD_CREATURES_AUTO_TURN_DELAY); + // draw checkbutton gadgets for (i = ED_CHECKBUTTON_ID_ENGINE_FIRST; i <= ED_CHECKBUTTON_ID_ENGINE_LAST; i++) MapCheckbuttonGadget(i); diff --git a/src/files.c b/src/files.c index e50a3763..bc58d722 100644 --- a/src/files.c +++ b/src/files.c @@ -315,6 +315,21 @@ static struct LevelFileConfigInfo chunk_config_INFO[] = TYPE_INTEGER, CONF_VALUE_8_BIT(24), &li.bd_cave_random_seed_c64, 0 }, + { + -1, -1, + TYPE_BOOLEAN, CONF_VALUE_8_BIT(25), + &li.bd_creatures_start_backwards, FALSE + }, + { + -1, -1, + TYPE_BOOLEAN, CONF_VALUE_8_BIT(26), + &li.bd_creatures_turn_on_hatching, FALSE + }, + { + -1, -1, + TYPE_INTEGER, CONF_VALUE_16_BIT(7), + &li.bd_creatures_auto_turn_delay, 0 + }, { -1, -1, @@ -4220,6 +4235,10 @@ static void CopyNativeLevel_RND_to_BD(struct LevelInfo *level) cave->expanding_wall_looks_like = LEVEL_TO_CAVE(level->bd_expanding_wall_looks_like); cave->dirt_looks_like = LEVEL_TO_CAVE(level->bd_sand_looks_like); + cave->creatures_backwards = level->bd_creatures_start_backwards; + cave->creatures_direction_auto_change_on_start = level->bd_creatures_turn_on_hatching; + cave->creatures_direction_auto_change_time = level->bd_creatures_auto_turn_delay; + // level name strncpy(cave->name, level->name, sizeof(GdString)); cave->name[sizeof(GdString) - 1] = '\0'; @@ -4356,6 +4375,10 @@ static void CopyNativeLevel_BD_to_RND(struct LevelInfo *level) level->bd_expanding_wall_looks_like = CAVE_TO_LEVEL(cave->expanding_wall_looks_like); level->bd_sand_looks_like = CAVE_TO_LEVEL(cave->dirt_looks_like); + level->bd_creatures_start_backwards = cave->creatures_backwards; + level->bd_creatures_turn_on_hatching = cave->creatures_direction_auto_change_on_start; + level->bd_creatures_auto_turn_delay = cave->creatures_direction_auto_change_time; + // level name char *cave_name = getStringPrint("%s / %d", cave->name, bd_level_nr + 1); diff --git a/src/main.h b/src/main.h index 2481f3da..ae06a99d 100644 --- a/src/main.h +++ b/src/main.h @@ -3684,6 +3684,9 @@ struct LevelInfo int bd_skeleton_worth_num_diamonds; // BD skeleton collected is worth this number of diamonds int bd_expanding_wall_looks_like; // BD expanding wall looks like this other game element int bd_sand_looks_like; // BD sand looks like this other game element + boolean bd_creatures_start_backwards; // BD creatures start moving in opposite direction + boolean bd_creatures_turn_on_hatching;// BD creatures change direction after hatching + int bd_creatures_auto_turn_delay; // BD creatures change direction after delay (in seconds) boolean em_slippery_gems; // EM style "gems slip from wall" behaviour boolean em_explodes_by_fire; // EM style chain explosion behaviour