const int CMB_LARGE_PUSHBLOCK_SOLID = 1; //combo used to mimic solidity.
const int SFX_LARGE_PUSHBLOCK_MOVE = 50; //Sound to play when moving a block.
//Large Pushable blocks. Every time you push it. marked corner rotates. Push all FFC at target positions, so their corners face target direction.
//Effect Width and Height used and is automatically set to be tile dimensions multiplied by 16.
//D0 - starting rotation of marked corner. 0 - top-left, 1- top-right, 2-bottom-right, 3- bottom-left.
//D1 - ID of corner combo to render on FFC.
//D2 - target combo position for marked corner to land into (0 - unused)
//D3 - bracelet level requirement.
//D4 - allowed push directions. Add together - 1-up, 2-down, 4-left, 8-right. 0 for all directions.
ffc script LargeColorPushBlock{
void run(int startdir, int cmbsquare, int targetpos, int weight, int dirs){
this->EffectWidth = this->TileWidth*16;
this->EffectHeight = this->TileHeight*16;
int pos = ComboAt (this->X+1, this->Y+1);
if (dirs==0) dirs=15;
int ucmb[16];
int ucset[16];
for (int i=0;i<16;i++){
ucmb[i] = CMB_LARGE_PUSHBLOCK_SOLID;
ucset[i] = this->CSet;
}
ReplaceCombosUnderFFC(this, ucmb, ucset);
int pushcounter = 0;
int impulse = -1;
int movecounter = 0;
while(true){
if (impulse<0){
if (LargeBlockIsPushed(this,Link->Dir, 6))pushcounter++;
else pushcounter = 0;
if (pushcounter>=8){
if (LargeBlockCanBePushed(this, Link->Dir, weight, dirs) && !EnemiesAlive()){
impulse = Link->Dir;
Game->PlaySound(SFX_LARGE_PUSHBLOCK_MOVE);
movecounter = 16;
ReplaceCombosUnderFFC(this, ucmb, ucset);
}
else pushcounter = 0;
}
}
else{
NoAction();
movecounter--;
if (impulse==DIR_UP) this->Y--;
if (impulse==DIR_DOWN) this->Y++;
if (impulse==DIR_LEFT) this->X--;
if (impulse==DIR_RIGHT) this->X++;
if (movecounter==0){
pos = ComboAt (this->X+1, this->Y+1);
impulse=-1;
ReplaceCombosUnderFFC(this, ucmb, ucset);
if (startdir>=0){
startdir++;
if (startdir>3) startdir=0;
int sqpos = ComboAt (this->X+1, this->Y+1);
if (startdir>0 && startdir<3) sqpos += this->TileWidth-1;
if ((startdir&2)>0) sqpos += (this->TileHeight-1)*16;
this->InitD[7] = sqpos;
this->InitD[0] = startdir;
int str[] = "LargeColorPushBlock";
int scr = Game->GetFFCScript(str);
for(int i=1;i<=33;i++){
if (Screen->State[ST_SECRET]) break;
if (i==33){
Game->PlaySound(SFX_SECRET);
Screen->TriggerSecrets();
Screen->State[ST_SECRET]=true;
break;
}
ffc f = Screen->LoadFFC(i);
if (f->Script!=scr)continue;
if (f->InitD[7] != f->InitD[2]) break;
}
}
}
}
int drawx = this->X;
int drawy = this->Y;
if (startdir>0 && startdir<3) drawx += (this->EffectWidth-16);
if ((startdir&2)>0) drawy += (this->EffectHeight-16);
if (cmbsquare>0)Screen->FastCombo(2, drawx, drawy, cmbsquare, this->CSet, OP_OPAQUE);
Waitframe();
}
}
}
//returns true, if Link tries to push this block
bool LargeBlockIsPushed(ffc this, int dir, int margin){
if((Link->X == this->X - 16 && (Link->Y < this->Y+this->EffectHeight - 8+margin && Link->Y > this->Y - margin) && Link->InputRight && dir == DIR_RIGHT) || // Right
(Link->X == this->X + this->EffectWidth && (Link->Y < this->Y+this->EffectHeight - 8+margin && Link->Y > this->Y - margin) && Link->InputLeft && dir == DIR_LEFT) || // Left
(Link->Y == this->Y - 16 && (Link->X < (this->X + this->EffectWidth-16+margin) && Link->X > this->X - margin) && Link->InputDown && dir == DIR_DOWN) || // Down
(Link->Y == this->Y + this->EffectHeight-8 && (Link->X < (this->X + this->EffectWidth-16+margin) && Link->X > this->X - margin) && Link->InputUp && dir == DIR_UP)) { // Up
return true;
}
return false;
}
//Returns true, if block can be pushed in the given direction
bool LargeBlockCanBePushed(ffc this, int dir, int weight, int dirs){
if (dir==DIR_UP){
if ((dirs&1)==0) return false;
}
if (dir==DIR_DOWN){
if ((dirs&2)==0) return false;
}
if (dir==DIR_LEFT){
if ((dirs&4)==0) return false;
}
if (dir==DIR_RIGHT){
if ((dirs&8)==0) return false;
}
int br = GetHighestLevelItemOwned(IC_BRACELET);
int power = 0;
if (br>=0){
itemdata it = Game->LoadItemData(br);
power = it->Power;
}
if (power<weight) return false;
int x1 = 0;
int y1 = 0;
int x2 = 0;
int y2 = 0;
if (dir==DIR_UP){
x1 = this->X+1;
y1 = this->Y-15;
x2 = this->X+this->EffectWidth-2;
y2 = this->Y-1;
}
if (dir==DIR_DOWN){
x1 = this->X+1;
y1 = this->Y+ this->EffectHeight+1;
x2 = this->X+this->EffectWidth-2;
y2 = y1+14;
}
if (dir==DIR_LEFT){
x1 = this->X-14;
y1 = this->Y+1;
x2 = this->X-1;
y2 = y1+this->EffectHeight-3;
}
if (dir==DIR_RIGHT){
x1 = this->X+this->EffectWidth+1;
y1 = this->Y+1;
x2 = x1+14;
y2 = y1+this->EffectHeight-3;
}
for (int i=0;i<176;i++){
int cx1 = ComboX(i);
int cy1 = ComboY(i);
int cx2 = cx1+15;
int cy2 = cy1+15;
if (!RectCollision(x1,y1,x2,y2,cx1,cy1,cx2,cy2))continue;
if (ComboFI(i, CF_NOBLOCKS)) return false;
if (Screen->ComboS[i]>0)return false;
int comboS=0;
if(Screen->LayerMap(1)>0) comboS |= GetLayerComboS(1, i);
if(Screen->LayerMap(2)>0) comboS |= GetLayerComboS(2, i);
if(comboS>0)return false;
}
return true;
}
//Stores and replaces combos under FFC to mimic solidity.
void ReplaceCombosUnderFFC(ffc this, int ucmb, int ucset){
int x1 = this->X+1;
int y1 = this->Y+1;
int x2 = x1+this->EffectWidth-2;
int y2 = y1+this->EffectHeight-2;
int arr=0;
for (int i=0;i<176;i++){
int cx1 = ComboX(i);
int cy1 = ComboY(i);
int cx2 = cx1+15;
int cy2 = cy1+15;
if (!RectCollision(x1,y1,x2,y2,cx1,cy1,cx2,cy2))continue;
int rcmb = Screen->ComboD[i];
int rcset = Screen->ComboC[i];
Screen->ComboD[i] = ucmb[arr];
Screen->ComboC[i] = ucset[arr];
ucmb[arr] = rcmb;
ucset[arr]=rcset;
arr++;
}
}
//Glassy rotating/moving panel. Stand on it, face desired direction and press EX1 to move it. Every time you push it. marked corner rotates.
//Land the mark on target combo for all squares to solve the puzzle.
//Effect Width and Height used and is automatically set to be tile dimensions multiplied by 16.
//D0 - starting rotation of marked corner. 0 - top-left, 1- top-right, 2-bottom-right, 3- bottom-left.
//D1 - ID of corner combo for marked marked corner to render on FFC.
//D2 - target combo position of marked corner to land into
//D3 - bracelet level requirement.
//D4 - allowed push directions. Add together - 1-up, 2-down, 4-left, 8-right. 0 for all directions.
ffc script GlassySquarePanel{
void run(int startdir, int cmbsquare, int targetpos, int weight, int dirs){
this->EffectWidth = this->TileWidth*16;
this->EffectHeight = this->TileHeight*16;
if (dirs==0) dirs=15;
int pos = ComboAt (this->X+1, this->Y+1);
int sqpos = ComboAt (this->X+1, this->Y+1);
if (startdir>0 && startdir<3) sqpos += this->TileWidth-1;
if ((startdir&2)>0) sqpos += (this->TileHeight-1)*16;
this->InitD[7] = sqpos;
int impulse = -1;
int movecounter = 0;
while(true){
if (impulse<0){
if (RectCollision(Link->X+7, Link->Y+7, Link->X+8, Link->Y+8, this->X, this->Y, this->X+this->EffectWidth-1, this->Y+this->EffectHeight-1)){
if (Link->PressEx1){
if (LargeBlockCanBePushed(this, Link->Dir, weight, dirs)){
impulse = Link->Dir;
Game->PlaySound(SFX_LARGE_PUSHBLOCK_MOVE);
movecounter = 16;
}
}
}
}
else{
NoAction();
movecounter--;
if (impulse==DIR_UP) this->Y--;
if (impulse==DIR_DOWN) this->Y++;
if (impulse==DIR_LEFT) this->X--;
if (impulse==DIR_RIGHT) this->X++;
if (movecounter==0){
pos = ComboAt (this->X+1, this->Y+1);
impulse=-1;
if (startdir>=0){
startdir++;
if (startdir>3) startdir=0;
this->InitD[0] = startdir;
sqpos = ComboAt (this->X+1, this->Y+1);
if (startdir>0 && startdir<3) sqpos += this->TileWidth-1;
if ((startdir&2)>0) sqpos += (this->TileHeight-1)*16;
this->InitD[7] = sqpos;
//Trace(sqpos);
int str[] = "GlassySquarePanel";
int scr = Game->GetFFCScript(str);
for(int i=1;i<=33;i++){
if (Screen->State[ST_SECRET]) break;
if (i==33){
Game->PlaySound(SFX_SECRET);
Screen->TriggerSecrets();
Screen->State[ST_SECRET]=true;
break;
}
ffc f = Screen->LoadFFC(i);
if (f->Script!=scr)continue;
if (f->InitD[7] != f->InitD[2]) break;
}
}
}
}
int drawx = this->X;
int drawy = this->Y;
if (startdir>0 && startdir<3) drawx += (this->EffectWidth-16);
if ((startdir&2)>0) drawy += (this->EffectHeight-16);
if (cmbsquare>0)Screen->FastCombo(1, drawx, drawy, cmbsquare, this->CSet, OP_OPAQUE);
Waitframe();
}
}
}