//const int CMB_Matrix_PUSHBLOCK_SOLID = 1; //ID of combo used to mimic solidity. It must be fully solid and fully transparent.
const int SFX_Matrix_PUSHBLOCK_MOVE = 50; //Sound to play when moving a block.
const int SFX_Matrix_PUSHBLOCK_STUCK = 16;//Sound to play when pushblock gets stuck.
//Large Pushable blocks + Matrix pushables.
//Large pushblock variant, compatible with various combo-related password scripts.
//Place invisible FFC with desired size on top of solid combos consisting pushblocks
//D0 - bracelet level requirement.
//D1 - allowed push directions. Add together - 1-up, 2-down, 4-left, 8-right. 0 for all directions.
//D2 - add together: 1 - gets stuck after 1 push, 2 - gets stuck when landing on trigger, 4 - icy block, continue moving in direction until hitting obstacle, 8 - can trigger secrets by landing on trigger, 16 - require triggers with same CSet as FFC`s Cset, 32 - animation on push (uses next combo in list)
//MatrixPushRender
//Renderer for MatrixPush blocks
//Place, gridsnap, and align on bottom with large pushblock.
//D0 - ID of pushblock FFC
ffc script MatrixPushBlock{
void run (int weight, int dirs, int flags){
this->EffectWidth = this->TileWidth*16;
this->EffectHeight = this->TileHeight*16;
int origdata= this->Data;
int cmb=origdata;
int draw[16];
int drawcset[16];
int pos = ComboAt (this->X+1, this->Y+1);
if (dirs==0) dirs=15;
int ucmb[16];
int ucset[16];
int tmppos=0;
for (int i=0;i<16;i++){
if ((i%4) >= this->EffectWidth/16){
ucmb[i]=0;
ucset[i]=0;
draw[i]=0;
continue;
}
if (Floor(i/4) >= this->EffectHeight/16){
ucmb[i]=0;
ucset[i]=0;
draw[i]=0;
continue;
}
int x = this->X+(i%4)*16;
int y = this->Y+Floor(i/4)*16;
tmppos = ComboAt(x,y);
ucmb[i] = Screen->UnderCombo;
ucset[i] = Screen->UnderCSet;
draw[i] = Screen->ComboD[tmppos];
drawcset[i] = Screen->ComboC[tmppos];
}
//MatrixPushReplaceCombosUnderFFC(this, ucmb, ucset);
int pushcounter = 0;
this->InitD[7] = -1;
int movecounter = 0;
for (int i=0;i<176;i++){
if (ComboFI(i, CF_BLOCKTRIGGER))Screen->ComboF[i] = CF_BLOCKTRIGGER;
}
while(true){
if (this->InitD[7]<0){
if (MatrixPushBlockIsPushed(this,Link->Dir, 6))pushcounter++;
else pushcounter = 0;
if (pushcounter>=8){
if (MatrixPushBlockCanBePushed(this, Link->Dir, weight, dirs) && !EnemiesAlive()){
this->InitD[7] = Link->Dir;
Game->PlaySound(SFX_Matrix_PUSHBLOCK_MOVE);
movecounter = 16;
if((flags&4)>0)movecounter = 8;
MatrixPushReplaceCombosUnderFFC(this, ucmb, ucset);
}
else pushcounter = 0;
}
}
else{
NoAction();
movecounter--;
if (this->InitD[7]==DIR_UP){
this->Y--;
if((flags&4)>0)this->Y--;
}
if (this->InitD[7]==DIR_DOWN){
if((flags&4)>0)this->Y++;
this->Y++;
}
if (this->InitD[7]==DIR_LEFT){
this->X--;
if((flags&4)>0)this->X--;
}
if (this->InitD[7]==DIR_RIGHT){
this->X++;
if((flags&4)>0)this->X++;
}
if (movecounter==0){
if ((flags&4)>0 && MatrixPushBlockCanBePushed(this, this->InitD[7], 0, dirs)) movecounter=8;
else{
if ((flags&1)>0){
Game->PlaySound(SFX_Matrix_PUSHBLOCK_STUCK);
dirs=0;
}
MatrixPushReplaceCombosUnderFFC(this, ucmb, ucset);
this->InitD[7]=-1;
if ((flags&8)>0)MatrixPushTriggerUpdate(this,ucset);
if ((flags&2)>0 && this->InitD[6]>0){
Game->PlaySound(SFX_Matrix_PUSHBLOCK_STUCK);
dirs=0;
}
}
}
}
if (this->Data!=FFCS_INVISIBLE_COMBO && (flags&32)>0){
if (this->InitD[7]>=0)this->Data=origdata+1;
else this->Data=origdata;
}
for (int i=0;i<16;i++){
if (this->InitD[7]<0)break;
if (draw[i]==0)continue;
int x = this->X+(i%4)*16;
int y = this->Y+Floor(i/4)*16;
Screen->FastCombo(1, x, y, draw[i]+Cond((flags&32)>0,1,0), drawcset[i],OP_OPAQUE);
}
Waitframe();
}
}
}
//returns true, if Link tries to push this block
bool MatrixPushBlockIsPushed(ffc this, int dir, int margin){
if((Link->X == this->X - 16 && (CenterLinkY() < this->Y+this->EffectHeight - 8+margin && CenterLinkY() > this->Y - margin) && Link->InputRight && dir == DIR_RIGHT) || // Right
(Link->X == this->X + this->EffectWidth && (CenterLinkY() < this->Y+this->EffectHeight - 8+margin && CenterLinkY() > 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 MatrixPushBlockCanBePushed(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 MatrixPushReplaceCombosUnderFFC(ffc this, int ucmb, int ucset){
for (int i=0;i<16;i++){
if ((i%4) >= this->EffectWidth/16) continue;
if (Floor(i/4) >= this->EffectHeight/16) continue;
int x = this->X+(i%4)*16;
int y = this->Y+Floor(i/4)*16;
int tmppos = ComboAt(x,y);
int rcmb = Screen->ComboD[tmppos];
int rcset = Screen->ComboC[tmppos];
Screen->ComboD[tmppos] = ucmb[i];
Screen->ComboC[tmppos] = ucset[i];
ucmb[i] = rcmb;
ucset[i] = rcset;
}
}
//Checks, if all pushblocks are on triggers and triggers secrets, if it`s true;
void MatrixPushTriggerUpdate(ffc f, int ucset){
f->InitD[6]=1;
for (int i=0;i<16;i++){
int x = f->X+(i%4)*16;
if (x>(f->X+f->EffectWidth-1)) continue;
int y = f->Y+Floor(i/4)*16;
if (y>(f->Y+f->EffectHeight-1)) continue;
int cmb = ComboAt(x+1,y+1);
if (!ComboFI(cmb, CF_BLOCKTRIGGER)) f->InitD[6]=0;
if ((f->InitD[2]&16)>0 && ucset[i]!=f->CSet)f->InitD[6]=0;
}
int str[] = "LargeMatrixPushBlock";
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 n = Screen->LoadFFC(i);
if (n->Script!=scr)continue;
if ((n->InitD[2]&8)==0) continue;
if (n->InitD[6] == 0) break;
}
}