const int CMB_USE_LIMITED_PUSHBLOCK_SOLID = 1; //ID of combo used to mimic solidity. It must be fully solid and fully transparent.
const int SFX_USE_LIMITED_PUSHBLOCK_MOVE = 50; //Sound to play when moving a block.
const int SFX_USE_LIMITED_PUSHBLOCK_STUCK = 16;//Sound to play when pushblock gets stuck.
const int SFX_USE_LIMITED_PUSHBLOCK_DEFUSE = 58;//Sound to play when pushblock is defused by landing on trigger
const int SFX_USE_LIMITED_PUSHBLOCK_CHARGE = 35;//Sound to play when pushblock is pushed onto active recharge combo and gains more moves
const int SPR_USE_LIMITED_PUSHBLOCK_VANISH = 22;//Sprite to display on harmless vanish.
const int SPR_USE_LIMITED_PUSHBLOCK_DEFUSE = 22;//Sprite to display on landing pushblock on trigger.
const int CMB_USE_LIMITED_PUSHBLOCK_ADD_MOVES1 = 1000;//5 recharge timer combos: +1.+2,+3,+4 and used one.
const int CMB_USE_LIMITED_PUSHBLOCK_ADD_MOVES2 = 1001;
const int CMB_USE_LIMITED_PUSHBLOCK_ADD_MOVES3 = 1002;
const int CMB_USE_LIMITED_PUSHBLOCK_ADD_MOVES4 = 1003;
const int CMB_USE_LIMITED_PUSHBLOCK_ADD_MOVES_USED = 1004;
//Move limit pushblocks. Solve the puzzle within the given move count. Pushing such combos onto recharge stations will add more moves to limit.
//1.Set up sequence of combos for counter rendering.
//2.Set up solid combo with blank tile for CMB_USE_LIMITED_PUSHBLOCK_SOLID constant.
//3.Effect Width and Height used.
//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 - unused, 2 - gets stuck when landing on trigger (disarms usecount), 4 - icy block, continue moving in direction until hitting obstacle, 8 - ignore triggers, 16 - require triggers with same CSet as FFC`s Cset. 32 - must land on trigger exactly on it`s last move to count.
//D3 - Moves limit
//D4 - behaviour on running out of moves. 0 - gets stuck, 1 - explode/vanish, 2 - Superbomb explosion
//D5 - Damage by explosion. 0 for simple vanish.
ffc script MoveLimitedPushBlock{
void run (int weight, int dirs, int flags, int usecount, int endtype, int damage){
int addchargecombos[4] = {CMB_USE_LIMITED_PUSHBLOCK_ADD_MOVES1,CMB_USE_LIMITED_PUSHBLOCK_ADD_MOVES2,CMB_USE_LIMITED_PUSHBLOCK_ADD_MOVES3,CMB_USE_LIMITED_PUSHBLOCK_ADD_MOVES4};
int origdata= this->Data;
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_USE_LIMITED_PUSHBLOCK_SOLID;
ucset[i] = this->CSet;
}
MoveLimitedPushReplaceCombosUnderFFC(this, ucmb, ucset);
int pushcounter = 0;
int impulse = -1;
int movecounter = 0;
for (int i=0;i<176;i++){
if (ComboFI(i, CF_BLOCKTRIGGER))Screen->ComboF[i] = CF_BLOCKTRIGGER;
}
while(true){
if (impulse<0){
if (MoveLimitedPushBlockIsPushed(this,Link->Dir, 6))pushcounter++;
else pushcounter = 0;
if (pushcounter>=8){
if (MoveLimitedPushBlockCanBePushed(this, Link->Dir, weight, dirs) && !EnemiesAlive()){
impulse = Link->Dir;
Game->PlaySound(SFX_USE_LIMITED_PUSHBLOCK_MOVE);
movecounter = 16;
if((flags&4)>0)movecounter = 8;
MoveLimitedPushReplaceCombosUnderFFC(this, ucmb, ucset);
}
else pushcounter = 0;
}
}
else{
NoAction();
movecounter--;
if (impulse==DIR_UP){
this->Y--;
if((flags&4)>0)this->Y--;
}
if (impulse==DIR_DOWN){
if((flags&4)>0)this->Y++;
this->Y++;
}
if (impulse==DIR_LEFT){
this->X--;
if((flags&4)>0)this->X--;
}
if (impulse==DIR_RIGHT){
this->X++;
if((flags&4)>0)this->X++;
}
if (movecounter==0){
if ((flags&4)>0 && MoveLimitedPushBlockCanBePushed(this, impulse, 0, dirs)) movecounter=8;
else {
pos = ComboAt (this->X+1, this->Y+1);
for (int i=0;i<SizeOfArray(addchargecombos);i++){
if (usecount==0)break;
if (Screen->ComboD[pos]!=addchargecombos[i])continue;
usecount+=i;
usecount++;
Game->PlaySound(SFX_USE_LIMITED_PUSHBLOCK_CHARGE);
Screen->ComboD[pos]=CMB_USE_LIMITED_PUSHBLOCK_ADD_MOVES_USED;
this->Data-=i;
this->Data--;
break;
}
MoveLimitedPushReplaceCombosUnderFFC(this, ucmb, ucset);
impulse=-1;
if (((flags&8)==0)&&((flags&32)==0||usecount==1))MoveLimitedPushTriggerUpdate(this, ucset);
if ((flags&2)>0 && this->InitD[6]>0){
Game->PlaySound(SFX_USE_LIMITED_PUSHBLOCK_STUCK);
dirs=0;
usecount=-1;
Game->PlaySound(SFX_USE_LIMITED_PUSHBLOCK_DEFUSE);
lweapon s = CreateLWeaponAt(LW_SPARKLE, ComboX(pos), ComboY(pos));
s->UseSprite(SPR_USE_LIMITED_PUSHBLOCK_DEFUSE);
s->CollDetection=false;
}
if (usecount>0){
usecount--;
this->Data++;
if (usecount==0){
if (endtype>0 && this->InitD[6]==0){
if (damage>0){
//Game->PlaySound(3);
lweapon l;
eweapon e;
l = CreateLWeaponAt(Cond(endtype>1,LW_SBOMBBLAST,LW_BOMBBLAST),this->X, this->Y);
e = CreateEWeaponAt(Cond(endtype>1,LW_SBOMBBLAST,LW_BOMBBLAST),this->X, this->Y);
l->Damage=damage;
e->Damage=damage;
}
else{
lweapon s = CreateLWeaponAt(LW_SPARKLE, ComboX(pos), ComboY(pos));
s->UseSprite(SPR_USE_LIMITED_PUSHBLOCK_VANISH);
s->CollDetection=false;
}
MoveLimitedPushReplaceCombosUnderFFC(this, ucmb, ucset);
this->Data = FFCS_INVISIBLE_COMBO;
}
else{
Game->PlaySound(SFX_USE_LIMITED_PUSHBLOCK_STUCK);
dirs=0;
}
}
}
}
}
}
Waitframe();
}
}
}
//returns true, if Link tries to push this block
bool MoveLimitedPushBlockIsPushed(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 MoveLimitedPushBlockCanBePushed(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 MoveLimitedPushReplaceCombosUnderFFC(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++;
}
}
//Checks, if all pushblocks are on triggers and triggers secrets, if it`s true;
void MoveLimitedPushTriggerUpdate(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;
}
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!=f->Script)continue;
if ((n->InitD[2]&8)>0) continue;
if (n->InitD[6] <= 0) break;
}
}