3 This program "Emerald Mine for X11"
4 is copyright © 2009 David Tritscher. All rights reserved.
6 Redistribution and use in source and binary forms, with or without
7 modification, are permitted provided that the following conditions
10 1. Redistributions of source code must retain the above copyright
11 notice, this list of conditions and the following disclaimer.
13 2. The origin of this software must not be misrepresented; you must
14 not claim that you wrote the original software. If you use this
15 software in a product, an acknowledgment in the product
16 documentation would be appreciated but is not required.
18 3. Altered source versions must be plainly marked as such, and must
19 not be misrepresented as being the original software.
21 THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS
22 OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
23 WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
24 ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
25 DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
26 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
27 GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
28 INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
29 WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
30 NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
31 SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
34 /* 2007-03-31 06:22:47
36 * emerald mine game engine defines
39 // ----------------------------------------------------------------------------
40 // EM game engine source code was altered for integration in Rocks'n'Diamonds
41 // ----------------------------------------------------------------------------
47 // ----------------------------------------------------------------------------
48 // constant definitions
49 // ----------------------------------------------------------------------------
51 /* define these to use additional elements */
52 #define EM_ENGINE_USE_ADDITIONAL_ELEMENTS
54 #define CAVE_WIDTH MAX_PLAYFIELD_WIDTH
55 #define CAVE_HEIGHT MAX_PLAYFIELD_HEIGHT
57 /* additional padding for Zborder elements and linked cave buffer columns */
58 #define CAVE_BUFFER_XOFFSET 4
59 #define CAVE_BUFFER_YOFFSET 2
60 #define CAVE_BUFFER_WIDTH (CAVE_WIDTH + 2 * CAVE_BUFFER_XOFFSET)
61 #define CAVE_BUFFER_HEIGHT (CAVE_HEIGHT + 2 * CAVE_BUFFER_YOFFSET)
64 -----------------------------------------------------------------------------
65 definition of elements used in the Emerald Mine Club engine;
66 the element names have the following properties:
67 - elements that start with 'X' can be stored in a level file
68 - elements that start with 'Y' indicate moving elements
69 - elements that end with 'B' are the "backside" of moving elements
70 -----------------------------------------------------------------------------
92 #ifdef EM_ENGINE_USE_ADDITIONAL_ELEMENTS
401 Xfake_amoeba, /* dripper */
424 #ifdef EM_ENGINE_USE_ADDITIONAL_ELEMENTS
425 Xsand_stonesand_quickout_1,
426 Xsand_stonesand_quickout_2,
429 Xslidewall_ns, /* growing wall */
523 #ifdef EM_ENGINE_USE_ADDITIONAL_ELEMENTS
538 Xboom_bug, /* passed from explode to synchro (linked explosion);
539 transition to explode_normal */
540 Xboom_bomb, /* passed from explode to synchro (linked explosion);
541 transition to explode_normal */
542 Xboom_android, /* passed from explode to synchro;
543 transition to boom_2 */
544 Xboom_1, /* passed from explode to synchro;
545 transition to boom_2 */
546 Xboom_2, /* transition to boom[] */
548 Znormal, /* passed from synchro to explode, only in next[];
550 Zdynamite, /* passed from synchro to explode, only in next[];
552 Zplayer, /* special code to indicate player;
554 Zborder, /* special code to indicate border;
560 /* other definitions */
586 SOUND_blank = 0, /* player walks on blank */
587 SOUND_roll, /* player pushes stone/bomb/nut/spring */
588 SOUND_stone, /* stone hits ground */
589 SOUND_nut, /* nut hits ground */
590 SOUND_crack, /* stone hits nut */
591 SOUND_bug, /* bug moves */
592 SOUND_tank, /* tank moves */
593 SOUND_android_clone, /* android places something */
594 SOUND_android_move, /* android moves */
595 SOUND_spring, /* spring hits ground/wall/bumper, stone hits spring */
596 SOUND_slurp, /* spring kills alien */
597 SOUND_eater, /* eater sits */
598 SOUND_eater_eat, /* eater eats diamond */
599 SOUND_alien, /* alien moves */
600 SOUND_collect, /* player collects object */
601 SOUND_diamond, /* diamond/emerald hits ground */
602 SOUND_squash, /* stone squashes diamond */
603 SOUND_wonderfall, /* object falls thru wonderwall */
604 SOUND_drip, /* drip hits ground */
605 SOUND_push, /* player pushes spring/balloon/android */
606 SOUND_dirt, /* player digs into dirt */
607 SOUND_acid, /* acid splashes */
608 SOUND_ball, /* ball places something */
609 SOUND_slidewall, /* slide wall grows */
610 SOUND_wonder, /* wonderwall is active */
611 SOUND_door, /* player goes thru door (gate) */
612 SOUND_exit_open, /* exit opens */
613 SOUND_exit_leave, /* player goes into exit */
614 SOUND_dynamite, /* player places dynamite */
615 SOUND_tick, /* dynamite ticks */
616 SOUND_press, /* player presses wheel/wind/switch */
617 SOUND_wheel, /* wheel moves */
618 SOUND_boom, /* explosion */
619 SOUND_time, /* time runs out */
620 SOUND_die, /* player dies */
626 // ----------------------------------------------------------------------------
627 // data structure definitions
628 // ----------------------------------------------------------------------------
632 int home_initial; /* number of players (initial) */
633 int home; /* number of players not yet at home */
634 /* 0 == all players at home */
636 int width; /* playfield width */
637 int height; /* playfield height */
639 int left; /* playfield left edge */
640 int top; /* playfield top edge */
641 int right; /* playfield right edge */
642 int bottom; /* playfield bottom edge */
644 int time_seconds; /* available time (seconds) */
645 int time_initial; /* available time (initial) */
646 int time; /* time remaining (runtime) */
648 boolean killed_out_of_time; /* kill player due to time out */
650 int required_initial; /* emeralds needed (initial) */
651 int required; /* emeralds needed (runtime) */
653 int score; /* score */
655 /* all below entries must be filled every time a level is read */
657 int alien_score; /* score for killing alien */
658 int amoeba_time; /* amoeba speed */
659 int android_move_cnt_initial; /* android move counter (initial) */
660 int android_move_cnt; /* android move counter */
661 int android_move_time; /* android move reset time */
662 int android_clone_cnt_initial;/* android clone counter (initial) */
663 int android_clone_cnt; /* android clone counter */
664 int android_clone_time; /* android clone reset time */
665 int ball_cnt; /* ball counter */
666 int ball_pos; /* ball array pos counter */
667 int ball_random; /* ball is random flag */
668 int ball_state_initial; /* ball active flag (initial) */
669 int ball_state; /* ball active flag */
670 int ball_time; /* ball reset time */
671 int bug_score; /* score for killing bug */
672 int diamond_score; /* score for collecting diamond */
673 int dynamite_score; /* score for collecting dynamite */
674 int eater_pos; /* eater array pos */
675 int eater_score; /* score for killing eater */
676 int emerald_score; /* score for collecting emerald */
677 int exit_score; /* score for entering exit */
678 int key_score; /* score for colleting key */
679 int lenses_cnt_initial; /* lenses counter (initial) */
680 int lenses_cnt; /* lenses counter */
681 int lenses_score; /* score for collecting lenses */
682 int lenses_time; /* lenses reset time */
683 int magnify_cnt_initial; /* magnify counter (initial) */
684 int magnify_cnt; /* magnify counter */
685 int magnify_score; /* score for collecting magnifier */
686 int magnify_time; /* magnify reset time */
687 int nut_score; /* score for cracking nut */
688 int shine_cnt; /* shine counter for emerald/diamond */
689 int slurp_score; /* score for slurping alien */
690 int tank_score; /* score for killing tank */
691 int wheel_cnt_initial; /* wheel counter (initial) */
692 int wheel_cnt; /* wheel counter */
693 int wheel_x_initial; /* wheel x pos (initial) */
694 int wheel_x; /* wheel x pos */
695 int wheel_y_initial; /* wheel y pos (initial) */
696 int wheel_y; /* wheel y pos */
697 int wheel_time; /* wheel reset time */
698 int wind_cnt_initial; /* wind counter (initial) */
699 int wind_cnt; /* wind time counter */
700 int wind_direction_initial; /* wind direction (initial) */
701 int wind_direction; /* wind direction */
702 int wind_time; /* wind reset time */
703 int wonderwall_state_initial; /* wonderwall active flag (initial) */
704 int wonderwall_state; /* wonderwall active flag */
705 int wonderwall_time_initial; /* wonderwall time (initial) */
706 int wonderwall_time; /* wonderwall time */
707 short eater_array[8][9]; /* eater data */
708 short ball_array[8][8]; /* ball data */
709 short android_array[TILE_MAX];/* android clone table */
710 int num_ball_arrays; /* number of ball data arrays used */
712 int exit_x, exit_y; /* kludge for playing player exit sound */
714 short cavebuf[CAVE_BUFFER_WIDTH][CAVE_BUFFER_HEIGHT];
715 short nextbuf[CAVE_BUFFER_WIDTH][CAVE_BUFFER_HEIGHT];
716 short drawbuf[CAVE_BUFFER_WIDTH][CAVE_BUFFER_HEIGHT];
717 short boombuf[CAVE_BUFFER_WIDTH][CAVE_BUFFER_HEIGHT];
719 short *cavecol[CAVE_BUFFER_WIDTH];
720 short *nextcol[CAVE_BUFFER_WIDTH];
721 short *drawcol[CAVE_BUFFER_WIDTH];
722 short *boomcol[CAVE_BUFFER_WIDTH];