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#ifndef _BLOCKS_H_
#define _BLOCKS_H_

 * XBoing - An X11 blockout style computer game
 * (c) Copyright 1993, 1994, 1995, Justin C. Kibell, All Rights Reserved
 * The X Consortium, and any party obtaining a copy of these files from
 * the X Consortium, directly or indirectly, is granted, free of charge, a
 * full and unrestricted irrevocable, world-wide, paid up, royalty-free,
 * nonexclusive right and license to deal in this software and
 * documentation files (the "Software"), including without limitation the
 * rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons who receive
 * copies from any such party to do so.  This license includes without
 * limitation a license to do the foregoing actions under any patents of
 * the party supplying this software to the X Consortium.
 * In no event shall the author be liable to any party for direct, indirect,
 * special, incidental, or consequential damages arising out of the use of
 * this software and its documentation, even if the author has been advised
 * of the possibility of such damage.
 * The author specifically disclaims any warranties, including, but not limited
 * to, the implied warranties of merchantability and fitness for a particular
 * purpose.  The software provided hereunder is on an "AS IS" basis, and the
 * author has no obligation to provide maintenance, support, updates,
 * enhancements, or modifications.

 * =========================================================================
 * $Id: blocks.h,v 1994/12/16 01:36:50 jck Exp $
 * $Source: /usr5/legends/jck/xb/master/xboing/include/blocks.h,v $
 * $Revision: $
 * $Date: 1994/12/16 01:36:50 $
 * $Log: blocks.h,v $
 * Revision  1994/12/16  01:36:50  jck
 * The XBoing distribution requires configuration management. This is why the
 * cvs utility is being used. This is the initial import of all source etc..
 * =========================================================================

 *  Dependencies on other include files:

#include <X11/Xlib.h>

 *  Constants and macros:

 * ALWAYS change the SetupBlockInfo() function as well if you change defines. 

#define NONE_BLK        -2
#define KILL_BLK        -1

#define RED_BLK               0
#define BLUE_BLK        1
#define GREEN_BLK       2
#define TAN_BLK               3
#define YELLOW_BLK            4
#define PURPLE_BLK            5
#define BULLET_BLK            6
#define BLACK_BLK       7
#define COUNTER_BLK           8
#define BOMB_BLK        9
#define DEATH_BLK       10
#define REVERSE_BLK           11
#define HYPERSPACE_BLK  12
#define EXTRABALL_BLK   13
#define MGUN_BLK        14
#define WALLOFF_BLK           15
#define MULTIBALL_BLK   16
#define STICKY_BLK            17
#define PAD_SHRINK_BLK  18
#define PAD_EXPAND_BLK  19
#define DROP_BLK        20
#define MAXAMMO_BLK           21
#define ROAMER_BLK            22
#define TIMER_BLK       23
#define RANDOM_BLK            24

#define DYNAMITE_BLK    25
#define BONUSX2_BLK           26
#define BONUSX4_BLK           27
#define BONUS_BLK       28
#define BLACKHIT_BLK    29

#define MAX_STATIC_BLOCKS     25
#define MAX_BLOCKS                  30

#define MAX_ROW               18    
#define MAX_COL               9     

#define BLOCK_WIDTH           40
#define BLOCK_HEIGHT    20

#define SPACE                 7

#define REGION_NONE           0
#define REGION_TOP            1
#define REGION_BOTTOM   2
#define REGION_LEFT           4
#define REGION_RIGHT    8

#define EXPLODE_DELAY               10
#define BONUS_DELAY                 150
#define BONUS_LENGTH                1500
#define DEATH_DELAY1                100
#define DEATH_DELAY2                700
#define EXTRABALL_DELAY             300
#define RANDOM_DELAY                500
#define DROP_DELAY                  1000
#define INFINITE_DELAY              9999999
#define ROAM_EYES_DELAY             300
#define ROAM_DELAY                  1000
#define EXTRA_TIME                  20

 *  Type declarations:

struct blockInfo
      int   blockType;
      int   width;
      int   height;
      int         slide;

struct aBlock
      /* General properties of the block */
      int         occupied;
      int         blockType;
      int         hitPoints;

      /* Used when block explodes */
      int         exploding;
      int         explodeStartFrame;
      int         explodeNextFrame;
      int         explodeSlide;

      /* Used for animation of object */
      int         currentFrame;
      int         nextFrame;
      int         lastFrame;

      /* Used for positioning of block in arena */
      int               blockOffsetX;
      int               blockOffsetY;
      int               x;
      int               y;
      int         width;
      int         height;

      /* Used for ball collision with block */
      Region            regionTop;
      Region            regionBottom;
      Region            regionLeft;
      Region            regionRight;

      /* Indexes into animation frames for object */
      int         counterSlide;           /* For counter blocks only */
      int         bonusSlide;             /* For bonus blocks only */

      /* Special types of block flags */
      int               random;
      int               drop;
      int         specialPopup;
      int         explodeAll;

      /* Used for splitting of the ball in multiball mode */
      int         ballHitIndex;
      int               balldx;
      int               balldy;

typedef struct aBlock **BLOCKPTR;

 *  Function prototypes:

#if NeedFunctionPrototypes
void FreeBlockPixmaps(Display *display);
void InitialiseBlocks(Display *display, Window window, Colormap colormap);
void DrawBlock(Display *display, Window window, int row, int col, 
      int blockType);
void ExplodeBlocksPending(Display *display, Window window);
void RedrawAllBlocks(Display *display, Window window);
void DrawTheBlock(Display *display, Window window, int x, int y, 
      int blockType, int slide, int r, int c);
void ExplodeBlockType(Display *display, Window window, int x, int y,
      int row, int col, int type, int slide);
void AddNewBlock(Display *display, Window window, int row, int col,
      int blockType, int counterSlide, int drawIt);
void HandlePendingAnimations(Display *display, Window window);
void AddBonusBlock(Display *display, Window window, int *row, int *col,
      int type);
void ClearBlockArray(void);
int StillActiveBlocks(void);
void SkipToNextLevel(Display *display, Window window);
void PlaySoundForBlock(int type);
void AddSpecialBlock(Display *display, Window window, int *row, int *col,
      int type, int kill_shots);
void HandlePendingSpecials(Display *display, Window window, int type,
      int r, int c);
int GetRandomType(int blankBlock);
void SetExplodeAllType(Display *display, Window window, int type);
void EraseVisibleBlock(Display *display, Window window, int row, int col);
void ClearBlock(int row, int col);
void SetupBlockInfo(void);
void SetupBlockInfo();
void ClearBlock();
void EraseVisibleBlock();
void SetExplodeAllType();
int GetRandomType();
void HandlePendingSpecials();
void AddSpecialBlock();
void PlaySoundForBlock();
void FreeBlockPixmaps();
void InitialiseBlocks();
void DrawBlock();
void ExplodeBlocksPending();
void RedrawAllBlocks();
void DrawTheBlock();
void ExplodeBlockType();
void AddNewBlock();
void HandlePendingAnimations();
void AddBonusBlock();
void ClearBlockArray();
int StillActiveBlocks();
void SkipToNextLevel();

extern struct aBlock blocks[MAX_ROW][MAX_COL];
extern int rowHeight;
extern int colWidth;
extern int blocksExploding;
extern Pixmap exyellowblock[3], exyellowblockM[3];
extern struct blockInfo    BlockInfo[MAX_BLOCKS];


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