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GameStar Special 2004 August
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Geschicklichkeit
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Enigma
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Enigma-081.exe
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init.lua
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2003-06-26
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------------------------------------------------------------------------
-- Copyright (C) 2002,2003 Daniel Heck
--
-- This program is free software; you can redistribute it and/or
-- modify it under the terms of the GNU General Public License
-- as published by the Free Software Foundation; either version 2
-- of the License, or (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License along
-- with this program; if not, write to the Free Software Foundation, Inc.,
-- 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA.
--
-- $Id: init.lua,v 1.26 2003/06/26 07:15:13 reallysoft Exp $
------------------------------------------------------------------------
TRUE = 1
FALSE = 0
EASY = 0
HARD = 1
----------------------
-- Global variables --
----------------------
level_width = 0
level_height = 0
oxyd_default_flavor = "b" -- Default flavor for oxyd stones.
oxyd_count = 0
oxyd_current_color = 0
DefaultAttribs = {}
---------------------
-- Helper routines --
---------------------
function PrintTable(t)
for i,v in t do
if type(v)=="table" then
print (i.." - "..v[1]..","..v[2])
else
print (i.." - "..v)
end
end
end
function Require(filename)
dofile(enigma.FindDataFile(filename))
end
----------------------------------
-- Routines for creating levels --
----------------------------------
function CreateWorld(w, h)
oxyd_default_flavor = "b"
oxyd_count = 0
oxyd_current_color = 0
DefaultAttribs = {}
level_width = w
level_height = h
world.Create(w, h)
end
function SetDefaultAttribs(objname, attribs)
local list = DefaultAttribs[objname]
if list then
for key,val in attribs do list[key] = val end
else
DefaultAttribs[objname]= attribs
end
end
function SetAttrib(obj, key,val)
if key == "name" then
enigma.NameObject(obj, val)
end
enigma.SetAttrib(obj, key, val)
end
GetAttrib = enigma.GetAttrib
function set_attribs(obj, attrs)
if not attrs then return end
for key,val in attrs do
set_attrib(obj, key, val)
end
end
function MakeObject(name, attrs)
local obj = enigma.MakeObject(name)
local a=DefaultAttribs[name]
if a then set_attribs(obj, a) end
set_attribs(obj, attrs)
return obj
end
function set_floor(name, x, y, attrs)
local obj = make_object(name, attrs)
enigma.SetFloor(x,y,obj)
return obj
end
function set_item(name, x, y, attrs)
local obj = make_object(name, attrs)
enigma.SetItem(x,y,obj)
return obj
end
function set_stone(name, x,y, attrs)
local obj=make_object(name, attrs)
enigma.SetStone(x,y,obj)
return obj
end
kill_stone = enigma.KillStone
function AddRubberBand(obj1,obj2, strength,length)
enigma.AddRubberBand(obj1,obj2, strength or 10, length or 2)
end
function fill_floor(name, x0,y0, w,h)
if x0 == nil then x0 = 0 end
if y0 == nil then y0 = 0 end
if w == nil then w = level_width end
if h == nil then h = level_height end
for y=y0,y0+h-1 do
for x=x0,x0+w-1 do set_floor(name, x, y) end
end
end
function fill_items(name, x0,y0,w,h)
for y=y0,y0+h-1 do
for x=x0,x0+w-1 do set_item(name, x, y) end
end
end
function fill_stones(name, x0,y0, w,h)
for y=y0,y0+h-1 do
for x=x0,x0+w-1 do set_stone(name, x, y) end
end
end
function draw_floor(name, xy0, xystep, n, attrs)
local x,y = xy0[1],xy0[2]
for i=1,n do
set_floor(name, x, y, attrs)
x = x+xystep[1]
y = y+xystep[2]
end
end
function draw_checkerboard_floor( name1, name2, x, y, w, h, attrs)
for i=1,h do
for j=1,w do
if mod( i,2) == mod( j,2) then
set_floor( name1, x+j-1 ,x+i-1, attrs)
else
set_floor( name2, x+j-1 ,x+i-1, attrs)
end
end
end
end
function draw_items(name, xy0, xystep, n, attrs)
local x,y = xy0[1],xy0[2]
for i=1,n do
set_item(name, x, y, attrs)
x = x+xystep[1]
y = y+xystep[2]
end
end
function draw_stones(name, xy0, xystep, n, attrs)
local x,y = xy0[1],xy0[2]
for i=1,n do
set_stone(name, x, y, attrs)
x = x+xystep[1]
y = y+xystep[2]
end
end
function draw_border(stonename, x0, y0, w, h)
if x0 == nil then x0 = 0 end
if y0 == nil then y0 = 0 end
if w == nil then w = level_width end
if h == nil then h = level_height end
draw_stones(stonename, {x0,y0}, {1,0}, w)
draw_stones(stonename, {x0,y0+h-1},{1,0}, w)
draw_stones(stonename, {x0,y0}, {0,1}, h)
draw_stones(stonename, {x0+w-1,y0},{0,1}, h)
end
function set_stones(name, poslist, attrs)
for i,xy in poslist do
set_stone(name, xy[1], xy[2], attrs)
end
end
function set_actor(name, x, y, attrs)
local obj=make_object(name, attrs)
enigma.SetActor(x, y,obj)
return obj
end
---------------------------------------------
-- Creation of particular kinds of objects --
---------------------------------------------
function fakeoxyd(x,y) return set_stone("st-fakeoxyd",x,y) end
-- Create an oxyd stone with the current default flavor.
function oxyd(x,y)
set_stone("st-oxyd",x,y, {
flavor=oxyd_default_flavor,
color=""..oxyd_current_color
})
oxyd_count = oxyd_count +1
if oxyd_count == 2 then
oxyd_count = 0
oxyd_current_color = oxyd_current_color + 1
end
end
-- Shuffle the colors of all oxyd stones in the current landscape.
function oxyd_shuffle()
enigma.SendMessage(enigma.GetObjectTemplate("st-oxyd"), "shuffle", nil)
end
-- Close all oxyd stones in the current landscape
function oxyd_closeall()
enigma.SendMessage(enigma.GetObjectTemplate("st-oxyd"), "closeall", nil)
end
function oneway(x,y,orient)
return set_stone("st-oneway",x,y,{orientation=orient})
end
function laser(x,y,is_on,dir)
return set_stone("st-laser",x,y,{on=is_on, dir=dir})
end
function mirrorp(x,y,movable, transp,orient)
return set_stone("st-pmirror", x, y, {movable=movable, transparent=transp,
orientation=orient})
end
function mirror3(x,y,movable, transp, orient)
return set_stone("st-3mirror", x, y, {movable=movable, transparent=transp,
orientation = orient})
end
PUZ_0000=1 -- hollow
PUZ_0001=2 -- w
PUZ_0010=3 -- s
PUZ_0011=4 -- sw
PUZ_0100=5 -- e
PUZ_0101=6 -- ew
PUZ_0110=7 -- es
PUZ_0111=8 -- esw
PUZ_1000=9 -- n
PUZ_1001=10 -- nw
PUZ_1010=11 -- ns
PUZ_1011=12 -- nsw
PUZ_1100=13 -- ne
PUZ_1101=14 -- new
PUZ_1110=15 -- nes
PUZ_1111=16 -- nesw
-- functions using puzzle-style tiles:
function puzzle(x, y, conn)
return set_stone("st-puzzle", x,y, {connections=conn})
end
function puzzle2(x, y, conn)
return set_stone("st-puzzle", x,y, {connections=conn,oxyd=1})
end
function bigbrick(x, y, conn)
return set_stone("st-bigbrick",x,y,{connections=conn})
end
--
function switch(x,y,target,action)
return set_stone("st-switch", x,y, {target=target, action=action})
end
function abyss(x,y) set_floor("fl-abyss",x,y) end
-----------
-- ITEMS --
-----------
function hollow(x,y) set_item("it-hollow", x,y) end
function Document(x,y,t) set_item("it-document", x, y, {text=t}) end
function hammer(x,y) set_item("it-hammer",x,y) end
function dynamite(x,y) set_item("it-dynamite",x,y) end
function bomb(x,y) set_item("it-blackbomb",x,y) end
function shogundot(x,y,size,attrs)
if attrs==nil then attrs={} end
attrs.size = size
set_item("it-shogun", x, y, attrs)
end
function keya(x,y) set_item("it-key", x,y, {keycode=1.0}) end
function keyb(x,y) set_item("it-key", x,y, {keycode=2.0}) end
function keyc(x,y) set_item("it-key", x,y, {keycode=3.0}) end
function shogundot1(x,y,attrs) shogundot(x,y,1,attrs) end
function shogundot2(x,y,attrs) shogundot(x,y,2,attrs) end
function shogundot3(x,y,attrs) shogundot(x,y,3,attrs) end
function Wormhole(x,y,targetx, targety, attribs)
local attrs = attribs or {}
attrs.targetx = targetx
attrs.targety = targety
set_item("it-wormhole", x,y, attrs)
end
function Doorh(x,y,attrs)
local attrs = attrs or {}
attrs.type="h"
set_stone("st-door",x,y,attrs)
end
function Doorv(x,y,attrs)
local attrs = attrs or {}
attrs.type="v"
set_stone("st-door",x,y,attrs)
end
EAST = enigma.EAST
NORTH = enigma.NORTH
SOUTH = enigma.SOUTH
WEST = enigma.WEST
---------------
-- GRADIENTS --
---------------
SLOPE_S = 1
SLOPE_N = 2
SLOPE_E = 3
SLOPE_W = 4
SLOPE_LARGE_SE = 5
SLOPE_LARGE_SW = 6
SLOPE_LARGE_NE = 7
SLOPE_LARGE_NW = 8
SLOPE_SMALL_SE = 9
SLOPE_SMALL_NE = 10
SLOPE_SMALL_SW = 11
SLOPE_SMALL_NW = 12
SLOPE_S_FORCE_W = 13
SLOPE_N_FORCE_W = 14
SLOPE_S_FORCE_E = 15
SLOPE_N_FORCE_E = 16
SLOPE_E_FORCE_N = 17
SLOPE_W_FORCE_N = 18
SLOPE_E_FORCE_S = 19
SLOPE_W_FORCE_S = 20
FLAT_FORCE_S = 21
FLAT_FORCE_N = 22
FLAT_FORCE_E = 23
FLAT_FORCE_W = 24
function Gradient( x, y, type )
set_floor( "fl-gradient", x, y, {type=type} )
end
----------------------------------------------------
-- Define lowercase aliases for various functions --
----------------------------------------------------
create_world = CreateWorld
get_attrib = GetAttrib
set_attrib = SetAttrib
make_object = MakeObject
document = Document
doorh = Doorh
doorv = Doorv
gradient = Gradient
wormhole = Wormhole