#ifndef GAME_H__ #define GAME_H__ #include "intern.h" #define CHEATS_OBJECT_NO_HIT (1 << 0) #define CHEATS_ONE_HIT_VINYL (1 << 1) #define CHEATS_DECOR_NO_HIT (1 << 2) #define CHEATS_UNLIMITED_VINYLS (1 << 3) #define CHEATS_UNLIMITED_TIME (1 << 4) extern struct options_t g_options; #define TILEMAP_SCREEN_W GAME_SCREEN_W #define TILEMAP_SCREEN_H (GAME_SCREEN_H - PANEL_H) #define PANEL_H 24 #define SOUND_0 0 #define SOUND_1 1 /* monster knocked out */ #define SOUND_2 2 /* bouncing mushroom */ #define SOUND_3 3 /* decor hit */ #define SOUND_4 4 /* player hit */ #define SOUND_5 5 /* grab vinyl */ #define SOUND_8 8 /* no vinyl */ #define SOUND_9 9 /* throw vinyl */ #define SOUND_10 10 /* "rock,rock,rock and roll" */ #define SOUND_11 11 #define SOUND_14 14 /* player lost life */ #define SOUND_15 15 /* running out time */ struct object_t { int16_t x_pos; int16_t y_pos; uint16_t spr_num; union { uint8_t b[2]; int16_t w; const uint8_t *p; } data[11]; }; enum { PLAYER_FLAGS_STAIRS = 2, PLAYER_FLAGS_FACING_LEFT = 4, PLAYER_FLAGS_THROW_VINYL = 8, PLAYER_FLAGS_POWERUP = 0x20, PLAYER_FLAGS_JAKE = 0x80 }; #define player_obj_num(obj) (obj)->data[0].w #define player_prev_spr_num(obj) (obj)->data[1].w #define player_anim_data(obj) (obj)->data[2].p #define player_idle_counter(obj) (obj)->data[3].b[0] #define player_power(obj) (obj)->data[3].b[1] #define player_x_delta(obj) (obj)->data[4].w #define player_y_delta(obj) (obj)->data[5].w #define player_flags(obj) (obj)->data[6].b[0] #define player_jump_counter(obj) (obj)->data[6].b[1] #define player_bounce_counter(obj) (obj)->data[7].b[0] #define player_tilemap_offset(obj) (obj)->data[8].w #define player_hit_counter(obj) (obj)->data[9].b[0] #define player_throw_counter(obj) (obj)->data[9].b[1] #define player_flags2(obj) (obj)->data[10].b[0] #define object_blinking_counter(obj) (obj)->data[6].b[1] /* star */ #define object2_spr_count(obj) (obj)->data[0].b[0] #define object2_spr_tick(obj) (obj)->data[0].b[1] /* vinyl */ #define object22_xvelocity(obj) (obj)->data[0].w #define object22_damage(obj) (obj)->data[1].w #define object22_player_num(obj) (obj)->data[2].w /* crate */ #define object64_counter(obj) (obj)->data[1].w #define object64_yvelocity(obj) (obj)->data[2].w /* monster */ #define object82_state(obj) (obj)->data[0].b[0] #define object82_type(obj) (obj)->data[0].b[1] #define object82_anim_data(obj) (obj)->data[1].p #define object82_hflip(obj) (obj)->data[3].b[0] #define object82_counter(obj) (obj)->data[3].b[1] #define object82_x_delta(obj) (obj)->data[4].w #define object82_y_delta(obj) (obj)->data[5].w #define object82_energy(obj) (obj)->data[8].w #define object82_type0_init_data(obj) (obj)->data[4].p #define object82_type0_player_num(obj) (obj)->data[5].w #define object82_type0_x_delta(obj) (obj)->data[6].b[0] // signed #define object82_type0_y_delta(obj) (obj)->data[7].b[0] // signed #define object82_type1_hdir(obj) (obj)->data[6].b[0] // signed #define object102_x_delta(obj) (obj)->data[0].w #define object102_y_delta(obj) (obj)->data[1].w struct player_t { struct object_t obj; int16_t unk_counter; int16_t change_hdir_counter; uint8_t lifes_count; int16_t vinyls_count; int8_t energy; uint8_t dir_mask; uint8_t ticks_counter; }; #define TRIGGERS_COUNT 36 #define LEVELS_COUNT 30 #define OBJECTS_COUNT 165 /* offset count 2 20 : animated tiles/vinyls 22 10 : vinyls 32 8*4 : (rotating) platforms 64 8 : crates 72 10 : bonuses spr_num:190 82 20 : monsters 102 10 112 9 : vertical bars 121 8 : dragon monster (level 26) */ struct vars_t { int level; int player; bool input_keystate[128]; uint32_t timestamp; uint8_t input_key_left, input_key_right, input_key_down, input_key_up, input_key_space, input_key_jump; uint16_t buffer[128 * 2]; /* level objects state 0xFFFF, 0xFF20 or g_vars.objects_table index */ int16_t dragon_coords[1 + 128]; struct player_t players_table[2]; int16_t player_xscroll, player_map_offset; struct object_t objects_table[OBJECTS_COUNT]; int level_start_1p_x_pos, level_start_1p_y_pos; int level_start_2p_player1_x_pos, level_start_2p_player1_y_pos, level_start_2p_player2_x_pos, level_start_2p_player2_y_pos; int level_loop_counter; int throw_vinyl_counter; uint8_t level_num; uint16_t level_time, level_time2; uint8_t level_time_counter; uint8_t triggers_table[19 + TRIGGERS_COUNT * 16]; int tilemap_x, tilemap_y, tilemap_w, tilemap_h; int tilemap_end_x, tilemap_end_y; int tilemap_scroll_dx, tilemap_scroll_dy; uint8_t *tilemap_data; uint16_t level_pos_num; uint8_t tilemap_type, tilemap_flags; uint8_t tilemap_lut_type[0x100]; /* type:0,1,2 */ uint8_t tilemap_lut_init[6 * 0x100]; uint8_t tilemap_lut_init2[0x100]; const uint8_t *tilemap_current_lut; uint8_t tile_palette_table[0x100]; const uint8_t *level_tiles_lut; uint8_t palette_buffer[256 * 3]; bool change_next_level_flag; bool reset_palette_flag; }; extern struct vars_t g_vars; /* staticres.c */ extern const uint16_t sound_offsets[]; extern const uint16_t sprite_offsets[]; extern const uint16_t sprite_sizes[]; extern const uint8_t sprite_palettes[]; extern const uint8_t level_data1p[]; extern const uint8_t level_data2p[]; extern const uint8_t level_data3[]; extern const uint8_t vscroll_offsets_table[]; extern const uint16_t rotation_table[]; extern const uint8_t bonus_spr_table[]; extern const uint8_t tiles_5dc9_lut[]; extern const uint8_t tiles_yoffset_table[]; extern const uint8_t monster_spr_anim_data0[]; extern const uint8_t monster_spr_anim_data1[]; extern const uint8_t monster_spr_anim_data2[]; extern const uint8_t monster_spr_anim_data3[]; extern const uint8_t monster_spr_anim_data6[]; extern const uint8_t monster_spr_anim_data8[]; extern const uint8_t monster_spr_anim_data9[]; extern const uint8_t common_palette_data[]; extern const uint8_t levels_palette_data[]; extern const uint8_t tile_lut_data0[]; extern const uint8_t tile_lut_data1[]; extern const uint8_t tile_lut_data2[]; extern const uint8_t tile_lut_data3[]; extern const uint16_t tile_funcs0[]; extern const uint16_t tile_funcs1[]; extern const uint16_t tile_funcs2[]; extern const uint16_t tile_funcs3[]; extern const uint8_t level_data_tiles_lut[]; extern const uint8_t player_anim_dy[]; extern const uint8_t player_anim_lut[]; extern const uint8_t *player_anim_table[]; /* game.c */ extern void update_input(); extern void game_main(); extern void do_game_over_screen(); extern void do_game_win_screen(); extern void do_difficulty_screen(); extern void do_level_password_screen(); extern void do_level_number_screen(); /* level.c */ extern void do_level(); /* screen.c */ extern void video_draw_dot_pattern(int offset); extern void video_draw_sprite(int num, int x, int y, int flag); extern void video_draw_string(const char *s, int offset, int hspace); extern void video_copy_vga(int size); extern void video_copy_backbuffer(int h); extern void ja_decode_spr(const uint8_t *src, int w, int h, uint8_t *dst, int dst_pitch, uint8_t pal_mask); extern void ja_decode_chr(const uint8_t *buffer, const int size, uint8_t *dst, int dst_pitch); extern void ja_decode_tile(const uint8_t *buffer, uint8_t pal_mask, uint8_t *dst, int dst_pitch, int x, int y); extern void ja_decode_motif(int num, uint8_t color); extern void video_load_sprites(); /* sound.c */ extern void sound_init(); extern void sound_fini(); extern void play_sound(int num); extern void play_music(int num); #endif /* GAME_H__ */