#ifndef RESOURCE_H__ #define RESOURCE_H__ #include "intern.h" struct level_gate_t { uint16_t enter_pos; uint16_t tilemap_pos; uint16_t dst_pos; uint8_t scroll_flag; }; struct level_column_t { uint16_t tilemap_pos; /* current column tilemap pos */ uint8_t w; uint8_t h; uint16_t trigger_pos; /* compared with player pos */ uint16_t tiles_offset_buf; uint8_t y_target; /* final y pos */ uint8_t unk9; }; struct level_bonus_t { uint8_t tile_num0; /* new tile */ uint8_t tile_num1; /* original tile */ uint8_t count; uint16_t pos; }; struct level_item_t { int16_t x_pos, y_pos; uint16_t spr_num; int8_t y_delta; }; struct level_platform_t { uint16_t x_pos; uint16_t y_pos; uint16_t spr_num; uint8_t flags; union { struct { uint8_t y_velocity; uint8_t unk8; uint8_t unk9; uint8_t state; uint16_t y_delta; uint8_t counter; } type8; struct { int8_t max_velocity; uint8_t unk9; uint16_t unkA; uint16_t counter; int8_t velocity; } other; }; }; struct level_monster_t { uint8_t len; uint8_t type; uint16_t spr_num; uint8_t flags; uint8_t energy; uint8_t respawn_ticks; uint8_t current_tick; uint8_t score; uint16_t x_pos; uint16_t y_pos; union { struct { uint8_t y_range; int8_t unkE; } type2; struct { uint8_t unkD; } type3; struct { uint8_t radius; uint8_t unkE; uint8_t angle; uint8_t angle_step; } type4; struct { uint8_t x_range; uint8_t y_range; uint8_t unkF; } type5; struct { uint8_t x_range; const uint8_t *pos; } type6; struct { uint8_t unkD; uint8_t unkE; } type7; struct { uint8_t x_range; int8_t y_step; int8_t x_step; uint8_t y_range; } type8; struct { int16_t unkD; int16_t unkF; int8_t x_step; uint8_t x_dist; } type9; struct { uint8_t unkD; } type10; struct { uint8_t unkD; uint8_t unkE; uint8_t unkF; } type11; struct { uint8_t unkD; } type12; }; }; #define MAX_LEVEL_GATES 20 #define MAX_LEVEL_COLUMNS 15 #define MAX_LEVEL_BONUSES 80 #define MAX_LEVEL_ITEMS 70 #define MAX_LEVEL_PLATFORMS 16 #define MAX_LEVEL_MONSTERS 150 struct level_t { uint8_t tile_attributes0[256]; uint8_t tile_attributes1[256]; uint8_t tile_attributes2[256]; /* 0x80: animated, 0x40: front, 0x20: animate if player is on top */ uint8_t scrolling_top; uint16_t start_x_pos; uint16_t start_y_pos; uint16_t tilemap_w; uint16_t scrolling_mask; /* 4: screen scroll down 1 line, 2: no horizontal scrolling, 1: wider vertical scrolling */ uint16_t front_tiles_lut[256]; struct level_gate_t gates_tbl[MAX_LEVEL_GATES]; struct level_column_t columns_tbl[MAX_LEVEL_COLUMNS]; struct level_monster_t monsters_tbl[MAX_LEVEL_MONSTERS]; uint8_t monsters_count; uint16_t items_spr_num_offset; uint16_t monsters_spr_num_offset; struct level_bonus_t bonuses_tbl[MAX_LEVEL_BONUSES]; uint8_t tile_attributes3[256]; struct level_item_t items_tbl[MAX_LEVEL_ITEMS]; struct level_platform_t platforms_tbl[MAX_LEVEL_PLATFORMS]; uint16_t boss_xmin; uint16_t boss_xmax; uint8_t boss_speed; /* 0..4 */ int16_t boss_energy; uint8_t boss_state; /* !=255: has boss */ uint16_t boss_x_pos; uint16_t boss_y_pos; }; struct resource_t { bool dos_demo; uint8_t *maps; uint8_t *motif; uint8_t *allfonts; uint8_t *sprites; uint8_t *frontdat; int frontlen; uint8_t *uniondat; int unionlen; uint8_t *keyb; int keyblen; uint8_t *leveldat; int levellen; uint8_t *vga; uint8_t *background; struct level_t level, restart; uint8_t *samples; uint16_t spr_monsters_offset; uint16_t spr_monsters_count; }; extern struct resource_t g_res; extern int g_uncompressed_size; extern void res_init(const char *datapath, int vga_size); extern void res_fini(); extern void load_leveldat(const uint8_t *data, struct level_t *level); extern uint8_t *load_file(const char *filename); #endif