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