354 lines
9.4 KiB
C
354 lines
9.4 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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extern struct options_t g_options;
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#define PANEL_H 24
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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 TILEMAP_SCROLL_W 64
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#define CHEATS_NO_HIT (1 << 0)
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#define CHEATS_UNLIMITED_LIFES (1 << 1)
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#define CHEATS_UNLIMITED_ENERGY (1 << 2)
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#define CHEATS_NO_WIND (1 << 3)
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struct club_anim_t {
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const uint8_t *anim; /* uint16_t[4] : player spr, club spr, x, y */
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uint8_t a;
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uint8_t power; /* damage */
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uint8_t c;
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};
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struct player_t {
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int16_t hdir; /* left:-1 right:1 */
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uint8_t current_anim_num;
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const uint8_t *anim;
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int16_t y_velocity;
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uint8_t special_anim_num; /* idle, exhausted */
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};
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struct club_projectile_t {
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const uint8_t *anim;
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int16_t y_velocity;
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};
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struct monster_t {
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uint8_t flags;
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void *ref;
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int16_t x_velocity;
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int16_t y_velocity;
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const uint8_t *anim;
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uint8_t state;
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int8_t energy;
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uint8_t hit_jump_counter;
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};
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struct thing_t {
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void *ref;
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int16_t counter;
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int16_t y_velocity;
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};
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struct object_t {
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int16_t x_pos, y_pos;
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uint16_t spr_num;
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int16_t x_velocity;
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uint8_t x_friction;
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union {
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struct player_t p; /* objects[1] */
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struct club_projectile_t c; /* objects[2..5] */
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struct monster_t m; /* objects[11..22] */
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struct thing_t t; /* objects[23..74] */
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} data;
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uint8_t hit_counter;
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};
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#define MONSTERS_COUNT 12
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#define OBJECTS_COUNT 116
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/*
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offset count
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0 1 : club
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1 1 : player
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2 4 : axe
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6 5 : club hitting decor frames
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11 12 : monsters
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23 32 : secret bonuses
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55 20 : items
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75 16 : scores
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91 7 : decor
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98 5 : boss level 5 (tree)
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103 5 : boss projectiles
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108 8 : boss energy bars
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*/
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struct boss_level5_leaf_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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int16_t y_delta;
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int16_t x_delta;
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int8_t dir;
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};
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struct orb_t {
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uint16_t x_pos;
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uint16_t y_pos;
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uint8_t index_tbl; /* cos_/sin_tbl */
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uint8_t radius;
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};
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struct fly_t {
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uint16_t x_pos;
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uint16_t y_pos;
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int8_t x_delta;
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int8_t y_delta;
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uint8_t unk6;
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uint8_t unk7;
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};
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struct vars_t {
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uint32_t starttime;
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uint32_t timestamp;
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struct {
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uint8_t a, b, c;
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uint16_t d, e;
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} random;
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struct {
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bool keystate[128];
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uint8_t key_left, key_right, key_down, key_up, key_space;
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uint8_t key_vdir, key_hdir;
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} input;
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uint8_t level_num;
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uint32_t score;
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uint16_t score_extra_life;
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uint16_t level_complete_secrets_count;
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uint16_t level_complete_bonuses_count;
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uint16_t level_current_secrets_count;
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uint16_t level_current_bonuses_count;
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uint8_t level_completed_flag;
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uint8_t restart_level_flag;
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uint16_t level_draw_counter;
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uint8_t shake_screen_counter;
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uint16_t shake_screen_voffset;
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uint8_t player_lifes;
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int8_t player_energy;
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uint8_t player_death_flag;
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uint8_t player_flying_flag;
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uint8_t player_flying_counter;
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uint8_t player_flying_anim_index;
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uint8_t player_bonus_letters_mask;
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uint8_t player_utensils_mask;
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uint8_t player_gravity_flag; /* 0, 1 or 2 */
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uint8_t player_unk_counter1;
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uint8_t player_moving_counter;
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uint8_t player_anim_0x40_flag;
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uint8_t player_anim2_counter;
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int16_t player_prev_y_pos;
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uint8_t player_bonus_letters_blinking_counter;
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uint8_t player_nojump_counter;
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uint8_t player_jumping_counter;
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uint8_t player_action_counter;
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int16_t player_hit_monster_counter;
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uint8_t player_jump_monster_flag;
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uint8_t player_club_type;
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uint8_t player_club_power;
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uint8_t player_club_powerup_duration;
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uint8_t player_club_anim_duration;
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bool player_using_club_flag;
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uint16_t player_update_counter;
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uint8_t player_current_anim_type;
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uint8_t player_tile_flags;
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uint8_t level_items_count_tbl[140]; /* bonuses and items collected in the level */
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uint8_t level_items_total_count;
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uint8_t level_bonuses_count_tbl[80];
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uint8_t bonus_energy_counter;
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int16_t current_platform_dx, current_platform_dy;
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uint16_t decor_tile0_offset; /* decor tile below the player */
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struct fly_t fly_tbl[20];
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struct orb_t orb_tbl[20]; /* spider webs */
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struct object_t *current_hit_object;
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struct object_t objects_tbl[OBJECTS_COUNT];
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uint8_t level_xscroll_center_flag, level_yscroll_center_flag;
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uint8_t level_force_x_scroll_flag;
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bool tilemap_adjust_player_pos_flag;
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uint8_t tilemap_noscroll_flag;
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int16_t tilemap_yscroll_diff;
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uint16_t tilemap_start_x_pos, tilemap_start_y_pos; /* tilemap restart position */
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uint8_t tile_attr2_flags; /* current tilemap tile types (eg. front) */
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uint8_t level_animated_tiles_counter; /* animated tiles update counter */
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uint8_t *level_animated_tiles_current_tbl; /* pointer to current tile_tbl */
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uint8_t tile_tbl1[256]; /* animated tile state 1 */
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uint8_t tile_tbl2[256]; /* animated tile state 2 */
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uint8_t tile_tbl3[256]; /* animated tile state 3 */
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uint8_t animated_tile_flag_tbl[256]; /* 1 if tile is animated */
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uint8_t columns_tiles_buf[256];
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struct {
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int16_t x, y;
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int16_t prev_x, prev_y;
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int8_t scroll_dx, scroll_dy;
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uint8_t redraw_flag2; /* tilemap needs redraw */
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uint8_t redraw_flag1; /* force redraw even if tilemap origin did not change */
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uint8_t h;
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uint16_t size; /* tilemap size h*256 */
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} tilemap;
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struct {
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struct object_t *current_object;
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uint8_t type10_dist;
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uint8_t hit_mask;
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int16_t collide_y_dist;
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uint8_t type0_hdir;
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} monster;
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struct {
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uint16_t draw_counter;
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uint8_t change_counter;
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int16_t x_velocity, y_velocity;
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bool hdir; /* facing to the right */
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int16_t x_dist; /* horizontal distance from player */
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int16_t state_counter;
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uint8_t anim_num;
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const uint8_t *prev_anim;
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const uint8_t *next_anim;
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const uint8_t *current_anim;
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struct {
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int16_t x_pos, y_pos;
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uint16_t spr_num;
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} parts[5];
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struct object_t *obj1;
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struct object_t *obj2;
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struct object_t *obj3;
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} boss; /* gorilla */
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struct {
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uint8_t unk1;
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uint8_t energy;
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uint8_t state; /* 3: boss dead */
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uint8_t spr103_pos;
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uint8_t spr106_pos;
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uint8_t unk6;
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uint8_t tick_counter;
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uint8_t idle_counter;
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struct boss_level5_leaf_t leaf_tbl[5];
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} boss_level5; /* tree */
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struct {
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int16_t energy;
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uint8_t seq_counter;
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uint8_t hit_counter;
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const uint8_t *seq;
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const uint16_t *anim;
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} boss_level9; /* minotaur */
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struct {
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int16_t x_pos, y_pos;
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uint16_t spr_num;
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} current_bonus; /* bonus added */
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struct {
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uint16_t value; /* wind */
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uint16_t counter;
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const uint16_t *pattern;
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uint16_t random_tbl[256];
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} snow;
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struct {
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uint8_t state; /* 1: lights off, 0: lights on */
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uint8_t palette_flag1; /* palette day time */
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uint8_t palette_flag2; /* palette night time */
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uint8_t palette_counter;
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} light;
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struct {
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uint32_t score;
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uint8_t lifes;
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uint8_t energy;
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uint8_t bonus_letters_mask;
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} panel;
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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 uint8_t *palettes_tbl[16];
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extern const uint8_t credits_palette_data[16 * 3];
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extern const uint8_t light_palette_data[16 * 3];
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extern const uint8_t spr_offs_tbl[922];
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extern const uint8_t spr_size_tbl[922];
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extern const uint16_t score_tbl[17];
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extern const uint8_t score_spr_lut[110];
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extern const uint8_t *object_anim_tbl[];
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extern const struct club_anim_t club_anim_tbl[4];
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extern const uint8_t player_anim_lut[32];
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extern const uint8_t player_flying_anim_data[100]; /* uint16_t: player_spr_num, uint16_t: flying_spr_num, int8_t: dx, int8_t: dy */
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extern const uint8_t vscroll_offsets_data[132];
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extern const uint8_t cos_tbl[256];
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extern const uint8_t sin_tbl[256];
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extern const uint16_t monster_spr_tbl[48];
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extern const uint8_t monster_anim_tbl[1100];
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extern const uint8_t boss_minotaur_seq_data[86];
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extern const uint16_t boss_gorilla_data[19 * 10];
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extern const uint16_t boss_gorilla_spr_tbl[46 * 3]; /* uint16_t: spr1_num, uint16_t: spr2_num, int8_t: dx, int8_t: dy */
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extern const uint16_t snow_pattern1_data[11];
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extern const uint16_t snow_pattern2_data[10];
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/* game.c */
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extern void update_input();
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extern void input_check_ctrl_alt_e();
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extern void input_check_ctrl_alt_w();
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extern void do_theend_screen();
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extern uint32_t timer_get_counter();
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extern void random_reset();
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extern uint8_t random_get_number();
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extern uint16_t random_get_number2();
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extern uint16_t random_get_number3(uint16_t x);
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extern void game_main();
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/* level.c */
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extern void do_level();
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extern uint8_t level_get_tile(uint16_t offset);
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extern void level_player_die();
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extern bool level_objects_collide(const struct object_t *, const struct object_t *);
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extern void level_add_object23_bonus(int x_vel, int y_vel, int count);
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extern void level_add_bonuses_4x();
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/* monsters.c */
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extern void monster_change_next_anim(struct object_t *obj);
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extern void monster_change_prev_anim(struct object_t *obj);
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/* screen.c */
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extern void video_draw_string(int offset, int hspace, const char *s);
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extern void video_clear();
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extern void video_copy_img(const uint8_t *src);
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extern void video_draw_panel(const uint8_t *src);
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extern void video_draw_panel_number(int offset, int num);
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extern void video_draw_number(int offset, int num);
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extern void video_draw_character_spr(int offset, uint8_t chr);
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extern void video_draw_string2(int offset, const char *str);
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extern void video_draw_tile(const uint8_t *src, int x, int y);
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extern void video_convert_tiles(uint8_t *data, int len);
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extern void video_load_front_tiles();
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extern void video_transition_close();
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extern void video_transition_open();
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extern void video_load_sprites();
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extern void video_draw_sprite(int num, int x, int y, int flag);
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extern void video_put_pixel(int x, int y, uint8_t color);
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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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