byte *palette;\r
} planar_buf_t;\r
\r
+#ifndef BITMAPT\r
+#define BITMAPT\r
+typedef struct {\r
+ byte *data;\r
+ word width;\r
+ word height;\r
+ byte *palette;\r
+ word offset;\r
+} bitmap_t;\r
+\r
+typedef struct {\r
+ byte far **data;\r
+ word ntiles; // the number of tiles\r
+ word twidth; // width of the tiles\r
+ word theight; // height of the tiles\r
+ byte *palette; // palette for the tile set\r
+} tileset_t;\r
+#endif\r
+\r
//from 16_sprit.h\r
#ifdef __WATCOMC__\r
#include <hw/vga/vrl.h>\r
sword tileplayerposscreeny; /* player position on screen */ /* needed for scroll and map system to work accordingly */\r
} pagetileinfo_t;\r
\r
+#ifndef PAGET\r
+#define PAGET\r
typedef struct {\r
nibble/*word*/ id; /* the Identification number of the page~ For layering~ */\r
byte far* data; /* the data for the page */\r
//TODO: find where they are used\r
sword delta; // How much should we shift the page for smooth scrolling\r
} page_t;\r
+#endif\r
\r
//from 16_in\r
//==========================================================================\r
//struct sprite *spri; //supposively the sprite sheet data\r
//memptr gr;\r
#endif\r
-// bitmap_t *data; //supposively the sprite sheet data//old format\r
-// bitmap_t bmp;\r
+ bitmap_t *data; //supposively the sprite sheet data//old format\r
+ bitmap_t bmp;\r
\r
//input\r
byte near pdir; //previous direction~ used in IN_16 in IN_ReadControl()\r