1 /* Project 16 Source Code~
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2 * Copyright (C) 2012-2017 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover
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4 * This file is part of Project 16.
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6 * Project 16 is free software; you can redistribute it and/or modify
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7 * it under the terms of the GNU General Public License as published by
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8 * the Free Software Foundation; either version 3 of the License, or
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9 * (at your option) any later version.
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11 * Project 16 is distributed in the hope that it will be useful,
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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14 * GNU General Public License for more details.
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16 * You should have received a copy of the GNU General Public License
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17 * along with this program. If not, see <http://www.gnu.org/licenses/>, or
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18 * write to the Free Software Foundation, Inc., 51 Franklin Street,
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19 * Fifth Floor, Boston, MA 02110-1301 USA.
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23 #ifndef _TYPEDEFSTRUCT_H_
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24 #define _TYPEDEFSTRUCT_H_
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26 #include "src/lib/16_t.h"
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28 #define AARED "\x1b[41;31m"
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29 #define AABLUE "\x1b[44;34m"
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30 #define AAGREEN "\x1b[42;32m"
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31 #define AAYELLOW "\x1b[43;33m"
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32 #define AAGREY "\x1b[47;37m"
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33 #define AABLACK "\x1b[40;30m"
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34 #define AAWHITE "\x1b[47;37m"
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35 #define AAMAGENTA "\x1b[45;35m"
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36 #define AARESET "\x1b[0m"
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41 * typedefs of the game variables!
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53 word ntiles; /* the number of tiles */
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54 word twidth; /* width of the tiles */
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55 word theight; /* height of the tiles */
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56 byte *palette; /* palette for the tile set */
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60 byte far *plane[4]; // 4 planes of image data
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61 word width; // width of the image (spread across 4 planes)
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62 word height; // height of the image (spread across 4 planes)
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63 word pwidth; // the number of bytes in each plane
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67 //TODO: 16_mm and 16_ca must handle this
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69 bitmap_t far *data; //old
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70 //planar_buf_t far *pbdata; //old
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71 word tileHeight, tileWidth;
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72 unsigned int rows, cols;
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74 // boolean debug_text; //show the value of the tile! wwww
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75 // byte *debug_data;
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77 byte imgname[8]; //image file of tileset
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80 //TODO: 16_mm and 16_ca must handle this
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81 //TODO: add variables from 16_ca
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84 //long planestart[3];
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85 //unsigned planelength[3];
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86 byte *data; //TODO: 16_mm and 16_ca must handle this
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87 byte * far *layerdata; //TODO: 16_mm and 16_ca must handle this
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88 //tiles_t *tiles; //TODO: 16_mm and 16_ca must handle this
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89 tiles_t far *layertile[MAPLAYERS]; //TODO: 16_mm and 16_ca must handle this
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90 int width, height; //this has to be signed!
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95 word tw; /* screen width in tiles */
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96 word th; /* screen height in tiles */
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97 word tilesw; /* virtual screen width in tiles */
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98 word tilesh; /* virtual screen height in tiles */
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99 sword tilemidposscreenx; /* middle tile x position */ /* needed for scroll system to work accordingly */
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100 sword tilemidposscreeny; /* middle tile y position */ /* needed for scroll system to work accordingly */
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101 sword tileplayerposscreenx; /* player position on screen */ /* needed for scroll and map system to work accordingly */
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102 sword tileplayerposscreeny; /* player position on screen */ /* needed for scroll and map system to work accordingly */
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106 nibble/*word*/ id; /* the Identification number of the page~ For layering~ */
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107 byte far* data; /* the data for the page */
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109 word dx; /* col we are viewing on virtual screen (on page[0]) */ /* off screen buffer on the left size */
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110 word dy; /* row we are viewing on virtual screen (on page[0]) */ /* off screen buffer on the top size */
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111 word sw; /* screen width */ /* resolution */
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112 word sh; /* screen heigth */ /* resolution */
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113 word width; /* virtual width of the page */
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114 word height; /* virtual height of the page */
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115 word stridew; /* width/4 */ /* VGA */
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116 word pagesize; /* page size */
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117 word pi; /* increment page by this much to preserve location */
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120 //TODO: find where they are used
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121 sword delta; // How much should we shift the page for smooth scrolling
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126 typedef struct sprite
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128 // VRS container from which we will extract animation and image data
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129 struct vrs_container *spritesheet;
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130 // Container for a vrl sprite
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131 struct vrl_container *sprite_vrl_cont;
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132 // Current sprite id
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134 // Index of a current sprite in an animation sequence
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135 int curr_anim_spri;
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136 // Current animation sequence
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137 struct vrs_animation_list_entry_t *curr_anim_list;
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138 // Index of current animation in relevant VRS offsets table
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140 // Delay in time units untill we should change sprite
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142 // Position of sprite on screen
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150 int x; //entity exact position on the viewable map
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151 int y; //entity exact position on the viewable map
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152 int tx; //entity tile position on the viewable map
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153 int ty; //entity tile position on the viewable map
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154 int triggerx; //entity's trigger box tile position on the viewable map
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155 int triggery; //entity's trigger box tile position on the viewable map
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156 // int sheetsetx; //NOT USED YET! entity sprite sheet set on the image x
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157 // int sheetsety; //NOT USED YET! entity sprite sheet set on the image y
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158 nibble d; //direction to render sprite!! wwww
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159 nibble pred; //prev. direction for animation changing
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160 word dire; //sprite in use
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161 nibble q; //loop variable for anumation and locking the playing to compleate the animation cycle to prevent issues with misalignment www
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162 word speed; //entity speed!
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163 word spt; //speed per tile
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165 sprite_t *spri; // sprite used by entity
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167 sword hp; //hitpoints of the entity
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168 nibble overdraww, overdrawh; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
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169 // if the sprite's edge pixels are clear anyway, you can set this to 0.
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170 nibble /*int*/ persist_aniframe; // gonna be increased to 1 before being used, so 0 is ok for default
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174 //==========================================================================
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175 typedef byte ScanCode;
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178 //ctrl_None, // MDM (GAMERS EDGE) - added
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180 ctrl_Keyboard1 = ctrl_Keyboard,ctrl_Keyboard2,
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182 ctrl_Joystick1 = ctrl_Joystick,ctrl_Joystick2,
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186 motion_Left = -1,motion_Up = -1,
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188 motion_Right = 1,motion_Down = 1
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191 dir_North,//dir_NorthEast,
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192 dir_West,//dir_Nortinest,
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194 dir_East,//,dir_SouthEast,
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195 dir_South,//dir_Soutinest,
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198 boolean near button0,button1,button2,button3;
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200 Motion near xaxis,yaxis;
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201 Direction near dir;
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205 ScanCode near button0,button1,
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217 word near joyMinX,joyMinY,
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218 threshMinX,threshMinY,
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219 threshMaxX,threshMaxY,
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221 joyMultXL,joyMultYL,
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222 joyMultXH,joyMultYH;
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225 //==========================================================================
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229 entity_t near enti;
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231 //struct sprite *spri; //supposively the sprite sheet data
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234 bitmap_t *data; //supposively the sprite sheet data//old format
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238 byte near pdir; //previous direction~ used in IN_16 in IN_ReadControl()
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240 ControlType Controls;
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243 int dx, dy, delta; //TODO: what is this? ^^
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246 //===========================================//
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250 int profilehandle,debughandle,showmemhandle;
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256 word frames_per_second;
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258 dword tiku; //frames passed
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259 word clock_start; //timer start
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260 word *clock; //current time on clock
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261 boolean fpscap; //cap the fps var
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267 unsigned int offscreen_ofs;
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268 unsigned int pattern_ofs;
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270 #define NUMCHUNKS 416 //keen
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274 char old_mode; //old video mode before game!
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275 byte palette[768]; //palette array
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276 page_t page[MAXPAGE]; //can be used as a pointer to root page[0]
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277 word vmem_remain; //remaining video memory
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278 byte num_of_pages; //number of actual pages
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279 //doslib origi vars
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280 byte far * omemptr;
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281 byte vga_draw_stride;
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282 byte vga_draw_stride_limit; // further X clipping
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283 //end of doslib origi vars
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284 boolean __near rss; //render sprite switch
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285 boolean __near bgps; //bg preservation render switch between old and new
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286 sword __near sprifilei; //player file's i
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287 nibble __near p; //render page number
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288 nibble __near sp; //show page number(for showpage)
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289 boolean __near dorender; //page flip, showpage, or render if true
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290 word pr[MAXPAGE][4]; //render sections of pages (this is supposed to be set up to draw sections of the screen if updated)
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292 nibble sfip; //shinku_fps_indicator_page; // we're on page 1 now, shinku(). follow along please or it will not be visible.
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293 ofs_t ofs; //offset vars used for doslib
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294 word vh; //video combined height
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295 //0000word startclk; float clk, tickclk; //timer
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297 //TODO: find out how they are used
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298 byte grneeded[NUMCHUNKS];
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302 //==========================================================================
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307 int tx,ty; //appears to be the top left tile position on the viewable screen map
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308 word dxThresh,dyThresh; //Threshold for physical tile switch
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309 video_t *video; //pointer to game variables of the video
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310 nibble __near *p; // pointer to video's render page num
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311 nibble __near *sp; // pointer to video's show page num
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312 int dx, dy; // draw row and col var
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316 /* Map is presumed to:
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317 * 1. Have all the required layers and tilesets within itself
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318 * 2. Have a 'fence' around accessible blocks to simplify boundary logic
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319 * 3. Have a persistent map and tile size among the layers
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320 * Map view is presumed to:
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321 * 1. Calculate, store and update a panning info, which includes, but not limited to:
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322 * combined layer information, actual map representation (reflecting real state of the game),
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323 * pixel shift for smooth tile scrolling.
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324 * 2. Provide ways to draw a visible part of map. For simplicity with smooth scrolling,
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325 * additional row/column is always drawn at the each side of the map. This implies that 'fence'
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326 * should have a sprite too. Map is drawn left-to-right, top-to-bottom.
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329 //==========================================================================
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332 //==========================================================================
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334 #define MAXBLOCKS 1024
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337 typedef struct mmblockstruct
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340 //word start; dword length;
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341 word blob; //for data larger than 64k
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342 unsigned attributes;
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343 memptr *useptr; // pointer to the segment start
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344 struct mmblockstruct far *next;
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349 dword nearheap,farheap,EMSmem,XMSmem,mainmem;
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350 // boolean PMStarted, MainPresent, EMSPresent, XMSPresent;
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356 boolean mmstarted, bombonerror, mmerror;
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358 #ifdef __BORLANDC__
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362 void __near *nearheap;
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364 unsigned int EMSVer;
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365 word numUMBs,UMBbase[MAXUMBS];
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366 word totalEMSpages, freeEMSpages, EMSpagesmapped, EMSHandle, EMSPageFrame;
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367 //dword numUMBs,UMBbase[MAXUMBS];
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368 mmblocktype far mmblocks[MAXBLOCKS],far *mmhead,far *mmfree,far *mmrover,far *mmnew;
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371 //==========================================================================
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375 //==========================================================================
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377 // NOTE! PMPageSize must be an even divisor of EMSPageSize, and >= 1024
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378 #define EMSPageSize 16384
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379 #define EMSPageSizeSeg (EMSPageSize >> 4)
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380 #define EMSPageSizeKB (EMSPageSize >> 10)
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381 #define EMSFrameCount 4
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382 #define PMPageSize 4096
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383 #define PMPageSizeSeg (PMPageSize >> 4)
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384 #define PMPageSizeKB (PMPageSize >> 10)
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385 #define PMEMSSubPage (EMSPageSize / PMPageSize)
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387 #define PMMinMainMem 10 // Min acceptable # of pages from main
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388 #define PMMaxMainMem 100 // Max number of pages in main memory
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390 #define PMThrashThreshold 1 // Number of page thrashes before panic mode
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391 #define PMUnThrashThreshold 5 // Number of non-thrashing frames before leaving panic mode
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408 dword offset; // Offset of chunk into file
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409 word length; // Length of the chunk
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411 int xmsPage; // If in XMS, (xmsPage * PMPageSize) gives offset into XMS handle
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413 PMLockType locked; // If set, this page can't be purged
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414 int emsPage; // If in EMS, logical page/offset into page
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415 int mainPage; // If in Main, index into handle array
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417 dword lastHit; // Last frame number of hit
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422 int baseEMSPage; // Base EMS page for this phys frame
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423 dword lastHit; // Last frame number of hit
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426 // Main Mem specific variables
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429 boolean MainPresent;
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430 memptr MainMemPages[PMMaxMainMem];
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431 PMBlockAttr MainMemUsed[PMMaxMainMem];
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432 int MainPagesAvail;
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435 // EMS specific variables
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438 boolean EMSPresent;
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439 unsigned int EMSVer;
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440 word EMSAvail,EMSPagesAvail,EMSHandle,
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441 EMSPageFrame,EMSPhysicalPage;
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442 word totalEMSpages, freeEMSpages, EMSpagesmapped;
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443 EMSListStruct EMSList[EMSFrameCount];
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446 // XMS specific variables
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449 boolean XMSPresent;
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450 word XMSAvail,XMSPagesAvail,XMSHandle;//,XMSVer;
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452 int XMSProtectPage;// = -1;
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455 // File specific variables
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458 char PageFileName[13];// = {"VSWAP."};
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459 int PageFile;// = -1;
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461 word PMSpriteStart,PMSoundStart;
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464 // General usage variables
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475 PageListStruct far *PMPages;
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476 __SEGA *PMSegPages;
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483 //==========================================================================
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486 //==========================================================================
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488 #define NUMMAPS 4//39
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489 #define MAPPLANES 3
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493 word bit0,bit1; // 0-255 is a character, > is a pointer to a node
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499 //__SEGA *mapsegs[4];
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500 //__SEGA *mapheaderseg[NUMMAPS];
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507 int maphandle[4]; // handle to MAPTEMP / GAMEMAPS
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512 byte ca_levelbit,ca_levelnum;
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513 ca_handle_t file; //files to open
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514 ca_mapinfo_t camap;
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515 __SEGA *grsegs[NUMCHUNKS];
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516 byte far grneeded[NUMCHUNKS];
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519 //TODO: extend! and learn from keen/wolf/catacomb's code wwww
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523 //==========================================================================
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525 //actual global game varables!
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536 video_t video; // video settings variable
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537 ca_t ca; // ca stuff
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538 pm_t pm; // pm stuff
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539 loghandle_t handle; //handles for file logging
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540 kurokku_t kurokku; //clock struct
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541 mminfo_t mm; mminfotype mmi;
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542 } global_game_variables_t;
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545 extern char global_temp_status_text[512];
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546 extern char global_temp_status_text2[512];
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547 #define EINVFMT EMFILE
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549 #endif /* _TYPEDEFSTRUCT_H_ */
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