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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69 typedef struct sprite
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71 // VRS container from which we will extract animation and image data
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72 struct vrs_container *spritesheet;
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73 // Container for a vrl sprite
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74 struct vrl_container *sprite_vrl_cont;
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75 // Current sprite id
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77 // Index of a current sprite in an animation sequence
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79 // Current animation sequence
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80 struct vrs_animation_list_entry_t *curr_anim_list;
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81 // Index of current animation in relevant VRS offsets table
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83 // Delay in time units untill we should change sprite
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85 // Position of sprite on screen
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90 //===========================================================================//
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92 //TODO: 16_mm and 16_ca must handle this
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94 // bitmap_t far *pcximg; // old
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96 sprite_t *spri; // I will probibaly use this --sparky4
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98 //planar_buf_t far *pbdata; //old
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99 word tileHeight, tileWidth; //defined by mapfile
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100 unsigned int rows, cols;
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101 byte imgname[8]; //image file of tileset (set to 8 because DOS ^^;)
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102 } tiles_t; //seems to be the tileset properties
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104 //TODO: 16_mm and 16_ca must handle this
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105 //TODO: add variables from 16_ca
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108 byte *data; //TODO: 16_mm and 16_ca must handle this
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109 } mapl_t; //map layer array type def
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111 #define MAPLAYERS 3
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113 //long planestart[3];
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114 //unsigned planelength[3];
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115 mapl_t layerdata[MAPLAYERS]; // mapdata for multilayer (map index values for rendering which image on the tile)
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116 tiles_t *tiles; //TODO: 16_mm and 16_ca must handle this // tilesets for layers (currently ony 4 can be loaded wwww)
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117 int width, height; //this has to be signed!
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121 //===================================//
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124 word tw; /* screen width in tiles */
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125 word th; /* screen height in tiles */
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126 word tilesw; /* virtual screen width in tiles */
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127 word tilesh; /* virtual screen height in tiles */
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128 sword tilemidposscreenx; /* middle tile x position */ /* needed for scroll system to work accordingly */
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129 sword tilemidposscreeny; /* middle tile y position */ /* needed for scroll system to work accordingly */
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130 sword tileplayerposscreenx; /* player position on screen */ /* needed for scroll and map system to work accordingly */
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131 sword tileplayerposscreeny; /* player position on screen */ /* needed for scroll and map system to work accordingly */
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135 nibble/*word*/ id; /* the Identification number of the page~ For layering~ */
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136 byte far* data; /* the data for the page */
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138 word dx; /* col we are viewing on virtual screen (on page[0]) */ /* off screen buffer on the left size */
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139 word dy; /* row we are viewing on virtual screen (on page[0]) */ /* off screen buffer on the top size */
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140 word sw; /* screen width */ /* resolution */
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141 word sh; /* screen heigth */ /* resolution */
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142 word width; /* virtual width of the page */
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143 word height; /* virtual height of the page */
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144 word stridew; /* width/4 */ /* VGA */
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145 word pagesize; /* page size */
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146 word pi; /* increment page by this much to preserve location */
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149 //TODO: find where they are used
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150 sword delta; // How much should we shift the page for smooth scrolling
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156 int x; //entity exact position on the viewable map
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157 int y; //entity exact position on the viewable map
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158 int tx; //entity tile position on the viewable map
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159 int ty; //entity tile position on the viewable map
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160 int triggerx; //entity's trigger box tile position on the viewable map
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161 int triggery; //entity's trigger box tile position on the viewable map
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162 // int sheetsetx; //NOT USED YET! entity sprite sheet set on the image x
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163 // int sheetsety; //NOT USED YET! entity sprite sheet set on the image y
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164 nibble d; //direction to render sprite!! wwww
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165 nibble pred; //prev. direction for animation changing
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166 word dire; //sprite in use
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167 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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168 word speed; //entity speed!
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169 word spt; //speed per tile
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171 sprite_t *spri; // sprite used by entity
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173 sword hp; //hitpoints of the entity
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174 nibble overdraww, overdrawh; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
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175 // if the sprite's edge pixels are clear anyway, you can set this to 0.
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176 nibble /*int*/ persist_aniframe; // gonna be increased to 1 before being used, so 0 is ok for default
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180 //==========================================================================
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181 typedef byte ScanCode;
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184 //ctrl_None, // MDM (GAMERS EDGE) - added
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186 ctrl_Keyboard1 = ctrl_Keyboard,ctrl_Keyboard2,
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188 ctrl_Joystick1 = ctrl_Joystick,ctrl_Joystick2,
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192 motion_Left = -1,motion_Up = -1,
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194 motion_Right = 1,motion_Down = 1
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197 dir_North,//dir_NorthEast,
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198 dir_West,//dir_Nortinest,
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200 dir_East,//,dir_SouthEast,
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201 dir_South,//dir_Soutinest,
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204 boolean near button0,button1,button2,button3;
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206 Motion near xaxis,yaxis;
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207 Direction near dir;
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211 ScanCode near button0,button1,
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223 word near joyMinX,joyMinY,
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224 threshMinX,threshMinY,
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225 threshMaxX,threshMaxY,
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227 joyMultXL,joyMultYL,
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228 joyMultXH,joyMultYH;
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231 //==========================================================================
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235 entity_t near enti;
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237 //struct sprite *spri; //supposively the sprite sheet data
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240 // bitmap_t *data; //supposively the sprite sheet data//old format
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244 byte near pdir; //previous direction~ used in IN_16 in IN_ReadControl()
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246 ControlType Controls;
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249 int dx, dy, delta; //TODO: what is this? ^^
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252 //===========================================//
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256 int profilehandle,debughandle,showmemhandle;
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262 word frames_per_second;
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264 dword tiku; //frames passed
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265 word clock_start; //timer start
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266 word *clock; //current time on clock
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267 boolean fpscap; //cap the fps var
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268 nibble wcpu; //stored value of cpu type
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271 //===================================//
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272 #define PALSIZE 768
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273 #define NUMCHUNKS 416 //keen
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277 unsigned int offscreen_ofs;
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278 unsigned int pattern_ofs;
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279 } ofs_t; //unfinished
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283 char old_mode; //old video mode before game!
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284 byte palette[PALSIZE], dpal[PALSIZE]; //palette array
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285 page_t page[MAXPAGE]; //can be used as a pointer to root page[0]
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286 word vmem_remain; //remaining video memory
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287 byte num_of_pages; //number of actual pages
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288 //doslib origi vars
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289 byte far * omemptr;
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290 byte vga_draw_stride;
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291 byte vga_draw_stride_limit; // further X clipping
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292 //end of doslib origi vars
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293 boolean __near rss; //render sprite switch
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294 boolean __near bgps; //bg preservation render switch between old and new
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295 sword __near sprifilei; //player file's i
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296 nibble __near p; //render page number
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297 nibble __near sp; //show page number(for showpage)
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298 boolean __near dorender; //page flip, showpage, or render if true
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299 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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301 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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302 ofs_t ofs; //offset vars used for doslib
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303 word vh; //video combined height
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304 //0000word startclk; float clk, tickclk; //timer
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306 //TODO: find out how they are used
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307 byte grneeded[NUMCHUNKS];
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311 //==========================================================================
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316 int tx,ty; //appears to be the top left tile position on the viewable screen map
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317 word dxThresh,dyThresh; //Threshold for physical tile switch
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318 video_t *video; //pointer to game variables of the video
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319 nibble __near *p; // pointer to video's render page num
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320 nibble __near *sp; // pointer to video's show page num
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321 int dx, dy; // draw row and col var
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325 /* Map is presumed to:
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326 * 1. Have all the required layers and tilesets within itself
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327 * 2. Have a 'fence' around accessible blocks to simplify boundary logic
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328 * 3. Have a persistent map and tile size among the layers
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329 * Map view is presumed to:
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330 * 1. Calculate, store and update a panning info, which includes, but not limited to:
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331 * combined layer information, actual map representation (reflecting real state of the game),
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332 * pixel shift for smooth tile scrolling.
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333 * 2. Provide ways to draw a visible part of map. For simplicity with smooth scrolling,
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334 * additional row/column is always drawn at the each side of the map. This implies that 'fence'
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335 * should have a sprite too. Map is drawn left-to-right, top-to-bottom.
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338 //==========================================================================
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341 //==========================================================================
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343 #define MAXBLOCKS 1024
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346 typedef struct mmblockstruct
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349 //word start; dword length;
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350 word blob; //for data larger than 64k
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351 unsigned attributes;
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352 memptr *useptr; // pointer to the segment start
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353 struct mmblockstruct far *next;
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358 dword nearheap,farheap,EMSmem,XMSmem,mainmem;
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359 // boolean PMStarted, MainPresent, EMSPresent, XMSPresent;
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365 boolean mmstarted, bombonerror, mmerror;
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367 #ifdef __BORLANDC__
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371 void __near *nearheap;
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373 unsigned int EMSVer;
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374 word numUMBs,UMBbase[MAXUMBS];
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375 word totalEMSpages, freeEMSpages, EMSpagesmapped, EMSHandle, EMSPageFrame;
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376 //dword numUMBs,UMBbase[MAXUMBS];
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377 mmblocktype far mmblocks[MAXBLOCKS],far *mmhead,far *mmfree,far *mmrover,far *mmnew;
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380 //==========================================================================
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384 //==========================================================================
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386 // NOTE! PMPageSize must be an even divisor of EMSPageSize, and >= 1024
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387 #define EMSPageSize 16384
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388 #define EMSPageSizeSeg (EMSPageSize >> 4)
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389 #define EMSPageSizeKB (EMSPageSize >> 10)
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390 #define EMSFrameCount 4
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391 #define PMPageSize 4096
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392 #define PMPageSizeSeg (PMPageSize >> 4)
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393 #define PMPageSizeKB (PMPageSize >> 10)
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394 #define PMEMSSubPage (EMSPageSize / PMPageSize)
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396 #define PMMinMainMem 10 // Min acceptable # of pages from main
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397 #define PMMaxMainMem 100 // Max number of pages in main memory
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399 #define PMThrashThreshold 1 // Number of page thrashes before panic mode
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400 #define PMUnThrashThreshold 5 // Number of non-thrashing frames before leaving panic mode
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417 dword offset; // Offset of chunk into file
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418 word length; // Length of the chunk
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420 int xmsPage; // If in XMS, (xmsPage * PMPageSize) gives offset into XMS handle
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422 PMLockType locked; // If set, this page can't be purged
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423 int emsPage; // If in EMS, logical page/offset into page
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424 int mainPage; // If in Main, index into handle array
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426 dword lastHit; // Last frame number of hit
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431 int baseEMSPage; // Base EMS page for this phys frame
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432 dword lastHit; // Last frame number of hit
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435 // Main Mem specific variables
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438 boolean MainPresent;
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439 memptr MainMemPages[PMMaxMainMem];
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440 PMBlockAttr MainMemUsed[PMMaxMainMem];
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441 int MainPagesAvail;
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444 // EMS specific variables
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447 boolean EMSPresent;
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448 unsigned int EMSVer;
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449 word EMSAvail,EMSPagesAvail,EMSHandle,
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450 EMSPageFrame,EMSPhysicalPage;
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451 word totalEMSpages, freeEMSpages, EMSpagesmapped;
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452 EMSListStruct EMSList[EMSFrameCount];
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455 // XMS specific variables
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458 boolean XMSPresent;
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459 word XMSAvail,XMSPagesAvail,XMSHandle;//,XMSVer;
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461 int XMSProtectPage;// = -1;
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464 // File specific variables
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467 char PageFileName[13];// = {"VSWAP."};
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468 int PageFile;// = -1;
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470 word PMSpriteStart,PMSoundStart;
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473 // General usage variables
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484 PageListStruct far *PMPages;
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485 __SEGA *PMSegPages;
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492 //==========================================================================
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495 //==========================================================================
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497 #define NUMMAPS 4//39
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498 #define MAPPLANES 3
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502 word bit0,bit1; // 0-255 is a character, > is a pointer to a node
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508 //__SEGA *mapsegs[4];
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509 //__SEGA *mapheaderseg[NUMMAPS];
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516 int maphandle[4]; // handle to MAPTEMP / GAMEMAPS
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521 byte ca_levelbit,ca_levelnum;
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522 ca_handle_t file; //files to open
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523 ca_mapinfo_t camap;
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524 __SEGA *grsegs[NUMCHUNKS];
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525 byte far grneeded[NUMCHUNKS];
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528 //TODO: extend! and learn from keen/wolf/catacomb's code wwww
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532 //==========================================================================
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534 //actual global game varables!
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545 video_t video; // video settings variable
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546 ca_t ca; // ca stuff
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547 pm_t pm; // pm stuff
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548 loghandle_t handle; //handles for file logging
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549 kurokku_t kurokku; //clock struct
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550 mminfo_t mm; mminfotype mmi;
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551 } global_game_variables_t;
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554 extern char global_temp_status_text[512];
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555 extern char global_temp_status_text2[512];
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556 #define EINVFMT EMFILE
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558 #endif /* _TYPEDEFSTRUCT_H_ */
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