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mog.h

#ifndef __BRAIN_MOG
#define __BRAIN_MOG

#define MAX_EXPERIENCE  96

#define MAX_TILES       1024
#define MAX_OBJECTS           256

#define MAX_AW_RECORD   32

#define TILE_SIZE_X           16
#define TILE_SIZE_Y           16
#define GAME_VIEW_X           64
#define GAME_VIEW_Y           64
#define TILE_UNIT       2


#define T_WALL                1
#define T_WATER               2
#define T_LADDER_WALL   4
#define T_DOOR_WALL           8
#define T_PLAYER        16
#define T_WEAPON        32
#define T_ENEMY               64
#define T_LAVA              128

#define T_NADA              0
#define T_LADDER        2
#define T_WDOOR               10
#define T_STONE               20
#define T_BROKEN_STONE  30
#define T_KEYDOOR       40
#define T_EXPLOSION           50
#define T_DOOR                60
#define T_ITEM              70
#define T_WEAPON_ARROW  80
#define T_ARMOUR        90
#define T_TOMB                100
#define T_WKEYDOOR            110
#define T_WNOKEYDOOR    120
#define T_WEAPON_ARROW2 130
#define T_FAIRY_BUBBLE  140
#define T_FAIRY               150
#define T_HITWALL       160
#define T_WNOKEYDOOR2   170
#define T_WEAPON_FIRE   180
#define T_WEAPON_MINE   190
#define T_MINE_EXP            200
#define T_RFL_ARROW           210
#define T_RFL_ARROW2    220
#define T_RFL_FIRE            230
#define T_WEAPON_RFIRE  240
#define T_RFL_RFIRE           250
#define T_WNOKEYDOOR3   260
#define T_PAMPERSE            270


#define T_WORM                      1
#define T_BAT                       2
#define T_SKELETON                  3
#define T_SMOKE                     4
#define T_SLIME                     5
#define T_BOUNCINGBALL        6
#define T_WATERMONSTER        7
#define T_WATERMONSTER_ARM    8
#define T_BUBBLE              9
#define T_JUMPINGBUSH         10    
#define T_BLUESPIDER          11
#define T_WHITEFIREBALL       12
#define T_FSTONE              13
#define T_RSTONE              14
#define T_KNIGHT              15
#define T_BLOB                      16
#define T_BAMBU                     17
#define T_PORCUPINE                 18
#define T_PORCUPINE_BULLET    19
#define T_BLACK                     20
#define T_WITCH                     21
#define T_WHITEBEAR                 22
#define T_WHITEBEAR_BULLET    23
#define T_FEET                      24
#define T_REDJUMPER                 25
#define T_VENT2                     26
#define T_LIVINGWALL          27
#define T_MEGABAT             28
#define T_MEGABAT2                  29
#define T_MEGABAT3                  30
#define T_LAVA1                     31
#define T_LAVA2                     32
#define T_LAVA3                     33
#define T_PIRANHA             34
#define T_PIRANHA2                  35
#define T_WHITESTAR                 36
#define T_SPIDER              37
#define T_KNIGHTHEAD          38
#define T_CHICKEN             39
#define T_CHICKEN_EGG         40
#define T_EGG_EXPLOSION       41
#define T_ROCKMAN             42
#define T_CLOUD                     43
#define T_BFLY_SMALL          44
#define T_BFLY_MEDIUM         45
#define T_BFLY_LARGE          46
#define T_BFLY_GIANT          47
#define T_BFLY_BULLET         48
#define T_ARMOUR_ARROW        49
#define T_GHOST                     50
#define T_GHOST_BULLET        51
#define T_HEAD                      52
#define T_HEAD_BULLET         53
#define T_WORM2                     54
#define T_OCTOPUS             55
#define T_HAIRY                     56
#define T_HAIRYBULLET         57
#define T_WATERDRAGON         58
#define T_WATERBUG                  59
#define T_BIRD                      60
#define T_STONEMAN                  61
#define T_STONEMAN_BULLET     62
#define T_PACMAN              63
#define T_REDDRAGON                 64
#define T_REDDRAGON_BULLET    65
#define T_OWL                       66
#define T_GREENMONKEY         67
#define T_PLANT                     68
#define T_PLANT_BULLET        69
#define T_TRANSFORMER         70
#define T_TRANSF_BULLET       71
#define T_FLAME                     72
#define T_FLAME_BULLET        73
#define T_WITCH2              74
#define T_CYCLOPS             75
#define T_CYCLOPS_BULLET      76
#define T_LCLOUD              77
#define T_LIGHTNING                 78
#define T_LIGHTNING_FIRE      80
#define T_SNAKE                     81
#define T_SNAKE_BULLET        82
#define T_GLIZARD             83
#define T_GLIZARD_TONGUE      84
#define T_GORILLA             85
#define T_GORILLA_ARM         86
#define T_BDEMON              87
#define T_BDEMON_BULLET       88
#define T_PAMPERSE_BALL       89

#define T_DEMON1              101
#define T_DEMON1_BONES        102
#define T_DEMON1_BONES2       103
#define T_DEMON2              201
#define T_DEMON2_BALLS        202
#define T_DEMON2_HEAD         203
#define T_DEMON3              301
#define T_DEMON3_FIRE         302
#define T_DEMON4              401
#define T_DEMON5              501
#define T_DEMON5_FIRE         502
#define T_DEMON6              601
#define T_DEMON6_BULLET       602
#define T_DEMON7              701
#define T_DEMON7_BULLET       702
#define T_DEMON8              801
#define T_DEMON8_BULLET       802
#define T_DEMON9              901
#define T_DEMON9_FIRE         902
#define T_DEMON10          1001
#define T_DEMON10_BALL     1002


#define S_QUIET                     0
#define S_WALKING_RIGHT       1
#define S_WALKING_LEFT        2
#define S_UNCONTROLED_FALL    3
#define S_CONTROLED_FALL      4
#define S_JUMPING             5
#define S_STOPPED_JUMPING     6
#define S_QUIET_SWORD         7
#define S_UC_FALL_SWORD       8
#define S_C_FALL_SWORD        9
#define S_JUMPING_SWORD       10
#define S_SJ_SWORD                11
#define S_UP_LADDER                 12
#define S_DOWN_LADDER         13
#define S_QUIET_LADDER        14
#define S_SWORD_LADDER        15
#define S_HIT                       16
#define S_HIT_COLISION        17
#define S_HIT_RECOVERY        18
#define S_DEATH                     19
#define S_DOORPASS                  20
#define S_ENTERING_PASSAGE    21
#define S_ENTERING_WORLD      22
#define S_SLOWDOORPASS        23


#define MASK_OFFSET                 18

#define HIT_TIME              32

#define FIRE_ARROW_PERIOD     4
#define HIT_PERIOD                  4

#define MAX_LEVERS                  21


/* Prototipos de funciones: */ 

void init_paths(void);
void newgame(void);
void fire_arrow();
int  test_if_weapon_colision(int tile,int tx,int ty,int *old=0);
void GameObjectAnimation(int dx,int dy); 
void ActualizeLevers(int dx,int dy);
void RoomChange(void);
bool readpassword(char *passwd);
void get_palette(void);

void HP_objs_reset(void);
void HP_filter(int room_x,int room_y);
void HP_restore(int room_x,int room_y);
void HP_add_record(int room_x,int room_y,int obj,int type);
void HP_modify_record_aux(int room_x,int room_y,int obj,int aux);

void SetSFXVolume(int volume);
void ReleaseGraphics(void);
void ReleaseSound(bool definitive);
void ReloadGraphics(int dx,int dy);
void ReloadSound(void);
void ReloadStuff(int dx,int dy);
void GameInit(int dx,int dy);
void GameEnd(void);
void drawcharacter(BYTE *screen,int dx,int dy);
void drawmap(BYTE *screen,int dx,int dy,int type);
void drawstats(BYTE *screen,int dx,int dy);
void draw_items_map(int map,int map_x,int map_y,bool selfindicator,unsigned char *screen,int dx,int dy);
bool loadroom(int map,int map_x,int map_y);
void tile_print(char *str,int x,int y,BYTE *screen,int dx,int dy);
void tile_print2(char *str,int x,int y,BYTE *screen,int dx,int dy);
int  search_ladder(int x,int y);
int  add_object(int type,int x,int y,int size,int enemy,int state);
bool iswall(int x,int y);
bool iswall_or_blockingobject(int x,int y);

void guardar_configuracion(char *filename);
bool cargar_configuracion(char *filename);
void configuracion_por_defecto(void);

void HP_objs_reset(void);
void HP_filter(int room_x,int room_y);
void HP_restore(int room_x,int room_y);
void HP_add_record(int room_x,int room_y,int obj,int type);
void clear_typed_word(void);
void check_typed_word(void);
bool typed_word_p(char *word);

void redo_demonintro(int state,unsigned char *screen,int dx,int dy);
void demon_intro(int state,unsigned char *screen,int dx,int dy);
void load_demon1(void);
void demon1_cycle(void);
void load_demon2(void);
void demon2_cycle(void);
void load_demon3(void);
void demon3_cycle(void);
void load_demon4(void);
void demon4_cycle(void);
void load_demon5(void);
void demon5_cycle(void);
void load_demon6(void);
void demon6_cycle(void);
void load_demon7(void);
void demon7_cycle(void);
void load_demon8(void);
void demon8_cycle(void);
void load_demon9(void);
void demon9_cycle(void);
void load_demon10(void);
void demon10_cycle(void);

Bitmap *load_bitmap(char *name);

void draw_demon_background(BYTE *screen,int dx,int dy,int pitch);

void GameCycle(BYTE *screen,int dx,int dy);
void GameInGameCycle(int dx,int dy);
void GameTestInteractions(int dx,int dy);
void GameRoomEvents();
void fire_arrow();
void tile_anims(Bitmap *tiles,int dx,int dy);
void passage_mainloop(int map,int map_x,int map_y,unsigned char *screen,int dx,int dy);

void generatepassword(char *passwd);
bool readpassword(char *passwd);

void write_debug_report(char *file);

bool IsAltPressed();
bool IsAltPressed2();

#endif


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