ratcatcher/defs.h

1232 lines
29 KiB
C

#ifndef __DEFS_H
#define __DEFS_H
#include <SDL_mixer.h>
/* files */
#define FILE_LEVELMAP "map.dat"
#define FILE_TILEDEFS "tiledefs.dat"
#define DIR_LEVELS "levels"
/* Macros */
//#define OPENGL
// joysticks
#define J_PLAYSTATION 1
#define J_WII 2
#define J_OTHER 3
// sound channel numbers
#define CH_LASTCHANNEL 21
#define CH_HURRYUP 20
// max number of regrowing tiles
#define MAXREGROW 200
// time a tile takes to regrow
#define REGROWTIMER_SHORT 350
#define REGROWTIMER_LONG 500
#define MAXCREDITS 5
#define MAXDEATHTEXT 4
#define MAXBIFFTEXT 4
// size of flower straem when getting last flower
// (number of gems on each side)
#define STREAMWID 5
// puff of smoke
#define PUFFFRAMES 6
#define PUFFSPEED 4 // how fast it animates (smaller = faster)
#define PUFFAPPEAR 4 // frame at which puff will turn into a gem
// explosion
#define EXPFRAMES 7
// shuriken
#define STARFRAMES 5
#define STARSPEED 3
// meteor
#define METEORMAXSPEED 3
// sparkles
#define SPARKLEFRAMES 7
//#define SPARKLESPEED 3 // how fast it animates (smaller = faster)
// text sizes
#define TEXTSIZE_POINTS 10
#define TEXTSIZE_VER 13
#define TEXTSIZE_SCORE 14
#define TEXTSIZE_BONUS 20
#define TEXTSIZE_HELP 20
#define TEXTSIZE_CLOVER 20
#define TEXTSIZE_DEATH 20
#define TEXTSIZE_TITLE 20
#define TEXTSIZE_TITLE2 16
#define TEXTSIZE_CREDIT 14
#define TEXTSIZE_LEVEL2 22
#define TEXTSIZE_YUM 24
#define TEXTSIZE_BIFF 26
#define TEXTSIZE_MULTI 26
#define TEXTSIZE_LEVEL 32
#define TEXTSIZE_LIFE 36
#define TEXTSIZE_BOMB 36
#define TEXTSIZE_POKER 40
#define TEXTSIZE_HURRY 50
#define TEXTSIZE_PAUSED 50
#define TEXTSIZE_GAMEOVER 50
#define TEXTSIZE_HISCORE 16
#define TEXTSIZE_ENDING 16
// text tuypes
#define TT_NORM 0
#define TT_HELP 1
#define TT_HELPSHADOW 2
#define TT_INTROTEXT 3
#define TT_GAMEOVER 4
#define TT_ENDING 5
// intro states
#define IS_START 0
#define IS_YUM 1
#define IS_YUMWAIT 2
#define IS_JUMP 3
#define IS_RATS 4
#define IS_RATS2 5
#define IS_FINISH 6
// intro variables
#define INTRO_RATSPEED 12
#define INTRO_LEVELNUM 101
#define TEST_LEVELNUM 102
#define GAMEOVERWAIT 3 // # of seconds to wait before going back to title
// text delays
#define TEXTSPEED 2 // how fast text zooms in
// how long to keep various text on the screen
#define POINTSDELAY 40
#define BONUSDELAY 50
#define MULTIDELAY 50
#define HURRYDELAY 50
#define LIFEDELAY 50
#define CLOVERDELAY 50
#define YUMDELAY 80
#define POKERMSGDELAY 80
#define LEVELWINDELAY 80
#define DIEDELAY 80
#define HELPDELAY 80
#define LEVELDELAY 100
#define ENDTEXTTIME 200
#define GAMEOVERDELAY 200
#define POKERDELAY 170
#define ICEDRIPSPEED 0.5
enum ENDGAMETYPE {
EG_FRUITFALL = 1,
EG_FADEPAUSE,
EG_FADETOWHITE,
EG_FADETOBLACK,
EG_FINAL,
};
// Sizes
#define TILEH 16 // tile width (in pixels)
#define TILEW 16 // tile height (in pixels)
#define LEVELW 40 // level width (in tiles)
#define LEVELH 30 // level height (in tiles)
// keys
#define KEY_RIGHT SDLK_j
#define KEY_LEFT SDLK_g
#define KEY_UP SDLK_y
#define KEY_DOWN SDLK_h
#define KEY_SHOOT SDLK_z
#define KEY_JUMP SDLK_x
#define KEY_SLAM SDLK_c
#define KEY2_RIGHT SDLK_RIGHT
#define KEY2_LEFT SDLK_LEFT
#define KEY2_UP SDLK_UP
#define KEY2_DOWN SDLK_DOWN
#define KEY2_SHOOT SDLK_m
#define KEY2_JUMP SDLK_COMMA
#define KEY2_SLAM SDLK_PERIOD
// ice effect
#define ICE_NONE 0
#define ICE_INPROGRESS 1
#define ICE_COMPLETE 2
#define WATER_NONE 0
#define WATER_INPROGRESS 3
#define WATER_COMPLETE 4
// Game mechanics
#define INVULNTIME 200 // how long player stays invulnerable for
#define SLUGINVULNTIME 50 // how long a new slug stays invulnerable for
#define FLYINVULNTIME 15 // how long a new fly from kingfly stays invulnerable
#define SHIELDTIME 600 // how long a shield lasts
#define FALLSPEED 4 // terminal velocity of falling sprites
#define UMBFALLSPEED 1 // terminal velocity of falling sprites with umbrella
#define ENDGAMEFALLSPEED 6 // terminal velocity of falling fruit
// at end of game
#define SMALLNETSPEED 6 // how fast the player's net moves with skull
#define NETSPEED 9 // how fast the player's net moves
#define BIGNETSPEED 12 // how fast the player's net moves with bignet
#define ACCNETSPEED 28 // how fast the player's net moves with accordion
#define POWERUPTIME 15 // # secs before a powerup appears
#define POWERUPTIME2 10 // # secs before a powerup appears
#define PLAYERFAST 2 // how fast player goes with speed powerup
#define PLAYERPILL 4 // how fast player goes with pill powerup
#define BUBBLETIME 200 // how oftem bubbles appear
#define FLOODSPEED 4 // how fast flood effect acts
#define LUCKYFLASH 10 // how fast score flashes during lucky mode
#define MASKOFFSETX 8
#define MASKOFFSETY -12
#define MASKOFFSETSLAMX 1
#define MASKOFFSETSLAMY -17
#define POKERWAITTIME 150 // how long to display poker msg
#define CANNONSIZE 10
#define ICESPEED 2 // how fast a level turns to ice
#define MONJUMPSPEED 5 // how high monsters jump
#define FROGJUMPSPEED1 3 // how high frogs jump
#define FROGJUMPSPEED2 6 // how high frogs jump
#define FROGPAUSE 20 // how long frog waits in between jumps
#define BOMBSHAKETIME 100 // time for screen will shake after a bomb
#define RATSHAKETIME 50 // shake time when king rat is stunned
#define SNAILSHAKETIME 35 // shake time when king snail jumps
#define BOSSFLASHTIME 15 // how long bosses flash white for when hit
#define BOSSDIETIME 150 // how long bosses flash when dead
#define BELLTIME 20 // how long the bell flash lasts
#define CLOCKTIME 10 // how many seconds a clock lasts
#define RAYGUNSPEED 9 // how fast ray gun bullet travels
// ice
#define ICEACCEL 0.1
#define ICEDECCEL 0.03
#define STICKYACCEL 0.02
// blackcloud
#define CLOUDGROWSPEED 25 // lower is faster
#define CLOUDGROWAMT 0.01 // lower is faster
// king rat
#define KR_WALKTIME 100
#define KR_STUNTIME 150
#define KR_MAXJUMP 15 // max initial jumpspeed
#define KR_NUMJUMPS 5
#define KR_CHARGESPEED 8
// king rat states
#define KRS_WALK 0
#define KRS_JUMP 1
#define KRS_WAITFORTOP 2
#define KRS_FALL 3
#define KRS_CHARGEWAIT 4
#define KRS_CHARGE 5
#define KRS_STUN 6
// king snail
#define KS_WALKTIME 300
#define KS_SHOOTWAIT 80 // how long to pause between shooting
#define KS_JUMPWAIT 30 // how long to pause before jumping
#define KS_RELOADWAIT 100 // how long to pause after jumping
// king snail states
#define KSS_WALK1 0 // walk back & forth
#define KSS_PAUSE1 1 // smoke comes out of shell
#define KSS_SHOOT 2 // shell cracks, shoot out snails
#define KSS_REGEN 3 // shell coming back
#define KSS_WALK2 4 // walks again
#define KSS_PAUSE2 5 // delay before jumping
#define KSS_JUMPING 6 // jumping, snails turn to slugs
#define KSS_PAUSE3 7 // pause after jumping
// king fly
#define KF_FLYTIME 300
#define KF_HOVERTIME 75
// king fly states
#define KFS_FLY1 0
#define KFS_HORZWAIT 1
#define KFS_HORZPUSH 2
#define KFS_HORZ 3
#define KFS_FLY2 5
#define KFS_VERTWAIT 6
#define KFS_VERTPUSH 7
#define KFS_VERT 8
// king ant
#define KA_WALKTIME 400
#define KA_SHOOTTIME 50
// king ant stats
#define KAS_WALK1 0
#define KAS_JUMP1 1
#define KAS_WAITFORTOP1 2
#define KAS_WAITFORTOP2 3
#define KAS_FALL1 4
#define KAS_FALL2 5
#define KAS_WALK2 6
#define KAS_JUMP2 7
// king cat
#define KC_WALKTIME 100
#define KC_SPELLPAUSETIME 100
#define KC_SPELLCASTTIME 102
#define KC_TELETIME 75
#define KC_BRICKTIME 10
// king cat states
#define KCS_WALK 0
#define KCS_SPELLPAUSE 1
#define KCS_SPELLCAST 2
#define KCS_STUN 3
// king cat spells
enum SPELL {
SPL_NONE = -1,
SPL_TELEPORT = 0,
SPL_SUMMON,
SPL_FIREBALLS,
SPL_WIND,
SPL_BRICKS,
SPL_LAST,
};
#define MAXSPELLS 5
// moth
#define BAT_PAUSE 20
#define BAT_FIRESPACE 3 // space between shots
// moth states
#define BS_FLY 0
#define BS_PAUSE1 1
#define BS_PAUSE2 2
// bell states
#define BELL_DONESOUND 1
#define BELL_DONEFLASH 2
#define MACEEXPX 2 // X size of mace explosion
#define MACEEXPY 2 // Y size of mace explosion
// Limits
#define MAXLEVELS 103
#define MAXMAPPINGS 50
#define MAXMONSTERSPERLEVEL 150
#define MAXLETTERHEIGHT 100
#define MAXFRAMES 18 // max number of frames for sprites
#define MAXHELP 5
#define MAXTILEFRAMES 100 // max number of frames for animated tiles
#define MAXCARDS 5 // how many cards a player can have
#define MAXJOYBUTTONS 20
#define JOYTHRESH_ANA 30000 // how far you have to move the analogue stick
#define JOYTHRESH_DIG 6000 // how far you have to move the analogue stick
#define MAXHISCORES 10
#define MAXHISCORENAME 12
#define MAXWAYPOINTS 30
#define HISCORE_DISPLAYTIME 10 // how many secs to display hiscores for
// Fixed text buffer sizes
#define BUFLEN 512
#define MIDBUFLEN 64
#define SMALLBUFLEN 32
// Boolean values
#define B_TRUE -1
#define B_FALSE 0
#define B_PUFF (B_TRUE)
#define B_NOPUFF (B_FALSE)
#define ALL -1
#define FOREVER -23
// reasons for not being able to move
#define NM_SIDE -1
#define NM_BELOW -2
// fruit types
#define FT_FRUIT 1
#define FT_PERM 2
#define FT_TEMP 3
#define FT_GEM 4
#define FT_CARD 5
#define FT_SUPER 6
#define FT_OTHER 10
// monster types
#define MT_MONSTER 1
#define MT_BOSS 2
// Other
#define WANTFPS 60 // try to run at this many frames per sec
/* enums */
/* sounds */
#define MAXFX 65
#define FX_SHOOT 0
#define FX_SLAM 1
#define FX_KILL 2
#define FX_MULTIKILL 3
#define FX_JUMP 4
#define FX_FRUIT 5
#define FX_POWERUP 6
#define FX_DIE 7
#define FX_WINLEVEL 8
#define FX_HURRYUP 9
#define FX_TOOSLOW 10
#define FX_BONUS 11
#define FX_MORPH 12
#define FX_BOOM 13
#define FX_SPRING 14
#define FX_TELEPORT 15
#define FX_SPLASH 16
#define FX_MACE 17
#define FX_COIN 18
#define FX_GAMEOVER 19
#define FX_OW 20
#define FX_BELL 21
#define FX_CLOCK 22
#define FX_ARMOR 23
#define FX_FREEZE 24
#define FX_ICEBREAK 25
#define FX_BOSSWINDUP 26
#define FX_BOSSCHARGE 27
#define FX_BOSSDIE 28
#define FX_BOSSHIT 29
#define FX_BOSSWALL 30
#define FX_SPRAY 31
#define FX_CANNON 32
#define FX_CRACK 33
#define FX_PHONE 34
#define FX_STAR 35
#define FX_STARHIT 36
#define FX_METEOR 37
#define FX_ENGAGED 38
#define FX_FLOOD 39
#define FX_CARD 40
#define FX_POKER 41
#define FX_SKULL 42
#define FX_KEYPRESS 43
#define FX_CATCH 44
#define FX_GUN 45
#define FX_ALARM 46
#define FX_ZAP 47
#define FX_SNAILPREPARE 48
#define FX_WHOOSH 49
#define FX_BOOM2 50
#define FX_WAND 51
#define FX_WHISTLE 52
#define FX_EVILLAUGH 53
#define FX_BIRDS 54
#define FX_EXTRALIFE 55
#define FX_WARP 56
#define FX_JETPACK 57
#define FX_CAMERA 58
#define FX_LASER 59
#define FX_HISS 60
#define FX_CHOMP 61
#define FX_GROWL 62
#define FX_LAMP 63
#define FX_SONAR 64
// card suits
#define CS_HEART 1
#define CS_DIAMOND 2
#define CS_SPADE 3
#define CS_CLUB 4
// poker effects
#define PE_HIGHCARD 1
#define PE_PAIR 2
#define PE_TWOPAIR 3
#define PE_TRIPLE 4
#define PE_STRAIGHT 5
#define PE_FLUSH 6
#define PE_FULLHOUSE 7
#define PE_FOUR 8
#define PE_STRAIGHTFLUSH 9
#define PE_ROYALFLUSH 10
// Slope types
#define S_NOTSOLID 0
#define S_SOLID 1
#define S_SLOPE 2
// Sprite types
#define MAXPTYPES 182
#define P_PLAYER 0
#define P_RAT 1
#define P_CHEESE 2
#define P_SPEED 3
#define P_NUMNETS 4
#define P_BIGNET 5
#define P_BEE 6
#define P_SPIDER 7
#define P_BLACKCLOUD 8
#define P_ICECREAM 9
#define P_CHIPS 10
#define P_BURGER 11
#define P_SNAKE 12
#define P_SPIT 13
#define P_HELP 14
#define P_FLOWERYELLOW 15
#define P_FLOWERRED 16
#define P_FLOWERPURPLE 17
#define P_TICK 18
#define P_GEMRED 19
#define P_PUFF 20
#define P_GEMYELLOW 21
#define P_GEMPURPLE 22
#define P_POWERUPPOS 23
#define P_BOXING 24 // this is the powerup
#define P_GLOVE 25 // this is the glove on the end of the net
#define P_DIAMOND 26
#define P_FTODIAMOND 27
#define P_FTOGEM 28
#define P_BOMB 29
#define P_SHIELD 30
#define P_MACEPOWERUP 31
#define P_MACE 32
#define P_SMASH 33 // explosion from a mace smash
#define P_HELMET 34 // helmet powerup
#define P_ARMOUR 35 // player wearing armour
#define P_GEMBOOST 36
#define P_TROPHY 37
#define P_RINGSILVER 38
#define P_RINGGOLD 39
#define P_SPARKLE 40
#define P_BELL 41
#define P_CLOCK 42
#define P_SNOWMAN 43
#define P_PINKCLOUD 44
#define P_KINGRAT 45
#define P_SPRAY 46
#define P_CANNONPOWERUP 47
#define P_CANNON 48
#define P_SNAIL 49
#define P_SLUG 50
#define P_BUBBLE 51
#define P_PHONE 52
#define P_HONEY 53
#define P_LIFE 54
#define P_STARPOWERUP 55
#define P_STAR 56
#define P_UFO 57
#define P_METEOR 58
#define P_BIGSPEED 59
#define P_FISH 60
#define P_TAP 61
#define P_MASK 62
#define P_MASKPOWERUP 63
#define P_FIRSTCARD 64 // IMPORTANT!
#define P_FIRSTHEART 64 // IMPORTANT!
#define P_CARDH1 64
#define P_CARDH2 65
#define P_CARDH3 66
#define P_CARDH4 67
#define P_CARDH5 68
#define P_CARDH6 69
#define P_CARDH7 70
#define P_CARDH8 71
#define P_CARDH9 72
#define P_CARDH10 73
#define P_CARDHJ 74
#define P_CARDHQ 75
#define P_CARDHK 76
#define P_FIRSTDIAMOND 77 // IMPORTANT!
#define P_CARDD1 77
#define P_CARDD2 78
#define P_CARDD3 79
#define P_CARDD4 80
#define P_CARDD5 81
#define P_CARDD6 82
#define P_CARDD7 83
#define P_CARDD8 84
#define P_CARDD9 85
#define P_CARDD10 86
#define P_CARDDJ 87
#define P_CARDDQ 88
#define P_CARDDK 89
#define P_FIRSTSPADE 90 // IMPORTANT!
#define P_CARDS1 90
#define P_CARDS2 91
#define P_CARDS3 92
#define P_CARDS4 93
#define P_CARDS5 94
#define P_CARDS6 95
#define P_CARDS7 96
#define P_CARDS8 97
#define P_CARDS9 98
#define P_CARDS10 99
#define P_CARDSJ 100
#define P_CARDSQ 101
#define P_CARDSK 102
#define P_FIRSTCLUB 103 // IMPORTANT!
#define P_CARDC1 103
#define P_CARDC2 104
#define P_CARDC3 105
#define P_CARDC4 106
#define P_CARDC5 107
#define P_CARDC6 108
#define P_CARDC7 109
#define P_CARDC8 110
#define P_CARDC9 111
#define P_CARDC10 112
#define P_CARDCJ 113
#define P_CARDCQ 114
#define P_CARDCK 115
#define P_MOVINGCARD 116
#define P_FIVECARDS 117
#define P_CLOVER 118
#define P_ACCORDION 119
#define P_UMBRELLA 120
#define P_SKULL 121
#define P_WINGLEFT 122
#define P_WINGRIGHT 123
#define P_PLANT 124
#define P_GUN 125
#define P_ZAPPOWERUP 126
#define P_ZAPPER 127
#define P_KINGSNAIL 128
#define P_KSSHELL 129
#define P_BIGSCUBA 130
#define P_RANDOM 131
#define P_PLATFORM 132
#define P_FLY 133
#define P_PLAYER2 134
#define P_ARMOUR2 135 // player 2 wearing armour
#define P_GNOME 136
#define P_WAND 137
#define P_WHISTLE 138
#define P_CANDLE 139
#define P_PIZZA 140
#define P_SUNDAE 141
#define P_CAKE 142
#define P_CHOCOLATE 143
#define P_ANCHOR 144
#define P_SMALLANCHOR 145
#define P_MAGNET 146
#define P_BADMAGNET 147
#define P_JETPACK 148
#define P_CAMERA 149
#define P_WINGBOOTS 150
#define P_BIGUMBRELLA 151
#define P_KINGFLY 152
#define P_SUPERUMBRELLA 153
#define P_PILL 154
#define P_RAYGUN 155
#define P_RAYGUNBULLET 156
#define P_FROG 157
#define P_ANT1 158
#define P_ANT2 159
#define P_ANT3 160
#define P_FIREBALL 161
#define P_TOPHAT 162
#define P_KINGANT 163
#define P_FLAME 164 // like mace smash but harmless
#define P_BIGFIREBALL 165
#define P_EGG 166
#define P_BIGHELMET 167
#define P_GOLDCOIN 168
#define P_LAMP 169
#define P_GOLDBAR 170
#define P_WSPIDER 171
#define P_BAT 172
#define P_SONAR 173
#define P_KINGCAT 174
#define P_LEAF 175
#define P_FALLINGBRICK 176
#define P_BIGCHEST 177
#define P_FIREUP 178
#define P_NET 179
#define P_UPSTAR 180
#define P_DRIP 181
#define FLY_FLYTIME 150
#define FLY_WALKTIME 300
#define F_WALK 0
#define F_FLYHORZ 1
#define F_FLYVERT 2
#define PLATFORMPAUSE 30
#define PLATFORMDELAY 4
#define PLATFORM_ACCEL 0.5 // how fast platforms accelerate/decellerate
#define PLATFORM_MINSPEED 0.3
#define PLATFORM_MAXSPEED 3
// cards
#define CARDFONTX 4
#define CARDFONTY 6
#define CARDFONTSIZE 10
// score display
#define P1SCOREX 20
#define P1LIVESX 20
#define SCOREY 7
#define LIVESY 25
// card display (in top left of main screen)
#define CARDX 20
#define CARDY 55
// how fast cards move towards the corner
#define CARDSPEED 8
#define FIVECARDSPEED 8
// how many cards in a deck
#define DECKSIZE 52
#define SHUFFLEQUALITY 100
// powerups
#define PW_NONE 0
#define PW_BOXING 1 // boxing glove
#define PW_BOMB 2 // bomb
#define PW_MACE 3 // mace
#define PW_RINGWALK 4 // points for walking
#define PW_RINGJUMP 5 // points for jumping
#define PW_CLOCK 6 // freeze time
#define PW_SPRAYUP 7 // fly spray
#define PW_SPRAYDOWN 8 // fly spray
#define PW_CANNON 9 // fusion cannon
#define PW_CANNONFIRE 10 // fusion cannon firing
#define PW_PHONE 11 // skip level
#define PW_ACCORDION 12 // super long net
#define PW_GUNNER 13 // machine gunner
#define PW_WHISTLE 14 // whistle
#define PW_CANDLE 15 // candle
#define PW_ANCHOR 16 // anchor
#define PW_MAGNET 17 // magnet
#define PW_BADMAGNET 18 // badmagnet
#define PW_JETPACK 19 // kangaroo
#define PW_CAMERA 20 // camera
#define PW_SMALLNET 21 // skull
#define PW_PILL 22 // pill
#define PW_RAYGUN 23 // ray gun
#define PW_TOPHAT 24 // top hat
#define PW_LAMP 25 // magic lamp
// "virtual" powerup for bosses
#define PW_RATSHAKE 50 // shake screen horizontally
#define PW_SNAILSHAKE 51 // shake screen vertically
#define PW_CATWIND 52 // blow players left/right
#define PW_CATBRICKS 53 // falling bricks from top
// end of game
#define PW_ENDGAME 54
#define MINUPSTARS 50
#define GUNNERSPEED 2.5 // speed crosshair moves in gunner mode
#define GUNNERDELAY 10 // how fast gunner powerup shoots
#define ZAPPERDELAY 10 // animation speed for zapper
#define ZAPPERTIME 15 // how long the zap lasts
// Frame names
#define F_WALK1 0
#define F_JUMP 1
#define F_FALL 2
#define F_CAUGHT 3
#define F_DEAD 4
#define F_DEAD2 5
#define F_DEAD3 6
#define F_DEAD4 7
#define F_CLIMB1 8
#define F_CLIMB2 9
#define F_SHOOT 10
#define F_SLAM1 11
#define F_SLAM2 12
#define F_SLAM3 13
#define F_SLAM4 14
#define F_SLAM5 15
#define F_SWIM1 16
#define F_SWIM2 17
// Title screen states
#define TS_INSERTCOIN 0
#define TS_WAIT1UP 1
#define TS_SELECTMODE 2
#define TS_HISCORES 3
#define TTIME 10 // time between state switches in title screen
#define INITPLAYERLIVES 3
// Game modes
#define GM_EASY 0
#define GM_NORM 1
// Level states
#define LV_INIT 5 // just loaded, waiting for monsters to appear
#define LV_INPROGRESS 0 // regular game play
#define LV_CLEAR 1 // all monsters dead
#define LV_WAIT 2 // LEVEL COMPLETE displayed, delay to collect fruits
#define LV_FINAL 3 // delay 5 seconds more...
#define LV_CLOUD 4 // cloud appearing and tracking player
#define LV_CLOUDLOOP 6 // cloud looping
#define LV_NEXTLEV 7 // cloud done , nextlevel() in 5 seconds
#define LV_GAMEOVER 8 // No lives left.
#define LV_DOPOKER 9 // Got a full set of cards!
#define LV_HELPFREEZE 10 // Freeze after help text
// movement types
#define MV_NONE 0 // didn't move
#define MV_WALK 1 // walked/climbed on purpose
#define MV_ICE 3 // slid on ice
#define MV_FLY 4 // flying
#define MV_CONVEY 5 // moved by conveyorbelt
#define MV_SWIM 64 // swum somewhere - OR this
// Tile types
#define T_BLANK 0
#define T_LAND 1
#define T_SLOPEUP 2
#define T_SLOPEDOWN 3
#define T_FULL 4
#define T_SKY 5
#define T_LADDER 6
#define T_LADDERTOP 7
#define T_RIGHT 8
#define T_LEFT 9
#define T_SPIKES 10
#define T_TELEPORT 11
#define T_TELEPORT2 12
#define T_TELEPORTDEST 13
#define T_WATER 14
#define T_WATERTOP 15
#define T_WATERSPIKES 16
#define T_BRIDGE 17 // like land but you can drop down through it
#define T_TRAMPUP 18
#define T_TRAMPDOWN 19
#define T_ICETOP 20 // slippery
#define T_ICE 21 // slippery
#define T_WATERRIGHT 22
#define T_WATERLEFT 23
#define T_WATERDOWN 24
#define T_WARP 25 // hidden warp point - jump to reveal
#define T_ICEBRIDGE 26 // like land but you can drop down through it
#define T_ICEBRIDGETH 27 // thicker version of ice bridge which doesn't melt
#define T_ANIMSPIKE 28
// death states
#define D_INITIAL (1) // Need to trigger death sequence
#define D_BOUNCING (2) // Corpse is bouncing around the screen
#define D_LASTBOUNCE (3) // Final descent, about to turn to fruit(or respawn for player)
#define D_FINAL (4) // ACTUALLY dead, remove the sprite
/// pink cloud
#define PCGROWSPEED (0.02) // how much to grow each turn (0.1 - 0.999)
#define PCSHRINKSPEED (0.06) // how much to shrink each turn (0.1 - 0.999)
#define PCTURN (5) // turn speed while looping
// teleporting states
#define TP_SHRINKING (1) // entering teleporter
// caught by net states
#define C_NETTING (1) // being pulled in to player
#define C_NETTED (2) // being held by player
// directions
#define D_RIGHT (1)
#define D_LEFT (-1)
#define D_UP (-2)
#define D_DOWN (2)
#define D_NONE (0)
// boss health bar
#define HEALTHBARY 480-100 // y position of health bar
#define HEALTHBARGAP 2 // gap between health bars
// frames of the bar
#define HEALTHFRAMES 3
#define HF_GREEN 0
#define HF_YELLOW 1
#define HF_RED 2
// white spider timers
#define WS_DROPDELAY 40 // how long whitetail pauses before dropping
/* data structures */
typedef struct mapping_s {
char ch;
int tnum;
} mapping_t;
typedef struct tiletype_s {
int uniqid;
int id;
char name[SMALLBUFLEN];
int lowness[TILEW];
int solid;
int water;
int spikes;
int sticky;
int stopnet;
int slippery;
int walkvanish; // -1 means 'don't vanish'
SDL_Surface *img[MAXTILEFRAMES];
int killframe[MAXTILEFRAMES];
int spikeframe[MAXTILEFRAMES];
int numframes;
int animspeed;
int animsync;
struct tiletype_s *next;
struct tiletype_s *prev;
} tiletype_t;
tiletype_t *tiletype;
typedef struct initialmonster_s {
int startx;
int starty;
int id;
int wayx[MAXWAYPOINTS];
int wayy[MAXWAYPOINTS];
int numwaypoints;
char *help;
} initialmonster_t;
typedef struct text_s {
int x,y;
int size;
int maxsize;
int state;
int type;
int delay; // how long to stay on screen
char txt[BUFLEN];
SDL_Rect bgarea;
SDL_Surface *bg;
SDL_Surface *img;
SDL_Color *c;
struct text_s *next;
struct text_s *prev;
} text_t;
typedef struct level_s {
int id;
int bgtileid;
char bgfile[BUFLEN];
char name[BUFLEN];
char filename[BUFLEN];
int map[LEVELW*LEVELH];
int map2[LEVELW*LEVELH]; // second map layer
int map3[LEVELW*LEVELH]; // third map layer
int tileframe[LEVELW*LEVELH]; // tracks frame numbers for tiles
int tilewalkvanish[LEVELW*LEVELH]; // tracks how long before tiles disappear
int *animtiles; // array of offsets to map positions which are animated
int *l3tiles; // array of layer 3 tiles
struct level_s *next;
struct level_s *prev;
int bottomopen; // can you fall through the bottom of the level?
int p1x; /* player 1 start pos */
int p1y;
int p2x; /* player 2 start pos */
int p2y;
int powerupx; /* powerup position */
int powerupy; /* powerup position */
int gotpowerup; /* has the random powerup appeared yet? */
int poweruptype;/* what kind of powerup will appear? */
int exitdir; /* which way to scroll on level completion */
int nummonsters;
initialmonster_t initm[MAXMONSTERSPERLEVEL];
int hurryuptime;
int poweruptime;
int icey,iced; // for ice powerups
} level_t;
level_t *level;
typedef struct levelentry_s {
int id;
char filename[MIDBUFLEN];
char desc[MIDBUFLEN];
} levelentry_t;
typedef struct hiscore_s {
char name[MIDBUFLEN];
int level;
long score;
} hiscore_t;
typedef struct spriteinfo_s {
char *name;
char *desc;
char *file;
} spriteinfo_t;
typedef struct sprite_s {
int id; // what kind of sprite? (eg. player, cheese, rat)
long score; // player's score, for monsters how much they are worth
// ATTRIBUTES
double speed; // how fast this sprite moves
// CURRENT STATE
// player only
int recoiling; // this happens after you get hit while wearing armour
int slamming; // are we slamming our net (player only)
double slamangle;// are what point around is our net?
int netting; // are we shooting our net out?
int climbing; // are we climbing a laddder
int invuln; // are we invulnerable (ie. just after player respawning)
int lostlife; // lost any lives?
int netcaught; // how many monsters are in our net?
int netmax; // how many monsters can our net hold?
int netspeed; // how fast does our net shoot out?
int netdir; // which way is our net going (left/right)
int netlen; // how far our is our net?
int nety; // y position of end of net (used when shooting >1 net)
int netxstart; // x position of start of net
int netystart; // y position of start of net when netting/slamming
int netsticky; // can net pick up powerups?
int powerup; // what temp powerup does the player have?
int umbrellaup; // umbrella being held up?
int oncloud; // on cloud at end of level?
int permspeed; // got the permenant speed powerup?
int permnumnets; // got the permenant numnets powerup?
int permbignet; // got the permenant bignets powerup?
int permsticky; // got the permenant sticky net powerup?
int permdoublejump;// got the permenant dbljump powerup?
int permarmour;// got the permenant armour powerup?
int permumbrella;// got the permenant umbrella powerup?
int permmask; // got the permenant scuba mask powerup?
int ontramp; // on a trampoline?
int trampx; // x,y coords for trampoline we are/were on
int trampy; //
int tramplayer; // which layer was the trampoline on? 1 or 2.
// player permenant powerups
int armour; // does the player have armour?
int umbrella; // does the player have umbrella?
int gemboost; // how many extra gems do you get in a bonus
int netbig; // have we collected a BIG NET powerup?
int hasbell; // got a bell ?
int hasmask; // got scuba mask?
int doublejump; // have we collected a doublejump powerup?
int useddoublejump;
int doublejumpready;
// player cards
int numcards;
int card[MAXCARDS];
int usedcard[MAXCARDS];
// for moving platforms
double wayx[MAXWAYPOINTS];
double wayy[MAXWAYPOINTS];
int numwaypoints;
int curwaypoint;
// monster only
int iced; // turned to ice?
SDL_Surface *iceimg; // Image to blit for ice
int willbecome; // what fruit this will become when dead
int angry; // is this sprite in ANGRY mode for its AI?
// normally this is a bool, but for monsters we
// it for flashing them when they are hit. in this
// case it will be a number.
struct sprite_s *caughtby; // who has us in their net? NULL if nobody
struct sprite_s *zapping; // who we are zapping
int quickdie; // die without bouncing?
int caughtstate; // are we caught by a net? being pulled in or caught?
int jumptimer; // delay before we will jump
int willjumpspeed; // how fast we'll jump when jumptimer expires
int flies; // can we fly?
double xs,ys; // bounce direction after death
struct sprite_s *bullet; // pointer to our bullet
struct sprite_s *owner; // if we ARE a bullet, pointer to the sprite who made us
char name[MIDBUFLEN]; // Help text for help icons, otherwise not really used outside of debugging
// pinkcloud only
double rotated;
double angle;
// pink/black cloud only
double size;
// both player and monster
struct sprite_s *onplatform;// are we on platform?
int antigrav; // don't fall
int lives; // only for player and bosses
int swimming; // are we in the water?
int falling; // are we falling?
int dropping; // are we purposely dropping through solid ground?
int dropx,dropy;// coords of tile we dropped from
double fallspeed; // how fast are we falling?
int jumping; // are we jumping?
double jumpdir; //which way are we jumping?
int jumpspeed; // how fast we are moving upwards
int teleporting;// are we inside a teleporter? >0 is entering, <0 is exitting
int dead; // is this sprite dead? if so, what dying state?
int bounces; // how many time have we bounced after dying
int doomcount; // sprites dies when this reaches zero
int moved; // did we move this loop cycle?
int timer1; //
int timer2; //
int timer3; //
int timer4; //
int timer5; //
int newx,newy; // for bosses
int watertimer; //
double dbltimer;
int frame;
// GAME MECHANICS
double x,y; // current position
int dir; // which way we are facing (1=right,-1=left)
SDL_Surface *img; // current graphic image
SDL_Surface *netbg; // temp storage for area behind net
int allocimg; // have we allocated a special image?
// LINKED LIST STUFF
struct sprite_s *next;
struct sprite_s *prev;
} sprite_t;
typedef struct regrow_s {
int tx;
int ty;
int origid;
int timer;
} regrow_t;
typedef struct imageset_s {
SDL_Surface *img[MAXFRAMES*4];
int numimages;
} imageset_t;
imageset_t imageset[MAXPTYPES];
/* external globals */
extern char progname[];
extern SDL_Color black;
extern SDL_Surface *screen, *temps, *levelbg, *head, *head5, *icecube;
extern SDL_Surface *head2,*head52;
extern SDL_Surface *grave;
extern SDL_Surface *healthbar[];
extern SDL_Surface *greenbox, *redbox;
extern sprite_t *sprite, *lastsprite, *player, *player2, *boss;
extern level_t *curlevel;
extern tiletype_t fakeblock;
extern int gtime;
extern int timer;
extern int gamemode;
extern int showhelp;
extern SDL_Color red;
extern SDL_Color black;
extern SDL_Color blue;
extern SDL_Color white;
extern SDL_Color green;
extern SDL_Color purple;
extern SDL_Color yellow;
extern int vidargs;
extern int toggletimer;
extern TTF_Font *font[];
extern TTF_Font *cardfont;
extern int musicplaying;
extern Mix_Music *music, *normalmusic, *fastmusic, *bossmusic,*hiscoremusic;
extern Mix_Chunk *sfx[];
extern int oldexitdir;
extern int levelcomplete;
extern text_t *text, *lasttext;
extern int cheat;
extern int nexthurryup;
extern levelentry_t levelentry[];
extern int numlevels;
extern int maxlevid;
extern char *deathtext[];
extern char *bifftext[];
extern spriteinfo_t spriteinfo[];
extern int want1up,want2up,swapplayers;
extern int gotcard;
extern int curcard;
extern int deck[];
extern int forcegoodcard;
extern int nextforcegoodcard;
extern int forcegold;
extern int globpowerup;
extern int globtimer;
extern int endgame;
extern int curlevelnum;
extern char *datadir;
// pointer to drawpixel function
extern void (*drawpixel)(SDL_Surface *s, int x, int y, SDL_Color c);
#endif