summaryrefslogtreecommitdiff
path: root/global.c
blob: 1d54c67ca759526e9870705e4d06f5afd900e08a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
/****************************************************************************\
*    																	*
*    Copyright by Casimo, 2013												*
*    																	*
*    This file is part of fxMaze.												*
*    																	*
*    fxMaze is free software: you can redistribute it and/or modify						*
*    it under the terms of the GNU General Public License as published by					*
*    the Free Software Foundation, either version 3 of the License, or					*
*    (at your option) any later version.											*
*    																	*
*    fxMaze is distributed in the hope that it will be useful,							*
*    but WITHOUT ANY WARRANTY; without even the implied warranty of				*
*    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the				*
*    GNU General Public License for more details.									*
*    																	*
*    You should have received a copy of the GNU General Public License					*
*    along with fxMaze.  If not, see <http://www.gnu.org/licenses/>.					*
*    																	*
\****************************************************************************/

#include "global.h"
#include "hardware.h"

// constants for the map overview
const uint sizex = 128 / MAPSIZE, sizey = 64 / MAPSIZE;
// output by move()
int output = 1;

int contrast = 0;
int contradd = 5;

int gundir = 1;

int exit = FALSE;
// demo mode for future use
int demo = FALSE;

// holds the sprites
struct st_sprite *sprites = NULL;
// the player's values
struct st_player player;
uint spritecnt = 0;

const char *status = NULL;
unsigned int statustimer = 0;

uint map[MAPSIZE][MAPSIZE] = {0}; // this is now generated automatically
/*
{
	{ 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 },
	{ 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 2 , 0 , 0 , 0 , 0 , 1 },
	{ 1 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 0 , 1 , 0 , 1 , 1 , 1 , 0 , 1 , 1 , 1 , 0 , 1 },
	{ 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 1 },
	{ 1 , 0 , 1 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 0 , 1 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 },
	{ 1 , 0 , 2 , 0 , 1 , 0 , 2 , 0 , 0 , 0 , 2 , 1 , 1 , 1 , 1 , 0 , 0 , 0 , 0 , 1 },
	{ 1 , 0 , 1 , 0 , 0 , 0 , 1 , 1 , 0 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , 1 , 1 , 0 , 1 },
	{ 1 , 0 , 0 , 1 , 1 , 1 , 0 , 0 , 2 , 1 , 0 , 1 , 0 , 1 , 1 , 1 , 1 , 1 , 0 , 1 },
	{ 1 , 1 , 3 , 1 , 0 , 0 , 0 , 1 , 1 , 1 , 0 , 1 , 0 , 2 , 0 , 0 , 0 , 2 , 0 , 1 },
	{ 1 , 1 , 1 , 0 , 0 , 1 , 1 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , 1 , 1 , 1 , 0 , 1 , 1 },
	{ 1 , 0 , 0 , 3 , 1 , 3 , 1 , 0 , 1 , 1 , 1 , 1 , 0 , 1 , 0 , 0 , 1 , 0 , 0 , 1 },
	{ 1 , 1 , 1 , 1 , 1 , 1 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 1 , 0 , 1 },
	{ 1 , 0 , 0 , 2 , 0 , 0 , 0 , 1 , 1 , 0 , 1 , 1 , 1 , 1 , 0 , 1 , 0 , 0 , 0 , 1 },
	{ 1 , 0 , 1 , 0 , 1 , 1 , 1 , 1 , 0 , 0 , 1 , 1 , 1 , 1 , 0 , 0 , 1 , 1 , 1 , 1 },
	{ 1 , 0 , 1 , 0 , 0 , 0 , 3 , 1 , 0 , 1 , 0 , 0 , 0 , 2 , 0 , 0 , 0 , 0 , 0 , 1 },
	{ 1 , 0 , 1 , 2 , 1 , 1 , 1 , 1 , 0 , 1 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 0 , 1 },
	{ 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 1 },
	{ 1 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 0 , 1 , 1 , 1 },
	{ 1 , 0 , 0 , 0 , 3 , 0 , 0 , 0 , 0 , 0 , 3 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 3 , 1 },
	{ 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 },
};*/

int heights[MAPSIZE][MAPSIZE] = {0}; // this, too. 0 means normal height, 32 is about half of the normal
/*
{
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 32 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 32 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 32 , 0 , 0 , 0 , 0 , 0 , 0 , 32 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 32 , 0 , 0 , 0 , 0 },
	{ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 },
};*/

uint solids[MAPSIZE][MAPSIZE] = {0}; // here you can check whether you can walk through something
// nice idea would be a hidden wall you can walk through to access a secret room... hmmm

// something happened that should not happen
void error(char * msg)
{
	int k;

	clear_vram();
	PrintMini(1,1, "ERROR!");
	PrintMini(1, 10, msg);
	display_vram();
	while(1);
}