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/****************************************************************************\
* *
* 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);
}
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