106 lines
2.7 KiB
C
Executable File
106 lines
2.7 KiB
C
Executable File
//
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// levelblit.h
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//
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// Copyright 2007, 2008 Lancer-X/ASCEAI
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//
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// This file is part of Meritous.
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//
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// Meritous is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Meritous is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Meritous. If not, see <http://www.gnu.org/licenses/>.
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//
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// Exposes levelblit.c functionality and types
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#ifndef LEVELBLIT_H
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#define LEVELBLIT_H
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#define PLAYERW 16
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#define PLAYERH 24
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extern SDL_Surface *screen;
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extern int player_x, player_y;
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extern int scroll_x, scroll_y;
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extern int player_room;
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extern int prv_player_room;
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extern int magic_circuit;
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extern int circuit_size;
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extern int circuit_range;
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void DrawCircle(int x, int y, int r, unsigned char c);
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void DrawCircleEx(int x, int y, int r, int r2, unsigned char c);
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void DrawRect(int x, int y, int w, int h, unsigned char c);
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int IsSolid(unsigned char tile);
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void draw_char(int cur_x, int cur_y, int c, Uint8 tcol);
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void draw_text(int x, int y, char *str, Uint8 tcol);
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void draw_text_ex(int x, int y, char *str, Uint8 tcol, SDL_Surface *srf);
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extern int player_shield;
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extern int shield_hp;
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extern int shield_recover;
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extern int player_hp;
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extern int player_lives;
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extern int player_lives_part;
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extern int enter_room_x, enter_room_y;
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extern int player_dying;
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extern int checkpoint_x;
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extern int checkpoint_y;
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extern int player_gems;
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extern int specialmessage;
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extern int specialmessagetimer;
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extern int tele_select;
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void WritePlayerData();
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void ReadPlayerData();
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extern int artifacts[];
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void LoadingScreen(int part, float progress);
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void SavingScreen(int part, float progress);
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void ThinLine(SDL_Surface *scr, int x1, int y1, int x2, int y2, Uint8 col);
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float RandomDir();
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void Arc(SDL_Surface *s, int x, int y, int r, float dir);
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extern SDL_Surface *artifact_spr;
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void VideoUpdate();
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void EndCycle(int n);
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extern int enter_pressed;
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extern int game_paused;
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extern int key_held[];
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extern int training;
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extern int show_ending;
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void DrawLevel(int off_x, int off_y, int hide_not_visited, int fog_of_war);
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void DrawPlayer(int x, int y, int pl_dir, int pl_frm);
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int GetNearestCheckpoint(int x, int y);
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int dist(int x1, int y1, int x2, int y2);
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#define K_UP 0
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#define K_DN 1
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#define K_LT 2
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#define K_RT 3
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#define K_SP 4
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#endif
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