ReC98/th01/th01.h

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/* ReC98
* -----
* Include file for TH01
*/
#include "ReC98.h"
// Graphics
// --------
void egc_copy_rect_1_to_0(int x, int y, int w, int h);
#include "th01/hardware/graph.h"
// --------
// master.lib text function reimplementations
// ------------------------------------------
typedef enum {
CURSOR_HIDE,
CURSOR_BLOCK,
CURSOR_UNDERLINE
} z_text_cursor_t;
void z_test_init(void);
void z_text_25line(void);
void z_text_20line(void);
void z_text_systemline_show(void);
void z_text_systemline_hide(void);
void z_text_clear(void);
void z_text_show(void);
void z_text_hide(void);
void z_text_setcursor(z_text_cursor_t type);
void z_text_print(const char *cmd);
// ----
// Game
#define STAGES_PER_SCENE 4
#define SCENE_COUNT 4
// Resident structure
#define RES_ID "ReiidenConfig"
typedef enum {
ROUTE_MAKAI,
ROUTE_JIGOKU
} route_t;
typedef enum {
MODE_REGULAR = 0,
MODE_TEST = 1,
MODE_DEBUG = 3
} mode_t;
#pragma option -a1
typedef struct {
char id[RES_ID_LEN];
char rank;
char bgm_mode; // 0 = off, 1 = FM
char bombs;
char start_lives_extra; // Add 2 for the actual number of lives
char end_flag;
char unused_1;
char route;
char rem_lives;
char snd_need_init;
char unused_2;
char mode;
int bullet_speed;
long rand;
long score;
long continues_total;
int continues_per_scene[SCENE_COUNT];
long bonus_per_stage[STAGES_PER_SCENE]; // of the current scene
int stage;
long hiscore;
long score_highest; // among all continues
unsigned int p_value;
} resident_t;
#pragma option -a2