#pragma once #include <3ds.h> #include "SaveLoad.h" #include "Input.h" #define CIRCLEPAD 0xF0000000 #define CSTICK 0x0F000000 #define MENU_NONE 0 #define MENU_TITLE 1 #define MENU_TUTORIAL 2 #define MENU_ABOUT 3 #define MENU_SETTINGS 4 #define MENU_INVENTORY 5 #define MENU_CRAFTING 6 #define MENU_CONTAINER 7 #define MENU_WIN 8 #define MENU_LOSE 9 #define MENU_PAUSED 10 #define MENU_LOADGAME 11 #define TILE_NULL 255 #define TILE_GRASS 0 #define TILE_TREE 1 #define TILE_ROCK 2 #define TILE_DIRT 3 #define TILE_SAND 4 #define TILE_WATER 5 #define TILE_LAVA 6 #define TILE_CACTUS 7 #define TILE_FLOWER 8 #define TILE_IRONORE 9 #define TILE_GOLDORE 10 #define TILE_GEMORE 11 #define TILE_FARM 12 #define TILE_WHEAT 13 #define TILE_SAPLING_TREE 14 #define TILE_SAPLING_CACTUS 15 #define TILE_STAIRS_DOWN 16 #define TILE_STAIRS_UP 17 #define TILE_CLOUD 18 #define TILE_HARDROCK 19 #define TILE_CLOUDCACTUS 20 #define TILE_HOLE 21 bool screenShot; extern char versionText[34]; Entity player; sf2d_texture * minimap[5]; u8 map[5][128*128]; u8 data[5][128*128]; u8 treeTable[256]; u16 rockTable[256]; u16 grassTable[16]; char currentFileName[256]; extern u8 currentMenu; extern char fpsstr[]; u8 initGame; Item noItem; int airWizardHealthDisplay; u32 tickCount; RecipeManager* currentRecipes; Entity* curChestEntity; s16 curInvSel; bool quitGame; s8 currentSelection; void tickTile(int x, int y); bool tileIsSolid(int tile, Entity * e); s8 itemTileInteract(int tile, Item* item, int x, int y, int px, int py, int dir); void tickEntity(Entity* e); void trySpawn(int count, int level); int getTile(int x, int y); u32 getTileColor(int tile); void setTile(int id, int x, int y); int getData(int x, int y); void setData(int id, int x, int y); bool intersectsEntity(int x, int y, int r, Entity* e); bool EntityBlocksEntity(Entity* e1, Entity* e2); void EntityVsEntity(Entity* e1, Entity* e2); void entityTileInteract(Entity* e, int tile,int x, int y); void initPlayer(); void tickPlayer(); void playerAttack(); bool isSwimming(); bool playerUseEnergy(int amount); void playerHurtTile(int tile, int xt, int yt, int damage, int dir); bool playerIntersectsEntity(Entity* e); void playerEntityInteract(Entity* e);