Minicraft3DS/source/Globals.h
RSDuck 68ceaf60d4 Darkness!
Added darkness for deeper levels, at the moment only tested with Citra
2015-10-22 01:52:17 +02:00

99 lines
2.2 KiB
C

#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);