// Filename : BOUNCER.H // Coded by : Scott Evans // Created/Modified : 6/3/98 // Description : Bouncer 2 #ifndef _BOUNCER_H_ #define _BOUNCER_H_ #ifdef YAROZE #include #include #else #include #include #include #include #include #include #include #endif #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "backgrnd.h" #include "sprmap.h" #include "gobjects.h" #include "handlers.h" #include "hscore.h" #include "message.h" #include "loadsave.h" #include "menu.h" #include "cheats.h" #include "data.h" // Software name and versin number #define SW_NAME "BOUNCER 2" #define SW_VERSION 1 // Different levels of brightness used in game enum { GAME_TEXT_BRIGHTNESS, GAME_MIN_BRIGHTNESS, GAME_MAX_BRIGHTNESS, GAME_NORMAL_BRIGHTNESS, GAME_DEMO_BRIGHTNESS, GAME_UP_BLOCK_BRIGHTNESS, GAME_EFFECTS_BRIGHTNESS, GAME_RED_BRIGHTNESS=GAME_EFFECTS_BRIGHTNESS, GAME_GREEN_BRIGHTNESS, GAME_BLUE_BRIGHTNESS, GAME_YELLOW_BRIGHTNESS, GAME_WHITE_BRIGHTNESS, GAME_PURPLE_BRIGHTNESS, GAME_BLUEGREEN_BRIGHTNESS, GAME_INVISIBLE_BLOKE_BRIGHTNESS, GAME_TELEPORT_BLOKE_BRIGHTNESS, GAME_MESSAGE_BRIGHTNESS, GAME_MENU_DISABLED_BRIGHTNESS, GAME_DEMO_YELLOW_BRIGHTNESS, GAME_EXTRA_BRIGHTNESS, GAME_REVERSE_BRIGHTNESS, GAME_SHIELD_BRIGHTNESS, GAME_DECOY_BRIGHTNESS, GAME_MOVE_BLOKE_BRIGHTNESS }; enum { GAME_OVER_INITIALISE, GAME_OVER_HIGHSCORE, GAME_OVER_START_SELECTION, GAME_OVER_ENTER_NAME, GAME_OVER_FINISHED_EDITING, GAME_OVER_END, GAME_OVER_CLEAR_OBJECTS }; enum { PS_INITIALISE, PS_MOVE_SCREEN, PS_END }; // Width and height of screen #define SCREEN_WIDTH 320 #ifdef PAL #define SCREEN_HEIGHT 256 #else #define SCREEN_HEIGHT 240 #endif // Screen offsets #define SCREEN_X_OFFSET 4 #define SCREEN_Y_OFFSET 16 // Level stuff #ifdef PAL #define MAX_MAP_SCREEN_ROWS 16 #else #define MAX_MAP_SCREEN_ROWS 14 #endif #define MAX_MAP_SCREEN_COLUMNS 20 #define MAX_MAP_PACKETS (MAX_MAP_SCREEN_ROWS*MAX_MAP_SCREEN_COLUMNS) // Size of the play area #define GAME_SCREEN_X 0 #define GAME_SCREEN_Y 0 #define GAME_SCREEN_W (MAX_MAP_COLUMNS<<4) #define GAME_SCREEN_H (MAX_MAP_SCREEN_ROWS<<4) // Ordering table and packet buffer stuff #define OT_LENGTH 2 #define MAX_PACKETS (MAX_MAP_PACKETS+1000) #define MAX_PACKET_SIZE 24 #define MAX_OT_DEPTH ((1<