1 // ----------------------------------------------------------------------------
3 // ----------------------------------------------------------------------------
5 #include "modAnimations.h"
7 // static char *VB_Name = "modAnimations";
10 // ::: #ifndef HAS_SpecialPortType
13 // ::: int PortLocation; // = 2*(x+(y*60))
14 // ::: byte Gravity; // 1 = turn on, anything else (0) = turn off
15 // ::: byte FreezeZonks; // 2 = turn on, anything else (0) = turn off (1=off!)
16 // ::: byte FreezeEnemies; // 1 = turn on, anything else (0) = turn off
18 // ::: } SpecialPortType;
19 // ::: #define HAS_SpecialPortType
22 // ::: #ifndef HAS_LevelInfoType
25 // ::: byte UnUsed[4 + 1];
26 // ::: byte InitialGravity; // 1=on, anything else (0) = off
27 // ::: byte Version; // SpeedFixVersion XOR &H20
28 // ::: char LevelTitle[23];
29 // ::: byte InitialFreezeZonks; // 2=on, anything else (0) = off. (1=off too!)
30 // ::: byte InfotronsNeeded;
32 // ::: // Number of Infotrons needed. 0 means that Supaplex will count the total
33 // ::: // amount of Infotrons in the level, and use the low byte of that number.
34 // ::: // (A multiple of 256 Infotrons will then result in 0-to-eat, etc.!)
35 // ::: byte SpecialPortCount; // Maximum 10 allowed!
36 // ::: SpecialPortType SpecialPort[10 + 1];
37 // ::: byte SpeedByte; // = Speed XOR Highbyte(RandomSeed)
38 // ::: byte CheckSumByte; // = CheckSum XOR SpeedByte
39 // ::: int DemoRandomSeed;
40 // ::: } LevelInfoType;
41 // ::: #define HAS_LevelInfoType
44 DDSpriteBuffer NormalSprites;
45 DDSpriteBuffer StretchedSprites;
48 byte LData[59 + 1][23 + 1];
52 float Stretch = 1; // , StretchWidth%, TwoPixels!
54 float Stretch; // , StretchWidth%, TwoPixels!
57 int ScrollMinX, ScrollMaxX, ScrollMinY, ScrollMaxY;
59 // --- const long ScrollDelta = 1&;
61 // Public FieldWidth&, FieldHeight&
65 TickCountObject Clock;
66 long MurphyX, MurphyY;
70 // Call subFetchAndInitLevelB
74 subMainGameLoop_Init();