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game.h
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game.h
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/*
* Heart of Darkness engine rewrite
* Copyright (C) 2009-2011 Gregory Montoir (cyx@users.sourceforge.net)
*/
#ifndef GAME_H__
#define GAME_H__
#include "intern.h"
#include "defs.h"
#include "fileio.h"
#include "fs.h"
#include "mixer.h"
#include "random.h"
#include "resource.h"
struct Game;
struct Level;
struct PafPlayer;
struct Video;
struct CheckpointData {
int16_t xPos;
int16_t yPos;
uint16_t flags2;
uint16_t anim;
uint8_t screenNum;
uint8_t spriteNum;
};
enum {
kObjectDataTypeAndy,
kObjectDataTypeAnimBackgroundData,
kObjectDataTypeShoot,
kObjectDataTypeLvlBackgroundSound,
kObjectDataTypeMonster1,
kObjectDataTypeMonster2
};
enum {
kCheatSpectreFireballNoHit = 1 << 0,
kCheatOneHitPlasmaCannon = 1 << 1,
kCheatOneHitSpecialPowers = 1 << 2,
kCheatWalkOnLava = 1 << 3,
kCheatGateNoCrush = 1 << 4,
kCheatLavaNoHit = 1 << 5,
kCheatRockShadowNoHit = 1 << 6
};
struct Game {
enum {
kMaxTasks = 128,
kMaxVars = 40,
kMaxLocals = 8,
kMaxAndyShoots = 8,
kMaxShootLvlObjectData = 32,
kMaxSssObjects = 32,
kMaxMonsterObjects1 = 32,
kMaxMonsterObjects2 = 64,
kMaxBackgroundAnims = 64,
kMaxSprites = 128,
kMaxLvlObjects = 160,
kMaxBoundingBoxes = 64,
kDefaultSoundPanning = 64,
kDefaultSoundVolume = 128
};
static const uint8_t _specialPowersDxDyTable[];
static const uint8_t _pointDstIndexTable[];
static const uint8_t _pointRandomizeShiftTable[];
static const uint8_t _pointSrcIndex2Table[];
static const uint8_t _pointSrcIndex1Table[];
static const uint8_t _actionDirectionKeyMaskTable[];
static const uint8_t _pwr1_screenTransformData[];
static const uint8_t _pwr2_screenTransformData[];
static const uint8_t _pwr1_screenTransformLut[];
static const uint8_t _lava_screenTransformLut[];
static const uint8_t _pwr2_screenTransformLut[];
static const uint8_t _pwr1_spritesData[];
static const uint8_t _isld_spritesData[];
static const uint8_t _lava_spritesData[];
static const uint8_t _lar1_spritesData[];
static const int16_t *_lar_screenMaskOffsets[];
static uint8_t _lar1_maskData[];
FileSystem _fs;
Level *_level;
Mixer _mix;
PafPlayer *_paf;
Random _rnd;
Resource *_res;
Video *_video;
uint32_t _cheats;
int _frameMs;
int _difficulty;
SetupConfig _setupConfig;
bool _playDemo;
bool _resumeGame;
LvlObject *_screenLvlObjectsList[kMaxScreens]; // LvlObject linked list for each screen
LvlObject *_andyObject;
LvlObject *_plasmaExplosionObject;
LvlObject *_plasmaCannonObject;
LvlObject *_specialAnimLvlObject;
LvlObject *_currentSoundLvlObject;
int _currentLevel;
int _currentLevelCheckpoint;
bool _endLevel;
Sprite _spritesTable[kMaxSprites];
Sprite *_spritesNextPtr; // pointer to the next free entry
Sprite *_typeSpritesList[kMaxSpriteTypes];
uint8_t _directionKeyMask;
uint8_t _actionKeyMask;
uint8_t _currentRightScreen;
uint8_t _currentLeftScreen;
uint8_t _currentScreen;
int8_t _levelRestartCounter;
bool _fadePalette;
bool _hideAndyObjectFlag;
ShootLvlObjectData _shootLvlObjectDataTable[kMaxShootLvlObjectData];
ShootLvlObjectData *_shootLvlObjectDataNextPtr; // pointer to the next free entry
LvlObject *_lvlObjectsList0;
LvlObject *_lvlObjectsList1;
LvlObject *_lvlObjectsList2;
LvlObject *_lvlObjectsList3;
uint8_t _screenPosTable[5][24 * 32];
uint8_t _screenTempMaskBuffer[24 * 32];
uint8_t _screenMaskBuffer[(16 * 6) * 24 * 32]; // level screens mask : 16 horizontal screens x 6 vertical screens
int _mstAndyCurrentScreenNum;
uint8_t _shakeScreenDuration;
const uint8_t *_shakeScreenTable;
uint8_t _plasmaCannonDirection;
uint8_t _plasmaCannonPrevDirection;
uint8_t _plasmaCannonPointsSetupCounter;
uint8_t _plasmaCannonLastIndex1;
bool _plasmaCannonExplodeFlag;
uint8_t _plasmaCannonPointsMask;
uint8_t _plasmaCannonFirstIndex;
uint8_t _plasmaCannonLastIndex2;
uint8_t _plasmaCannonFlags;
uint8_t _actionDirectionKeyMaskCounter;
bool _fallingAndyFlag;
uint8_t _fallingAndyCounter;
uint8_t _actionDirectionKeyMaskIndex;
uint8_t _andyActionKeyMaskAnd, _andyActionKeyMaskOr;
uint8_t _andyDirectionKeyMaskAnd, _andyDirectionKeyMaskOr;
int32_t _plasmaCannonPosX[129];
int32_t _plasmaCannonPosY[129];
int32_t _plasmaCannonXPointsTable1[129];
int32_t _plasmaCannonYPointsTable1[129];
int32_t _plasmaCannonXPointsTable2[127];
int32_t _plasmaCannonYPointsTable2[127];
ScreenMask _shadowScreenMasksTable[8];
uint16_t _mstCurrentAnim;
uint16_t _specialAnimMask;
int16_t _mstOriginPosX;
int16_t _mstOriginPosY;
bool _specialAnimFlag;
AndyShootData _andyShootsTable[kMaxAndyShoots];
int _andyShootsCount;
uint8_t _mstOp68_type, _mstOp68_flags1, _mstOp67_type, _mstOp67_flags1;
int _mstOp67_x1, _mstOp67_x2, _mstOp67_y1, _mstOp67_y2;
int8_t _mstOp67_screenNum;
uint16_t _mstOp68_flags2;
int _mstOp68_x1, _mstOp68_x2, _mstOp68_y1, _mstOp68_y2;
int8_t _mstOp68_screenNum;
uint32_t _mstLevelGatesMask;
int _runTaskOpcodesCount;
int32_t _mstVars[kMaxVars];
uint32_t _mstFlags;
int _clipBoxOffsetX, _clipBoxOffsetY;
Task *_currentTask;
int _mstOp54Counter;
int _mstOp56Counter;
bool _mstDisabled;
LvlObject _declaredLvlObjectsList[kMaxLvlObjects];
LvlObject *_declaredLvlObjectsNextPtr; // pointer to the next free entry
int _declaredLvlObjectsListCount;
AndyLvlObjectData _andyObjectScreenData;
AnimBackgroundData _animBackgroundDataTable[kMaxBackgroundAnims];
int _animBackgroundDataCount;
uint8_t _andyActionKeysFlags;
int _executeMstLogicCounter;
int _executeMstLogicPrevCounter;
Task _tasksTable[kMaxTasks];
Task *_tasksList;
Task *_monsterObjects1TasksList;
Task *_monsterObjects2TasksList;
int _mstAndyLevelPrevPosX;
int _mstAndyLevelPrevPosY;
int _mstAndyLevelPosX;
int _mstAndyLevelPosY;
int _mstAndyScreenPosX;
int _mstAndyScreenPosY;
int _mstAndyRectNum;
int _m43Num1;
int _m43Num2;
int _m43Num3;
int _xMstPos1, _yMstPos1;
int _xMstPos2, _yMstPos2; // xMstDist1, yMstDist1
int _xMstPos3, _yMstPos3;
int _mstActionNum;
uint32_t _mstAndyVarMask;
int _mstChasingMonstersCount;
int _mstPosXmin, _mstPosXmax;
int _mstPosYmin, _mstPosYmax;
int _mstTemp_x1, _mstTemp_x2, _mstTemp_y1, _mstTemp_y2;
MonsterObject1 _monsterObjects1Table[kMaxMonsterObjects1];
MonsterObject2 _monsterObjects2Table[kMaxMonsterObjects2];
int _mstTickDelay;
uint8_t _mstCurrentActionKeyMask;
int _mstCurrentPosX, _mstCurrentPosY;
int _mstBoundingBoxesCount;
MstBoundingBox _mstBoundingBoxesTable[kMaxBoundingBoxes];
Task *_mstCurrentTask;
MstCollision _mstCollisionTable[2][kMaxMonsterObjects1]; // 0:facingRight, 1:facingLeft
int _wormHoleSpritesCount;
WormHoleSprite _wormHoleSpritesTable[6];
Game(const char *dataPath, const char *savePath, uint32_t cheats);
~Game();
// 32*24 pitch=512
static uint32_t screenMaskOffset(int x, int y) {
return ((y << 6) & ~511) + (x >> 3);
// return ((y & ~7) << 6) + (x >> 3)
}
// 32*24 pitch=32
static uint32_t screenGridOffset(int x, int y) {
return ((y & ~7) << 2) + (x >> 3);
}
// benchmark.cpp
uint32_t benchmarkCpu();
// game.cpp
void mainLoop(int level, int checkpoint, bool levelChanged);
void mixAudio(int16_t *buf, int len);
void resetShootLvlObjectDataTable();
void clearShootLvlObjectData(LvlObject *ptr);
void addShootLvlObject(LvlObject *_edx, LvlObject *ptr);
void setShakeScreen(int type, int counter);
void fadeScreenPalette();
void shakeScreen();
void transformShadowLayer(int delta);
void loadTransformLayerData(const uint8_t *data);
void unloadTransformLayerData();
void decodeShadowScreenMask(LvlBackgroundData *lvl);
SssObject *playSound(int num, LvlObject *ptr, int a, int b);
void removeSound(LvlObject *ptr);
void setupBackgroundBitmap();
void addToSpriteList(Sprite *spr);
void addToSpriteList(LvlObject *ptr);
int16_t calcScreenMaskDy(int16_t xPos, int16_t yPos, int num);
void setupScreenPosTable(uint8_t num);
void setupScreenMask(uint8_t num);
void resetScreenMask();
void setScreenMaskRectHelper(int x1, int y1, int x2, int y2, int screenNum);
void setScreenMaskRect(int x1, int y1, int x2, int y2, int pos);
void updateScreenMaskBuffer(int x, int y, int type);
void setupLvlObjectBitmap(LvlObject *ptr);
void randomizeInterpolatePoints(int32_t *pts, int count);
int fixPlasmaCannonPointsScreenMask(int num);
void setupPlasmaCannonPointsHelper();
void destroyLvlObjectPlasmaExplosion(LvlObject *o);
void shuffleArray(uint8_t *p, int count);
void destroyLvlObject(LvlObject *o);
void setupPlasmaCannonPoints(LvlObject *ptr);
int testPlasmaCannonPointsDirection(int x1, int y1, int x2, int y2);
void preloadLevelScreenData(uint8_t num, uint8_t prev);
void setLvlObjectPosRelativeToObject(LvlObject *ptr1, int num1, LvlObject *ptr2, int num2);
void setLvlObjectPosRelativeToPoint(LvlObject *ptr, int num, int x, int y);
void clearLvlObjectsList0();
void clearLvlObjectsList1();
void clearLvlObjectsList2();
void clearLvlObjectsList3();
LvlObject *addLvlObjectToList0(int num);
LvlObject *addLvlObjectToList1(int type, int num);
LvlObject *addLvlObjectToList2(int num);
LvlObject *addLvlObjectToList3(int num);
void removeLvlObject(LvlObject *ptr);
void removeLvlObject2(LvlObject *o);
void setAndySprite(int num);
void setupAndyLvlObject();
void setupScreenLvlObjects(int num);
void resetDisplay();
void setupScreen(uint8_t num);
void resetScreen();
void restartLevel();
void playAndyFallingCutscene(int type);
int8_t updateLvlObjectScreen(LvlObject *ptr);
void setAndyAnimationForArea(BoundingBox *box, int dx);
void setAndyLvlObjectPlasmaCannonKeyMask();
int setAndySpecialAnimation(uint8_t mask);
int clipBoundingBox(BoundingBox *coords, BoundingBox *box);
int updateBoundingBoxClippingOffset(BoundingBox *_ecx, BoundingBox *_ebp, const uint8_t *coords, int direction);
int clipLvlObjectsBoundingBoxHelper(LvlObject *o1, BoundingBox *box1, LvlObject *o2, BoundingBox *box2);
int clipLvlObjectsBoundingBox(LvlObject *o, LvlObject *ptr, int count);
int clipLvlObjectsSmall(LvlObject *o, LvlObject *ptr, int count);
int restoreAndyCollidesLava();
int updateAndyLvlObject();
void drawPlasmaCannon();
void updateBackgroundPsx(int num);
void drawScreen();
void updateLvlObjectList(LvlObject **list);
void updateLvlObjectLists();
LvlObject *updateAnimatedLvlObjectType0(LvlObject *ptr);
LvlObject *updateAnimatedLvlObjectType1(LvlObject *ptr);
LvlObject *updateAnimatedLvlObjectType2(LvlObject *ptr);
LvlObject *updateAnimatedLvlObject(LvlObject *o);
void updateAnimatedLvlObjectsLeftRightCurrentScreens();
void updatePlasmaCannonExplosionLvlObject(LvlObject *ptr);
void resetPlasmaCannonState();
void updateAndyMonsterObjects();
void updateInput();
void levelMainLoop();
Level *createLevel();
void callLevel_postScreenUpdate(int num);
void callLevel_preScreenUpdate(int num);
void callLevel_initialize();
void callLevel_tick();
void callLevel_terminate();
void displayLoadingScreen();
int displayHintScreen(int num, int pause);
void removeLvlObjectFromList(LvlObject **list, LvlObject *ptr);
void *getLvlObjectDataPtr(LvlObject *o, int type) const;
void lvlObjectType0Init(LvlObject *ptr);
void lvlObjectType1Init(LvlObject *ptr);
void lvlObjectTypeInit(LvlObject *ptr);
void lvlObjectType0CallbackHelper1();
int calcScreenMaskDx(int x, int y, int num);
void lvlObjectType0CallbackBreathBubbles(LvlObject *ptr);
void setupSpecialPowers(LvlObject *ptr);
int lvlObjectType0Callback(LvlObject *ptr);
int lvlObjectType1Callback(LvlObject *ptr);
int lvlObjectType7Callback(LvlObject *o);
int lvlObjectType8Callback(LvlObject *o);
int lvlObjectList3Callback(LvlObject *o);
void lvlObjectSpecialPowersCallbackHelper1(LvlObject *o);
uint8_t lvlObjectCallbackCollideScreen(LvlObject *o);
int lvlObjectSpecialPowersCallback(LvlObject *o);
void lvlObjectTypeCallback(LvlObject *o);
LvlObject *addLvlObject(int type, int x, int y, int screen, int num, int o_anim, int o_flags1, int o_flags2, int actionKeyMask, int directionKeyMask);
int setLvlObjectPosInScreenGrid(LvlObject *o, int pos);
LvlObject *declareLvlObject(uint8_t type, uint8_t num);
void clearDeclaredLvlObjectsList();
void initLvlObjects();
void setLvlObjectSprite(LvlObject *ptr, uint8_t _dl, uint8_t num);
LvlObject *findLvlObject(uint8_t type, uint8_t spriteNum, int screenNum);
LvlObject *findLvlObject2(uint8_t type, uint8_t dataNum, int screenNum);
LvlObject *findLvlObjectType2(int spriteNum, int screenNum);
LvlObject *findLvlObjectBoundingBox(BoundingBox *box);
void setLavaAndyAnimation(int yPos);
void updateGatesLar(LvlObject *o, uint8_t *p, int num);
void updateSwitchesLar(int count, uint8_t *data, BoundingBox *r, uint8_t *gatesData);
void updateSwitchesLar_checkSpectre(int num, uint8_t *p1, BoundingBox *r, uint8_t *gatesData);
int updateSwitchesLar_checkAndy(int num, uint8_t *p1, BoundingBox *b, BoundingBox *r, uint8_t *gatesData);
int updateSwitchesLar_toggle(bool flag, uint8_t dataNum, int screenNum, int switchNum, int anim, const BoundingBox *switchBoundingBox);
void dumpSwitchesLar(int switchesCount, const uint8_t *switchesData, const BoundingBox *switchesBoundingBox, int gatesCount, const uint8_t *gatesData);
void updateScreenMaskLar(uint8_t *p, uint8_t flag);
void updateGateMaskLar(int num);
int clipAndyLvlObjectLar(BoundingBox *a, BoundingBox *b, bool flag);
void resetWormHoleSprites();
void updateWormHoleSprites();
void loadSetupCfg(bool resume);
void saveSetupCfg();
void captureScreenshot();
// level1_rock.cpp
int objectUpdate_rock_case0(LvlObject *o);
void objectUpdate_rockShadow(LvlObject *ptr, uint8_t *p);
bool plasmaCannonHit(LvlObject *ptr);
int objectUpdate_rock_case1(LvlObject *o);
int objectUpdate_rock_case2(LvlObject *o);
int objectUpdate_rock_case3(LvlObject *o);
int objectUpdate_rock_case4(LvlObject *o);
// monsters.cpp
void mstMonster1ResetData(MonsterObject1 *m);
void mstMonster1ResetWalkPath(MonsterObject1 *m);
bool mstUpdateInRange(MstMonsterAction *m48);
bool addChasingMonster(MstMonsterAction *m48, uint8_t flag);
void mstMonster1ClearChasingMonster(MonsterObject1 *m);
void mstTaskSetMonster1BehaviorState(Task *t, MonsterObject1 *m, int num);
int mstTaskStopMonsterObject1(Task *t);
void mstMonster1SetScreenPosition(MonsterObject1 *m);
bool mstMonster1SetWalkingBounds(MonsterObject1 *m);
bool mstMonster1UpdateWalkPath(MonsterObject1 *m);
void mstMonster2InitFirefly(MonsterObject2 *m);
void mstMonster2ResetData(MonsterObject2 *m);
uint32_t mstMonster1GetNextWalkCode(MonsterObject1 *m);
int mstTaskSetNextWalkCode(Task *t);
void mstBoundingBoxClear(MonsterObject1 *m, int dir);
int mstBoundingBoxCollides1(int num, int x1, int y1, int x2, int y2) const;
int mstBoundingBoxUpdate(int num, int monster1Index, int x1, int y1, int x2, int y2);
int mstBoundingBoxCollides2(int monster1Index, int x1, int y1, int x2, int y2) const;
void mstTaskSetMonster2ScreenPosition(Task *t);
int getMstDistance(int y, const AndyShootData *p) const;
void mstTaskUpdateScreenPosition(Task *t);
void shuffleMstMonsterActionIndex(MstMonsterActionIndex *p);
void initMstCode();
void resetMstCode();
void startMstCode();
void executeMstCode();
void mstWalkPathUpdateIndex(MstWalkPath *walkPath, int index);
int mstWalkPathUpdateWalkNode(MstWalkPath *walkPath, MstWalkNode *walkNode, int num, int index);
void executeMstCodeHelper1();
void mstUpdateMonster1ObjectsPosition();
void mstLvlObjectSetActionDirection(LvlObject *o, const uint8_t *ptr, uint8_t mask1, uint8_t mask2);
void mstMonster1UpdateGoalPosition(MonsterObject1 *m);
void mstMonster1MoveTowardsGoal1(MonsterObject1 *m);
bool mstMonster1TestGoalDirection(MonsterObject1 *m);
void mstMonster1MoveTowardsGoal2(MonsterObject1 *m);
int mstTaskStopMonster1(Task *t, MonsterObject1 *m);
int mstTaskUpdatePositionActionDirection(Task *t, MonsterObject1 *m);
int mstMonster1FindWalkPathRect(MonsterObject1 *m, MstWalkPath *walkPath, int x, int y);
bool mstTestActionDirection(MonsterObject1 *m, int num);
bool lvlObjectCollidesAndy1(LvlObject *o, int type) const;
bool lvlObjectCollidesAndy2(LvlObject *o, int type) const;
bool lvlObjectCollidesAndy4(LvlObject *o, int type) const;
bool lvlObjectCollidesAndy3(LvlObject *o, int type) const;
bool mstCollidesByFlags(MonsterObject1 *m, uint32_t flags);
bool mstMonster1Collide(MonsterObject1 *m, const uint8_t *p);
int mstUpdateTaskMonsterObject1(Task *t);
int mstUpdateTaskMonsterObject2(Task *t);
void mstUpdateRefPos();
void mstUpdateMonstersRect();
void mstRemoveMonsterObject2(Task *t, Task **tasksList);
void mstTaskAttack(Task *t, uint32_t codeData, uint8_t flags);
void mstRemoveMonsterObject1(Task *t, Task **tasksList);
void mstOp26_removeMstTaskScreen(Task **tasksList, int screenNum);
void mstOp27_removeMstTaskScreenType(Task **tasksList, int screenNum, int type);
int mstOp49_setMovingBounds(int a, int b, int c, int d, int screen, Task *t, int num);
void mstOp52();
bool mstHasMonsterInRange(const MstMonsterAction *m, uint8_t flag);
void mstOp53(MstMonsterAction *m);
void mstOp54();
int mstOp56_specialAction(Task *t, int code, int num);
void mstOp57_addWormHoleSprite(int x, int y, int screenNum);
void mstOp58_addLvlObject(Task *t, int num);
void mstOp59_addShootSpecialPowers(int x, int y, int screenNum, int state, uint16_t flags);
void mstOp59_addShootFireball(int x, int y, int screenNum, int type, int state, uint16_t flags);
void mstTaskResetMonster1WalkPath(Task *t);
bool mstSetCurrentPos(MonsterObject1 *m, int x, int y);
void mstMonster1SetGoalHorizontal(MonsterObject1 *m);
void mstResetCollisionTable();
void mstTaskRestart(Task *t);
bool mstMonster1CheckLevelBounds(MonsterObject1 *m, int x, int y, uint8_t dir);
int mstTaskResetMonster1Direction(Task *t);
int mstTaskInitMonster1Type1(Task *t);
int mstTaskInitMonster1Type2(Task *t, int flag);
void mstOp67_addMonster(Task *t, int y1, int y2, int x1, int x2, int screen, int type, int o_flags1, int o_flags2, int arg1C, int arg20, int arg24);
void mstOp68_addMonsterGroup(Task *t, const uint8_t *p, int a, int b, int c, int d);
int mstTaskSetActionDirection(Task *t, int num, int value);
// Task list
Task *findFreeTask();
Task *createTask(const uint8_t *codeData);
void updateTask(Task *t, int num, const uint8_t *codeData);
void resetTask(Task *t, const uint8_t *codeData);
void removeTask(Task **tasksList, Task *t);
void appendTask(Task **tasksList, Task *t);
// Task storage
int getTaskVar(Task *t, int index, int type) const;
void setTaskVar(Task *t, int index, int type, int value);
int getTaskAndyVar(int index, Task *t) const;
int getTaskOtherVar(int index, Task *t) const;
int getTaskFlag(Task *t, int index, int type) const;
// Task.run functions
int mstTask_main(Task *t);
int mstTask_wait1(Task *t);
int mstTask_wait2(Task *t);
int mstTask_wait3(Task *t);
int mstTask_idle(Task *t);
int mstTask_mstOp231(Task *t);
int mstTask_mstOp232(Task *t);
int mstTask_mstOp233(Task *t);
int mstTask_mstOp234(Task *t);
int mstTask_monsterWait1(Task *t);
int mstTask_monsterWait2(Task *t);
int mstTask_monsterWait3(Task *t);
int mstTask_monsterWait4(Task *t);
int mstTask_monsterWait5(Task *t);
int mstTask_monsterWait6(Task *t);
int mstTask_monsterWait7(Task *t);
int mstTask_monsterWait8(Task *t);
int mstTask_monsterWait9(Task *t);
int mstTask_monsterWait10(Task *t);
int mstTask_monsterWait11(Task *t);
// sound.cpp
bool _sssDisabled;
int16_t _snd_buffer[4096];
int _snd_bufferOffset, _snd_bufferSize;
bool _snd_muted;
int _snd_masterPanning;
int _snd_masterVolume;
SssObject _sssObjectsTable[kMaxSssObjects];
bool _sssObjectsChanged;
int _sssObjectsCount;
SssObject *_sssObjectsList1; // playing
SssObject *_sssObjectsList2; // paused/idle
SssObject *_lowPrioritySssObject;
bool _sssUpdatedObjectsTable[kMaxSssObjects];
int _playingSssObjectsMax;
int _playingSssObjectsCount;
void muteSound();
void unmuteSound();
void resetSound();
int getSoundPosition(const SssObject *so);
void setSoundPanning(SssObject *so, int panning);
SssObject *findLowPrioritySoundObject() const;
void removeSoundObjectFromList(SssObject *so);
void updateSoundObject(SssObject *so);
void sssOp4_removeSounds(uint32_t flags);
void sssOp12_removeSounds2(int num, uint8_t source, uint8_t sampleIndex);
void sssOp16_resumeSound(SssObject *so);
void sssOp17_pauseSound(SssObject *so);
const uint8_t *executeSssCode(SssObject *so, const uint8_t *code, bool tempSssObject = false);
SssObject *addSoundObject(SssPcm *pcm, int priority, uint32_t flags_a, uint32_t flags_b);
void prependSoundObjectToList(SssObject *so);
void updateSssGroup2(uint32_t flags);
SssObject *createSoundObject(int bankIndex, int sampleIndex, uint32_t flags);
SssObject *startSoundObject(int bankIndex, int sampleIndex, uint32_t flags);
SssObject *playSoundObject(SssInfo *s, int source, int b);
void clearSoundObjects();
void setLowPrioritySoundObject(SssObject *so);
int getSoundObjectPanning(SssObject *so) const;
void setSoundObjectPanning(SssObject *so);
void expireSoundObjects(uint32_t flags);
void mixSoundObjects17640(bool flag);
void queueSoundObjectsPcmStride();
// andy.cpp
AndyMoveData _andyMoveData;
int32_t _andyPosX;
int32_t _andyPosY;
uint8_t _andyMoveMask;
bool _andyUpdatePositionFlag;
const Point16_t *_andyLevelData0x288PosTablePtr;
uint8_t _andyMoveState[32];
int _andyMaskBufferPos1;
int _andyMaskBufferPos2;
int _andyMaskBufferPos4;
int _andyMaskBufferPos5;
int _andyMaskBufferPos3;
int _andyMaskBufferPos0;
int _andyMaskBufferPos7;
int _andyMaskBufferPos6;
int moveAndyObjectOp1(int op);
int moveAndyObjectOp2(int op);
int moveAndyObjectOp3(int op);
int moveAndyObjectOp4(int op);
void setupAndyObjectMoveData(LvlObject *ptr);
void setupAndyObjectMoveState();
void updateAndyObject(LvlObject *ptr);
};
#endif // GAME_H__