109 lines
4 KiB
PHP
109 lines
4 KiB
PHP
; ==============================================================================
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; EBLAN ENGINE - Global State and Data Structures
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; ==============================================================================
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.data
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; Window and GDI
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szClassName db "EblanEngine3DWndClass",0
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szWindowTitle db "EBLAN ENGINE 3D - Retro Raycaster [Pure x86 Assembly]",0
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hEngineWnd dd 0
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hEngineDC dd 0
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hEngineInstance dd 0
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isRunning dd 1
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; High Precision Timing
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targetFrameTimeMs dd 16 ; ~60 FPS (16.6 ms)
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lastTickCount dd 0
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fpsCounter dd 0
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fpsTimer dd 0
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currentFps dd 60
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szFpsLabel db "FPS: ",0
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; Software Framebuffer & BITMAPINFO
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ALIGN 4
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bmiEngine BITMAPINFOHEADER <sizeof BITMAPINFOHEADER, SCREEN_W, -SCREEN_H, 1, 32, 0, 0, 0, 0, 0, 0>
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dd 0 ; palette dummy
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rngSeed dd 12345678h
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; Player State
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; Position in RAW world units (1 cell = 64 units; e.g. 160 = cell 2.5)
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playerX dd 160
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playerY dd 160
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playerAngle dd 0 ; 0..511 (0 = East, 128 = South, 256 = West, 384 = North)
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playerMoveSpeed dd 3 ; raw units per frame (walk)
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playerRunSpeed dd 6 ; raw units per frame (sprint)
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playerTurnSpeed dd 4 ; angle units per frame
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playerRadius dd 16 ; collision radius (raw units)
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; Input State Flags
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keyForward db 0
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keyBackward db 0
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keyStrafeLeft db 0
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keyStrafeRight db 0
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keyTurnLeft db 0
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keyTurnRight db 0
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keyAction db 0
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keyRun db 0
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keyShowMap db 1 ; minimap toggle
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keyScreenshot db 0 ; F12 screenshot request
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; Map palette (overridable by map.dat header)
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mapCeilingColor dd COLOR_CEILING
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mapFloorColor dd COLOR_FLOOR
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szMapFilePath db "assets\map.dat",0
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; Texture pack (optional; falls back to procedural textures)
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szTexPackPath db "assets\textures\texturepack.bin",0
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texPackLoaded dd 0
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; Sprite Manager
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spriteCount dd 0
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; Engine HUD & Strings
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strControls1 db "WASD: Move / Strafe | Shift: Run",0
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strControls2 db "Arrows: Turn Camera",0
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strControls3 db "E: Door | M: Minimap | F12: Shot | Esc: Exit",0
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strEngineName db "EBLAN ENGINE 3D (x86 MASM)",0
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strDoorHint db "[E] - Door",0
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; Screenshot (F12): writes 32-bit top-down BMP of screenBuffer
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szScreenshotPath db "screenshot.bmp",0
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ALIGN 4
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screenshotHeader db 'B','M'
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dd (54 + FRAME_BUFFER_SIZE) ; bfSize
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dd 0 ; bfReserved
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dd 54 ; bfOffBits
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dd 40 ; BITMAPINFOHEADER.biSize
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dd SCREEN_W ; biWidth
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dd -SCREEN_H ; biHeight (top-down)
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dw 1 ; biPlanes
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dw 32 ; biBitCount
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dd 0 ; biCompression = BI_RGB
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dd FRAME_BUFFER_SIZE ; biSizeImage
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dd 0, 0, 0, 0
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; ------------------------------------------------------------------------------
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; Large buffers live in BSS (.data?) so they are NOT baked into the .exe
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; ------------------------------------------------------------------------------
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.data?
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ALIGN 4
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screenBuffer db FRAME_BUFFER_SIZE dup(?)
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ALIGN 4
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depthBuffer dd SCREEN_W dup(?)
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; Fixed-point Math Lookup Tables (512 angles, 16.16 signed fixed point)
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ALIGN 4
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tableSin dd ANGLE_512 dup(?)
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tableCos dd ANGLE_512 dup(?)
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; Game Map Grid (32x32 = 1024 bytes)
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gameMap db MAP_SIZE dup(?)
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; Texture Memory (16 slots of 128x128 32-bit BGRA = 1 MB)
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ALIGN 4
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textureBuffer db MAX_TEXTURES * TEX_SIZE_BYTES dup(?)
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ALIGN 4
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spriteList db MAX_SPRITES * (sizeof SpriteStruct) dup(?)
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spriteOrder dd MAX_SPRITES dup(?) ; sprite indices sorted far-to-near
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