EBLAN_ENGINE/include/engine_data.inc

242 lines
7.9 KiB
PHP

COMM screenBuffer:BYTE:FRAME_BUFFER_SIZE
COMM textureBuffer:BYTE:MAX_TEXTURES * TEX_SIZE_BYTES
COMM portalTextureBuffer:BYTE:TEX_SIZE_BYTES
COMM texturePackStaging:BYTE:MAX_TEXTURES * TEX_SIZE_BYTES
; ==============================================================================
; EBLAN ENGINE - Global State and Data Structures
; ==============================================================================
.data
; Window and GDI
szClassName db "EblanEngine3DWndClass",0
szWindowTitle db "EBLAN ENGINE 3D - Retro Raycaster [Pure x86 Assembly]",0
hEngineWnd dd 0
hEngineDC dd 0
hEngineInstance dd 0
isRunning dd 1
; High Precision Timing
targetFrameTimeMs dd 16 ; ~60 FPS (16.6 ms)
lastTickCount dd 0
fpsCounter dd 0
fpsTimer dd 0
currentFps dd 60
szFpsLabel db "FPS: ",0
; Software Framebuffer & BITMAPINFO
ALIGN 4
bmiEngine BITMAPINFOHEADER <sizeof BITMAPINFOHEADER, SCREEN_W, -SCREEN_H, 1, 32, 0, 0, 0, 0, 0, 0>
dd 0 ; palette dummy
rngSeed dd 12345678h
; Player State
; Position in RAW world units (1 cell = 64 units; e.g. 160 = cell 2.5)
playerX dd 160
playerY dd 160
playerAngle dd 0 ; 0..511 (0 = East, 128 = South, 256 = West, 384 = North)
playerMoveSpeed dd 3 ; raw units per frame (walk)
playerRunSpeed dd 6 ; raw units per frame (sprint)
playerTurnSpeed dd 4 ; angle units per frame
playerRadius dd 16 ; collision radius (raw units)
; Input State Flags
keyForward db 0
keyBackward db 0
keyStrafeLeft db 0
keyStrafeRight db 0
keyTurnLeft db 0
keyTurnRight db 0
keyAction db 0
keyRun db 0
keyShowMap db 1 ; minimap toggle
keyScreenshot db 0 ; F12 screenshot request
keyActionHeld db 0
keyMapHeld db 0
keyShotHeld db 0
keyCutscene db 0
keySkipScene db 0
keySceneHeld db 0
keySkipHeld db 0
keyAttack db 0
keyAttackHeld db 0
keyRestart db 0
keyRestartHeld db 0
keyWeapon1 db 0
keyWeapon2 db 0
keyWeapon3 db 0
keyWeapon4 db 0
keyPause db 0
keyPauseHeld db 0
isGamePaused dd 0
; Player Combat & Gameplay Stats
playerWeapon dd 1 ; Default: WEAPON_PISTOL
playerHealth dd 100
playerMaxHealth dd 100
playerAmmo dd 50
playerMaxAmmo dd 99
playerScore dd 0
playerKeys dd 0
playerAttackCooldown dd 0
playerFlashTimer dd 0
playerHitFlash dd 0
isPlayerDead dd 0
; Map palette (overridable by map.dat header)
mapCeilingColor dd COLOR_CEILING
mapFloorColor dd COLOR_FLOOR
szMapFilePath db "assets\map.dat",0
szAssetsPrefix db "assets\",0
startupMapPath db MAX_PATH_BYTES dup(0)
portalLatchCell dd -1 ; suppress repeated entry until the player leaves the cell
mapErrorFrames dd 0
; Sector Streaming & Portals
transitionCount dd 0
pendingMapPath db 64 dup(0)
szSublevelFullPath db 80 dup(0)
pendingSpawnX dd 0
pendingSpawnY dd 0
pendingSpawnAngle dd 0
; Screen Fade Transition State Machine
fadeState dd 0 ; 0 = None, 1 = Fading Out, 2 = Black / Switching, 3 = Fading In
fadeLevel dd 0 ; 0..16 (0 = visible, 16 = black)
; Texture pack (optional; falls back to procedural textures)
szTexPackPath db "assets\textures\texturepack.bin",0
texPackLoaded dd 0
; Sprite Manager
spriteCount dd 0
; Engine HUD & Strings
strControls1 db "WASD: Move / Strafe | Shift: Run",0
strControls2 db "Arrows: Turn Camera",0
strControls3 db "E:Use C:Scene M:Map F12:Shot Esc:Exit",0
strEngineName db "EBLAN ENGINE 3D (x86 MASM)",0
strDoorHint db "[E] - Door",0
strPortalHint db "[E] - Enter Portal",0
strMapLoadError db "Cannot load destination level",0
strSkipScene db "[Tab] Skip",0
strHpLabel db "HP:",0
strAmmoLabel db "AMMO:",0
strScoreLabel db "SCORE:",0
strKeysLabel db "KEY:",0
strWeaponLabel db "WPN:",0
strWeaponKnife db "KNIFE",0
strWeaponPistol db "PISTOL",0
strWeaponShotgun db "SHOTGUN",0
strPauseTitle db "== PAUSED ==",0
strPauseOpt1 db "[1] RESUME",0
strPauseOpt2 db "[2] RESTART LEVEL",0
strPauseOpt3 db "[3] MINIMAP RADAR",0
strPauseOpt4 db "[4] QUIT TO WINDOWS",0
strYouDied db "YOU DIED! PRESS [R] TO RESTART",0
cutsceneCount dd 0
cutsceneStringCount dd 0
cutsceneFlags dd 0
isCutsceneActive dd 0
cutscenePending dd 0
cutsceneTick dd 0
cutsceneIndex dd 0
cutsceneWait dd 0
cutsceneSubtitle dd -1
cutsceneSubtitleUntil dd 0
cutsceneFade dd 0
csMoveFromX dd 0
csMoveFromY dd 0
csMoveToX dd 0
csMoveToY dd 0
csMoveDuration dd 0
csMoveElapsed dd 0
csAngleFrom dd 0
csAngleDelta dd 0
csAngleDuration dd 0
csAngleElapsed dd 0
csFadeFrom dd 0
csFadeTo dd 0
csFadeDuration dd 0
csFadeElapsed dd 0
csSoundPrefix db "assets\sounds\",0
csSoundPath db 128 dup(0)
csLineBuffer db 40 dup(0)
; Screenshot (F12): writes 32-bit top-down BMP of screenBuffer
szScreenshotPath db "screenshot.bmp",0
ALIGN 4
screenshotHeader db 'B','M'
dd (54 + FRAME_BUFFER_SIZE) ; bfSize
dd 0 ; bfReserved
dd 54 ; bfOffBits
dd 40 ; BITMAPINFOHEADER.biSize
dd SCREEN_W ; biWidth
dd -SCREEN_H ; biHeight (top-down)
dw 1 ; biPlanes
dw 32 ; biBitCount
dd 0 ; biCompression = BI_RGB
dd FRAME_BUFFER_SIZE ; biSizeImage
dd 0, 0, 0, 0
; ------------------------------------------------------------------------------
; Large buffers live in BSS (.data?) so they are NOT baked into the .exe
; ------------------------------------------------------------------------------
.data?
ALIGN 4
; (moved to COMM)
ALIGN 4
depthBuffer dd SCREEN_W dup(?)
; Glass (Transparent Wall) per-column buffers
ALIGN 4
glassDistBuffer dd SCREEN_W dup(?)
glassDrawStartBuf dd SCREEN_W dup(?)
glassDrawEndBuf dd SCREEN_W dup(?)
glassLineHeightBuf dd SCREEN_W dup(?)
glassTexXBuf dd SCREEN_W dup(?)
glassSideHitBuf dd SCREEN_W dup(?)
; Fixed-point Math Lookup Tables (512 angles, 16.16 signed fixed point)
ALIGN 4
tableSin dd ANGLE_512 dup(?)
tableCos dd ANGLE_512 dup(?)
ALIGN 4
tableRayAngleOffset dd SCREEN_W dup(?)
ALIGN 4
tableRayCos dd SCREEN_W dup(?)
; Game Map Grid (32x32 = 1024 bytes)
gameMap db MAP_SIZE dup(?)
; Texture Memory (16 slots of 128x128 32-bit BGRA = 1 MB)
ALIGN 4
; (moved to COMM)
; (moved to COMM)
; (moved to COMM)
ALIGN 4
spriteList db MAX_SPRITES * (sizeof SpriteStruct) dup(?)
spriteOrder dd MAX_SPRITES dup(?) ; sprite indices sorted far-to-near
ALIGN 4
transitionList db MAX_TRANSITIONS * (sizeof LevelTransition) dup(?)
ALIGN 4
cutsceneEvents db MAX_CUTSCENE_EVENTS * (sizeof CutsceneEvent) dup(?)
cutsceneStrings db MAX_CUTSCENE_STRINGS * CUTSCENE_STRING_BYTES dup(?)
stagedCutsceneEvents db MAX_CUTSCENE_EVENTS * (sizeof CutsceneEvent) dup(?)
stagedCutsceneStrings db MAX_CUTSCENE_STRINGS * CUTSCENE_STRING_BYTES dup(?)
ALIGN 4
entityType dd MAX_SPRITES dup(?)
entityHealth dd MAX_SPRITES dup(?)
entityState dd MAX_SPRITES dup(?)
entityTimer dd MAX_SPRITES dup(?)
entitySpeed dd MAX_SPRITES dup(?)
entityAggro dd MAX_SPRITES dup(?)