45 lines
1.8 KiB
C
45 lines
1.8 KiB
C
// Space Taxi (JoeyLib port) -- host-side declarations.
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//
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// The game itself lives in the host-independent simulation (stSim.h):
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// physics, collision, the fare machine, the level hooks, the title
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// intro and the level intro all run there in the C64's own units and
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// are verified tick-for-tick against a VICE trace of the original.
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// This header is the JoeyLib side: the renderer that paints the
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// simulation's screen RAM and sprite frame, the audio sink, the
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// level loader and the front-end flow in spacetaxi.c.
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#ifndef SPACETAXI_H
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#define SPACETAXI_H
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#include <joey/joey.h>
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#include "stSim.h"
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// Level loading through the JoeyLib data path (DATA/levels/...).
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bool stLevelLoad(StLevelT *out, const char *path);
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// Renderer: paints dirty screen cells with the live charset and draws
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// the eight sprites of the last marshaled frame with save-under.
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void stRenderInit(jlSurfaceT *stage);
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// A word on the stage before the slow part of startup: loading the cel
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// bank and the first level takes long enough that the host's desktop
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// would otherwise sit there with nothing to look at.
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void stRenderLoading(jlSurfaceT *stage);
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void stRenderShutdown(void);
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void stRenderFrame(jlSurfaceT *stage, StSimT *sim);
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// Drop the sprite cache and force a full repaint (new scene). Also
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// leaves the title's logo mode (below).
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void stRenderSceneChanged(StSimT *sim);
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// Title screen only: draw the logo's four flip-book frames from one
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// tile held in reserved palette slots, so the flip and the colour
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// cycle are palette writes instead of repainting 103 (and 407) cells.
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// Call after stRenderSceneChanged, which turns it back off.
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void stRenderTitleLogo(StSimT *sim);
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void stRenderPrewarm(jlSurfaceT *stage, StSimT *sim);
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// Audio sink setup and the per-tick release timers ($4320).
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void stAudioInit(void);
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void stAudioShutdown(void);
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void stAudioTick(void);
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#endif
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