libsuperderpy/src/main.h

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/*! \file main.h
* \brief Headers of main file of SuperDerpy engine.
*
* Contains basic functions shared by all views.
*/
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/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
*/
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#ifndef MAIN_H
#define MAIN_H
#include <allegro5/allegro.h>
#include <allegro5/allegro_audio.h>
#include <allegro5/allegro_acodec.h>
#include <allegro5/allegro_image.h>
#include <allegro5/allegro_font.h>
#include <allegro5/allegro_ttf.h>
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#include "allegro_utils.h"
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/*! \brief Declares variables used by displaying progress bar on loading screen.
* Takes number of loading steps as parameter.
*/
#define PROGRESS_INIT(a) float load_p = 0, load_a = a;
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/*! \brief Increments progress of loading. */
#define PROGRESS if (progress) (*progress)(game, load_p+=1/load_a);
struct Game;
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/*! \brief Enum of all available gamestates. */
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enum gamestate_enum {
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GAMESTATE_PAUSE,
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GAMESTATE_LOADING,
GAMESTATE_MENU,
GAMESTATE_ABOUT,
GAMESTATE_INTRO,
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GAMESTATE_MAP,
GAMESTATE_LEVEL
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};
/*! \brief Resources used by moonwalk level placeholder. */
struct Moonwalk {
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ALLEGRO_BITMAP *fade_bitmap; /*!< Bitmap used on fade-in and fade-out animations. */
ALLEGRO_BITMAP *image; /*!< Background texture. */
int derpy_frame; /*!< Current frame of Derpy animation. */
int derpy_frame_tmp; /*!< Counter used to slow down Derpy animation. */
double derpy_pos; /*!< Position of Derpy on screen. */
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};
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/*! \brief Structure representing obstacles and power-ups flying through the level. */
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struct Obstacle {
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ALLEGRO_BITMAP **bitmap; /*!< Pointer to bitmap used by obstacle. */
float x; /*!< Horizontal position on the screen, in range 0-1. */
float y; /*!< Vertical position on the screen, in range 0-1. */
float speed; /*!< Horizontal speed of obstracle. */
int points; /*!< Number of points given when hit by player. Positive gives HP to power, negative takes it. */
bool hit; /*!< Indicates if this obstacle was already hit by the player or not. */
void (*callback)(struct Game*, struct Obstacle*); /*!< Pointer to function called to update obstacle position, animate it, etc. */
void *data; /*!< Pointer passed to callback function. */
struct Obstacle *prev; /*!< Previous obstacle on the list. */
struct Obstacle *next; /*!< Next obstacle on the list. */
};
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/*! \brief Structure representing one spritesheet animation of Derpy. */
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struct Spritesheet {
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char* name; /*!< Readable name of the spritesheet. */
ALLEGRO_BITMAP* bitmap; /*!< Spritesheet bitmap. */
int rows; /*!< Number of rows in the spritesheet. */
int cols; /*!< Number of columns in the spritesheet. */
int blanks; /*!< Number of blank frames at the end of the spritesheet. */
float speed; /*!< Speed modifier of spritesheet animation. */
float aspect; /*!< Aspect ratio of the frame. */
float scale; /*!< Scale modifier of the frame. */
struct Spritesheet* next; /*!< Next spritesheet in the queue. */
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};
/*! \brief Resources used by Level state. */
struct Level {
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int current_level; /*!< Level number. */
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float speed; /*!< Speed of the player. */
float speed_modifier; /*!< Modifier of the speed of the player. */
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float bg_pos; /*!< Position of the background layer of the scene. */
float st_pos; /*!< Position of the stage layer of the scene. */
float fg_pos; /*!< Position of the foreground layer of the scene. */
float cl_pos; /*!< Position of the clouds layer of the scene. */
float derpy_x; /*!< Horizontal position of Derpy (0-1). */
float derpy_y; /*!< Vertical position of Derpy (0-1). */
float hp; /*!< Player health points (0-1). */
bool handle_input; /*!< When false, player looses control over Derpy. */
bool failed; /*!< Indicates if player failed level. */
float meter_alpha; /*!< Alpha level of HP meter. */
int sheet_rows; /*!< Number of rows in current spritesheet. */
int sheet_cols; /*!< Number of cols in current spritesheet. */
int sheet_pos; /*!< Frame position in current spritesheet. */
int sheet_blanks; /*!< Number of blank frames at the end of current spritesheet. */
float sheet_tmp; /*!< Temporary counter used to slow down spritesheet animation. */
float sheet_speed; /*!< Current speed of Derpy animation. */
float sheet_speed_modifier; /*!< Modifier of speed, specified by current spritesheet. */
float sheet_scale; /*!< Scale modifier of current spritesheet. */
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ALLEGRO_SAMPLE *sample; /*!< Sample with background music. */
ALLEGRO_SAMPLE_INSTANCE *music; /*!< Sample instance with background music. */
unsigned int music_pos; /*!< Position of sample instance. Used when pausing game. */
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ALLEGRO_BITMAP *background; /*!< Bitmap of the background layer of the scene. */
ALLEGRO_BITMAP *stage; /*!< Bitmap of the stage layer of the scene. */
ALLEGRO_BITMAP *foreground; /*!< Bitmap of the foreground layer of the scene. */
ALLEGRO_BITMAP *clouds; /*!< Bitmap of the clouds layer of the scene. */
ALLEGRO_BITMAP *welcome; /*!< Bitmap of the welcome text (for instance "Level 1: Fluttershy"). */
ALLEGRO_BITMAP **derpy_sheet; /*!< Pointer to active Derpy sprite sheet. */
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ALLEGRO_BITMAP *derpy; /*!< Derpy sprite. */
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ALLEGRO_BITMAP *meter_bmp; /*!< Bitmap of the HP meter. */
ALLEGRO_BITMAP *meter_image; /*!< Derpy image used in the HP meter. */
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bool debug_show_sprite_frames; /*!< When true, displays colorful borders around spritesheets and their active areas. */
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struct Spritesheet* derpy_sheets; /*!< List of sprite sheets of Derpy character. */
struct Spritesheet* pony_sheets; /*!< List of sprite sheets of character rescued by Derpy. */
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struct {
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ALLEGRO_BITMAP *pie; /*!< Pie bitmap. */
ALLEGRO_BITMAP *muffin; /*!< Muffin bitmap. */
} obst_bmps; /*!< Obstacle bitmaps. */
struct Obstacle *obstacles; /*!< List of obstacles being currently rendered. */
struct Moonwalk moonwalk; /*!< Moonwalk placeholder data. */
};
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/*! \brief Enum of menu states in Menu and Pause game states. */
enum menustate_enum {
MENUSTATE_MAIN,
MENUSTATE_OPTIONS,
MENUSTATE_CONTROLS,
MENUSTATE_VIDEO,
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MENUSTATE_PAUSE,
MENUSTATE_AUDIO
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};
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/*! \brief Resources used by Menu state. */
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struct Menu {
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ALLEGRO_BITMAP *menu_fade_bitmap;
ALLEGRO_BITMAP *image;
ALLEGRO_BITMAP *cloud;
ALLEGRO_BITMAP *cloud2;
ALLEGRO_BITMAP *pie;
ALLEGRO_BITMAP *pie_bitmap;
ALLEGRO_BITMAP *pinkcloud_bitmap;
ALLEGRO_BITMAP *pinkcloud;
ALLEGRO_BITMAP *rain;
ALLEGRO_BITMAP *rain_bitmap;
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ALLEGRO_BITMAP *mountain;
float cloud_position;
float cloud2_position;
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int mountain_position;
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ALLEGRO_SAMPLE *sample;
ALLEGRO_SAMPLE *rain_sample;
ALLEGRO_SAMPLE *click_sample;
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ALLEGRO_SAMPLE_INSTANCE *music; /*!< Sample instance with background music. */
ALLEGRO_SAMPLE_INSTANCE *rain_sound; /*!< Sample instance with rain sound. */
ALLEGRO_SAMPLE_INSTANCE *click; /*!< Sample instance with click sound. */
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ALLEGRO_FONT *font_title;
ALLEGRO_FONT *font_subtitle;
ALLEGRO_FONT *font;
ALLEGRO_FONT *font_selected;
int selected;
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enum menustate_enum menustate;
bool loaded;
struct {
bool fullscreen;
int fps;
int width;
int height;
} options;
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};
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/*! \brief Resources used by Loading state. */
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struct Loading {
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ALLEGRO_BITMAP *loading_bitmap; /*!< Rendered loading bitmap. */
ALLEGRO_BITMAP *image; /*!< Loading background. */
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};
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/*! \brief Resources used by Pause state. */
struct Pause {
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ALLEGRO_BITMAP *bitmap; /*!< Bitmap with screenshot. */
ALLEGRO_BITMAP *derpy; /*!< Derpy on foreground. */
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};
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/*! \brief Resources used by About state. */
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struct About {
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ALLEGRO_BITMAP *fade_bitmap; /*!< Bitmap with screenshot, used in fades. */
ALLEGRO_BITMAP *image; /*!< Background bitmap. */
ALLEGRO_BITMAP *text_bitmap; /*!< Bitmap with scrolled text. */
ALLEGRO_BITMAP *letter; /*!< Paper bitmap. */
ALLEGRO_SAMPLE *sample; /*!< Sample with background music. */
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ALLEGRO_SAMPLE_INSTANCE *music; /*!< Sample instance with background music. */
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ALLEGRO_FONT *font; /*!< Font used in the text on letter. */
float x; /*!< Horizontal position of the text. */
int fadeloop; /*!< Loop counter used in fades. */
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};
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/*! \brief Resources used by Map state. */
struct Map {
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ALLEGRO_BITMAP *map;
ALLEGRO_BITMAP *background;
ALLEGRO_BITMAP *map_bg;
ALLEGRO_BITMAP *highlight;
ALLEGRO_BITMAP *arrow;
int selected;
int available;
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float arrowpos; /*!< Vertical position of the arrow. */
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ALLEGRO_SAMPLE *sample;
ALLEGRO_SAMPLE *click_sample;
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ALLEGRO_SAMPLE_INSTANCE *music; /*!< Sample instance with background music. */
ALLEGRO_SAMPLE_INSTANCE *click; /*!< Sample instance with click sound. */
};
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/*! \brief Resources used by Intro state. */
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struct Intro {
int position;
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int page;
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bool in_animation; /*!< Animation as in page transition animation. */
float anim;
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ALLEGRO_BITMAP *table;
ALLEGRO_BITMAP *table_bitmap;
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ALLEGRO_BITMAP *frame;
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ALLEGRO_BITMAP *animsprites[5];
ALLEGRO_FONT *font;
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ALLEGRO_SAMPLE *sample;
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ALLEGRO_SAMPLE_INSTANCE *music; /*!< Sample instance with background music. */
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ALLEGRO_AUDIO_STREAM *audiostream;
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};
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/*! \brief Resources used by Game state. */
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struct Game {
ALLEGRO_DISPLAY *display;
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ALLEGRO_FONT *font;
ALLEGRO_FONT *font_console;
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enum gamestate_enum gamestate;
enum gamestate_enum loadstate;
ALLEGRO_EVENT_QUEUE *event_queue;
ALLEGRO_TIMER *timer;
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ALLEGRO_BITMAP *console;
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bool showconsole;
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int fx;
int music;
int voice;
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bool fullscreen;
bool debug;
int fps;
int width;
int height;
bool shuttingdown;
bool restart;
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struct Menu menu;
struct Loading loading;
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struct Intro intro;
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struct About about;
struct Map map;
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struct Level level;
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struct Pause pause;
struct {
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ALLEGRO_VOICE *v;
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ALLEGRO_MIXER *mixer;
ALLEGRO_MIXER *music;
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ALLEGRO_MIXER *voice;
ALLEGRO_MIXER *fx;
} audio;
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};
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/*! \brief Preloads gamestate set in game->loadstate. */
void PreloadGameState(struct Game *game, void (*progress)(struct Game*, float));
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/*! \brief Unloads gamestate set in game->gamestate. */
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void UnloadGameState(struct Game *game);
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/*! \brief Loads gamestate set in game->loadstate. */
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void LoadGameState(struct Game *game);
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/*! \brief Print some message on game console.
*
* Draws message on console bitmap, so it'll be displayed when calling DrawConsole.
* If game->debug is true, then it also prints given message on stdout.
* It needs to be called in printf style.
*/
void PrintConsole(struct Game *game, char* format, ...);
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/*! \brief Draws console bitmap on screen. */
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void DrawConsole(struct Game *game);
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/*! \brief Loads bitmap into memory and scales it with software linear filtering. */
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ALLEGRO_BITMAP* LoadScaledBitmap(char* filename, int width, int height);
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/*! \brief Draws console bitmap on screen. */
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float tps(struct Game *game, float t);
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/*! \brief Draws frame from current gamestate. */
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void DrawGameState(struct Game *game);
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/*! \brief Load shared resources. */
int Shared_Load(struct Game *game);
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/*! \brief Unload shared resources. */
void Shared_Unload(struct Game *game);
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#endif