libsuperderpy/src/utils.h

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/*! \file utils.h
* \brief Headers of helper functions.
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*/
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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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#include <allegro5/allegro.h>
#include <allegro5/allegro_font.h>
#include "main.h"
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#ifdef ALLEGRO_WINDOWS
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#define LIBRARY_EXTENSION ".dll"
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#elseif ALLEGRO_MACOSX
#define LIBRARY_EXTENTION ".dylib"
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#else
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#define LIBRARY_EXTENSION ".so"
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#endif
void SetupViewport(struct Game *game);
void Console_Unload(struct Game *game);
void DrawConsole(struct Game *game);
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void AdvanceLevel(struct Game *game, bool won);
void ShowLevelStatistics(struct Game *game);
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/*! \brief Draws rectangle filled with vertical gradient. */
void DrawVerticalGradientRect(float x, float y, float w, float h, ALLEGRO_COLOR top, ALLEGRO_COLOR bottom);
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/*! \brief Draws rectangle filled with horizontal gradient. */
void DrawHorizontalGradientRect(float x, float y, float w, float h, ALLEGRO_COLOR left, ALLEGRO_COLOR right);
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/*! \brief Draws text with shadow.
*
* Draws given text two times: once with color (0,0,0,128) and 1px off in both x and y axis,
* and second time with actual given color and position.
*/
void DrawTextWithShadow(ALLEGRO_FONT *font, ALLEGRO_COLOR color, float x, float y, int flags, char const *text);
/*! \brief Loads bitmap into memory and scales it with software linear filtering. */
ALLEGRO_BITMAP* LoadScaledBitmap(struct Game *game, char* filename, int width, int height);
/*! \brief Finds path for data file. */
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char* GetDataFilePath(struct Game *game, char* filename);
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char* GetLibFilePath(struct Game *game, char* filename);
/*! \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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void FatalError(struct Game *game, bool exit, char* format, ...);
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/*! \brief Structure representing one spritesheet for character animation. */
struct Spritesheet {
char* name; /*!< Name of the spritesheet (used in file paths). */
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. */
int width;
int height;
int delay;
bool kill;
float scale; /*!< Scale modifier of the frame. */
char* successor; /*!< Name of animation successor. If it's not blank, then animation will be played only once. */
struct Spritesheet* next; /*!< Next spritesheet in the queue. */
};
/*! \brief Structure representing one visible character. */
struct Character {
char* name; /*!< Name of the character (used in file paths). */
struct Spritesheet *spritesheet; /*!< Current spritesheet used by character. */
struct Spritesheet *spritesheets; /*!< List of all spritesheets registered to character. */
char* successor;
ALLEGRO_BITMAP* bitmap;
int pos; /*!< Current spritesheet position. */
int pos_tmp; /*!< A counter used to slow down spritesheet animation. */
float x; /*!< Horizontal position of character. */
float y; /*!< Vertical position of character. */
float angle; /*!< Characters display angle (radians). */
void* data; /*!< Additional, custom character data (HP etc.). */
bool shared;
bool dead;
};
void SelectSpritesheet(struct Game *game, struct Character *character, char* name);
void ChangeSpritesheet(struct Game *game, struct Character *character, char* name);
void RegisterSpritesheet(struct Game *game, struct Character *character, char* name);
void DrawCharacter(struct Game *game, struct Character *character, ALLEGRO_COLOR tilt, int flags);
struct Character* CreateCharacter(struct Game *game, char* name);
void DestroyCharacter(struct Game *game, struct Character *character);
void LoadSpritesheets(struct Game *game, struct Character *character);
void UnloadSpritesheets(struct Game *game, struct Character *character);
void AnimateCharacter(struct Game *game, struct Character *character, float speed_modifier);
void MoveCharacter(struct Game *game, struct Character *character, float x, float y, float angle);
void SetCharacterPosition(struct Game *game, struct Character *character, int x, int y, float angle);