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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/*! \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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};
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/*! \brief Resources used by Level state. */
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struct Level {
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ALLEGRO_BITMAP *fade_bitmap; /*!< Bitmap used on fade-in and fade-out animations. */
ALLEGRO_BITMAP *image; /*!< Background texture. */
ALLEGRO_BITMAP *derpy_walkcycle; /*!< Derpy walk cycle spritesheet. */
ALLEGRO_BITMAP *derpy; /*!< Derpy sprite. */
ALLEGRO_SAMPLE *sample; /*!< Sample with background music. */
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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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int current_level; /*!< Level number. */
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 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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bool options;
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//bool draw_while_fading;
bool loaded;
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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;
ALLEGRO_BITMAP *image;
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};
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/*! \brief Resources used by Pause state. */
struct Pause {
ALLEGRO_BITMAP *bitmap;
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ALLEGRO_BITMAP *derpy;
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int selected;
bool options;
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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;
ALLEGRO_BITMAP *image;
ALLEGRO_BITMAP *text_bitmap;
ALLEGRO_BITMAP *letter;
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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_FONT *font;
float x;
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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;
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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;
int page;
bool in_animation;
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ALLEGRO_BITMAP *table;
ALLEGRO_BITMAP *table_bitmap;
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;
bool fx;
bool music;
bool fullscreen;
bool debug;
int fps;
int width;
int height;
bool shuttingdown;
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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 {
ALLEGRO_VOICE *voice;
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ALLEGRO_MIXER *mixer;
ALLEGRO_MIXER *music;
ALLEGRO_MIXER *fx;
} audio;
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};
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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 al_draw_text_with_shadow(ALLEGRO_FONT *font, ALLEGRO_COLOR color, float x, float y, int flags, char const *text);
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/*! \brief Preloads gamestate set in game->loadstate. */
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void PreloadGameState(struct Game *game);
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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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//void ScaleBitmap(ALLEGRO_BITMAP* source, int width, int height);
ALLEGRO_BITMAP* LoadScaledBitmap(char* filename, int width, int height);
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float tps(struct Game *game, float t);
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void DrawGameState(struct Game *game);
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#endif