/*! \file utils.h * \brief Headers of helper functions. */ /* * Copyright (c) Sebastian Krzyszkowiak * * 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. */ #include #include #include "main.h" #ifdef ALLEGRO_WINDOWS #define LIBRARY_EXTENTION ".dll" #else #define LIBRARY_EXTENTION ".so" #endif // hacks for "pixelness" #define al_draw_bitmap(a,b,c,d) al_draw_bitmap(a,(int)(b), (int)(c), d) #define al_draw_scaled_bitmap(a,b,c,d,e,f,g,h,i,j) al_draw_scaled_bitmap(a,b,c,d,e,(int)(f), (int)(g), (int)(h), (int)(i), j) //#define al_draw_tinted_scaled_bitmap(a,tint,b,c,d,e,f,g,h,i,j) al_draw_tinted_scaled_bitmap(a,tint,(int)(b),(int)(c),(int)(d),(int)(e),(int)(f), (int)(g), (int)(h), (int)(i), j) #define al_draw_rotated_bitmap(a,b,c,d,e,f,g) al_draw_rotated_bitmap(a,(int)(b),(int)(c),(int)(d),(int)(e), f, g) #define al_draw_bitmap_region(a, b, c, d, e, f, g, h) al_draw_bitmap_region(a,(int)(b),(int)(c),(int)(d),(int)(e),(int)(f), (int)(g), h) #define al_draw_tinted_bitmap_region(a, tint, b, c, d, e, f, g, h) al_draw_tinted_bitmap_region(a,tint,(int)(b),(int)(c),(int)(d),(int)(e),(int)(f), (int)(g), h) #define al_draw_tinted_rotated_bitmap(a,tint,b,c,d,e,f,g) al_draw_tinted_rotated_bitmap(a,tint,(int)(b),(int)(c),(int)(d),(int)(e), f, g) //#define al_draw_filled_rectangle //#define al_draw_prim() #define al_load_ttf_font(a,b,c) al_load_ttf_font(a, (int)(b / 8)*8 == 0 ? 8 : (int)(b / 8)*8, c) #define al_draw_text(a,b,c,d,e,f) al_draw_text(a, b, (int)(c), (int)(d), e, f) char* strdup(const char *str); void SetupViewport(struct Game *game); void Console_Unload(struct Game *game); void DrawConsole(struct Game *game); void AdvanceLevel(struct Game *game, bool won); void ShowLevelStatistics(struct Game *game); /*! \brief Draws rectangle filled with vertical gradient. */ void DrawVerticalGradientRect(float x, float y, float w, float h, ALLEGRO_COLOR top, ALLEGRO_COLOR bottom); /*! \brief Draws rectangle filled with horizontal gradient. */ void DrawHorizontalGradientRect(float x, float y, float w, float h, ALLEGRO_COLOR left, ALLEGRO_COLOR right); /*! \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. */ char* GetDataFilePath(struct Game *game, char* filename); 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, ...); void FatalError(struct Game *game, bool exit, char* format, ...); /*! \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); // FIXME: game specific bool GetAbstractIsItBonusLevelTimeNowFactoryProvider(struct Game *game); void AdvanceLevel(struct Game *game, bool won); void ShowLevelStatistics(struct Game *game);