libsuperderpy/src/main.h
2012-05-18 18:34:07 +02:00

282 lines
7.8 KiB
C

/*! \file main.h
* \brief Headers of main file of SuperDerpy engine.
*
* Contains basic functions shared by all views.
*/
/*
* 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.
*/
#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>
#include "allegro_utils.h"
#define PROGRESS_INIT(a) float load_p = 0, load_a = a;
#define PROGRESS if (progress) (*progress)(game, load_p+=1/load_a);
struct Game;
/*! \brief Enum of all available gamestates. */
enum gamestate_enum {
GAMESTATE_PAUSE,
GAMESTATE_LOADING,
GAMESTATE_MENU,
GAMESTATE_ABOUT,
GAMESTATE_INTRO,
GAMESTATE_MAP,
GAMESTATE_LEVEL
};
/*! \brief Resources used by moonwalk level placeholder. */
struct Moonwalk {
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. */
};
struct Obstracle {
ALLEGRO_BITMAP **bitmap;
float x, y, speed;
int points;
bool hit;
void (*callback)(struct Game*, struct Obstracle*);
void *data;
struct Obstracle *prev, *next;
};
struct Spritesheet {
char* name;
ALLEGRO_BITMAP* bitmap;
int rows, cols, blanks;
float speed, aspect, scale;
struct Spritesheet* next;
};
/*! \brief Resources used by Level state. */
struct Level {
int current_level; /*!< Level number. */
float speed;
float bg_pos, st_pos, fg_pos, cl_pos;
float derpy_x, derpy_y;
float hp;
bool handle_input;
bool flying;
float meter_alpha;
int sheet_rows, sheet_cols, sheet_pos, sheet_blanks;
float sheet_tmp, sheet_speed, sheet_speed_modifier, sheet_scale;
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. */
ALLEGRO_BITMAP *background, *stage, *foreground, *clouds;
ALLEGRO_BITMAP *welcome;
ALLEGRO_BITMAP **derpy_sheet; /*!< Active Derpy sprite sheet. */
ALLEGRO_BITMAP *derpy; /*!< Derpy sprite. */
ALLEGRO_BITMAP *meter_bmp, *meter_image;
struct Spritesheet* derpy_sheets; /*!< List of sprite sheets of Derpy character. */
struct Spritesheet* pony_sheets; /*!< List of sprite sheets of character rescued by Derpy. */
struct {
ALLEGRO_BITMAP *pie;
} obst_bmps;
struct Obstracle *obstracles;
struct Moonwalk moonwalk;
};
/*! \brief Enum of menu states in Menu and Pause game states. */
enum menustate_enum {
MENUSTATE_MAIN,
MENUSTATE_OPTIONS,
MENUSTATE_CONTROLS,
MENUSTATE_VIDEO,
MENUSTATE_PAUSE,
MENUSTATE_AUDIO
};
/*! \brief Resources used by Menu state. */
struct Menu {
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;
ALLEGRO_BITMAP *mountain;
float cloud_position;
float cloud2_position;
int mountain_position;
ALLEGRO_SAMPLE *sample;
ALLEGRO_SAMPLE *rain_sample;
ALLEGRO_SAMPLE *click_sample;
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. */
ALLEGRO_FONT *font_title;
ALLEGRO_FONT *font_subtitle;
ALLEGRO_FONT *font;
ALLEGRO_FONT *font_selected;
int selected;
enum menustate_enum menustate;
bool loaded;
struct {
bool fullscreen;
int fps;
int width;
int height;
} options;
};
/*! \brief Resources used by Loading state. */
struct Loading {
ALLEGRO_BITMAP *loading_bitmap;
ALLEGRO_BITMAP *image;
};
/*! \brief Resources used by Pause state. */
struct Pause {
ALLEGRO_BITMAP *bitmap;
ALLEGRO_BITMAP *derpy;
};
/*! \brief Resources used by About state. */
struct About {
ALLEGRO_BITMAP *fade_bitmap;
ALLEGRO_BITMAP *image;
ALLEGRO_BITMAP *text_bitmap;
ALLEGRO_BITMAP *letter;
ALLEGRO_SAMPLE *sample;
ALLEGRO_SAMPLE_INSTANCE *music; /*!< Sample instance with background music. */
ALLEGRO_FONT *font;
float x;
int fadeloop;
};
/*! \brief Resources used by Map state. */
struct Map {
ALLEGRO_BITMAP *map;
ALLEGRO_BITMAP *background;
ALLEGRO_BITMAP *map_bg;
ALLEGRO_BITMAP *highlight;
ALLEGRO_BITMAP *arrow;
int selected;
int available;
float arrowpos;
ALLEGRO_SAMPLE *sample;
ALLEGRO_SAMPLE *click_sample;
ALLEGRO_SAMPLE_INSTANCE *music; /*!< Sample instance with background music. */
ALLEGRO_SAMPLE_INSTANCE *click; /*!< Sample instance with click sound. */
};
/*! \brief Resources used by Intro state. */
struct Intro {
int position;
int page;
bool in_animation; /*!< Animation as in page transition animation. */
float anim;
ALLEGRO_BITMAP *table;
ALLEGRO_BITMAP *table_bitmap;
ALLEGRO_BITMAP *frame;
ALLEGRO_BITMAP *animsprites[5];
ALLEGRO_FONT *font;
ALLEGRO_SAMPLE *sample;
ALLEGRO_SAMPLE_INSTANCE *music; /*!< Sample instance with background music. */
ALLEGRO_AUDIO_STREAM *audiostream;
};
/*! \brief Resources used by Game state. */
struct Game {
ALLEGRO_DISPLAY *display;
ALLEGRO_FONT *font;
ALLEGRO_FONT *font_console;
enum gamestate_enum gamestate;
enum gamestate_enum loadstate;
ALLEGRO_EVENT_QUEUE *event_queue;
ALLEGRO_TIMER *timer;
ALLEGRO_BITMAP *console;
bool showconsole;
int fx;
int music;
int voice;
bool fullscreen;
bool debug;
int fps;
int width;
int height;
bool shuttingdown;
bool restart;
struct Menu menu;
struct Loading loading;
struct Intro intro;
struct About about;
struct Map map;
struct Level level;
struct Pause pause;
struct {
ALLEGRO_VOICE *v;
ALLEGRO_MIXER *mixer;
ALLEGRO_MIXER *music;
ALLEGRO_MIXER *voice;
ALLEGRO_MIXER *fx;
} audio;
};
/*! \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);
/*! \brief Preloads gamestate set in game->loadstate. */
void PreloadGameState(struct Game *game, void (*progress)(struct Game*, float));
/*! \brief Unloads gamestate set in game->gamestate. */
void UnloadGameState(struct Game *game);
/*! \brief Loads gamestate set in game->loadstate. */
void LoadGameState(struct Game *game);
/*! \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, ...);
/*! \brief Draws console bitmap on screen. */
void DrawConsole(struct Game *game);
ALLEGRO_BITMAP* LoadScaledBitmap(char* filename, int width, int height);
float tps(struct Game *game, float t);
void DrawGameState(struct Game *game);
int Shared_Load(struct Game *game);
void Shared_Unload(struct Game *game);
#endif