taisei/src/stage.h

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/*
* This software is licensed under the terms of the MIT-License
* See COPYING for further information.
* ---
* Copyright (C) 2011, Lukas Weber <laochailan@web.de>
*/
#ifndef STAGE_H
#define STAGE_H
/* taisei's strange macro language.
*
* sorry, I guess it is bad style, but I hardcode everything and in that case
* you'll find yourself soon in a situation where you have to spread your
* coherent thoughts over frames using masses of redundant ifs.
* I've just invented this thingy to keep track of my sanity.
*
*/
#include <stdbool.h>
#include "projectile.h"
#include "boss.h"
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typedef enum {
D_Any = 0,
D_Easy,
D_Normal,
D_Hard,
D_Lunatic,
D_Extra // reserved for later
} Difficulty;
#define TIMER(ptr) int *__timep = ptr; int _i = 0, _ni = 0; _i = _ni = _i;
#define AT(t) if(*__timep == t)
#define FROM_TO(start,end,step) _ni = _ni; _i = (*__timep - (start))/(step); if(*__timep >= (start) && *__timep <= (end) && !((*__timep - (start)) % (step)))
#define FROM_TO_INT(start, end, step, dur, istep) \
_i = (*__timep - (start))/(step+dur); _ni = ((*__timep - (start)) % (step+dur))/istep; \
if(*__timep >= (start) && *__timep <= (end) && (*__timep - (start)) % ((dur) + (step)) <= dur && !((*__timep - (start)) % (istep)))
#define GO_AT(obj, start, end, vel) if(*__timep >= (start) && *__timep <= (end)) (obj)->pos += (vel);
#define GO_TO(obj, p, f) (obj)->pos += (f)*((p) - (obj)->pos);
typedef void (*StageRule)(void);
typedef void (*ShaderRule)(int);
// highest bit of uint16_t, WAY higher than the amount of spells in this game can ever possibly be
#define STAGE_SPELL_BIT 0x8000
typedef enum StageType {
STAGE_STORY = 1,
STAGE_EXTRA,
STAGE_SPELL,
} StageType;
typedef struct StageInfo {
//
// don't reorder these!
//
uint16_t id; // must match type of ReplayStage.stage in replay.h
StageRule loop;
StageType type;
char *title;
char *subtitle;
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Color titleclr;
Color bosstitleclr;
AttackInfo *spell;
Difficulty difficulty;
bool unlocked;
} StageInfo;
extern StageInfo stages[];
StageInfo* stage_get(uint16_t);
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StageInfo* stage_get_by_spellcard(AttackInfo *spell, Difficulty diff);
void stage_init_array(void);
void stage_loop(StageRule start, StageRule end, StageRule draw, StageRule event, ShaderRule *shaderrules, int endtime);
void apply_bg_shaders(ShaderRule *shaderrules);
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void draw_stage_title(StageInfo *info);
void draw_hud(void);
void stage_pause(void);
void stage_gameover(void);
#include "stages/stage1.h"
#include "stages/stage2.h"
#include "stages/stage3.h"
#include "stages/stage4.h"
#include "stages/stage5.h"
#include "stages/stage6.h"
#endif