/* * This software is licensed under the terms of the MIT-License * See COPYING for further information. * --- * Copyright (C) 2011, Lukas Weber */ #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 #include "projectile.h" #include "boss.h" #include "progress.h" typedef enum { D_Any = 0, D_Easy, D_Normal, D_Hard, D_Lunatic, D_Extra // reserved for later } Difficulty; #define NUM_SELECTABLE_DIFFICULTIES D_Lunatic #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; Color titleclr; Color bosstitleclr; AttackInfo *spell; Difficulty difficulty; // Do NOT access this directly! // Use stage_get_progress or stage_get_progress_from_info, which will lazy-initialize it and pick the correct offset. StageProgress *progress; } StageInfo; extern StageInfo stages[]; StageInfo* stage_get(uint16_t); StageInfo* stage_get_by_spellcard(AttackInfo *spell, Difficulty diff); StageProgress* stage_get_progress(uint16_t id, Difficulty diff, bool allocate); StageProgress* stage_get_progress_from_info(StageInfo *stage, Difficulty diff, bool allocate); void stage_init_array(void); void stage_free_array(void); void stage_loop(StageRule start, StageRule end, StageRule draw, StageRule event, ShaderRule *shaderrules, int endtime, char *bgmname); void apply_bg_shaders(ShaderRule *shaderrules); 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