115 lines
2.1 KiB
C
115 lines
2.1 KiB
C
/*
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* This software is licensed under the terms of the MIT License.
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* See COPYING for further information.
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* ---
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* Copyright (c) 2011-2024, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2024, Andrei Alexeyev <akari@taisei-project.org>.
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*/
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#pragma once
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#include "taisei.h"
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#include "cli.h"
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#include "config.h"
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#include "dialog.h"
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#include "enemy.h"
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#include "framerate.h"
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#include "item.h"
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#include "lasers/laser.h"
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#include "projectile.h"
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#include "random.h"
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#include "replay/state.h"
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#include "stageinfo.h"
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#include <SDL.h>
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#include <SDL_platform.h>
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enum {
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// defaults
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RESX = 800,
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RESY = 600,
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VIEWPORT_X = 40,
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VIEWPORT_Y = 20,
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VIEWPORT_W = 480,
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VIEWPORT_H = 560,
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MAX_CONTINUES = 5,
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EVENT_DEATH = -8999,
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EVENT_BIRTH,
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FPS = 60,
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GAMEOVER_SCORE_DELAY = 60,
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};
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#define VIEWPORT_OFFSET { VIEWPORT_X, VIEWPORT_Y }
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#define VIEWPORT_SIZE { VIEWPORT_W, VIEWPORT_H }
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#define VIEWPORT_RECT { VIEWPORT_X, VIEWPORT_Y, VIEWPORT_W, VIEWPORT_H }
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typedef enum GameoverType {
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GAMEOVER_NONE,
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GAMEOVER_DEFEAT = 1,
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GAMEOVER_WIN,
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GAMEOVER_ABORT,
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GAMEOVER_RESTART,
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GAMEOVER_SCORESCREEN = -1,
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GAMEOVER_TRANSITIONING = -2,
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} GameoverType;
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typedef struct {
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int8_t diff; // this holds values of type Difficulty, but should be signed to prevent obscure overflow errors
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Player plr;
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ProjectileList projs;
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ProjectileList particles;
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EnemyList enemies;
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ItemList items;
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LaserList lasers;
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int frames; // stage global timer
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int stage_start_frame;
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int frameskip;
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Boss *boss;
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Dialog *dialog;
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GameoverType gameover;
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int gameover_time;
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struct {
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FPSCounter logic;
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FPSCounter render;
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FPSCounter busy;
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} fps;
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struct {
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ReplayState input, output;
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} replay;
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uint voltage_threshold;
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RandomState rand_game;
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RandomState rand_visual;
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StageInfo *stage;
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uint is_practice_mode : 1;
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uint is_headless : 1;
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uint is_replay_verification : 1;
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uint is_kiosk_mode : 1;
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} Global;
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extern Global global;
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void init_global(CLIAction *cli);
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void taisei_quit(void);
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bool taisei_quit_requested(void);
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bool taisei_is_quit_hidden(void);
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void taisei_commit_persistent_data(void);
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// XXX: Move this somewhere?
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bool gamekeypressed(KeyIndex key);
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