taisei/src/global.h

115 lines
2.1 KiB
C

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