135 lines
4.4 KiB
C
135 lines
4.4 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) 2011-2018, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2018, Andrei Alexeyev <akari@alienslab.net>.
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*/
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#pragma once
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#include "taisei.h"
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#include <stdbool.h>
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#include "projectile.h"
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#include "boss.h"
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#include "progress.h"
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#include "difficulty.h"
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#include "fbo.h"
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/* taisei's strange macro language.
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*
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* sorry, I guess it is bad style, but I hardcode everything and in that case
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* you'll find yourself soon in a situation where you have to spread your
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* coherent thoughts over frames using masses of redundant ifs.
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* I've just invented this thingy to keep track of my sanity.
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*
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*/
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#define TIMER(ptr) int *__timep = ptr; int _i = 0, _ni = 0; _i = _ni = _i;
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#define AT(t) if(*__timep == t)
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#define FROM_TO(start,end,step) _ni = _ni; _i = (*__timep - (start))/(step); if(*__timep >= (start) && *__timep <= (end) && !((*__timep - (start)) % (step)))
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// Like FROM_TO just with two different intervals:
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// A pause interval step and an action interval dur. For dur frames something
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// happens, then for step frames there is a break.
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//
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// Lastly, istep is the step inside the action interval. For istep = 2, only
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// every second frame of dur is executed.
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//
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// Finally an example for step = 4, dur = 5, and istep = 2:
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//
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// A_A_A____A_A_A____A_A_A____...
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//
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// where A denotes a frame in which the body of FROM_TO_INT gets executed.
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#define FROM_TO_INT(start, end, step, dur, istep) \
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_i = (*__timep - (start))/(step+dur); _ni = ((*__timep - (start)) % (step+dur))/istep; \
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if(*__timep >= (start) && *__timep <= (end) && (*__timep - (start)) % ((dur) + (step)) <= dur && !((*__timep - (start)) % (istep)))
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#define GO_AT(obj, start, end, vel) if(*__timep >= (start) && *__timep <= (end)) (obj)->pos += (vel);
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#define GO_TO(obj, p, f) (obj)->pos += (f)*((p) - (obj)->pos);
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// This is newest addition to the macro zoo! It allows you to loop a sound like
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// you loop your French- I mean your danmaku code. Nothing strange going on here.
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#define PLAY_FOR(name,start, end) FROM_TO(start,end,2) { play_loop(name); }
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// easy to soundify versions of FROM_TO and friends. Note how I made FROM_TO_INT even more complicated!
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#define FROM_TO_SND(snd,start,end,step) PLAY_FOR(snd,start,end); FROM_TO(start,end,step)
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#define FROM_TO_INT_SND(snd,start,end,step,dur,istep) FROM_TO_INT(start,end,step,dur,2) { play_loop(snd); }FROM_TO_INT(start,end,step,dur,istep)
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typedef void (*StageProc)(void);
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typedef void (*ShaderRule)(FBO*);
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// two highest bits of uint16_t, WAY higher than the amount of spells in this game can ever possibly be
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#define STAGE_SPELL_BIT 0x8000
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#define STAGE_EXTRASPELL_BIT 0x4000
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typedef enum StageType {
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STAGE_STORY = 1,
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STAGE_EXTRA,
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STAGE_SPELL,
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} StageType;
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typedef struct StageProcs StageProcs;
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struct StageProcs {
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StageProc begin;
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StageProc preload;
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StageProc end;
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StageProc draw;
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StageProc event;
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StageProc update;
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ShaderRule *shader_rules;
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ShaderRule *postprocess_rules;
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StageProcs *spellpractice_procs;
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};
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typedef struct StageInfo {
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uint16_t id; // must match type of ReplayStage.stage in replay.h
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StageProcs *procs;
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StageType type;
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char *title;
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char *subtitle;
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AttackInfo *spell;
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Difficulty difficulty;
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// Do NOT access this directly!
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// Use stage_get_progress or stage_get_progress_from_info, which will lazy-initialize it and pick the correct offset.
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StageProgress *progress;
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} StageInfo;
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extern StageInfo *stages;
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StageInfo* stage_get(uint16_t);
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StageInfo* stage_get_by_spellcard(AttackInfo *spell, Difficulty diff);
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StageProgress* stage_get_progress(uint16_t id, Difficulty diff, bool allocate);
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StageProgress* stage_get_progress_from_info(StageInfo *stage, Difficulty diff, bool allocate);
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void stage_init_array(void);
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void stage_free_array(void);
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void stage_loop(StageInfo *stage);
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void stage_finish(int gameover);
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void stage_pause(void);
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void stage_gameover(void);
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void stage_start_bgm(const char *bgm);
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typedef enum ClearHazardsFlags {
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CLEAR_HAZARDS_BULLETS = (1 << 0),
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CLEAR_HAZARDS_LASERS = (1 << 1),
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CLEAR_HAZARDS_FORCE = (1 << 2),
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CLEAR_HAZARDS_NOW = (1 << 3),
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CLEAR_HAZARDS_ALL = CLEAR_HAZARDS_BULLETS | CLEAR_HAZARDS_LASERS,
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} ClearHazardsFlags;
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void stage_clear_hazards(ClearHazardsFlags flags);
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#include "stages/stage1.h"
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#include "stages/stage2.h"
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#include "stages/stage3.h"
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#include "stages/stage4.h"
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#include "stages/stage5.h"
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#include "stages/stage6.h"
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