pt2game/engine.h

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#define INVENTORY_SIZE 12
#define MAX_OBJECTS_PER_SCENE (30+INVENTORY_SIZE)
#define MAX_SCRIPTS_PER_SCENE 30
#define MAX_STACKED_SCENES 5
#include <stdint.h>
struct object {
int id; // 0 if slot unused
int x;
int y;
int width;
int height;
const char *pixels;
const struct level_clickregion *clickregion; // if not null, overrides click bounds check
};
typedef void (*script_wake_fn)(struct script *scr, int wakeupMode, int arg1, int arg2, int arg3, int arg4);
#define SCRIPT_HEADER \
int id /* 0 if slot unused */; \
int wakeupMode; \
script_wake_fn wakeupFn; \
int wakeupArg1; /* for SCRIPT_WAKEUP_OTHER_SCRIPT */
struct script {
SCRIPT_HEADER
int vars[100];
};
typedef void (*scene_render_fn)(struct scene *s);
typedef void (*scene_animtimer_fn)(struct scene *s);
typedef void (*scene_handle_tap_fn)(struct scene *s, int x, int y);
void standard_scene_render(struct scene *s);
void standard_handle_tap(struct scene *s, int x, int y);
extern struct scene {
int id;
struct object objects[MAX_OBJECTS_PER_SCENE];
struct script scripts[MAX_SCRIPTS_PER_SCENE];
scene_render_fn render_fn; // default standard_scene_render
scene_animtimer_fn animtimer_fn; // default null
scene_handle_tap_fn handle_tap_fn; // default standard_handle_tap
struct navmesh *navmesh; // defaults to non-null pointer to empty navmesh
bool use_standard_inventory; // defaults to true
bool dim_background; // defaults to false, because most scenes overwrite the whole screen
} scenes[MAX_STACKED_SCENES];
extern int scene_depth; // number of stacked scenes
#define top_scene scenes[scene_depth-1]
struct script_player_walk {
SCRIPT_HEADER
int targetX;
int targetY;
int targetNavmeshTri;
int currentNavmeshTri;
};
#define SCRIPT_WAKEUP_VIDEO_FRAME 1
#define SCRIPT_WAKEUP_OTHER_SCRIPT 2
#define SCRIPT_WAKEUP_OTHER_SCRIPT_INTERRUPTED 3 // Delivered to script that registers for SCRIPT_WAKEUP_OTHER_SCRIPT if that script is interrupted instead of completing.
typedef void (*scene_setup_fn)(scene *s, int scene, int fromscene);
// engine
// Scene changes - even push - may discard remaining events for the scene.
void push_scene(int scene);
void push_scene(int scene, scene_setup_fn setup_fn);
void replace_scene(int scene);
void pop_scene();
void scene_add_clickrect(int id, int x, int y, int width, int height);
struct object *scene_add_object(scene *s, int id, int x, int y, int width, int height, const char *pixels);
void scene_load_predef(struct scene *sc, const struct level_predef_data *predef);
struct object *find_object_by_id(int id);
struct script *scene_add_script(int id, bool interrupt_existing);
struct script *scene_get_script(int id);
bool deliver_script_wakeup(int wakeupMode, int wakeupArg1, int wakeupType, int arg1, int arg2, int arg3, int arg4); // deliver to scripts with given wakeupMode and wakeupArg1. Returns true if scene changed.
void start_player_walk_to_point(int x, int y); // x and y are not corrected to lie within navmesh
void push_scene_textbox(const char *text);
// standard inventory
void create_standard_inventory(scene *s);
void standard_inventory_onclick(struct object *obj);
struct sprite {
int width, height;
uint32_t *pixels;
const unsigned char *original_data_source;
};
struct sprite *get_decompressed_sprite(const unsigned char *spritedata);
// used during rendering
// pixel is 0xRRGGBB
extern uint32_t *curfb;
extern bool need_rerender;
void fillrect(int x1, int y1, int width, int height, uint32_t pixel);
void blit(int x, int y, int width, int height, uint32_t *pixels);
// game-specific constants
#define SCENE_LOBBY 1
#define SCENE_MANAGERS_OFFICE 2
2025-02-18 16:53:24 +00:00
#define SCENE_MANAGERS_OFFICE_SAFE 3
#define SCENE_BASEMENT 4
#define SCENE_TEXTBOX 5
// game.cpp
void scene_setup(scene *s, int scene, int fromscene);
void onclick(int curscene, struct object *obj);
extern struct savefile {
bool got_pager_from_basement;
} savefile;