pt2game/engine.h

59 lines
1.9 KiB
C

#define MAX_GAME_OBJECTS 100
extern struct object {
int id; // 0 if slot unused
int x;
int y;
int width;
int height;
const char *pixels;
} objects[MAX_GAME_OBJECTS];
#define MAX_GAME_SCRIPTS 100
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 */
extern struct script {
SCRIPT_HEADER
int vars[100];
} scripts[MAX_GAME_SCRIPTS];
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.
// engine
void transition_scene(int scene); // Immediately stops all event processing for current scene, which is unloaded before this function returns
void scene_add_clickrect(int id, int x, int y, int width, int height);
void scene_add_object(int id, int x, int y, int width, int height, const char *pixels);
void scene_set_navmesh(struct navmesh *navmesh);
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.
// game-specific constants
#define SCENE_LOBBY 1
#define SCENE_MANAGERS_OFFICE 2
// The player ID and walk script are globally relevant
#define OBJID_PLAYER 4
#define OBJID_PLAYER_WALK_SCRIPT 5
// game.cpp
void scene_setup(int scene);
void onclick(int curscene, int objid);