77 lines
2.4 KiB
C
77 lines
2.4 KiB
C
#define MAX_OBJECTS_PER_SCENE 30
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#define MAX_SCRIPTS_PER_SCENE 30
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#define MAX_STACKED_SCENES 5
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struct object {
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int id; // 0 if slot unused
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int x;
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int y;
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int width;
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int height;
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const char *pixels;
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};
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typedef void (*script_wake_fn)(struct script *scr, int wakeupMode, int arg1, int arg2, int arg3, int arg4);
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#define SCRIPT_HEADER \
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int id /* 0 if slot unused */; \
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int wakeupMode; \
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script_wake_fn wakeupFn; \
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int wakeupArg1; /* for SCRIPT_WAKEUP_OTHER_SCRIPT */
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struct script {
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SCRIPT_HEADER
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int vars[100];
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};
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typedef void (*scene_render_fn)(struct scene *s);
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void standard_scene_render(struct scene *s);
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extern struct scene {
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int id;
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struct object objects[MAX_OBJECTS_PER_SCENE];
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struct script scripts[MAX_SCRIPTS_PER_SCENE];
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scene_render_fn render_fn;
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struct navmesh *navmesh; // defaults to non-null pointer to empty navmesh
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} scenes[MAX_STACKED_SCENES];
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extern int scene_depth; // number of stacked scenes
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#define top_scene scenes[scene_depth-1]
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struct script_player_walk {
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SCRIPT_HEADER
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int targetX;
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int targetY;
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int targetNavmeshTri;
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int currentNavmeshTri;
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};
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#define SCRIPT_WAKEUP_VIDEO_FRAME 1
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#define SCRIPT_WAKEUP_OTHER_SCRIPT 2
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#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.
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// engine
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// Scene changes - even push - may discard remaining events for the scene.
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void push_scene(int scene);
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void replace_scene(int scene);
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void pop_scene();
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void scene_add_clickrect(int id, int x, int y, int width, int height);
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void scene_add_object(int id, int x, int y, int width, int height, const char *pixels);
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struct object *find_object_by_id(int id);
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struct script *scene_add_script(int id, bool interrupt_existing);
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struct script *scene_get_script(int id);
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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.
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void start_player_walk_to_point(int x, int y); // x and y are not corrected to lie within navmesh
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// game-specific constants
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#define SCENE_LOBBY 1
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#define SCENE_MANAGERS_OFFICE 2
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#define SCENE_MANAGERS_OFFICE_SAFE 3
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#define SCENE_BASEMENT 4
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// The player ID and walk script are globally relevant
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#define OBJID_PLAYER 4
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#define OBJID_PLAYER_WALK_SCRIPT 5
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// game.cpp
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void scene_setup(int scene, int fromscene);
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void onclick(int curscene, int objid);
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