91 lines
2.4 KiB
C
91 lines
2.4 KiB
C
//---
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// game: Static and dynamic information relating to an unfolding game
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//---
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#pragma once
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#include "map.h"
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#include "entities.h"
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#include "render.h"
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#include "level.h"
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#include "pathfinding.h"
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#include "particles.h"
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typedef struct game {
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/* The map's coordinate system is the primary coordinate system in all of
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this game's code */
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map_t map;
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/* User's camera */
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camera_t camera;
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/* Time played */
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fixed_t time_total;
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/* Time when victory was reached or defeat was dealt */
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fixed_t time_victory;
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fixed_t time_defeat;
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/* List of entities */
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entity_t **entities;
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int entity_count;
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/* Player; this must be one of the entities loaded in the game */
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entity_t *player;
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/* List of effect areas */
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effect_area_t **effect_areas;
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int effect_area_count;
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/* List of particles */
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particle_t **particles;
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int particle_count;
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/* Field of movement to reach the player (used by most enemy AIs) */
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pfg_all2one_t paths_to_player;
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} game_t;
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/* Allocate resources to load a level. */
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bool game_load(game_t *g, level_t *level);
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/* Free resources allocated for the level. */
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void game_unload(game_t *g);
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//---
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// Adding dynamic game elements
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//---
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/* Add an entity to the game (takes ownership; e will be freed). */
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void game_add_entity(game_t *g, entity_t *e);
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/* Add an effect area to the game (takes ownership; ea will be freed). */
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void game_add_effect_area(game_t *g, effect_area_t *ea);
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/* Add a particle to the game (takes ownership; p will be freed) */
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void game_add_particle(game_t *g, particle_t *p);
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//---
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// Interacting with game elements
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//---
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/* Try to move an entity at the specified next-frame movement data. The data is
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applied if valid (no collisions). Otherwise the entity does not move and
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only some data is updated. The data is obtained by entity_move() or related
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functions. */
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void game_try_move_entity(game_t *g, entity_t *e,
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entity_movement_t const *next_movement);
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//---
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// Per-frame update functions
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//---
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/* Update all entities' and effect areas' animations. */
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void game_update_animations(game_t *g, fixed_t dt);
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/* Update all effect areas and apply their effects. */
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void game_update_effect_areas(game_t *g, fixed_t dt);
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/* Update all particles and remove the oldest ones. */
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void game_update_particles(game_t *g, fixed_t dt);
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/* Sort entities by increasing y position (which is rendering order). */
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void game_sort_entities(game_t *g);
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/* Remove dead entities. */
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void game_remove_dead_entities(game_t *g);
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