RogueLife/src/game.h

91 lines
2.4 KiB
C

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