#ifndef SCENE_H #define SCENE_H #include "entity.h" #include "renderer.h" #include "../common/limits.h" struct Ray; struct Raycast_Result; typedef void (*Scene_Func)(struct Scene* scene); struct Scene { char filename[MAX_FILENAME_LEN]; char next_level_filename[MAX_FILENAME_LEN]; struct Entity root_entity; struct Player player; struct Entity entities[MAX_SCENE_ENTITIES]; struct Static_Mesh static_meshes[MAX_SCENE_STATIC_MESHES]; struct Camera cameras[MAX_SCENE_CAMERAS]; struct Light lights[MAX_SCENE_LIGHTS]; struct Sound_Source sound_sources[MAX_SCENE_SOUND_SOURCES]; struct Enemy enemies[MAX_SCENE_ENEMIES]; struct Trigger triggers[MAX_SCENE_TRIGGERS]; struct Door doors[MAX_SCENE_DOORS]; struct Pickup pickups[MAX_SCENE_PICKUPS]; char entity_archetypes[MAX_SCENE_ENTITY_ARCHETYPES][MAX_FILENAME_LEN]; int active_camera_index; char init_func_name[MAX_HASH_KEY_LEN]; char cleanup_func_name[MAX_HASH_KEY_LEN]; struct Sound_Source_Buffer* background_music_buffer; int background_music_instance; float background_music_volume; Scene_Func init; Scene_Func cleanup; }; void scene_init(struct Scene* scene); bool scene_load(struct Scene* scene, const char* filename, int directory_type); bool scene_save(struct Scene* scene, const char* filename, int directory_type); void scene_destroy(struct Scene* scene); void scene_update(struct Scene* scene, float dt); void scene_update_physics(struct Scene* scene, float fixed_dt); void scene_post_update(struct Scene* scene); bool scene_cleanup_func_assign(struct Scene* scene, const char* cleanup_func_name); bool scene_init_func_assign(struct Scene* scene, const char* init_func_name); bool scene_background_music_set(struct Scene* scene, const char* filename); void scene_background_music_volume_set(struct Scene* scene, float new_volume); struct Entity* scene_entity_duplicate(struct Scene* scene, struct Entity* entity); struct Entity* scene_entity_create(struct Scene* scene, const char* name, struct Entity* parent); struct Light* scene_light_create(struct Scene* scene, const char* name, struct Entity* parent, int light_type); struct Camera* scene_camera_create(struct Scene* scene, const char* name, struct Entity* parent, int width, int height); struct Static_Mesh* scene_static_mesh_create(struct Scene* scene, const char* name, struct Entity* parent, const char* geometry_name, int material_type); struct Sound_Source* scene_sound_source_create(struct Scene* scene, const char* name, struct Entity* parent, const char* filename, int type, bool loop, bool play); struct Enemy* scene_enemy_create(struct Scene* scene, const char* name, struct Entity* parent, int type); struct Trigger* scene_trigger_create(struct Scene* scene, const char* name, struct Entity* parent, int type, int mask); struct Door* scene_door_create(struct Scene* scene, const char* name, struct Entity* parent, int mask); struct Pickup* scene_pickup_create(struct Scene* scene, const char* name, struct Entity* parent, int type); void scene_entity_base_remove(struct Scene* scene, struct Entity* entity); void scene_light_remove(struct Scene* scene, struct Light* light); void scene_camera_remove(struct Scene* scene, struct Camera* camera); void scene_static_mesh_remove(struct Scene* scene, struct Static_Mesh* mesh); void scene_sound_source_remove(struct Scene* scene, struct Sound_Source* source); void scene_enemy_remove(struct Scene* scene, struct Enemy* enemy); void scene_trigger_remove(struct Scene* scene, struct Trigger* trigger); void scene_door_remove(struct Scene* scene, struct Door* door); void scene_pickup_remove(struct Scene* scene, struct Pickup* pickup); void* scene_find(struct Scene* scene, const char* name); // Looks in all entity type arrays and returns the first one found. Result should be cast back to expected type struct Entity* scene_entity_find(struct Scene* scene, const char* name); struct Light* scene_light_find(struct Scene* scene, const char* name); struct Camera* scene_camera_find(struct Scene* scene, const char* name); struct Static_Mesh* scene_static_mesh_find(struct Scene* scene, const char* name); struct Sound_Source* scene_sound_source_find(struct Scene* scene, const char* name); struct Enemy* scene_enemy_find(struct Scene* scene, const char* name); struct Trigger* scene_trigger_find(struct Scene* scene, const char* name); struct Door* scene_door_find(struct Scene* scene, const char* name); struct Pickup* scene_pickup_find(struct Scene* scene, const char* name); void scene_entity_parent_set(struct Scene* scene, struct Entity* entity, struct Entity* parent); void scene_entity_parent_reset(struct Scene* scene, struct Entity* entity); // Sets root entity as parent int scene_entity_archetype_add(struct Scene* scene, const char* filename); void scene_ray_intersect(struct Scene* scene, struct Ray* ray, struct Raycast_Result* out_results, int ray_mask); struct Entity* scene_ray_intersect_closest(struct Scene* scene, struct Ray* ray, int ray_mask); float scene_entity_distance(struct Scene* scene, struct Entity* entity1, struct Entity* entity2); #endif