162 lines
6 KiB
C
162 lines
6 KiB
C
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#pragma once
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#include "Common.h"
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#include "Entity.h"
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//#include "EntityManager.h"
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//#include "Scene.h"
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//#include "GameEngine.h" // can't - need forward declaration
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//#include "ActionCode.h"
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#include "Python.h"
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#include "UIMenu.h"
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#include "Grid.h"
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#include "IndexSprite.h"
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#include "EntityManager.h"
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#include <list>
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// implementation required to link templates
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#include "Animation.h"
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class GameEngine; // forward declared (circular members)
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class McRFPy_API
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{
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private:
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static const int texture_size = 16, // w & h (pixels) of one sprite in the tex
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texture_width = 12, texture_height = 11, // w & h sprite/frame count
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texture_sprite_count = 11 * 12; // t_width * t_height, minus blanks?
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// TODO: this is wrong, load resources @ GameEngineSprite sprite;
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// sf::Texture texture;
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//std::vector<PyMethodDef> mcrfpyMethodsVector;
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//static PyObject* PyInit_mcrfpy();
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McRFPy_API();
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public:
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inline static sf::Sprite sprite;
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inline static sf::Texture texture;
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static void setSpriteTexture(int);
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inline static GameEngine* game;
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static void api_init();
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static void api_shutdown();
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// Python API functionality - use mcrfpy.* in scripts
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static PyObject* _drawSprite(PyObject*, PyObject*);
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static void REPL_device(FILE * fp, const char *filename);
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static void REPL();
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// Jank mode engage: let the API hold data for Python to hack on
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static std::map<std::string, UIMenu*> menus;
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static EntityManager entities; // this is also kinda good, entities not on the current grid can still act (like monsters following you through doors??)
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static std::map<std::string, Grid*> grids;
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static std::list<Animation*> animations;
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static std::vector<sf::SoundBuffer> soundbuffers;
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static sf::Music music;
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static sf::Sound sfx;
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static std::shared_ptr<Entity> player;
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static std::map<std::string, PyObject*> callbacks;
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// Jank Python Method Exposures
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static PyObject* _createMenu(PyObject*, PyObject*); // creates a new menu object in McRFPy_API::menus
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static PyObject* _listMenus(PyObject*, PyObject*);
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static PyObject* _modMenu(PyObject*, PyObject*);
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static PyObject* _createCaption(PyObject*, PyObject*); // calls menu.add_caption
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static PyObject* _createButton(PyObject*, PyObject*);
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static PyObject* _createTexture(PyObject*, PyObject*);
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static PyObject* _listTextures(PyObject*, PyObject*);
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static PyObject* _createSprite(PyObject*, PyObject*);
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// use _listMenus, probably will not implement
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//static PyObject* _listCaptions(PyObject*, PyObject*);
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//static PyObject* _listButtons(PyObject*, PyObject*);
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static PyObject* _createEntity(PyObject*, PyObject*);
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//static PyObject* _listEntities(PyObject*, PyObject*);
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static PyObject* _createGrid(PyObject*, PyObject*);
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static PyObject* _listGrids(PyObject*, PyObject*);
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static PyObject* _modGrid(PyObject*, PyObject*);
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static PyObject* _createAnimation(PyObject*, PyObject*);
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static PyObject* _registerPyAction(PyObject*, PyObject*);
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static PyObject* _registerInputAction(PyObject*, PyObject*);
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static PyObject* _createSoundBuffer(PyObject*, PyObject*);
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static PyObject* _loadMusic(PyObject*, PyObject*);
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static PyObject* _setMusicVolume(PyObject*, PyObject*);
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static PyObject* _setSoundVolume(PyObject*, PyObject*);
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static PyObject* _playSound(PyObject*, PyObject*);
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static PyObject* _getMusicVolume(PyObject*, PyObject*);
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static PyObject* _getSoundVolume(PyObject*, PyObject*);
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// allow all player actions (items, menus, movement, combat)
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static PyObject* _unlockPlayerInput(PyObject*, PyObject*);
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// disallow player actions (animating enemy actions)
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static PyObject* _lockPlayerInput(PyObject*, PyObject*);
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// prompt C++/Grid Objects to callback with a target Entity or grid space
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static PyObject* _requestGridTarget(PyObject*, PyObject*);
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// string for labeling the map
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static std::string active_grid;
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static PyObject* _activeGrid(PyObject*, PyObject*);
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static PyObject* _setActiveGrid(PyObject*, PyObject*);
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// string for prompting input
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static std::string input_mode;
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static PyObject* _inputMode(PyObject*, PyObject*);
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// turn cycle
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static int turn_number;
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static PyObject* _turnNumber(PyObject*, PyObject*);
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static PyObject* _refreshFov(PyObject*, PyObject*);
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static bool do_camfollow;
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static void camFollow();
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static PyObject* _camFollow(PyObject*, PyObject*);
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static PyObject* _sceneUI(PyObject*, PyObject*);
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// accept keyboard input from scene
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static sf::Vector2i cursor_position;
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static void player_input(int, int);
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static void computerTurn();
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static void playerTurn();
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// Jank Functionality
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static UIMenu* createMenu(int posx, int posy, int sizex, int sizey);
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static void createCaption(std::string menukey, std::string text, int fontsize, sf::Color textcolor);
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static void createButton(std::string menukey, int x, int y, int w, int h, sf::Color bgcolor, sf::Color textcolor, std::string caption, std::string action);
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static void createSprite(std::string menukey, int ti, int si, float x, float y, float scale);
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static int createTexture(std::string filename, int grid_size, int grid_width, int grid_height);
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//static void playSound(const char * filename);
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//static void playMusic(const char * filename);
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static void doAction(std::string);
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// McRFPy_API(GameEngine*);
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// API functionality - use from C++ directly
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//void spawnEntity(int tex_index, int grid_x, int grid_y, PyObject* script);
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static void executeScript(std::string);
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static void executePyString(std::string);
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};
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/*
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static PyMethodDef mcrfpyMethods[] = {
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{"drawSprite", McRFPy_API::_drawSprite, METH_VARARGS,
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"Draw a sprite (index, x, y)"},
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{NULL, NULL, 0, NULL}
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};
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static PyModuleDef mcrfpyModule = {
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PyModuleDef_HEAD_INIT, "mcrfpy", NULL, -1, mcrfpyMethods,
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NULL, NULL, NULL, NULL
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};
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// Module initializer fn, passed to PyImport_AppendInittab
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PyObject* PyInit_mcrfpy()
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{
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return PyModule_Create(&mcrfpyModule);
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}
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*/
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