dsekai
World engine for retrocomputers.
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Data Structures
Here are the data structures with brief descriptions:
 CANIMATIONInternal representation of an animation. Do not call directly; use animate_create() instead
 CCONTROL_DATAA piece of data attached to CONTROL::data
 CCROP_DEFDefinition of a crop to be stored with the TILEMAP on which the crop may be grown
 CCROP_PLOT
 CDIO_BUFFER
 CDIO_STREAM
 CDSEKAI_STATEGeneral/shared state of the running engine in memory
 CEDITOR_STATE
 CFAKE_MEMORY_HANDLEAn emulated memory handle for modern systems. Overridden on most platforms
 CGRAPHICS_ARGSPlatform-overridden struct supporting graphics engine
 CGRAPHICS_BITMAPStruct representing a bitmap on the current platform
 CGRAPHICS_BITMAP_BASEStruct representing a bitmap. Should be overridden by platform
 CGRAPHICS_RECTStruct representing a graphical rectangle
 CHEADPACK_DEF
 CITEMAn instance of an item in the world
 CMENU_STATE
 CMOBILEA moving/interactive object in the world
 CPATHFIND_NODE
 CPOV_RAY
 CPOV_STATEState for ::ENGINE_TYPE_POV. Displays a first-person 3D view of the world using raycasting
 CSCRIPTContains immutable state for scripts attached to a TILEMAP
 CSCRIPT_COMPILE_STATE
 CSCRIPT_STEPContains a single instruction in a script, in SCRIPT::steps
 CTILEMAPInformation pertaining to in-game world currently loaded
 CTILEMAP_COORDSX/Y coordinates of a tile on the current map
 CTILEMAP_SPAWNDefines a spawner to create mobiles in the world
 CTILESET_TILETile prototype stored in TILEMAP::tileset
 CTITLE_STATEState for ::ENGINE_TYPE_NONE. A simple title screen engine
 CTOPDOWN_STATEState for ::ENGINE_TYPE_TOPDOWN. Displays a top-down 2-dimensional view of the world
 Cunimake_state
 CWINDOWStruct representing an on-screen graphical window
 CWINDOW_FRAMEDefines a graphical window frame/background with a set of image assets