Mercurial > molko
comparison libmlk-rpg/rpg/map.h @ 243:71b3b7036de7
misc: lot of cleanups,
- prefix libraries with libmlk,
- move assets from source directories closes #2520,
- prefix header guards closes #2519
author | David Demelier <markand@malikania.fr> |
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date | Sat, 28 Nov 2020 22:37:30 +0100 |
parents | librpg/rpg/map.h@e71039d820a7 |
children | 8ef7fb7f14ad |
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242:4c24604efcab | 243:71b3b7036de7 |
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1 /* | |
2 * map.h -- game map | |
3 * | |
4 * Copyright (c) 2020 David Demelier <markand@malikania.fr> | |
5 * | |
6 * Permission to use, copy, modify, and/or distribute this software for any | |
7 * purpose with or without fee is hereby granted, provided that the above | |
8 * copyright notice and this permission notice appear in all copies. | |
9 * | |
10 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES | |
11 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF | |
12 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR | |
13 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES | |
14 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN | |
15 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF | |
16 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. | |
17 */ | |
18 | |
19 #ifndef MOLKO_RPG_MAP_H | |
20 #define MOLKO_RPG_MAP_H | |
21 | |
22 /** | |
23 * \file map.h | |
24 * \brief Game map. | |
25 */ | |
26 | |
27 #include <stddef.h> | |
28 | |
29 #include <core/action.h> | |
30 | |
31 #include "walksprite.h" | |
32 | |
33 struct tileset; | |
34 | |
35 union event; | |
36 | |
37 /** | |
38 * \brief Map layer type. | |
39 */ | |
40 enum map_layer_type { | |
41 MAP_LAYER_TYPE_BACKGROUND, /*!< Background layer. */ | |
42 MAP_LAYER_TYPE_FOREGROUND, /*!< Foreground layer. */ | |
43 MAP_LAYER_TYPE_ABOVE, /*!< Above foreground layer. */ | |
44 MAP_LAYER_TYPE_NUM /*!< Number of layers. */ | |
45 }; | |
46 | |
47 /** | |
48 * \brief Map layer. | |
49 */ | |
50 struct map_layer { | |
51 unsigned short *tiles; /*!< (+&) Array of tiles, depending on the map size. */ | |
52 }; | |
53 | |
54 /** | |
55 * \brief Map view flags. | |
56 */ | |
57 enum map_flags { | |
58 MAP_FLAGS_NONE = 0, /*!< No flags. */ | |
59 MAP_FLAGS_SHOW_GRID = (1 << 0), /*!< Show grid pattern. */ | |
60 MAP_FLAGS_SHOW_COLLIDE = (1 << 2) /*!< Show collision layer. */ | |
61 }; | |
62 | |
63 /** | |
64 * \brief Map object. | |
65 * | |
66 * The map object is used to move a player within the map according to the | |
67 * tilesets and collisions masks. | |
68 * | |
69 * By itself, a map does not know how to be loaded from a file and must be done | |
70 * from an helper like \ref map_file. | |
71 */ | |
72 struct map { | |
73 const char *title; /*!< (+) Map title name. */ | |
74 unsigned int columns; /*!< (-) Number of columns. */ | |
75 unsigned int rows; /*!< (-) Number of rows. */ | |
76 | |
77 /* Tileset. */ | |
78 struct tileset *tileset; /*!< (+&?) Tileset to use. */ | |
79 | |
80 /* View options. */ | |
81 enum map_flags flags; /*!< (+) View options. */ | |
82 | |
83 /* List of actions. */ | |
84 struct action_stack actions; /*!< (+) */ | |
85 | |
86 /* Player. */ | |
87 struct sprite *player_sprite; /*!< (+) The sprite to use */ | |
88 struct walksprite player_ws; /*!< (-) Walking sprite for moving the player. */ | |
89 int player_x; /*!< (+) Player position in x */ | |
90 int player_y; /*!< (+) Player position in y */ | |
91 int player_angle; /*!< (+) Player angle (see walksprite) */ | |
92 unsigned int player_movement; /*!< (*) Current player movements. */ | |
93 | |
94 /* View to zoom/locate. */ | |
95 int view_x; /*!< (+) Position in x */ | |
96 int view_y; /*!< (+) Position in y */ | |
97 unsigned int view_w; /*!< (+) View width */ | |
98 unsigned int view_h; /*!< (+) View height */ | |
99 | |
100 /* View margin. */ | |
101 int margin_x; /*!< (+) View margin in x. */ | |
102 int margin_y; /*!< (+) View margin in y. */ | |
103 unsigned int margin_w; /*!< (+) Margin width. */ | |
104 unsigned int margin_h; /*!< (+) Margin height. */ | |
105 | |
106 /** | |
107 * Different tile layers. | |
108 */ | |
109 struct map_layer layers[MAP_LAYER_TYPE_NUM]; | |
110 }; | |
111 | |
112 /** | |
113 * Initialize the map. | |
114 * | |
115 * This function will re-generate the terrain and center the view to the player | |
116 * position. | |
117 * | |
118 * \pre map != NULL | |
119 * \param map the map to initialize | |
120 */ | |
121 bool | |
122 map_init(struct map *map); | |
123 | |
124 /** | |
125 * Handle an event. | |
126 * | |
127 * \pre map != NULL | |
128 * \pre ev != NULL | |
129 * \param map the map | |
130 * \param ev the event to handle | |
131 */ | |
132 void | |
133 map_handle(struct map *map, const union event *ev); | |
134 | |
135 /** | |
136 * Update the map. | |
137 * | |
138 * \pre map != NULL | |
139 * \param map the map | |
140 * \param ticks ellapsed milliseconds since last frame | |
141 */ | |
142 void | |
143 map_update(struct map *map, unsigned int ticks); | |
144 | |
145 /** | |
146 * Render a map. | |
147 * | |
148 * \pre map != NULL | |
149 * \param map the map to render | |
150 */ | |
151 void | |
152 map_draw(const struct map *map); | |
153 | |
154 /** | |
155 * Dispose map resources. | |
156 * | |
157 * \pre map != NULL | |
158 * \param map the map to close | |
159 */ | |
160 void | |
161 map_finish(struct map *map); | |
162 | |
163 #endif /* !MOLKO_RPG_MAP_H */ |