diff 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>
date Sat, 28 Nov 2020 22:37:30 +0100
parents librpg/rpg/map.h@e71039d820a7
children 8ef7fb7f14ad
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/libmlk-rpg/rpg/map.h	Sat Nov 28 22:37:30 2020 +0100
@@ -0,0 +1,163 @@
+/*
+ * map.h -- game map
+ *
+ * Copyright (c) 2020 David Demelier <markand@malikania.fr>
+ *
+ * Permission to use, copy, modify, and/or distribute this software for any
+ * purpose with or without fee is hereby granted, provided that the above
+ * copyright notice and this permission notice appear in all copies.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
+ * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
+ * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
+ * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
+ * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
+ * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
+ * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
+ */
+
+#ifndef MOLKO_RPG_MAP_H
+#define MOLKO_RPG_MAP_H
+
+/**
+ * \file map.h
+ * \brief Game map.
+ */
+
+#include <stddef.h>
+
+#include <core/action.h>
+
+#include "walksprite.h"
+
+struct tileset;
+
+union event;
+
+/**
+ * \brief Map layer type.
+ */
+enum map_layer_type {
+	MAP_LAYER_TYPE_BACKGROUND,      /*!< Background layer. */
+	MAP_LAYER_TYPE_FOREGROUND,      /*!< Foreground layer. */
+	MAP_LAYER_TYPE_ABOVE,           /*!< Above foreground layer. */
+	MAP_LAYER_TYPE_NUM              /*!< Number of layers. */
+};
+
+/**
+ * \brief Map layer.
+ */
+struct map_layer {
+	unsigned short *tiles;          /*!< (+&) Array of tiles, depending on the map size. */
+};
+
+/**
+ * \brief Map view flags.
+ */
+enum map_flags {
+	MAP_FLAGS_NONE          = 0,            /*!< No flags. */
+	MAP_FLAGS_SHOW_GRID     = (1 << 0),     /*!< Show grid pattern. */
+	MAP_FLAGS_SHOW_COLLIDE  = (1 << 2)      /*!< Show collision layer. */
+};
+
+/**
+ * \brief Map object.
+ *
+ * The map object is used to move a player within the map according to the
+ * tilesets and collisions masks.
+ *
+ * By itself, a map does not know how to be loaded from a file and must be done
+ * from an helper like \ref map_file.
+ */
+struct map {
+	const char *title;              /*!< (+) Map title name. */
+	unsigned int columns;           /*!< (-) Number of columns. */
+	unsigned int rows;              /*!< (-) Number of rows. */
+
+	/* Tileset. */
+	struct tileset *tileset;        /*!< (+&?) Tileset to use. */
+
+	/* View options. */
+	enum map_flags flags;           /*!< (+) View options. */
+
+	/* List of actions. */
+	struct action_stack actions;    /*!< (+) */
+
+	/* Player. */
+	struct sprite *player_sprite;   /*!< (+) The sprite to use */
+	struct walksprite player_ws;    /*!< (-) Walking sprite for moving the player. */
+	int player_x;                   /*!< (+) Player position in x */
+	int player_y;                   /*!< (+) Player position in y */
+	int player_angle;               /*!< (+) Player angle (see walksprite) */
+	unsigned int player_movement;   /*!< (*) Current player movements. */
+
+	/* View to zoom/locate. */
+	int view_x;                     /*!< (+) Position in x */
+	int view_y;                     /*!< (+) Position in y */
+	unsigned int view_w;            /*!< (+) View width */
+	unsigned int view_h;            /*!< (+) View height */
+
+	/* View margin. */
+	int margin_x;                   /*!< (+) View margin in x. */
+	int margin_y;                   /*!< (+) View margin in y. */
+	unsigned int margin_w;          /*!< (+) Margin width. */
+	unsigned int margin_h;          /*!< (+) Margin height. */
+
+	/**
+	 * Different tile layers.
+	 */
+	struct map_layer layers[MAP_LAYER_TYPE_NUM];
+};
+
+/**
+ * Initialize the map.
+ *
+ * This function will re-generate the terrain and center the view to the player
+ * position.
+ *
+ * \pre map != NULL
+ * \param map the map to initialize
+ */
+bool
+map_init(struct map *map);
+
+/**
+ * Handle an event.
+ *
+ * \pre map != NULL
+ * \pre ev != NULL
+ * \param map the map
+ * \param ev the event to handle
+ */
+void
+map_handle(struct map *map, const union event *ev);
+
+/**
+ * Update the map.
+ *
+ * \pre map != NULL
+ * \param map the map
+ * \param ticks ellapsed milliseconds since last frame
+ */
+void
+map_update(struct map *map, unsigned int ticks);
+
+/**
+ * Render a map.
+ *
+ * \pre map != NULL
+ * \param map the map to render
+ */
+void
+map_draw(const struct map *map);
+
+/**
+ * Dispose map resources.
+ *
+ * \pre map != NULL
+ * \param map the map to close
+ */
+void
+map_finish(struct map *map);
+
+#endif /* !MOLKO_RPG_MAP_H */