Mercurial > molko
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 */