diff libmlk-rpg/rpg/tileset.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/tileset.h@e71039d820a7
children 08ab73b32832
line wrap: on
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/libmlk-rpg/rpg/tileset.h	Sat Nov 28 22:37:30 2020 +0100
@@ -0,0 +1,114 @@
+/*
+ * tileset.h -- map tileset definition
+ *
+ * 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_TILESET_H
+#define MOLKO_RPG_TILESET_H
+
+#include <stdbool.h>
+#include <stddef.h>
+
+struct sprite;
+
+/**
+ * \brief Describe a tile property in a tileset.
+ *
+ * It can contains an animation and a collision mask.
+ */
+struct tileset_tiledef {
+	unsigned short id;                      /*!< (+) Tile index. */
+	short x;                                /*!< (+) Collision region starts in y. */
+	short y;                                /*!< (+) Collision region starts in y. */
+	unsigned short w;                       /*!< (+) Collision width. */
+	unsigned short h;                       /*!< (+) Collision height. */
+};
+
+/**
+ * \brief Per tile animation.
+ *
+ * This structure is used to animate tiles by id. Create one for every tile
+ * that must be animated.
+ */
+struct tileset_animation {
+	unsigned short id;                      /*!< (*) Tile index. */
+	struct animation *animation;            /*!< (+&?) Animation. */
+};
+
+/**
+ * \brief Tileset definition.
+ */
+struct tileset {
+	struct tileset_tiledef *tiledefs;       /*!< (+&?) Per tile properties (must be sorted by id). */
+	size_t tiledefsz;                       /*!< (+) Number of tile properties. */
+	struct tileset_animation *anims;        /*!< (+&?) Per tile animations (must be sorted by id). */
+	size_t animsz;                          /*!< (+) Number of tile animations. */
+	struct sprite *sprite;                  /*!< (+&) Sprite to generate the terrain. */
+};
+
+/**
+ * Tells if the tileset is correctly initialized.
+ *
+ * \param ts the tileset to check (maybe NULL)
+ * \return True if correctly initialized.
+ */
+bool
+tileset_ok(const struct tileset *ts);
+
+/**
+ * Prepare the tileset before use.
+ *
+ * You must call this function once before using it in the rendering of the map
+ * because it will prepare animations.
+ *
+ * \pre ts != NULL
+ * \param ts the tileset to prepare
+ */
+void
+tileset_start(struct tileset *ts);
+
+/**
+ * Update tileset.
+ *
+ * This function will update tileset animations. It is not necessary to call it
+ * if the tileset does not contain any animation.
+ *
+ * \pre ts != NULL
+ * \param ts the tileset to update
+ * \param ticks the elapsed milliseconds since last frame
+ */
+void
+tileset_update(struct tileset *ts, unsigned int ticks);
+
+/**
+ * Draw a tileset cell at the given position.
+ *
+ * If the tileset at the given row, column is animated its animation will be
+ * rendered otherwise it uses the sprite row column.
+ *
+ * The argument r and c must not be out of bounds.
+ *
+ * \pre ts != NULL
+ * \param ts the tileset to use
+ * \param r the row number
+ * \param c the column number
+ * \param x the x coordinate
+ * \param y the y coordinate
+ */
+void
+tileset_draw(const struct tileset *ts, unsigned int r, unsigned int c, int x, int y);
+
+#endif /* !MOLKO_RPG_TILESET_H */