view librpg/rpg/tileset.h @ 229:e71039d820a7

doc: improve documentation
author David Demelier <markand@malikania.fr>
date Thu, 19 Nov 2020 16:46:26 +0100
parents 71f989ae8de9
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/*
 * 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 */