breakhack/src/map.h

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/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
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#ifndef MAP_H_
#define MAP_H_
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#include <SDL.h>
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#include <stdbool.h>
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#include "linkedlist.h"
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#include "sprite.h"
#include "camera.h"
#include "position.h"
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#include "timer.h"
#include "defines.h"
#include "monster.h"
#include "player.h"
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#include "map_room_modifiers.h"
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#include "object.h"
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typedef struct UpdateData UpdateData;
typedef struct Trap Trap;
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typedef struct MapTile_t {
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int textureIndex0;
int textureIndex1;
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SDL_Rect clip;
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bool collider;
bool lethal;
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bool lightsource;
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bool levelExit;
} MapTile;
typedef struct Room_t {
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MapTile* tiles[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT];
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MapTile* decorations[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT];
Trap* traps[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT];
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RoomModifierData modifier;
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bool visited;
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} Room;
typedef struct Map_t {
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Room* rooms[MAP_H_ROOM_COUNT][MAP_V_ROOM_COUNT];
LinkedList *textures;
LinkedList *monsters;
LinkedList *items;
LinkedList *artifacts;
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LinkedList *objects;
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Position currentRoom;
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Timer *renderTimer;
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Timer *monsterMoveTimer;
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int level;
} Map;
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Map*
map_create(void);
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MapTile *
map_create_tile(void);
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int
map_add_texture(Map*, const char *path, SDL_Renderer*);
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void
map_add_tile(Map *map, Position *tile_pos, MapTile*);
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void
map_add_decoration(Map *map, Position *tile_pos, MapTile*);
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void
map_add_trap(Map*, Position*, Trap*);
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void
map_add_monster(Map*, Monster*);
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bool
map_move_monsters(Map*, RoomMatrix*);
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void
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map_clear_expired_entities(Map*, Player*);
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void
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map_on_new_turn(Map*);
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void
map_update(UpdateData*);
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void
map_render(Map*, Camera*);
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void
map_render_mid_layer(Map*, Camera*);
void
map_render_top_layer(Map*, Camera*);
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void
map_set_current_room(Map*, Position*);
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void
map_destroy(Map*);
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#endif // MAP_H_