/* * BreakHack - A dungeone crawler RPG * Copyright (C) 2018 Linus Probert * * 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 . */ #ifndef MAP_H_ #define MAP_H_ #include #include #include "linkedlist.h" #include "sprite.h" #include "camera.h" #include "position.h" #include "timer.h" #include "defines.h" #include "monster.h" #include "player.h" #include "map_room_modifiers.h" #include "object.h" typedef struct UpdateData UpdateData; typedef struct Trap Trap; typedef struct MapTile_t { int textureIndex0; int textureIndex1; SDL_Rect clip; bool collider; bool lethal; bool lightsource; bool levelExit; } MapTile; typedef struct Room_t { MapTile* tiles[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT]; MapTile* decorations[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT]; Trap* traps[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT]; RoomModifierData modifier; bool visited; } Room; typedef struct Map_t { Room* rooms[MAP_H_ROOM_COUNT][MAP_V_ROOM_COUNT]; LinkedList *textures; LinkedList *monsters; LinkedList *items; LinkedList *artifacts; LinkedList *objects; Position currentRoom; Timer *renderTimer; Timer *monsterMoveTimer; int level; } Map; Map* map_create(void); MapTile * map_create_tile(void); int map_add_texture(Map*, const char *path, SDL_Renderer*); void map_add_tile(Map *map, Position *tile_pos, MapTile*); void map_add_decoration(Map *map, Position *tile_pos, MapTile*); void map_add_trap(Map*, Position*, Trap*); void map_add_monster(Map*, Monster*); bool map_move_monsters(Map*, RoomMatrix*); void map_clear_expired_entities(Map*, Player*); void map_on_new_turn(Map*); void map_update(UpdateData*); void map_render(Map*, Camera*); void map_render_mid_layer(Map*, Camera*); void map_render_top_layer(Map*, Camera*); void map_set_current_room(Map*, Position*); void map_destroy(Map*); #endif // MAP_H_